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Avivion 1985: Rage of the

Sorcerer Kings
PART 1
Welcome To Avivion
Inroduction
Deep in the Cracked Horn Mountains an ancient war still burns, Credits
magic missiles and ireballs are blasted all around, and the All the artists
occasional magic weapon is seen striking down yet another iend.
Cover - TheDurrrrian, DeviantArt
These are the spells and weapons of the wizards, ighting the
Page 2 - Kyle Grazier, Pinterest
demon horde. It's a battle with no end, a battle with no winners,
Page 3 - Gobelinus Regius, Pinterest
and it's a battle that started ten centuries ago. But now it's on a
Page 4 - n0aloth, Reddit
grander scale. Now, the whole solar system is involved.
Page 5 - Daniel Ochoa, Pinterest/likely LucasArts or similar.
Avivion is a rich planet, both resource and culture wise, covered Page 6 - Eswaard, DeviantArt
in mighty metropolises, and beautiful nature. It's home to many Page 7 - Gaston Bobadilla, Pinterest
people, both good, and bad. The planet isn't the only thing to Page 8 - ProgidyDuck, DeviantArt
see, however, as the people of the planet, and the people outside Page 9 - Fantasy, VK + Aaron Mallet, Pinterest
it, have colonized all possible planets and moons. The solar Page 10 - Duster123, DeviantArt
system, and its capital planets are all ruled by mighty Space Page 11 - LeonovichDimitry, DeviantArt
Empires, mightiest of them all being the Space Empire of Tiil.
Page 12 - Chris Trevas
For ten centuries peace has reigned in the galaxy. Mighty
Page 13 - Jeremy Harlan, Pinterest
warriors still train every day, making sure not to skip leg day.
Page 14 - Anonymous Artists, Pinterest
The most powerful of these warriors are the Galaxy Knights of
Page 16 - Post-Apocalyptic Fashion, Tumblr
Rhill, who ight with the might of Avivionian steel. Though their
Page 17 - Isaiah Degonia, Pinterest
homeland holds no magic, save for their mighty Sorcerer King
Pitterweem, they've made short work of foes twice as powerful Page 19 - Anonymous artist, Pinterest
as them. Page 20 - LordDoomhammer, DeviantArt
The only reason this thousand year peace lasted as long as it Back Cover - Rebel6, Tumblr
did, was because one of the Sorcerer Kings, Aromazz, known by
many other names, was held in a prison of ice since 985, cast
upon him after he nearly brought forth the end of all life. Now in
the space era, he is once again free, and ready to wreak havoc on
all that is good. His mightiest warriors, the Mad Wizards,
assaulted the moon of Bindes, where he was held, and defeated
the Galaxy Knights within an hour of entering their fortress.
After he was freed, the moon was bombarded to ashes, killing all
remaining Galaxy Knights, and all of the civilian population.
So, now the universe will burn, and the rage of the Sorcerer
Kings blazes in the dark space between worlds. Planets will
crumble, and great war shall be waged once more! Join the fray,
and ight for the glory of the Space Empires!

3
History of the Space Empires
The history Avivion and the solar system around it hold is long, When they learned of the stalemate in the west, they got on
and perilous. Planetary scale wars, near-extinction events, and their griffons, and with the blessing of Pitterweem, lew to aid
glorious adventures. The mighty Sorcerer Kings rule the mighty the Eldritch Knights.
empires, and political powergame is at play all the time. Peace is
In the autumn of year 7 BCE, the inal epic battle was
mainly kept through a contract that all parties had to sign back
commenced, with the Eldritch Knights being supported by
in 450, 535 years before the Calamity King, also known as
conscripted humans, dwarves, elves, dragonborn and even some
Aromazz, would amass the forces of evil and nearly destroy
hal lings. As the battle started, it became apparent that the
Avivion. But, we'll get to that soon.
centuries of war had truly not affected the Warbringers, as they
charged into the fray, carving a bloody path through the knights
General History As Recorded and soldiers holding the line. Spells were lung, weapons
clashed, and the dying cries of soldiers illed the air. Then, from
Everything that has happened before the irst article, has been
the heavens descended the Knights of Rhill, banners held high,
commonly referred to as the Primal Age. The story begins in
and weapons ready. They crashed into the Warbringer army, and
proper in 349 BCE.
tore them apart with their martial skills. The Warbringers were
surrounded, and they surrendered.
Years 349 BCE to 450 CE
After their victory in the inal battle of Thralkeldlin, the Sorcerer
Earliest years of civilization can be traced back to 349 BCE,
Kings had all of the Warbringer of icers executed, and their new
when the irst magic was discovered. Those who were magically
leaders were forced to sign a peace treaty. After that, they were
potent claimed lands with their new powers, and instilled fear
left to their own accords, living as nomads, who did mercenary
and respect to the hearts of their fellow people. Elves and
work and kept borders secure from goblins and other hostile
dwarves claimed some land that would later become
beings.
synonymous with them, other races settled where ever they felt
at home. The ones without magic were seen as lesser beings, but This time was called the time of peace, during which no wars
their skill in battle made up for it. They united under a banner of were fought, and civilization got a chance to properly grow.
War, and over the decades of conquest and ighting, they came to People built spell powered ships that lew in the heavens, and
believe that peace was a sin. faired the seas, inding new land, some of which the
Warbringers conquered. Also during this time, a child was born,
In 276 BCE, the Sorcerer Kings had built the irst cities,
by the name of Aromazz, the Dark Wizard of Pontyprid, which
mightiest of them housing 30,000 people. However, due to the
he grew to rule the land, and continued to rule for centuries.
constant defense against the Warbringers, as they had named
themselves, they couldn't ind the time in the world to study the
magics of the world, and tend to their people. Then, one day, the
Sorcerer Kings held a meeting, trying to ind a way to stop the
Warbringers' attacks. Amongst the Kings, one stood, a goblin
who had shown great magical potential in the past. He stood on
the podium, and said, as quoted: "They live to ight wars. Give
them something to ight then. Give them a worthy foe."

