The Setting - Heiri’Khall, Abraeas’Dor
This setting is the setting in which many of mini-campaigns will take place in. This is a setting I have been developing for the past 13 years of my life, and where I spent the most time worldbuilding.
Playing a mini-campaign in this setting enables you to be able to play anything at all and your dream character can be made a reality. You can expect full storylines, backstory use, and unique abilities if you play in this setting.
Features of the World
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When you sit down to play TTRPG’s in Abraeas’Dor, you are able to have your own customized magic items tailored to your character.
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When a game in Abraeas’Dor begins, you can count on 5th-10th level starting levels for 5e, 5th-8th level starting levels for 3.5e.
This setting is a high level setting, and you could even play a game at 12th level to start.
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When you play in Abraeas’Dor, you can expect technology and magic to be intertwined throughout the setting. Ancient machinery predating the current eras adapted to take in magical energies and conduct or use them to produce energy. Machines made from magical materials and weapons of war forged with magical intentions. Magic and technology combine in all aspects of the world, from public transit to nuclear explosives.
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Using the same maggi-tech framework, artificial intelligences have emerged many times over the 20,000 years in the current epochs, and such devices play major roles in certain empires and continents.
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When you play in Abraeas’Dor, you can expect darker themes, like slavery existing in Aevorr, zealotry taken to high levels, heavy war themes, and dangerous monsters. Face lethal viral plagues and rotting amalgamations. Body horror themes are present in many campaigns, tied to the vicious plague and the traditions of some of the cultures in the setting.
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The world of Abraeas’Dor is extremely large, allowed space for multiple genre’s of stories to be told. Play a game in the high fantasy realm of Abirria and then play a cosmic horror game in the realms of Mithiias. Join a cyberpunk game in the empire of Aevorr and then try out a nature based game in the land of Ibanakar.
Short Campaign Options
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You are a task force made to find the missing Abirrian God of History, Wizardy, Arcanum, and Scribes, Weitom. He has departed his travelling tower and library, and has not been found in several years. The servants of Weitom are in disarray, as they try to navigate the endless scroll of history that was left behind when the god disappeared.
While the servants of Weitom attempt to make sense of things, your group, powerful and capable, are assembled by the united efforts of Borr and Abirria, to find him. There is rumor that he was taken by force, maybe he simply abandoned his servants, or he simply left with no note explaining his reasoning. The people of Abirria are distraught, as their great god is gone, and out of desperation, they built a team to search his known haunts to find him. This team is yourself and your other players.
Retrieving Weitom, bringing him home or convincing him to return home is your top priority, but you have no idea what you might find or fight along the way.
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You are chosen soldiers of the newly appointed Seekers Guild, a united effort among the empires to assist the Mithiians in finding their lost supreme goddess, Minthiia. This effort comes along with a deal, the Mithiians will stop their raids and work with the allied Court Powers if Minthiia is found. The Mithiians live under the Ire, the divine fury of Minthiia, who is angry that her people have not found her. You are delegated to dive into the depths underwater to try and find minthiia in three planes of existence, the Mithiians homeworld, their second world, and Abraeas’Dor.
While you were searching and sailing the planes, the empress of Mithiias, Mirria, was murdered. She was instrumental in setting up the peace between Mithiias and the other empires. The rumors are that Mirria had found something important, but the noble houses were unhappy with what she found, and might have assassinated her.
You are hired to find Minthiia and find out what happened to Mirria.
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You are powerful warriors of the Atmos, and the Eldest Draconic Empire, Draco’Khall has been suffering as their dragongods are sick, suffering from a strange divine illness. You are to slay the Dragongods of Draco’Khall while they are weak, but first must traverse into Draco’Khall and infiltrate the capital city of the empire.
You are under orders of the empire of Draco’Dor, a split-off of Draco’Khall. You are part of an invasion force of Draco’Vaath and Draco’Dor. You’re heroes of the realm, carrying a champion status, and have been relegated to slaying the dragongods, a monumental task, but would spell the end of the Draco’Khalls tyrannical rule in the Atmos.
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In the 5th age of Abraeas’Dor, before the many era’s of prosperity and progress, was a dark age of underground survival, the great Draedic beasts, manifestations of true emotions, ruled the surface world. Those who lived on the plane forced to hide underground. These monstrosities are known as the Rotharii Draed.
