History of Ramunda

= Metahistory = The setting which eventually mutated into Ramunda was birthed originally for a one shot game played by the Dungeon Master, two of his friends, and a friend’s sister. The basic plot of this first game (the three were caught up in the kidnapping of the minor Lady Cocatrice’s son, Evan) was actually cribbed almost entirely from a book concept that the Dungeon Master had been tinkering with. After this first game, the world wasn’t revisited until about a year later, where the game was essentially rebooted with two of the Dungeon Master’s roommates and his girlfriend at the time. This second game would eventually lead to something of an ongoing campaign, with players jumping in and out until it settled into the basic template of Grier, Zadd, and sometimes Breesus. That campaign eventually stalled and is waiting to be completed, while the Dungeon Master began running other games set in Ramunda for his nephews and niece, as well as a longer form game that is, as of this writing, ongoing (the Team 3.5 game).

But what about the actual world?
Ramunda was directly inspired by the Balance arc of The Adventure Zone and Exandria of Critical Role, with a myriad of other influences (The Elder Scrolls, Persona, and many others) playing a role, as well as concepts cribbed from the Dungeon Master’s other worlds and book ideas. To say that Ramunda is ramshackle and bolted together is putting it lightly: the universe in its current form only took shape after years of tinkering away, most of it during times where no active game was being played. Highlights include one continent, Syravel, originally just being South America spun ninety degrees, another, Salbus, being Russia spun a full one hundred and eighty degrees. The world of Loctet was built very haphazardly as well: it began with Syravel, ostensibly an untamed frontier continent, before any other piece of the world had been made.

While obviously built on the bones of other D&D worlds (primarily the Forgotten Realms), the Dungeon Master has spent a great deal of creative energy trying to untangle it, making as many pieces of the world as original as possible. The best way this can be seen is through the pantheon: the earliest games featured both gods from the Norse pantheon and the Forgotten Realms one, which was quietly retconned away to original deities as time went on. The planes themselves have also undergone a massive overhaul; while still filling the same niches as the Great Wheel, many planes are now merged with others, and given as much original lore as possible. Other, smaller pieces (such as the moral assignments of dragons, trademarked creatures like beholders and mindflayers) have also been removed or modified as much as possible.

And above all else, Ramunda is the Dungeon Master’s attempt to give his friends a world to play around in, and a fun way to spend time together, while still providing him a creative outlet. Whether or not he succeeds is up to interpretation.

Why did you go to the effort of making a wiki?
I have a deep love of wiki’s; I grew up pouring over things like the Fallout wiki to absorb every piece of information I could about the things I loved. Apparently it impacted the way I organize and store information, as every attempt I made to worldbuild using single, giant documents didn’t feel right. And believe me, I’ve gone through several storage methods. As such, I tend to create individual documents for each facet of any creative world I’m working on. And, when I realized that making a wiki was completely free, I made the Ramunda wiki a) so I could share pertinent information with my players/they could look up previous sessions if they needed to, but mostly b) I just liked the idea of having my own wiki.

Wiki’s are neat, y’all.

= No, what about the actual world, silly = Oh! My bad. The term “Ramunda” refers to the entirety of the universe and all of the various planes. “Loctet” is the name of the planet itself. Loctet is a planet about the size of Earth, with a similar amount of landmass. As of this writing, only about 26% of it has been mentioned or covered in the various games. The various continents of Loctet are all covered in a variety of mortal races and governments, city-states, and nations.

Loctet also has a recorded history stretching back over a thousand years, with unrecorded history stretching back even further.

Ages

 * Age of Faith: 1 AY to 333 AY
 * Age of Sovereignty: 334 AY to 1,209 AY
 * Age of Turmoil: 1,210 AY to present day

Continents

 * Syravel


 * Ikeron
 * Ohdrea
 * Ohdrea

Planes of Reality

 * The Fundamental Plane: the Prime Material Plane analogue, hosts Loctet
 * Delirium: the Feywild analogue
 * Reverie: the Plane of Dreams
 * Astrea: the Plane of Air
 * Prometha: the Plane of Fire
 * Tehom: the Plane of Water
 * Vaal: the Plane of Earth
 * Covenant: the “Lawful Good” plane
 * Liberty: the “Neutral Good” plane
 * Deliverance: the “Chaotic Good” plane
 * Zealotry: the “Lawful Neutral” plane
 * Anarchy: the “Chaotic Neutral” plane
 * Tyranny: the “Lawful Evil” plane
 * Corruption: the “Neutral Evil” plane
 * Ruin: the “Chaotic Evil” plane
 * The Interstice: the Ethereal Plane analogue
 * The Stellar Sea: the Astral Plane analogue