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Version 3 : Ever since his son, Kazuya Mishima took over the Mishima conglomerate, Heihachi has been training to regain what was once his.

After he defeats his son and watches the death of Kazuya, Heihachi will gain back the Mishima Financial Empire. Heihachi drops Kazuya's body in a volcano. Heihachi is shown leaving by helicopter while holding onto a ladder. The volcano erupts, and then a closeup of Heihachi smiling is shown.

Scheming to further develop the MFE, Heihachi organized "Tekken Force", the MFE's private corps, and dispatched them to settle disputes and bring wasteland under cultivation to feed the poor countries of the world, in order to gain the support of leaders worldwide.

Fifteen years later, a secret excavation of Central American ruins by the Tekken Forces unearths an unusual find. They were annihilated by a mysterious being. Heihachi realized that the mysterious being could be the legendary Ogre , and took action to realize his life's goal: to capture Ogre and therefore rule the world. One day, Heihachi was visited by a year-old boy named Jin Kazama.

Being informed that Jin was his grandson and hearing what had happened to his mother, Jun, Heihachi reasoned that Ogre thrives on the "strong souls" of others.

Heihachi trained Jin to use him as a decoy to lure Ogre. At the same time, he noticed that Jin, the youngest of Mishima bloodline, began to show the same dangerous power Kazuya had. Heihachi decided to dispose of Jin after he lures Ogre, in order to end the doomed destiny of the MFE.

Heihachi takes a moment to rest. He notices Jin laying on the ground, unconscious. Next, some helicopters are shown flying in the sky. Heihachi and Jin, who is still unconscious, are aboard one of them. Jin is laying down on what appears to be a stretcher, and Heihachi is sitting next to him. A short while later, Heihachi notices that devil markings are appearing on Jin's forehead.

After, Heihachi picks Jin's body up and throws it out of the helicopter then sadly watches Jin's body fall. Prologue Text Version 1 : Two years ago, Heihachi failed to capture Ogre, but his researchers succeeded in collecting samples of its blood and tissue.

These in turn were used in an attempt to create a new life form by combining Heihachi's and Ogre's genetic material. The experiment failed, however, and Heihachi learned that he lacked the Devil Gene necessary to integrate Ogre's genome with his own.

In order to obtain the Devil Gene, Heihachi searched for Jin, who transformed into a devil during the last Tournament. During the search, Heihachi learned that the body of his son, Kazuya - whom he killed 20 years ago - was stored at a cutting-edge biotech firm called G Corporation. However, the mission ended in failure when Kazuya, revived by G Corporation, retaliated.

In order to create a new life form , Heihachi needed the body of Kazuya or Jin, both of whom carried the Devil Gene. After much deliberation, an evil smile spread across Heihachi's lips. He made his researchers collect blood and tissue left behind by Ogre and attempted to create a new life form by combining its genetic material with his own.

The experiment failed, however, and Heihachi learned that he lacked the Devil Gene necessary to integrate Ogre's genome into his. They obliterated G Corporation's laboratory, and the mission appeared to be successful. That was until Kazuya, revived by G Corporation, retaliated and caused the mission to fail. Heihachi needed Kazuya or Jin's body to create the new life form.

After much deliberation, an evil smile crept onto Heihachi's lips. Summary of In-Game Events At the seventh stage of the tournament, Heihachi had his Tekken Force abduct Jin, overwhelming him by force and subduing him with a chain that suppressed his Devil Gene. This gave Kazuya an automatic win and he went on to face Heihachi in the finals.

Kazuya demanded to see his son, and Heihachi told him he would take him to Jin after they fought. Heihachi did not kill Kazuya outright. A few hours later, the two were deep within the Mishima Zaibatsu compound. A massive temple stood in the midst of a forest enshrouded in fog. The two entered the building Heihachi and Kazuya entered Hon-Maru , a temple within the Mishima compound, where Jin was being held captive.

Kazuya was initially surprised to see Jin chained up, but was then overpowered by his devil, who took control of his body. Heihachi was shocked and dismayed, and immediately realized that Kazuya was no longer in control of his body, asking the creature before him "Who are you?!

Devil explained who he was and that he lost half of himself when Kazuya was thrown into a volcano and that his other half now resides within Jin. Devil then knocked Heihachi out with a laser and unsuccessfully attempted to draw the Devil Gene from Jin.

Devil speculated that it must be Jin's Kazama blood that was preventing the assimilation. While Devil was distracted, Kazuya was able to take back control of his body, fighting down Devil and then merging their power. Kazuya then called for Jin to awaken. After Jin defeated Kazuya, Heihachi, who had regained consciousness, scoffed at his son's loss and promised to take the Devil's power for himself by killing Jin.

Jin also defeated Heihachi, and was now in a semi-transformed devil state. He drew back his fist to kill his grandfather, but suddenly stopped as he saw a vision of his mother. He threw his grandfather to the floor and told him: "Thank my mother, Jun Kazama " before flying away. As he flew off, several black feathers fell to the ground, amongst which was a single white feather.