The Kings thought about his words, taking their time, and
agreed that this was the best course of action. And so, the irst
Eldritch Knight orders were founded. After rigorous training,
and arming of the warriors, they were ready to face off against
the Warbringers. The knightly orders assembled in the ields of
Thralkeldlin, preparing for an epic battle against the horde. The
battle was long, and hard fought, with hundreds of knights and
Warbringers falling on both sides, until both armies were forced
to retreat. This stalemate continued until the year 12 BCE, when
the tide would inally turn.

Some of the people who lacked the magical potential the rest of
the world possessed were welcomed to the land of Rhill, where
the ancient Wizard King Pitterweem allowed them to live, and
train, in case they would end up in a battle against one of the
hostile factions of the world. They learned how to tame griffons,
and mastered both melee and ranged combat. They lived mostly
in seclusion and harmony, occasionally getting attacked by
powerful foes. They were soon pulverized, however.
An Eldritch Knight ready to ight

4
Years 451 CE to 984 CE, the 990 to 1984, era of
quiet era advancement
=][= In 990, ive years after the battle against Aromazz, the world
started to advance in new ways. Airships became more
NO RECORDS EXIST OF THIS TIME advanced, irearms started to pop up all around the world, and
PROCEED WITH YOUR READING every year something new seemed to be invented.

=][= 300 years passed, and the scholars and wizards started to take
interest in the stars and planets around their home world. By
985 CE, Calamity King falls this point, the dwarves from Aberdeen started using recently
discovered energy technology to make their weapons stronger,
In the spring of 985 CE, Aromazz joined forces with orc tribes,
creating a mighty army of dwarves. Five of the mightiest
and mighty necromancers, their plan to conquer the lands of
airships of varying origins were soon improved with power
Tiil, starting with the capital, Fordee. Aided by the Goblin King,
ields, and pseudo atmospheres, making them ideal for space
and his Eldritch Knights, they launched an all out assault on
travel. Warbringers seemed quite eager to get to see some of
Fordee, conquering it in the span of a night. Aromazz slew the
these new worlds, and everyone could guess why. Dwarves,
king and imprisoned the royal family in a prison of ice. The
elves, humans and gnomes were all granted with one of these
crown prince, Ollad, managed to lee, and swore to bring an end
new spaceships, and in no time, they were heading to the stars.
to Aromazz, immortal or not.
What followed was centuries of planetary exploration,
He embarked on a quest to gather powerful magic items that
colonization of moons and new worlds, invention of laser tech,
could help him defeat Aromazz, and liberate his land from the
hologram technology, bloody conquest on behalf of the
forces of darkness. His quest took him to the depths of the
Warbringers, who quickly assimilated new alien races to their
oceans, the highest peaks, and lowest chasms. Many were his
culture, and the improvement of magic technology. The dwarves
allies in these perilous times, and many battles he fought,
got themselves a nickname as the cosmic dwarves of Aberdeen,
eventually getting all the artifacts he needed. A Vorpal Sword
the goblins built space stations and bandit camps on new
forged by Pitterweem, an artifact pair of angelic wings, an
worlds, and the newly formed Galaxy Knights of Rhill moved the
amulet that protected from evil, and a magical Electrum Dragon.
still frozen Aromazz to the moon of Bindes.
With these artifacts in hand, he needed only allies now, to help
him win this war. But the galactic peace would not last, for a cult of Mad Wizards,
driven to insanity by the whispers of the evil Sorcerer King that
First, he went to Rhill, and rallied the troops to his cause. The
echoed in their heads, telling them to free him. And so they
Knights of Rhill hailed to the king of Fordee, and swore to aid
amassed a leet, and prepared for a battle that would break the
him in the coming battle. Next he requested aid from the
peace in the solar system...
Sorcerer Kings, 10 of which sent their armies, the other 3 being
paranoid, and protecting their borders. Lastly, he called on the
mighty Warbringers, who immediately agreed to ight alongside
their former foes, as this would be the irst proper battle in
centuries. 14 of the clans arrived, and they began their march to
Tiil.

On their way, they encountered a barbarian, who too showed


great magical potential, and seemed like a strong enough
warrior. They reached the ields of Thralkeldlin, where they
were greeted by an army of orcs, goblins, undead and trolls.
Ollad and the barbarian snuck past the armies of evil, while the
forces of justice clashed with the army of darkness.

Once inside the keep, they encountered a mysterious igure who


showed them a secret teleportation circle, which sent them to
the trone room of the castle. There, in single combat, Ollad
defeated Aromazz and cast him into a prison of ice. The forces of
evil were vanquished, and the Goblin King went back to his
kingdom debating that he never took part in the atrocities of
Aromazz. After several trials, and debates, he was forgiven,
much to everyone's displeasure.

Warbringer commander
5
1895, present day, and the end Afterword
times of the galaxy So, now you know the history of the Space Empires, the irst
great wars, and how we ended up in space to begin with. There
Led by a Wizard Lord by the name of Moch-Zul, the Mad were some things left out, that will be covered in the next
Wizards assembled a leet, once again aided by the Goblin King, section, so don't worry about that.
and his devout followers, and set their sights on the moon of The next section of the campaign setting will cover the world,
Bindes. They arrived during a dark hour, and deployed their or worlds, themselves, what you can ind on them, the cultures,
dropships. Once on the surface, the Galaxy Knights charged to religion, or rather the lack of it, and all your needs as a planetary
meet them in combat, ready to annihilate this foe. However, hero.
within the span of an hour, all but 5 Galaxy Knights were dead,
and the Mad Wizards proceeded to release the Calamity King Onwards!
from his prison of ice. After the "battle" was over, the survivors
quickly led to Rhill to lick their wounds, and to resurrect their
fallen Lord Commander, Begarus. The Mad Wizards then
annihilated the civilization on Bindes, making sure to be
thorough. Aromazz donned once more his sadistic dark grin,
and in a gleeful voice called forth his demon horde, which he
had summoned in the Cracked Horn Mountains in 451 CE, and
kept there to slay all who opposed his reign over the mountains.
Now, the universal genocide shall begin, and the winner is the
last one standing...