A final call to action by the remnants of Abirrian society has been issued. The great colossal beasts must be slain from the inside. A dangerous suicide mission is the last chance to slay them and end their reign.
You begin your adventure by climbing into the sleeping maw of Uralla, the draed of Rage and Anger. Venture through it’s body to its heart, and unleash the arcane bomb upon its heart to slay the creature.
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You are a group of heroes chosen by your humanoid, living communities who have been living under the foot of the undead nation of Harallu, in the Depths of Sunder’s Maw in Roth. Your people have been trampled by this empire, forced to work as disposable soldiers, and now the empires in Sunder’s Maw have decided to rebel against the overwhelming forces of Harallu, and your deeds in battle have led to your new objective.
Infiltrate Harallu’s grand fortress during you and your allies' siege against their capital city, find their emperor, and slay him and whoever else gets in your way. Your people will hold the line as Harallu nears its fall, and they need you and your party to finish the job.
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You are a gifted group of adventurers, who are blessed to be able to walk in dreams, through the Veil of Visions, the realm of dreams. To you, this world is as real as the mortal realm. Your dreams and those of your friends and family are being haunted by a terrifying presence, people across the realm dying in the night and found with impossible wounds.
You have each been given powerful items to stay in the veil of dreams longer than a single night, hired to track down and slay the monster responsible for the deaths.
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The Prized Wartrain of Roth is on the move, it’s engine replenished, it’s crew restored, and its cargo sacred. The Helm of Alsaema risides in it’s engine room, guarded by a series of magical enchantments and automaton guards.
You are the servants of Life, the draedic god that opposes all others of its kind, and this is your chance to rid the world of a powerful artifact. For the irst time in centuries, the relics of your gods have been removed from their vaults and are open to theft and destruction.
You are aided by the Abirrian mages and the Greenshields of the same realm, the sworn foes of the Draed.
You are promised refuge outside of the damned jungles and brutalist holds of the rothiian empire if you are to steal the helm and destroy it so it cannot be used any further.
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The prison of Croaxa, goddess of nature’s wrath has been found, and her servants freed from their bindings. In the magical nations of the Abirrian empire, adventurers volunteer themselves to cleanse the sacred forest of glass and hunt down the rogue treant known as Ravorii, who meddles with old relics intended to free his master once more.
Destroy the freed spirits bound to the imprisoned goddess and slay Ravorii to protect the empire and put down those who attempt to bring about the doom of Abirria through the theorized apocalypse.
Full Campaigns
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You are curious scholars, soldiers, warriors, and travelers who have come to see an ancient machine unearthed in the empire of Abirria, and the withered and frail goddess bound and trapped inside of it.
She speaks in an ancient Aevorrian tongue, and warns of her family coming to look for her. She wishes to help the world turn back to what it once was and rid the world of the stink of the plague-gods infections and the dark, oppressive machinations of her mother and father in Aevorr, by ending her own existence with the use of a missing Abirrian artifact called the Worldmaker Key.
You are the heroes and adventurers who’ve taken it upon themselves to fix the world and undo ecological disaster and two thousand years of struggles for resources after the Ascension and the Sundering. You are titled Witnesses and Keepers, as the agents of the aevorrian goddess.
The agents of Aevorrian Empire and their Eldest Gods and Demigods will do whatever they can to stop you, and have opened their borders for the first time in many thousands of years and lay siege to the Abirrian Empire, the soldiers tasked with finding you and killing you, bringing the goddess back to her parents, and establishing a foothold in abirria for good measure.
You are to fight off the lords of Aevorr and complete the grand tasks the goddess asks of you, finding the remnants of the Worldmaker key and re-assembling it.
The use of The Worldmaker Key and the willing sacrifice of the goddess’s life and divinity will save the world and restore the realm to its former lush and plentiful glory, ending the thousands of years of divine plagues, cursed storms, war, and fungal monstrosities.
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The powers of the world were at peace for the past 20 years, when news began to appear in the empire of Vaarnux of a grave threat unearthed. These ancient machines unearthed are claimed by the Aevorrians, and you are the agents of court powers, an allyship between Abirria, Borr, Alith, and Brotto to fight back against the Vaarnians as they become bolder and bolder with the backing of Aevorr.
