Remove ads by subscribing to Kanka or enabling premium features for the campaign.

Adventure Unbounded is an expanded approach to D&D where you can play your character across multiple campaigns running simultaneously in the same living world. The stories overlap and the world is affected by your choices.

Our team of professional Dungeon Masters are working collaboratively to provide a new way to experience D&D online. 

Discover a safe place to call home for D&D online. You have to play it to believe it.

It is the year 2999 AC. Rhea is a nearly-flat plate, floating in orbit around a blue-tinted star. Titanic forces swirl at the edges creating an impenetrable, turbulent storm system that only the most fool-hardy of sailors or mountaineers attempt to penetrate. Those who do are never seen again, though occasional wreckage does wash up on shores near the edge. 

Way, way back, in a mostly forgotten history, Rhea was a thriving planet with almost five thousand years of civilizations rising and falling upon it. Until three thousand years ago, when a great cataclysm occurred, tearing Rhea apart. Known as The Shattering, life was irreversibly disrupted, and nearly extinguished. Of the surviving portion of Rhea, only a flat disc remained habitable. Life picked up the pieces, and began again.

Click to toggle

Let it be known that throughout the history of Rhea, there have been stories of the beginning of time and the creation of the universe. Be they fact or legend, what follows is a summary produced from the commonalities between many of these tales... 

I - The Time of Chaos

In the beginning, nothing could happen, because everything was happening, constantly. All dimensions, all time, all possibilities were arising and passing with each fleeting moment. Whenever anything did manifest, whether it be material, insubstantial, or a being of any form, its opposite and many variations arose simultaneously. Everything was constantly devoured and destroyed in a perpetual, swirling mix of infinite experience. 

II - The Call of the Void

But then a consciousness, a great being whose mind dwelled in the void of nothingness, slowly awakened. Anchored in non-existence, with nothing to oppose it, this being slowly became aware of its nature. And that nature was entropy; a desire for silence, stillness. 

III - The Great Containment

The Void Being could not create, but it could contain. And in a single act, it exerted its power of containment, reaching out to stop the endless chaos. The various energies and potentials were separated, bound into different dimensions. Space and the universe came into existence, filled with a multitude of stars - each one a container for the bound energies and potentialities. 

IV - The Crucible

With the limiting of the infinite competition, many beings finally had the opportunity to arise, and continue to exist. Within each star, gods were being born. They were contained, but that containment wasn't impregnable. Their energies were so intense that they constantly battered against and pushed through their walls and out into the known universe. Space slowly became filled with a trickle of energetic currents, leaked from a thousand dimensions. 

V - The River of Worlds

The escaped "rivers of energy" are each extensions of a vast potential, connected to one or many beings from their source dimension. And so, a latent intelligence exists within much of it. Slowly, an awakened intelligence emerged within these currents, and primordial forces began to weave themselves together into vessels of consciousness. They took on forms, behaviors, and eventually a temperament in accordance with their natures. Yet all of them were driven by a powerful urge to develop their natures, and to spread them. A material force began shaping a material world. This was the earliest manifestation of Earth energy and was the cause of all the planetary bodies that came later. Then Fire reached into this new world, and began burning it - hardening it, and forming molten lava within. The essence of Air surrounded the new material world and fanned the fires that burned, intensifying the process and creating the basis for atmosphere. The Water intelligence poured itself into the world, quenching the raging fires and creating the seas. The essence of Life itself willed itself into existence on this world. And so it went, as more and more energies and forces awakened and pursued their independent natures. 

VI - The Fracture

Not all the newly born forces had the same goals. These "Proto-Gods" roughly divided into three camps:

  • Those pursuing life, creation, order
  • Those pursuing destruction, upheaval, and death
  • Those serving ultimate dissolution and entropy

And so, conflict began at a titanic level. The details are unknowable, but the result was inevitable. The newly created world fractured, flinging itself outward across the known universe in a billion pieces. A collection of entities whose natures pursued life, creation, and order sought to preserve what could be saved. Rhea was one such piece, and life began to thrive there.