Moch-Zuul, the Mad Wizard

6
The Solar System, Cultures, And Such
The solar system, and its capital planet Avivion are busy places, Elves
especially now that the Sorcerer King of Calamity has returned Elves were born in the woods, under the light of the stars. They
to threaten the forces of good. The main system consists of 8 soon declared those lands as theirs, and when the other races
planets, and 21 moons, which the DM can generate with tables started appearing, became extremely protective of the woods.
that will be featured later. In this section of the setting we'll Battles were fought between the races, and the elven mages
cover the information on different cultures, species, beliefs, and more often than not triumphed in combat, earning the elves
the economy. Without further stalling, let's begin. great respect. The few magicless elves heard the call of the irst
king of the Warbringers, and joined him out of sheerly wanting
The Species and Cultures to show their magic using kin their true strength.
When the space age began, the elves were reluctant to leave
Humans Avivion, and only the bravest dared. They found some fertile
They're as basic as they come. Humans are some of the most planets, and settled them, becoming the irst druids in space.
widespread races in the galaxy, due to their great fertility, and They also helped improve many of the new inventions this space
strange survival instinct to have offspring, so that they won't die fairing age had brought with it, making them more natural, just
out. It seems weird to other species, but overtime they've gotten for the elves.
used to it.
Then there's the drow. They've mostly disappeared. Some say
Humans are often associated with chaotic, or even downright they gathered a leet, and decided to ind a new solar system to
evil deeds, as the Calamity King is a human, and the irst of the conquer. Others believe the elves eradicated them because to a
Warbringers were also humans. Despite all of this, they're still con lict that raged on between the elves long ago. Only four
respected, and often hold some kind of importance to their drow are known to exist in the world now, and even most of
community. them are outlaws, save for one by the name "Jarl".
Most notable good humans have been the now passed king There are no truly notable elves, save for the Sorcerer Kings
Ollad, the Barbarian of the North, who helped the forces of and the mighty scholars of the Eye, a mighty fortress on the
justice defeat the evil Sorcerer King in the battle for Tiil, and moon known as Solos.
who now leads mighty warriors in space battle against the many
enemies of light. Other notable igures are the Galaxy Knights, Hal lings
and a mysterious space captain only known as Cruiser Lord, Some of the most peaceful and insigni icant creatures to walk
who holds some of the greatest magical potential to this day, the land, hal lings are peace loving folk, who often just wander
second only to the Goblin King, and Pitterweem. Whoever he is, the land, meeting new people, seeing new places, and cooking
he's here to aid the light. some of the best foods in all the land. Space travel really isn't for
them, and when they do travel, they usually make the most of it,
Dwarves not switching planets before at least most of the things possible
Also known as astral dwarves, these stumpy but tough warriors have been seen.
spend most of their time in mines deep underground, rising only Hal lings don't have a Sorcerer King leading them, and instead
to ight the threats to the common folk. They've never forgotten just mind their own business. This doesn't mean they don't
their origins of founding the mighty city state of Aberdeen, and magic, however, and they are some of the most potent little spell
being among the irst to make irearms, and mighty energy casters out there.
weapons.
The Goblin King's journals have stated that he enjoys hal lings
Dwarves are associated with raw strength, law, and honor. for their cooking skills, their humor and their laid back attitude.
They drink, and brawl, yes, but they never cause riots, nor do He also states that sometimes they make for good spell sparring
they deceive others or ight dirty. Dwarves believe that the true buddies.
value of a living being is their honesty, honor, and courage.
Dwarves don't have many notable people amongst them, save Gnomes
for their Sorcerer King, the Crystal Emperor, who's These people are disliked by some for their hyperactive nature,
transmutation skills are unmatched to this day. unpredictability, and general happiness, even in the most dire
situations. Not much is known about gnomes, save for their
closeness to nature, inventiveness, and magical knowledge.
They're fast learners too. Whereas a wizard spends weeks
studying a book on magic, a gnome will lip through it in a day
or two, and already know the general idea of what it says.
The most powerful gnome is the immortal Sorcerer King
Pitterweem of Rhill, the founder of the Galaxy Knights, and the
guardian of a powerful astral key with the power to unleash
Eldritch horrors to this world.

