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The One Page Campaign Entry

Seregon

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You are reading the Walraven Consortium Guide to Modern Day Seregon, a book about the city-state of Seregon and the known world. This book is written by the sage, Vop Verstappen and is written to be as accurate as possible, although assumptions, rumors, and guesses are naturally part of such a guide. Please do not blame Vop or the Consortium.

  1. This is an episodic campaign of urban and jungle adventure, exploration, rescue missions, and intrigue. It includes heavy social interaction. It is meant to be a slow burn, with down time, sub plots, city intrigue, and character nonsense.  The NPCs have their own game afoot. You may be from anywhere in the world, including fallen empires. You are encouraged to put anyone listed under Characters or any place under Locations in your background.
  2. We start in the city of Seregon: Amsterdam in the jungle. It's a bustling metropolis, on a large island, with dark secrets, surrounded by deadly jungle. The island remains unexplored and unyielding to exploration. The technology level is high, at around the year 1800. 
  3. There is an ongoing zombie apocalypse for the last 120 years. Zombies are scary, ever present outside the city. They can pop up overnight through an airborne disease known as Amber Fever. Half the countries have fallen. People have adapted somewhat, but there is a winding down. See the Central Tension to understand the conflicts.

Your Location

  • Planet Phoor: A mid apocalyptic world of Law Versus Chaos, where the chaos forces of the Great Old Ones battle the orderly forces of man. The Elder Gods created the universe; they are not alien invaders from the stars. They are the stars.
    • Island of Moog: A tropical island of ancient civilizations and zombie infested jungles. It has seen the rise of the Serpentmen, the ancient Olmoy, and now you. 
      • City-State of Seregon: Amsterdam in the jungle with a fungal infection. A city founded and ran by the equivalent of the Dutch East India Company. 
        • Kerkhof Ferry District: Artists and tradesperson district known for being accepting of adventurers on their way upriver into the jungle.
          • Kerkhof Station: An abandoned train station where you live, once the pride of the city 120 years ago when the zombie apocalypse began.

About Seregon

Seregon is a sprawling metropolis built atop a nexus of ancient magics, where the boundaries between realms are as thin as whispers and as dangerous as the forgotten gods themselves. The city rises in tiers, with the glittering Upper District housing the powerful, the wealthy, and the arcane scholars who delve into forbidden knowledge. Three towering ziggurats dot the skyline, each a relic of a time when the Olmoy, a civilization long lost to history, ruled these lands. Their shadow looms large over Seregon, with their eldritch rituals and planar connections woven into the city’s very foundation. At night, the air hums with arcane energy, and those sensitive to such things can feel the pulse of otherworldly forces just beneath the surface. Below the polished veneer, deep within hidden chambers like Kaanul's Snare, entities far older than time itself still stir, their influence seeping through the cracks of reality.

The city is a paradox of splendor and decay. In the bustling markets of the Lower District, traders from distant planes hawk bizarre wares, while beggars whisper of secret passages to realms unknown. The ever-present tension between order and chaos is palpable, as Seregon teeters on the edge of something grand and terrible. The ancient gods slumber beneath its streets, waiting for the unwary to awaken them, while the ruling class in their ivory towers play dangerous games with powers they scarcely understand. The common folk, caught in the city's perpetual twilight, either revere or fear the arcane arts that hold Seregon together—or threaten to unravel it.

Fungus Among Us

Myconids, mushroom people, emerge from the sewers at night and remove dead bodies, those in the throes of transforming into zombies, along with trash and refuse. They scrube the city clean of deadly fungus. The Greycaps, as they call themselves, once killed the entire population of the city in retaliation, but now the city work in partnership with them. This deadly fungus is the cause of Amber Fever, which transforms people into zombies. Everyone is always on the lookout for fungal growths, from the myconids to the Captain's Men, who inspect public places for outbreaks.

Making a Character

Seregon

Third Level

  • You start at third level. Third level is where some solid class options and species options kick in.
  • Major Species include all the species in the 2024 Player's Handbook, except Gnomes, Goliaths and Orcs. Dragonborn are a special case.

Dragonborn

All Dragonborn were engineered from one source. They were all created and trained to be part of a legion of warriors known as the Immortals of Karsis . This was done by the wizards of Emperor Karsis, from the fallen Empire of Bamasuj. They conquered many lands before the apocalpse took Bamasuj. They made their way across a continent, across the ocean, to find a new life. If you want to play a Dragonborn, you are an Immortal of Karsis. 

Minor Species

These require some extra work. You do not gain attribute points from your species, only your background. Loxodon are elephant humanoids. Tabaxi are cat humanoids. Darakhul are undead humanoids.