The looming threat of destruction at the hands of this unearthed superweapon inspires a new invasion of the empire of Vaarnux, spearheaded by the Borrian empire, funded by Alith, and assisted by Abirria and Brotto. The vaarnians weaponize the plagues of Vibarii and work on mutating the virus to unleash Wrath V3 while they unearth and repair the great aevorrian superweapon.
These machines are supposedly powered by an unknown power source beyond anything the world can currently produce, and the court powers have elected to choose heroes to infiltrate and lead the invasion to destroy this great machine, rumored to be called an Immortal Engine
You are the champions of the court powers, sent forth during the invasion to find and destroy this immortal engine and prevent the destruction of the entire plane of Abraeas’Dor. You will be fought by the Vaarnians and their allies in Roth, perhaps even by the Aevorrians themselves.
You are known as Operatives of the Court, and take on an important role in this war. Find the machine, destroy it, and be certain it can never be used again!
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The world of Abraeas’Dor was thriving in a new age of peace, the empires uniting to form a world government, known as The Abraeos Coalition. The empires of Thraxus’Nal, Vaarnux, and Roth have been stifled and their lands reduced, and the plagues of Vibarii and the infected had been locked away in deep caverns in the remnants of their lands. The people of the Abraeos Coalition began plans to traverse the planes once again. All the world's efforts were placed into this endeavor. The denizens of the Depths and the Core had been sealed away once more, their aberrations and daemons prevented from interfering in the world's affairs.
On a day that would become known as The Savage Day, the great lost god Habrintom, God of Nature & Wrath, the supreme god of the Habrintean Pantheon was released from his prison in the Godseye Chasm in Abirria after the impossible murder of the chasm's immortal guardian Cadinuk, Hand of Divinity.
Along with his rebirth into the world, his lost pantheon arose from their slumber across the realms, beginning a purge of monstrous proportions across Abraeas’Dor.
The world's governments scrambled to fight back the tide of newly raised infected, the re-emergence of the wild beasts of Habrintom, and the world's forests awakened by the goddess of nature’s wrath. The environment has turned upon the world, and the people are ready to fight to the death to not be swept away by the wave of living storms, the hordes of infected, and the actions of the monstrous people of Roth, who take on the general armies of the realm while the gods above war amongst themselves to prevent the Habrinteans from gaining even more of an upper hand.
All orders of importance have been activated, all empires dragged into the conflict, with the dragons staying high in the heavens and making an allyship with the Habrinteans of Roth, Vaarnux, and Thraxus’Nal. The Thraxuuans begin the next stage of their plan by weaponizing the great tools of the plague, newly acquired through the great treasure trove of items and gear found in Habrintom’s cell, now known to have been the godseye chasm in Abirria, a closely guarded secret none but Cadinuk knew about. They birth the Wrath V3 Virus and the Habrarii Strain, a new, wildly uncontrollable plague of spores that they released into the world, and the entrances to the Depths and the Core have their seals removed.
The empire of Vaarnux stands as a warden of the center of the world and a sacrificial lamb now beginning to be overrun with wild growths and the new viruses of Thraxus’Nal, their shepherds of rot and people propagandized to believe that this is the true ending of their empire.
The Borrians attempt an invasion into the Vaarnian lands to destroy their great monuments to the Habrintean Gods. The Rothiians and their monstrous allies begin their own invasions alongside Thraxus’Nal to Brotto, Borr, and Abirria.
The Ibnans of Ibanakar prepare their own retaliation and to assist Borr, but are met with resistance from their councils, who believe the Ibnan’s should be a place of rest and that agents should be sent from them into the world to assist, but that Ibanakar should NOT be deeply involved.
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The Draco'Khallian Empire fell at the hands of the Abirrians, The Tribes of Kerth, Borr, Brotto, and Draco'Dor, the coalition of nations known as The Celebrant Divine.
After their fall, a dangerous event known only as the Falling Sky threatened the world below, where the fragments of their artificial suns fell to earth in zones known as Flaresites, and began the overheating of the plane of Abraeas'Dor. These fragments still have not burnt out, and they now threaten the world below and above, turning the infected of Thraxus'Nal, Vaarnux, and Roth into a new strain of infected similar to the Endii Infected, amplified in power.
The Thraxuuans are in a strong position, the Vaarnians are dealing with their own civil war, and the Rothiians are driven into their caverns and bastions. The Thraxuuans protect these Flaresites, and the armies of Borr and Brotto take up the primary defense of the realms around the sites.