7
Dragonborn Tabaxi
The dragonborn are a noble race of warriors and mages born Sneaky, cunning, brave, and highly kleptomaniac. Tabaxi are
from the eggs of dragons as a last ditch effort to keep the usually bounty hunters, thugs for hire, wandering merchants,
draconic blood from dying out. Indeed, the Warbringers took up and assassins. If you have what to pay with, they provide. Many
dragon killing, slaying them in glorious combat. The dragons tabaxi have become adventurers, never to return, and those that
created the Dragonborn, and either led off world, or were killed do, usually have interesting stories to share, about steel dragons,
by the Warbringers. The dragonborn rose to avenge their fallen goblin armies, mighty warriors slaying demons, and so forth.
ancestors, and when the inal battle in the long war was fought, Tabaxi have always been a mystery, and the fact that they built
the dragonborn almost single handedly annihilated the enemy's their own space leet is probably the most baf ling thing of all.
left lank, causing them to lee just to not be killed by the They do seem to get along with others, so their intentions can't
draconic warriors. be bad. That's the reasoning of most who run into tabaxi.
When technology started advancing, dragonborn mystics They're curious by nature, and like shiny things. If you had a
started building steel dragons in the image of their ancestors, tabaxi visiting your home, and your coin purse went missing,
using their magic to create sentient metal dragons. Sadly, not all well, now you know why.
of them were so good natured as the ones behind the Tabaxi don't care about glory, titles or anything of the like.
dragonborn, and soon started causing havoc, and making They want to live simple lives, and offer whatever services they
secluded lairs around the galaxy. can for others. They really are the galaxy's pets.
Notable dragonborn are very few, and the most notable ones
are, as mentioned before, the Mystics. They're led by the Arch- Orcs
Mystic, who can bend the fabric of reality as he pleases, making Much like goblins, orcs are some ighty people. Their culture
him the fourth strongest caster in all of Avivion, or any other revolves around war, and they ally themselves with
planet at that. Warbringers, who share incapability to cast magic of any kind.
That, or they ight them to see who's better.
Goblins Survival of the ittest really does sit well with the orcs, and if
Many call them nasty bastards, thieving little freaks, and evil you can't show strength, you lose the game of life. It's as simple
monsters. They're all right, but they shouldn't say it out loud. as that. Orcs are rare on other planets, but were there's orcs,
These creatures, who all hail the mighty Goblin King, are more there's probably a lot of wars.
than just evil raiders, and pirates, and thieves, and terrorists. Orcs loathe the idea of recorded history, and thus, no notable
They're survivors, and smart little inventors, who build some of orcs are known of. If you tried to ind something about a
the best weapons, and weaponized mechs. They also know their powerful orc, you'd probably ind one of the Lord Commanders
way around explosives, and irearms, which can make them very of Warbringers, by the name of Grumsh, who led the Kill Squad
dangerous in battle. during the long war.
During the start of the space era, goblins snuck on board the
ships, and upon landing set out in these worlds, trying to Hal breed races
establish civilization. This was all of course ordered by the one Both orcs and elves have hal breed children, and they're seen as
and only Goblin King, who later built his space fortress, along equals among humanoids.
with multiple space stations where his goblins could live. Half elves are the product of passion between humans and
And at this point you already know who the notable goblin is, elves, which shares the best parts of both sides. They often end
so I won't even say it. He is known for spell fusing, and the most up with their human parent, and learn many things from them.
powerful of his time, Unholy Fire. He has also made many Their long life span grants them all the time they need to learn
powerful artifacts, which he gives to whoever he feels like at everything they're interested by. Half elves might become
that moment, be it a goblin or a brave adventurer who has powerful mages, or guildmasters on their home planet,
stumbled in his lair. He truly doesn't care who he ights with, as depending on their interests. Many half elves also leave their
long as he gets his doze of fun. home to see the galaxy, and what it has to offer.
Half orcs are a little less loved hal breed, considering they're
born from an orc... de iling, a human woman. They're seen as
barbarous beasts, and they often don't know any magic to speak
of. However, one man seems to feel sympathy for them, and that
man is the Barbarian of the North. He trains half orcs in the
ways of Techno Barbarians, and even treats them like they're his
children.
The least common hal breed is the tie ling. They're born from
dark rituals, curses and of course from a tie ling parent, if they
get that lucky in life. Tie lings are loaded with magic potential,
but unfortunately, many of the don't use it for good. Tie lings
like a nomadic lifestyle, and only settle down if they feel
comfortable doing so. Aromazz sees them as good cannon
fodder in the upcoming war in the stars.

Robo Goblin, Goblin King's favorite servant

8
Warbringers Draal
"We're not weaklings, so you can't enslave us. We're not a single From the desert planet of Trallna, the Draal hail. Their guerrila
race, so you can't eradicate us. We're an idea. A belief. You believe tactics in battle match their foe, the Thri-Kreen, who they've
in peace, we believe in war. And if you can not win against us, why been in war with for centuries. How the con lict started is
do you challenge us to begin with?" Those are the words of unknown, but it probably has something to do with the Thri-
Cororin the Wise, a mighty Warbringer tactician, just moments Kreen's hunger for humanoid lesh.
before a battle is fought between them, and a clan of trolls who Their home world was irst discovered by the Warbringers,
challenged them to a turf war. who helped them battle against the Thri-Kreen, and formed a
This gives an idea of what the Warbringers are about. They're brotherhood with them. They also signed the peace treaty with
not a single race, but rather a collection of races, that all unite the other races, and became some of the best blades for hire
under the banner of War. They're highly resilient against magic, ever.
and even the mightiest mage will have a hard time in a duel Their culture is all about roaming the desert, and battling the
against one. However, if a Warbringer was to use magic, they locust like Thri-Kreen, to the bitter end. They're master snipers,
would be executed by one of the commissars. and excellent melee combatants, besting most of their enemies
Warbringers have conquered many lands, and assimilated the with no issues. They also have war mages, but magic among
natives to their ranks. Their armies have some of the greatest their kind is rare.
training, which comes from survival of the ittest. If you can't They ight for whoever can provide them with money,
survive on your own, you will die, and won't be missed. weapons, and enemies to ight, which is why they were the
Warbringer armies are formed of clans, all of which have a vanguard of the Mad Wizards' attack on Bindes. This of course
chieftain leading them. The mightiest of them are the Hannyabal did make their reputation a bit bad, but their high lords denied
bloodline, who've kept the clans in check over the centuries. any connection to the mercenaries that helped the Mad Wizards
to victory.
Zuhneri
Zuhneri are the irst discovered alien species, that quickly
signed a peace treaty with the colonists, in fear of their magic
and weapons. They are four armed, sharp fanged and their
northern kin is covered in white fur. Their planet's north is a
frigid hellscape, but it's also the only place with precious
minerals that they use for trade and for their constructions.
During the irst contact with the colonists, the Zuhneri sensed
their magic, equal in strength to theirs. They knew that they had
little chance against these new people if they were to go to war,
given that they weren't as powerful weaponry wise. After the
initial shock of the irst encounter, they quickly took liking to the
ire arms of these new people, and bought as much of them as
possible.
After some years, they ran into the Warbringers, who started
a war on them, and after the colonists reminded Hannyabal the
Cunning that his ancestors signed a treaty, they stopped, but did
assimilate many of their captives to their ranks, after making
sure they didn't have magical capabilities. Those that did... went
missing.