Character Building

  • You are third level. Here are instructions for making a D&D 2024 character.
  • Use Standard Array or Point Cost for ability scores.
  • Give yourself standard gear.
  • You can have 300gp and a Common magic item.
  • You can buy Dinosaur Mounts (100gp and up), a bicycle for around town (60gp), firearms (in the player's handbook), and magic items listed at various establishments by consulting this wiki and the DM.
  • Background are likely to trigger more information to motivate you to go explore. Only use the Player's Handbook 2024 backgrounds, as these have mechanical changes not present in previous backgrounds.
  • Once you have a background, we can find you a contact. Your contact will be a link to the city and possibly have adventure hooks. You can request a contact, or one will be provided for you. 

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  • See Class Ideas for ... class ideas linked to the storyline. 
  • Important: Please integrate your character with at least one Character, Location, or Organization in the wiki. 
  • Human Culture: See Human for an explanation of other available human cultures.
  • Please choose a culturally appropriate first and last name. For example, the standard humans have Dutch names. See Name Lists.
  • Non human species have the usual fantasy style names. Humans from other cultures match their culture's name format. Elves can be local with the usual nature names or perhaps from the Sultanate of Sahar with Middle-Eastern names. Maybe you've escaped the drug addicted malaise of Al-Strahal.

Languages

Common Languages

  • Common (Atlantean)
  • Elvish
  • Dwarvish
  • Urgan (Beastmen, Gnolls, Winged Apes)
  • Sign language (Common)

Uncommon Languages

  • Benthic (ancient language of the seas) (Glyphs) Spoken by the ancient Olmoy, Aboleths, Deep Ones
  • Rakshasan (spoken by Rakshasa)
  • Draconic (spoken by dragons, Serpentmen, kobolds, troglodytes, wizards and sorcerers)
  • Giant (giants, cyclops, minotaurs) (not recommended)
  • Tabaxi

Rare Languages

  • Abyssal
  • Celestial
  • Infernal
  • Mi Go (Moon Beasts, Mi Go, Star Things)
  • Old Moogan

Welcome to Planet Phoor, a world shaped by Lovecraftian Elder Gods, with mysteries and cosmic horrors lurking at the edges of reality. You're currently in the city of Seregon, located on the Island of Moog, an isolated land covered by dense jungle and overrun with relentless zombies. The city is divided into districts, with you living in the working-class Kerkhof Ferry District, within an abandoned train station known as Kerkhof Station, a symbol of your group's resourcefulness. Your group is known as the Yard Rats, adventurers and survivors navigating this apocalyptic world.

The city itself is a place of stark contrasts: the wealthy reside in the central Starfire Hill District, while the dangerous Old Knot District houses poverty, crime, and the mysterious Temple of Set. Below is a summary of the key areas and dynamics at play:


Island of Moog and the Zombie Apocalypse

  • Size: 1000 miles by 500 miles.
  • Nature: A deadly, zombie-infested jungle. The jungle cannot be cleared or tamed. It swallows everything, forcing explorers to go in and get back as quick as possible.
  • Central Tension: The ongoing zombie apocalypse that began 120 years ago. Heroes must explore the jungle to discover the source and find a solution.

City of Seregon


Seregon's Dead and the Myconid Sovereign

  • The dead belong to Sovereign Morel, the leader of The Greycaps Myconid faction. While they do not interfere with resurrection, they claim all corpses at night and handle the removal of fungal infections, particularly the dreaded Amber Fever.
  • Resurrection requires the use of Seregon Serum, a costly substance (50gp per dose) in high demand across Phoor. Airships deliver serum around the world to those who can afford it.

Travel and Trade

  • Airships are the safest way to move between cities and islands, though it is extremely expensive. Airships are quickly destroyed over the jungle.
  • The seas are closed to long voyages due to deadly fungal blooms that attack ships, engulfing them in mere hours. Local travel by ship is still possible, but perilous.
  • Pirates (Ravaged Sea Corsairs) roam the nearby shores, while Crimson Slavers operate from nearby Elephant Island.

Religion and the Elder Gods

  • The Elder Gods created this world and may one day reclaim it. The human gods are relatively new. They are active in daily life, granting minor miracles, they leave the larger problems to heroes like yourselves.
  • Divine intervention happens, but it is rare and indirect, as the gods prefer to manipulate events from the sidelines.

Exploration and Adventure

  • The jungle holds the key to ending the zombie apocalypse, but no one can conquer it. You can only explore and survive.
  • Before heading into the jungle, consider hiring a guide from the Guide Authority. The jungle's dangers are many, and having local knowledge is critical to survival.

Feel free to share any character ideas or background elements you’d like to incorporate into this world. I'm here to help you weave them into the rich tapestry of this setting.

The Gods

See Temple Way for a wider variety of deities and their worshippers (who have their own adventures).