The Empires of Abirra, Borr, and Brotto wage a war against Thraxus'Nal, who has adapted and now wields the fragments of these artificial suns in warfare and weaponize the Endii Infected to great effect, becoming a world superpower.
The Tribes of Kerth and the Tempest Empires work with Draco'Vaath to secure dangerous zones in the Atmos to prevent further events such as the Falling Sun, and the Alitheans work tirelessly to create new cures for the new viral strain.
The world above is ripe for exploration, and the people seek a solution for the fragments of the fallen suns, and are now paying adventurers and explorers to search the Atmos and the world below for a solution to the burning sky and the heating of the plane. You are some of those adventurers, and join upon a new recruiting call when the names of four main relics and collections are discovered by Draco'Vaath in the remnants of the Draco'Khallian capital.
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A revolutionary discover is found, able to raise and revive deceased gods, of which there are many. This discovery spearheads a new era of peace among nations who have been distant for some time, and thousands of eager adventurers and heroes sign up to participate in reviving and rebirthing gods lost long, long ago using the several unique methods and rituals discovered in the decade since the original discovery.
Join the ranks of those saving their lost deities and mark you name in the history books, be it for glory, for your faith, or for coin.
Exploration
60/40 Combat/Roleplay
Heavy Travel
High Fantasy
Heavy divine themes
Energy Sources - Universal Powers
Technology of Abraeas’Dor
The Levels of Abraeas’Dor
The Plagues of Vibarii
At the end of the 11th age of Abraeas’Dor, Vibarii, the abirrian god of plague and storm struck the supercontinent known as Ethrell, a melting pot empire that shone the brightest in all of Abraean history. The plagues moved quickly, and due to the politically catastrophic civil war that won Ethrell’s independance from the empires of Abirria, Brotto, and Ibanakar, help came too slowly to save Ethrell.
Beginning with a sermon by an Ethrellian priest and the disappearance of the god who controlled Vibarii’s movements, the first plague ravaged the realms.
With the desperate use of an ancient Aevorrian machine, the realm was ripped to pieces in an event called The Ascension to the Alitheans and the Sundering to those still living on the surface, forming the realm now known as Alith. The empires of Borr, Thraxus’Nal, Vaarnux, and Roth were formed in the aftermath of the disaster. The openings to the Depths and the Core also appeared as a result.
In the 12th age of Abraeas’Dor, the rampant fungal and acidic plagues of Vibarii have become as common a threat as monsters and war.
The Empires of Thraxus’Nal and Vaarnux arose in the wake of plague’s first appearance, and the empire of Roth uses the plagues as a defense system. They worship the plagues in different ways, and have taken to worshipping Vibarii as a high god.
After many mutations, be they intentional or natural, the plagues have only become stronger, with several variants of the original plague causing millions of deaths yearly even 2,000 years later.
The Plagues & Variants
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The first variation of the plague. Not originally fungal in nature, but still born from the divine wrath and magic of Vibarii.
The virus attacks the body’s self-imposed inhibitions and releases a constant surge of adrenaline. Affecting the brains ability to determine friend from foe and erasing the brains ability to feel pain and emotion, but not showing any immediately recognizable signs of infection.
First spreading through saliva, bites, and blood contact, and taking 3 weeks to a month to kill someone infected with it, it had one horrific feature that made it extremely hard to combat.
All those who fell to the plagues effects on the mind were bound to Vibarii and his celestial servants, receiving a divine protection and unified mind controlled by a god who had often done his work through schemes and careful planning. Many did not dare combat a god out of fear or a simple inability to match a deity in any game of strength or influence.
The plagues were also resistant to magical healing and already available healing means.
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Wrath V1 marked the start of the virus infecting plants, animals, ore, and every other aspect of the environment. Taking on greater plant-based features and more acidic damage, the plagues were more noticeable and easier to identify, but the death rate rose due to the increase in infection speed, going from 3 weeks/1 month to 2 weeks before an infected individual would become part of the horde.
Increasing strength, endurance, and gaining toxic and acidic traits, as well as an innate connection to other infected plants and animals, the infected became one with the land and could track anyone inside any region that was overrun with plant life.
Spreading through spores, bites, air inhalation, nonviolent physical contact, injection, blood contact, and proximity to infected plants made this particular mutation even more lethal and hard to avoid.