A Draal warrior in the traditional ceremonial armor


A Zuhneri druid

9
Scutan
The Scutan are a race of biomechanical humanoids, who used to
Religion
be slaves to another alien race known as Khuxa, but they There's no religion in the galaxy, and that's because gods don't
revolted, and eradicated their oppressors in 892. For the next exist. Instead, people place faith in concepts of existence. Clerics
100 years they rebuilt the planet in their own image, and started of the forge believe in the lames of the furnace, and the steel of
space exploration, doing trade with the occasional Zuhneri and the anvils, paladins of conquest believe that the strong rule, and
Draal they met. weak obey, and the common folk believe and place their faith in
Over the years, they began indulging themselves in modern what their culture has generally believed in for countless
pleasures, and the private sector started to establish a foothold centuries.
in the cities of the Scutan. Whereas public services were cheap The extreme expressing of religion is outlawed in the galaxy,
to acquire, the corporate sector started founding establishments as many things cults and churches preach about could be
and shops for pretty much anything you could want. Guns, banned elsewhere, and this could spark a war. As such, founding
swords, booze, drugs, women, men, and the like. religious centers around concepts of existence is outlawed and
When the human colonists irst came to contact with the punishable by death on many moons and planets.
Scutan, they were surprised to see such an advanced world. Just because gods don't exist in the material plane, and there's
After some exploration, and discussion with the local leaders, no connection to celestial or infernal planes of existence, that
the colonists decided to inhabit one of the surrounding moons, doesn't mean that there are no gods in the outer planes of
rather than the main world, as it was already quite crowded. existence. A plane of existence, a raging inferno often referred to
Over the decades the Scutan home planet became what is as the Cosmic Nexus, is a home to many horrifying and powerful
known today as a "Bliss World", a place where people can relax, Elder Gods, that seek ways to consume material planes and
and indulge themselves in material pleasures. enslave the natives. The only way to access the Cosmic Nexus is
Unlike all other races in the galaxy, the Scutan don't have, nor with a collection of crystal orbs, smoother than anything else in
will they ever have, the great magical potential others do. Scutan the world, and placing them in a dark shrine of evil. These keys
are a race all about material things, and arts and over the top remain undiscovered to this day, and it's said that the Goblin
sword duels. Some of the greatest bards of the galaxy are in fact King might possess one.
Scutan. Of course, there have been wars over religion, which is why
The only notable Scutan are the Council of Dust, who were the the laws restricting religious freedom are there, to keep
original rebel generals, and the ones who founded the private something like that from ever happening again.
sector that now controls trade.
Planets and moons
This section contains tables on generating planets and moons.
The tables contain general world type, dominant race, and what
the world is like up close. All you need is a D6, a D8, a D10, and a
D20 and you'll be generating worlds in no time.

World Type
d8 Type
1 Jungle World
2 Bliss World
3 Farm World
4 Ice World
5 Desert World
6 Fortress World
7 Dead World
8 Ocean World

Jungle World
Planets or moons covered in thick jungles. They hold the most
dangerous fauna, and greatest bounties.

Bliss World
Kick back, relax, have a drink, and enjoy some good company. Or
get mugged, stabbed and left in a ditch. Both can happen.

Farm World
The universe would starve if not for farm worlds. The people
there live simple lives, and war is unheard of, save for some
minor goblin raids.
A Scutan private police
10
Ice World Costs of Living
Living is not cheap. All planets and moons offer some kind of
These planets literally try to kill you. Temperature is always
public, and private service available for everyone, or a select few.
below -20 degrees Celsius, and dangerous Yetis roam the
This doesn't apply to the Warbringers, because they have been
landscape.
bred for war, and only war.
Think what services each world has to offer, and consult the
Desert World
tables below for prices of said services. Bliss worlds aren't
Temperature rarely goes below 40 degrees Celsius, and giant
featured here, they have their own section in additional tables.
scorpions, centipedes and purple worms roam the dunes. What
little water there is should be conserved and protected.
Living and Costs
Transporta on Cost
Fortress World
The polar opposite of farm worlds, fortress worlds train Airship 2 GP/mile
soldiers, and produce warmachines to battle evil and to upkeep Railway 4 GP/sta on
peace.
Gyro copters 10 GP
Dead World Space cruisers 50 GP/person
Nothing grows here, nothing lives here, and the air is Boat/ferry 5 SP/person
unbreathable. Aberrations and other cosmic freaks will most Carriage 20 SP/mile
likely feel right at home.
Public services Cost
Ocean World
Planets and moons absolutely covered in water. Krakens and Courier 1 GP/mile
other water monsters call these worlds home. Some people live Healer 20 GP/spell level
here just to ish some big game, and make money. Protec on 50 GP/day
Dominant race Private inves gator 20 GP/day
d20 Race Blacksmith 50 GP/item
1-2 Gnomes Maintenance 10 GP/hour
3-6 Warbringers Mailman 2 SP/mile
7 Orcs
8 Goblins Calamities
No world is safe from calamities, and at least some planets and
9 Hal reed race of your choice moons have faced them. When generating the worlds, you can
10 Elves generate 1d8 calamities for 4 worlds of your choice.
11 Tabaxi d8 Calamity
12-13 Humans 1 Nuclear war
14-15 Dwarves 2 Meteor shower
16 Dragonborn 3 Volcanic erup ons
17 Scutan 4 Galac c storms
18 Draal 5 World war
19 Zuhneri 6 Famine
20 Halflings 7 Acidic rainstorms
It's important to know who is the majority on each planet and
8 Black hole
moon. Knowing this will help you build upon the world further.
And that's basically how world generation goes.