VII - The Faceless

As life continued on Rhea, a pantheon of Gods came to be known. Although differing cultures have their distinct versions of these Gods, a common thread throughout the world is that when a God is encountered, their face is never revealed. In time, the Gods of Rhea have come to be known as the The Faceless, twelve manifestations of essential qualities, expressed in celestial form. Some believe there are others, or that the Gods manifest different aspects of themselves, appearing to be entirely different beings. Others believe all Gods are only reflections of a single, great entity. Regardless, the Gods of Rhea will likely always be an unknowable, yet powerful force that influences the world in ways only they can truly understand.

Click to toggle

The Holy Days and Rituals of the Faceless 


I - The Lover: Life, Beauty

Purview: Fertility, Healing, Love, The Arts

Domains: Life, Nature, Peace 


Day of Beginnings (1 Hoath): A celebration of family, both present and future. Prayers for future generations are offered, particularly by those attempting to conceive. 


II - The Rebel: Chaos, Evolution         

Purview: Cunning, Courage, Transformation

Domains: Tempest, Trickery, War


Rebel’s Night (19 Iadnah): On this night, followers of The Rebel dress strangely, in unconventional and sometimes offensive outfits, and plot misdeeds in the darkness. Those of good or neutral alignment usually play harmless pranks; evil ones, however, will commit the most heinous of crimes to prove their devotion to the Dark god. 


III - The Mystic: Wisdom, Mystery 

Purview: Secrets, Vision, Moon, Illumination, Night, Hidden

Domains: Arcana, Trickery, Twilight


The Day of Visions (7 Balt): On the Mystic’s holy day, small scraps of paper are hidden, and looked for, throughout the day. The scraps might contain a description or drawing of something from the previous night’s dream, a riddle, a question, or just an interesting thought. When the scraps of paper are found, they are deposited into an urn, known as the Dream Vessel. 

A Vatabul - literally “water table”, is the centerpiece for the town’s festivities. Water represents the flow of dreams and imagination, and the table is typically placed in or near a fountain or well. 

At daybreak, the previous year’s found scraps are burned, and the ashes ceremonially poured into the water. Then the urn remains on the Vatabul, as children decorate it with a growing display of imaginative creations. The creations can be anything, as long as they are newly made.


IV - The Jester: Wit, Satire, Fate

Purview: Luck, Entertainment, Fate, Humor

Domains: Trickery, Grave 


The Carnival of Fools (13 Osf): Followers of the Jester celebrate his holy day with 24 hours of revelry, including food, drink, song, and dance. Games of chance are featured heavily throughout the celebration. Even in places where gambling is prohibited, it is always allowed during the carnival of Fools.

Each town holds a lottery for the position of The Great Fool. The winner is dressed in an elaborate Jester’s outfit and treated as the satirical God’s emissary. They are the central figure in a grand parade that ends at a stage with an oversized throne. The Great Fool sits in the enormous throne, and people line up to beseech them for good luck and fortune. Children whisper their wishes for the year in his or her ear. The Great Fool flips a coin to determine whether the wishes will come true.

In some cultures, great story-telling competitions take place, with marks given for great satire and wit. 


V - The Guardian: Protection, Sacrifice

Purview: Justice, Honor, Valor, Family

Domains: Order, Life, Twilight


The Day of Fealty (2 Graa): Followers of The Guardian take oaths of fealty on this holy day, or renew them. Clerics of Honor take or renew their holy vows, and Paladins reaffirm their personal oaths. 


VI - The Explorer: Travel, Discovery

Purview: Rivers, Roads, Science, Travelers, Trade

Domains: Nature, Light


Wayfarers’ Homecoming (9 Tabaan): Travelers always try to be home for this special day of homecoming and reunions. Those who can’t are honored for the work they do that requires such travel. Merchants, sailors, mercenaries, and people who travel for any reason make offerings to The Explorer for another year of safe journeys. These offerings are usually items of particular use when lost or traveling: a compass, a map, a pair of boots, a waterskin. Candles are a very common choice, sent out in a paper boat or floating lantern. As they are released to the winds or the waters, a ceremonial phrase is spoken in hopes that a traveler who needs it will receive it. “May ye bring someone home.”