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The second mutation of the original rung virus. Created through the experimentation of the now thriving order of rot, which still exists in the modern day as the religious cult of Vibarii, the plagues were enhanced to increase the speed in which infected succumb. Instead of two weeks to fall to the infection, it only took 5 days to 1 week, and it’s ability to spread so quickly wiped entire villages and cities that still remained in tact after the sundering and the rise of Alith.
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Emerging in the deserts of Borr and the coastlines of Thraxus’Nal and Brotto, this mutation ocurred naturally, evolving to withstand the scorching heat and slimming down the infected and increasing infection death rates.
The endii strain does what the original rung virus does, and gained a few notable traits including increased speed, removed the need for slumber, and took on a less fungal appearance, instead altering the minds of the infected at a much faster rate than the original rung virus.
Endii infected are extremely fast, retain their original self’s physical attributes instead of burning them away with acid, and show signs of a higher intelligence and incredible resistance to harsh weather conditions that hinder Wrath V1 and Wrath V2 Infected.
The Order of Rot
The Order of Rot began in the second century of the 12th age, founded by the first true cult of Vibarii previously known only in Abirria as a simple Habrintean cult, gaining traction in the ruined lands of Ethrell and taking over the few strong political forces and winning the approval of the remaining noble and wealthy houses. They preached for the adoption of Vibarii as their secred deity, spoke about the abandonment of all the old gods of Ethrell, including the Alithean deities. Those deities had fled with the strongest, wealthiest, and most successful peoples of Ethrell, who were the forebears of the modern Alithean empire.
The Abirrian people had pulled away in their anger after the war that gave Ethrell it’s independence, and Brotto had been dealing with their own troubles relating to the virus and were unable to send proper aid. The adoption of Vibarii as a higher god led to the formation of Thraxus’Nal and Vaarnux, and the Order of Rot took over many parts of the world.
In the current era, many factions of the Order of Rot have become both politically significant and religiously significant, and it’s branches and factions still remain as one of the most important organizations in the world.
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Greater than soldiers, greater than shamans or priests, the Rotknights legions have jurisdiction over all civil matters and matters of national defense.
This legion is the first line of defense for the nations they defend, and are far beyond the capabilities of town guards and regular soldiers, every barracks and training camp overseen by at least 10 Rotknights.
Armor of black and green, with full plate armor, first choice of new military innovations, and biomechanical implants make the Rotknights the greatest warriors in Thraxus’Nal and Vaarnux, even spreading into Roth despite Roth not worshipping Vibarii.
Enhanced strength, enhanced endurance, a ruthless code of conduct, and the removal of their need to sleep make Rotknights a grave threat to anyone who intends to invade anywhere the Order of Rot has a foothold.
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The mortal masters of the infected emerging in the third century after the ascension and the sundering. Founded when a genetic anomaly appeared that enabled them to control the infected.
The Rotshepherds in the current era are a protected class of highly trained mages that are in charge of guiding and leading the hordes of infected during battles and times of war. They hold the highest position among the temples of Vibarii and are considered the speakers for the order.
Fueled by a constant feed of infectious waste and constantly empowered by the number of infected under their direct control, you never know just how powerful one Rot Shepherd might be compared to the next. Multiple Rot Shepherds are attached to any army presided over by the Order of Rot, and the infected hordes obey their every command.
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The guardians of hordes and the “spouses” of Rot Shepherds, these colossal infected were almost always women paired with Rot Shepherds in training, the Rotwitch making a sacrifice to guard the children of the shepherd, giving her life to become the mother of the hordes.
Rotwitches are fast, extremely large and overgrown with fungi, vines, roots, and infectious puss and serve alongside the Rotshepherds in times of crisis. Facing a Rotwitch in battle is a massive undertaking, as their sheer mass and reach can eliminate even a seasoned mage in seconds.
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The main heroes and agents of the Order of Rot, and the leaders of the religion. While not as famous or as beloved as the Rot Shepherds, Rot Shamans have a very important role; the continuation of worship and the propagandization of the masses.
Rot Shamans are mages, warriors, or even noncombatants, but lead through religious and political control, often standing besides emperor’s and empresses, sitting on councils and boards, and leading the research wing of the order. They constantly strive to mutate the virus into a greater threat.