Magic
All people in the galaxy, except Warbringers, most Draal and
Scutan have magic potential. This includes commoners. This
table shows how much magic potential you have.

d4 Magical Poten al
1 None
2 1 cantrip of your choice
3 2 cantrips of your choice
4 2 cantrips and a level 1 spell of choice
11
PART 2
New Races & Weapons
& Armor o'my
Races of the Future
The races of the universe are many, and you have seen them all.
However, they use the same stat blocks as their original
Draal
counterparts. This chapter will cover the new races introduced Masters of surviving in a harsh environment, the Draal seek out
in the setting. Warbringers, who are really just a subrace more the toughest to live in places, and set up shop, making do with
than anything, the mighty Draal of Trallna, the gracious Zuhneri what they get. They're known for their resourcefulness, and
of the Solar North and the biomechanical Scutan. long grudges that usually only end when they're dead and
buried, burned or eaten.
Warbringers Traits
Warbringers aren't as much a race, as they are a culture, and it Draal are resourceful, and highly resilient, being able to survive
shows. Warbringers can literally be of any race in the universe, in many hostile places.
as long as they share the ideologies of war and conquering. Ability score increase. Your Strength or Dexterity increases
by 2, and your Wisdom increases by 1.
Traits Age. Draal reach adulthood at 16, and rarely live to see their
Warbringers are strong and brutal warriors, who use their 70th birthday.
magic resistance and martial skills in battle. Alignment. Draal follow strict laws, but at the same time
Ability score increase. Your Strength increases by 2, and these laws are built around chaos. Many view Draal as evil
your Dexterity increases by 1. people, when in actuality, they're quite neutral.
Diverse Bunch. Warbringers get the racial traits of their Size. Draal range from 6 to 8 feet in height. You classify as a
parent race, save for the ability score increase. medium character.
Magic Blanks. You have resistance against spells up to level Speed. You have a base movement speed of 30 feet.
2 or lower. Darkvision. Draal can see quite well in the dark, courtesy of
Martial Knowledge. You have pro iciency with simple and their subterranean ancestors. You have 60 feet of darkvision.
martial weapons, light and medium armor, and you have Languages. You speak Draal, and Common.
disadvantage on attack rolls if you have a shield.
Alien resilience. You have a resistance against ire and cold
Cold Presence. You have pro iciency in Intimidation. damage.
Swift Movers. Your base walking speed increases to 40 feet.
Natural camo. You have advantage on stealth checks made
in your native environment. Discuss this with your DM.
Natural resourcefulness. After combat, you can make a
Survival check to use the parts of your fallen enemies for
weapons, tools, and rations.

Scutan
The Scutan love material wealth, and are some of the most
common consumers in the galaxy. They rarely ight wars, but
they keep on their toes, deploying secret police to upkeep order
and eradicate criminals and agitators.

Traits
Scutan are social, but also know how to ight, and know how to
do politics. In a bad way, that is.
Ability score increase. You Charisma score increases by 2,
and your Dexterity increases by 1.
Age. Scutan reach adulthood at the age of 20, and live up to
500 years.
Alignment. Scutan are a neutral faction, that can vary
between evil and true neutrality at a whim.
Size. Scutan range from 5 to 6 feet in height, and weigh at
average 230 lbs. Your size is medium.
Speed. Your base walking speed is 30 feet.
Tremorsense. Unlike most races, the Scutan can't see in the
dark. However, their biomechanical bodies have censors that
can sense vibrations up to 30 feet.
Natural performers. Choose two pro iciencies: Deception,
Intimidation, Performance or Persuasion.
Rest Mode. Scutan can turn on a 3 hour trance like resting
mode, that serves as their long rest.

13
1N5P1R3 Protocol. At some point in the past, all Scutan had a Darkvision. You have Darkvision up to 60 feet.
new protocol installed within them, that makes them inspire Kleptomania. Whenever you're around object with a value
their comrades. Once per short rest, you can give your ally an of 1 GP or more, make a DC 14 Wisdom saving throw. If you fail,
inspiration die of 1d6. you must steal that item.
Languages. You can speak Common, Scutan, and one Firearms proficiency. You have pro iciency with irearms.
language of your choice. Laser love. Zuhneri are quite big fans of lasers, and it shows.
If you want, you can make a DC 16 Tinker's Tools check, to make
your weapon a laser weapon, which deals an additional 2d6
radiant damage.
Natural acrobats. You have pro iciency with Acrobatics, and
when you fall from 30 feet or more, your damage is halved.

Zuhneri
The Zuhneri are a peaceful people, who live in perfect harmony A Warbringer Zuhneri
with nature, building their lodgings within the trees and cliffs of
their planet. However, they also suffer from a greed for shiny
things, and a love for irearms and lasers, which has made them
some of the more dangerous criminals on certain planets. Now
with Aromazz free from his prison, the Zuhneri are taking up
arms, ready to ight the evil sorcerer.

Traits
Zuhneri are peaceful, nature loving, and trouble making people
with no concept of property or personal boundaries.
Ability score increase. Your Dexterity and Wisdom increase
by 1.
Age. Zuhneri become adults at age 12, and live up to 60 years.
Alignment. Zuhenri are good people, but they are chaotic in
nature.
Size. Zuhneri range quite a bit in size, some of them being
only 4 feet tall, whereas the tallest of their kind are 8 feet in
height. You count as a Medium creature.
Speed. You have a base walking speed of 35 feet.

14
Armory
Weapons and armor of 1985
Armor
Weapons Power Armor
Laser Blaster Heavy, AC: 20, resistance to piercing, slashing, and
50 . reach, 2d6 piercing damage + 2d6 radiant damage. bludgeoning.