Kazuya notices Jin Kazama chained up and gasps. Two chains wrap around Kazuya's arms, and then he is suspended in mid-air like Jin.

Two more chains wrap around his legs while he struggles to get free. Kazuya says, "You think this'll stop me? Heihachi replies, "Did you think I'd be dumb enough - to let you in here without - a leash to tie you down? That chain has the ability to neutralize your powers. An individual saturated with the Devil Gene, such as yourself - will lose consciousness in a matter of minutes! Then, he says, "Now, all the pieces are in position! Be thankful that the two of you will die - helping me achieve my objective!

White text on a black screen says, "Thereafter, the world came to know an age of darkness The fight would have killed an ordinary human. Heihachi prepares to fight again. Heihachi and Kazuya began to fight off the Jacks together but Kazuya fled and Heihachi was caught in the explosion when the Jacks detonated. The tremendous explosion would have killed a normal man but Heihachi, no ordinary man, managed to survive. A month later, Heihachi learned that someone had taken control of the Mishima Zaibatsu and planned to hold the King of Iron Fist Tournament 5.

Heihachi, having fully recovered, was determined to enter the tournament. Raven and Heihachi meet, and Raven gasps "What?! You died in that explosion! The Mishimas are invincible! I must have been on the verge of death for several weeks, but I don't have any recollection of anything that happened. After I recovered, I came here Raven and Heihachi fight, but before a victor is decided, Raven is called back to headquarters with the outbreak of the world war that Jin Kazama has begun.

Ending Description : A rocket is shown while a female voice does a countdown, starting with thirty. The rocket is preparing to launch. Jinpachi awakens and wonders where he is, he tries to move but finds out he is strapped onto the rocket with chains by his wrists and ankles unable to move, Jinpachi desperately tries to break free but to no avail cannot seem to, it is then revealed Kazuya is also strapped to the rocket just like Jinpachi and cannot break free and finally Jin is revealed to be strapped, also unable to break free.

As the countdown gets to ten seconds left. They all try to get free desperately and fast using but unable to break themselves free, as the countdown reaches five Kazuya realized his grandfather is also strapped and calls out to him, Jinpachi then hears Kazuya and realizes that he and his grandson plus great-grandson are all strapped. After the countdown is over, a female voice says, "Ignition! Heihachi looks at their faces with binoculars revealing them possibly bracing themselves and laughs until the ending video ends.

He went home, without any knowledge of the events that occurred at the tournament, where he was ambushed by the Tekken Force. Heihachi was furious when he heard that Jin had taken control of the Zaibatsu, and he left for the tournament to reclaim control of the Mishima Zaibatsu.

Prologue Version 2 : After being assaulted by the Jack force, Heihachi wakes up only to find out that the King of Iron Fist Tournament 5 has already ended. He goes back to Zaibatsu headquarters only to find the Tekken Force blocking his way. After the next Iron Fist Tournament is announced and Heihachi finds out that Jin Kazama is the new head of the Mishima Zaibatsu, he is enraged and declares that he will get everything back.

Ending Description : Located at a space station, Heihachi is seen, preparing to kick both Jin Kazama and Kazuya Mishima into space all three wearing space suits, with Heihachi's additions of geta sandals on his own.

He proceeds to kick Jin into space All three Mishima were left burning as shooting stars upon re-entry. Ganryu can be seen whispering, " Julia ". In the Scenario Campaign, he is a boss at Mishima Estate. Lars and Alisa are led to him by Tougou , who tells Lars that he was planning to meet him before his amnesia. On their way there, they meet Wang who tells them to ask Heihachi about an epitaph he found in Central America, as Wang believes it might reveal what the Zaibatsu is planning to do next.

At the estate, he is guarded by his personal security force called "Secret Service" that partly consists of former Tekken Force members. It is revealed that Heihachi has been following the rebel leader Lars for some time, and is impressed by his fighting capability and plans to have Lars join him.

When Lars and Alisa reach him, they proceed to fight and defeat him, leading him to ponder how someone like Lars could match his fighting ability so well. They then have a conversation where Heihachi finally realizes that Lars is his illegitimate son, with Heihachi stating how he "always had [his] suspicions" indeed, in Tekken 7 , it is revealed that Heihachi knew of Lars being born. Lars then threatens his father at gunpoint and asks him where the epitaph is, leading to him realizing that Wang had helped them.

He does not budge, however, and the situation gets more tense. After dispatching a few more of his guards, Lars is finally able to get a clear shot at his father and shoots him despite Alisa's objections. However, Heihachi manages to catch the bullet with his teeth, and spits it away, saying how a tiny "peashooter" like that can't hurt him. Lars then mocks him and tells him to join a circus, before getting a call from Tougou who informs him that the location of the epitaph has been found.

Lars and Alisa then leave him be but not before Lars vows that his will be the last face Heihachi will ever see. When a guard then asks if they should let them go, Heihachi says not to bother since "in the end they will all be [his]" and laughs.