VII - The Artisan: Organization, Creation, Design

Purview: Fire, Craftsmanship, Day

Domains: Forge, Knowledge


Festival of Worldly Needs (8-12 Olpirt): The “practical arts”: Metal working (smiths), Woodworking (furniture), Clothing, Cooking, Building - are practiced and celebrated across this 5-day holiday, with competitions and exhibitions taking place each day. It is tradition for artisans to spend time teaching their craft to a child at least once during this workweek. This is also typically the day when apprentices in various crafts are graduated to the rank of journeymen.


VIII - The Warrior: Destruction, Perseverance

Purview: Courage, Strength, Slaughter, Conquest

Domains: Death, Forge, War 


Tribute of the Worthy (10 Ugear): Warriors often pay homage on this holy day by demonstrating their battle prowess. Many cultures have a version of The Challenge of Arms - the ultimate competition of battle versatility. Over the course of anywhere from three to twelve elimination rounds, various fighting skills are tested. In some cultures, the competitions are merely for sport, though in some they are more decidedly deadly. In the end, there always remains only one, true champion. They are crowned in a Lion mask and take an honored position at the head of a great feast.


IX - The Monarch: Leadership, Stewardship, Noblesse Obligé 

Purview: Commerce, Community, Law, Politics

Domains: Order, Peace  


Succession Day (4 Fafen): Prayers are offered in public ceremonies for the continued success of rulers of nations, cities, and villages. The prayers are often accompanied by a “donation in good will”, which some people grumblingly refer to as the “Monkey Tax”. The church usually receives an offering from the ruler in return for their blessing. 

Public pardons are usually scheduled for this day as well.

In many locales, this is also the day new rulers take office. The ceremonies are conducted regardless of the ruler’s popularity. In fact, the Mad King Bertraxan was overthrown after a particularly draconian Succession Day, where he demanded his subjects worship him publicly, and had those he deemed insincere beheaded. 


X - The Source: Survival, Growth

Purview: Animals, Plants, Seasons, Weather, Crops

Domains: Nature, Tempest


Harvest Festival (23 Caosg): Worshipers of The Catalyst have a festival in honor of their deity, to celebrate a successful harvest. In most locales, this festival is a town or city-wide celebration, and includes music, dancing, and performances. Farmers compete to show off their largest squash, their tastiest fruits, or most exotic flowers.

In the evening, people pack into halls, taverns, farmhouses, and barns - anywhere they can gather with friends, family, and neighbors for a great communal feast. It is considered good luck to invite strangers to join at the harvest feast. Temporary shelters are created in town squares, where freshly baked goods are set out for the poor overnight. 


XI - The Sage: Magic, Truth

Purview: Pacts, Sorcery, Language 

Domains: Arcana, Knowledge, Light


First Light (17 Dosig): Followers of the Sage gather at sunrise to remember the day the first mage received the gift of arcane magic from their deity. Prayers to the Sage or quiet meditations are practiced in gratitude for having received the gift of magic. It is custom to offer gifts of small, magical trinkets to one’s mentor. 

In the evening, magical acts are performed, with an emphasis on showy and elaborate effects. People who lack magical skill often participate by creating fire, meant to represent the original spark of magic in the world. The forms of these practices vary by culture. For example, in one region, a boat filled with flammable objects may be set on a pond, and then lit by flaming arrows. Elsewhere, elaborate effigies are built to be set ablaze. Some cultures will set up pleasing arrangements of candles, connected by a single, long string, such that lighting one slowly spreads across the entire design. The first settlement of Xaz was burned to the ground in a particularly ambitious First Light celebration.


XII - The Everyman: Death, Darkness 

Purview: Disease, Famine, Poisons, Undead 

Domains: Death, Grave


Long Night (30 Teloc): Worshipers (and many others) fast for a day, and then gather at burial sites to pay homage to departed loved ones. Moving among the graves, ritualistic music and dances are performed from sundown to sunrise. Offerings are made to the Everyman throughout the evening, often in the form of tearing or breaking something of personal value. The observance ends on the last day of the year, with a grand breakfast and a day of rest.

Click to toggle

Timeline

Amber Heibein 1 year ago