Warbringer Twinblade Basilisk Bone Armor


5 . reach, 2d8 slashing damage. Light, AC: 14+DEX.

Laser Rifle Draal Carapace Armor


200 . reach, 4d6 piercing damage + 3d6 radiant damage. Medium, AC: 16+DEX up to +2, resistance to piercing.

Rapid Laser Biomechanical Suit


400 . reach, 10d4 piercing damage + 5d6 radiant damage. Light, AC: 13+DEX.

Long Laser Flak Armor


280 . reach, 5d6 piercing damage + 2d6 radiant damage. Light, AC: 11+DEX, resistance to slashing.

Laser Melee Weapons Fordeenian Plate


5-10 . reach, any normal damage + 2d6 radiant damage + 2 Heavy, AC: 21, resistance to piercing, and slashing. Immunity
magic damage. to cri cal hits.

Laser Claymore
5 . reach, 2d8 slashing damage + 2d6 radiant damage.
Magic Items
Amulet of Pureness
Flamethrower If worn by a Good aligned character, that character has
20 . reach, DC 15 DEX save, 2d10 fire damage. resistance to necro c damage. Any evil characters get their
alignment flipped.
Plasma Blaster
150 . reach, 4d10 fire damage + 3d6 radiant damage. On a Angelic Wings of Fordee
1, it overheats and deals 2d10 fire damage to the player. These wings of heavenly steel give any character wearing
them a fly speed of 50 feet.
Grenade
40 . reach, thrown, 4d4 fire damage + 1d6 piercing damage Ancestral Electrum Dragon
+ 2d4 force damage. This being can be summoned with a statue in its image, and
by speaking in its true name. It uses the Ancient Silver Dragon
Vorpal Greatsword of Pi erweem
stat block from the Monster Manual, with the cold replaced
5 . reach, 3d6 slashing damage + 1d6 radiant damage + 1d6
with radiant.
force damage + 5. Cri cal hit range 18-20, on a cri cal hit
enemy is decapitated. Knife of Evil
Treat this as a dagger +3. It deals no actual damage, but if
Missile Launcher
the target fails a DC 18 Wisdom save, they become Evil
350 . reach, 4d10 fire damage + 2d6 piercing damage + 2d6
aligned, and classify as undead.
force damage.

Power Glove Holo-Core


This item brings fallen back as holographic ghosts. They can
5 . reach, 3d8 bludgeoning damage + 2d6 force damage.
s ll die, however, do no funny ideas.

15
Vehicles
Warbringer Ba le Flyers
AC: 18 HP: 80 Weapons: 10 Laser Blasters

Draal Speeder
AC: 15 HP: 45 Weapons: Rapid Laser

Hover Tank
AC: 22 HP: 400 Weapons: 2 Rapid Lasers, 4 Missile
Launchers, 2 flamethrowers

Space Cruiser
AC: 19 HP: 200 Weapons: None

Ba le Cruiser
AC: 26 HP: 800 Weapons: Enough to destroy a city

Laser Griffon
AC: 18 HP: 75 Weapons: 4 Laser Rifles, Laser Claws (treat as
Laser Claymore)

Planetary Airships
AC: 20 HP: 150 Weapons: 8 Plasma Blasters

Railway Car
AC: 17 HP: 60 Weapons: 4 Rapid Lasers hidden in the hull

16
PART 3
Bestiary & NPCs
Monsters in the Black Voids
You have seen the monsters in the Monster Manual. They're Mad Wizards
all there. Dragons have the exception of being made of steel, and Led by Moch-Zul, the Wizard of Mass Murder, the Mad Wizards
lacking unique breath weapons, but they're all still there. This enslave the solar system, obeying their master's will. No one has
chapter won't cover the core monsters, as you can just ind them been able to defeat Moch-Zul in battle, as he seems to have some
in the Monster Manual. The only inexistent monsters are dark twisted blessing on him. Sam can NOT be said for his
Hobgoblins, and the Gith. Any other humanoid monsters wander brethren, who die quite often. Their greatest triumph came in
the depths of space as pirates and nomads, or inhabit planets. the battle of Bindes, where they slaughtered the brave Galaxy
Keep in mind that you can lavor these monsters as you please, Knights as they came, not suffering any losses whatsoever.
and don't be under the impression you can't modify them to it
Mad Wizards use the Mage stat block from the Monster
space.
Manual, with the exception of wearing Basilisk Bone Armor.
Moch-Zul has 10 levels of Barbarian and a +2 Laser Claymore.
Aberra ons
They live in the churning and twisting nether of the Cosmic
Warbringer
Nexus, and the depths of the Underworld.

Titans
Lying dormant, hidden in caves and holes in the earth.
Warbringer
Medium humanoid (any race), any alignment
Fey
Hiding inside black holes and space dust clouds. Armor Class 19 (Basilisk Bone Armor)
Hit Points 124
Fiends Speed 40 ft.
Only existent ones are Aromazz's ancient demon horde, which
consists of every demon in the book. STR DEX CON INT WIS CHA
Now, on to the Bes ary! 20 (+5) 20 (+5) 16 (+3) 10 (+0) 14 (+2) 7 (-2)

Humanoid NPC foes Saving Throws Strength +9, Dexterity +9


Skills Athletics +9, Acrobatics +9, Perception +5
This is less of a bestiary, and more of a catalog of NPC enemies Damage Resistances Slashing
the players can encounter. The only original stat block is actually Condition Immunities poisoned
the Warbringer one. Senses passive Perception 15, any racial sense
Languages Common, any other language
Aromazz Challenge Challenge and Xp
Aromazz is the ancient evil Sorcerer King who commands the
Calamity Empire, which is currently trying to conquer the
planets of the universe, and battling the Space Empire of Tiil. He Ac ons
is one of the most powerful beings alive, and he will slay Multiattack. The Warbringer makes 3 and Twinblade
everything in his path. a acks, and 2 Laser Blaster a acks.
He uses the Archmage stat block from the Monster Manual,
but with one exception. BIG, exception. He has 20 levels of Twinblade. Melee Attack: +10 to hit, 5 reach, one
Sorcerer, and 10 levels of Fighter. He has +3 Power Armor, 2 +3 target. Hit: 2d8+6 slashing damage
daggers and a Laser Blaster +3. Laser Blaster. Ranged Attack: +9 to hit, 50 reach, one
target. Hit: 2d6+5 piercing damage + 2d6 radiant
Goblin King damage.
He's even stronger than Aromazz, and far older and more
cunning. He commands his goblin empire from the Galactic
Fortress of Dark, and holds some of the strongest artifacts in
existence, most of which are unknown of in this world.
The Goblin King uses the Assassin stat block found in the
Monster Manual, and has 15 levels of Warlock of the Fiend
and 20 levels of Evocation Wizard. You should also give him
some powerful magic items.

Robo Goblin
Goblin King's favorite servant. Not much is known about him,
save for his lashy clothing, and robotic body, save for his head,
for the most part. He uses the Goblin Boss stat block found in
the Monster Manual, and has 14 levels of Battlemaster Fighter.

18
PART 4
Playing in Avivion
and the galaxy
Playing the Galactic Adventures
The best part about this new setting aren't the new worlds, nor If the players get involved in secret wars, make sure to make it
the new races, nor weapons, nor armor. It's playing the game, exciting, and give them multiple choices on factions. Make sure
like is the case with any D&D setting. And there are multiple to give all parties some good and some extremely bad qualities,
ways and scenarios to play the setting in. and most importantly, have fun!
In this chapter I will be giving you an overview of the different
scenarios to start your adventures in the galaxy, and even
suggest some alternatives. And remember, you make your own
The Great War
The open, all-out war that rages in the stars, in the year 1985.
adventures.
Fought between the Calamity Empire, and the Space Empire of
Tiil, led by the valiant hero Ollad the 16th, there's no telling who
Scenarios in 1985 will triumph in this great battle for the future of the galaxy.
The forces of justice are aided by many allies. The Galaxy
Noir Adventure Knights of Rhill are the most prominent ones, led by their
holgraphic Lord Commander Begarus, who fell in the battle of
A Noir adventure plays out like a detective story. They're usually
Bindes, but was brought back to ight at the side of the king of
very city-centered, and have a colorful cast of NPCs. Bliss worlds
Tiil. Their other allies are the astral dwarves of Aberdeen, and
seem like the ideal location for a Noir adventure. The players
the Eldritch Knights of the mighty kingdom of Eidolon. The
could be private investigators, or wrongly judged escapees,
mighty Techno Barbarians have also come to defend their home
trying to clear their names.
galaxy, and have sworn a blood oath to aid the mighty king of
Noir adventures should have an intriguing plot, and not just
Fordee and Tiil.
be black and white good against evil adventures. There should
The players could be the mighty warriors of the galactic
be every shade of gray involved, and no one should be a hundred
justice looking to battle the enemies of the common good, or
percent clean. Everyone has a criminal record, or is part of a
twisted bastards, trying to help the Calamity Empire to victory.
drug cartel, or sells women to rich pimps. Or, is just a lat out
Either way, there will be an epic war, fought in the red sands of
psychopath, who will kill for the thrill.
Trallna, where good and evil collide in the inal battle of this
Noir adventures are some of the most intriguing adventures
millenium. What comes after, who knows? It's all still shrouded
to e played, and the players and the DM should make the most of
in fogs of time.
the political themes involved.

Space Exploration Afterword


Maybe you don't want to play in the year 1985? You could just
Probably the most common way of playing in a space setting.
play as the Draal, battling the crule Thri-Kreen on Trallna. Or
And the most diverse. You could be space merchants looking to
maybe you want to play in the Long War where the Warbringers
sell supplies, or pirates looking to plunder, or even space
irst earned their reputation. Or maybe you wish to reenact the
conquerors looking for new worlds to conquer in the name of
Scutan Revolution. That's absolutely possible. Possibilities are
their Space Empire, and the Sorcerer kings.
endless, and you can choose your own way of playing in Avivion
The depths of outer space hold many secrets, like primordial
1985. That's all I have to say anymore, and I wish you all a good
black holes, the galactic fortress of the Goblin King, ruins of
day, and great adventures in the galaxy.
mighty alien civilizations, and so much more that is beyond
mortal comprehension. -Viktor S, the Herald of Fordee
If you're going to do a space exploration adventure, make it as
epic, and immersive as you can. Create ambience, send
dangerous foes your players' way, and have fun. That's all there
is to it.

Secret War
Deep in the secret tunnels and sewer systems, terrorists, secret
police and liberty ighters battle a secret war for freedom, and
planetary domination. The many factions ighting the secret
wars are all unknowingly pawns of the Goblin King, who seeks
to end order on the Space Empire controlled planets and take
them over with the help of his goblin army.
Many battling in the secret wars have found out about the
Goblin King's intentions, and have created a third faction in the
wars, known as the Rogue Lords. They operate on all planets,
snuf ing out rebellions and stopping corrupt government
of icials. They're known throughout the solar system, and their
leader is no other than the mysterious Cruiser Lord, who has
sworn to defend the justice in the galaxy.
20
Battle
A War
In The Stars
Eons of war are returning to the galaxy, as Mad
Wizards have freed the mighty King of Undeath
and Calamity, Aromazz from his frozed prison.
Now, at the side of his allies, he seeks to end the
galactic peace, and destroy the mighty Space
Empires of the Sorcerer Kings.

The mighty warriors of the galaxy won't go


quietly, and with the help of brave warriors and
adventurers, they will restore the cosmic balance.
Or then the adventurers won't even bother
helping and they have to figure it out themselves,
your call.

WWW.GMBINDER.COM

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