Heihachi is not seen in the story after this and the mysterious epitaph is never mentioned again either. It's likely that the epitaph was just something related to Ogre , and thus unrelated to Azazel , as it was stated to be found by Heihachi and related to a Tekken Force unit being wiped out while exploring ruins in Central America "a while ago", fitting Ogre's backstory.

Heihachi continues to fight for control of the Mishima Zaibatsu against his son, Kazuya, and his grandson, Jin. After having recovered from the injuries he sustained in the suicide attack on him from the G Corporation's Jack units, Heihachi is back with an iron fist--and body to match. Version 2: As the first head of the Mishima Zaibatsu, Heihachi Mishima possessed overwhelming physical and economic power that had a severe impact on the world.

He was the host of the tournament that later came to be known as the King of Iron Fist Tournament. He reigned as the head of the Mishima Zaibatsu for a long time and was also known as the King of Iron Fist. In order to regain the position of Zaibatsu head that he was robbed of by Jin Kazama, he takes action. Heihachi is first seen in a flashback while fighting Kazuya as a child after murdering his wife, Kazumi.

Heihachi easily knocked out Kazuya, and later threw his son off a cliff. After Jin's presumed disappearance through supposed sacrifice of destroying Azazel, Heihachi infiltrates the Mishima Zaibatsu and defeats many Tekken Force soldiers.

He then fights and defeats Nina, forcing her and the Tekken Force to work for him with his claim that he alone can restore the Mishima Zaibatsu to its former glory. Heihachi then launches a worldwide broadcast of his return and the announcement of the King of Iron Fist Tournament 7, with the intention of exposing Kazuya's devil form to the world.

His next step is to fly to the Archers of Sirius main base to get the organization on his side, despite their refusals in the past. After he and Nina dispose of several exorcists, Heihachi battles and defeats their leader Claudio Serafino , telling him that they are working for the same goal of bringing down the devil. Later, Heihachi launches a worldwide search for Jin to use him to expose the devil to the world.

But he then learns that his illegitimate son, Lars, has rescued Jin in the Middle East and is hiding him. After the Tekken Force fails to capture Jin, Alisa, and Lee, Heihachi warns Nina that he does not give second chances, prompting her to apprehend Jin herself. Meditating at the Mishima dojo, Heihachi is suddenly attacked by an unknown assailant, who simply calls himself as "someone whose fists know no equal.

They form a temporary truce and take out the robots. Afterwards, Heihachi learns that his opponent's name is Akuma , and that he is repaying a debt to Kazumi by targeting both Heihachi and Kazuya.

Startled by this revelation, Heihachi battles Akuma again, but ultimately loses the fight and is seemingly killed by his assailant. However, Heihachi survives and returns to the Mishima Zaibatsu. With Akuma going after Kazuya and Jin still missing, he decides to take advantage of the situation.

He orders the Tekken Force to announce his death and that the tournament is off. He then has the fight between Kazuya and Akuma broadcasted worldwide, exposing the former's devil form and turning public opinion against G Corporation. Afterwards, Heihachi launches a laser attack from a satellite , destroying G Corporation tower. Believing Kazuya to be dead, Heihachi laughs with his supposed victory.

But when his satellite is suddenly destroyed by Kazuya, he is horrified to learn that his son had survived, and the Mishima Zaibatsu is under scrutiny once again for supposedly destroying its own satellite, which has fallen to earth and caused devastation. In an unknown location, Heihachi meets with an investigative journalist who was looking into the Mishima Zaibatsu. Impressed by all that the journalist had already found, Heihachi decides to tell him about the dark secrets of the Mishima family.

Many years ago, Kazumi had arrived at Jinpachi's dojo when she was only a child, becoming his son's rival in training. Heihachi found himself attracted to her and the two of them fell in love. In time, Kazuya was born, and both parents were filled with joy. But all of this happiness soon faded away when Kazumi developed a fever one day. While Heihachi was nursing his wife back to health, Kazumi suddenly got up and attacked him.

The following day, her fever subsided and she had no recollection of what she had done to Heihachi. As this continued on, Heihachi simply dismissed it as her having a split personality. But on one stormy night, while training at the dojo, he was confronted by his wife, who claimed that he would one day become a threat to the world.

During the battle, Heihachi learned from Kazumi that she married into the Mishima family for the sole purpose of killing him on behalf of the Hachijo family. Despite her transformation into a devil , Heihachi defeated and seemingly killed Kazumi.

When he turned to leave, he was attacked again by her devil form, but he held her up by the neck. As she pleaded for her life, Heihachi noticed it was a trap, and said that she was no longer the Kazumi that he loved and snapped her neck. Letting go, Heihachi looked down on the corpse of his wife and shed one single tear. Because of the Hachijo clan's sudden betrayal and their evil nature, Heihachi seems to have become paranoid for the rest of his life. After telling the journalist of Kazumi's death, Heihachi reveals that he threw Kazuya off a cliff to see if his son was not human, since he had his mother's cursed blood.

Regretting not killing Kazuya when he had the chance, Heihachi decides that it is time to expose the truth of the devil to the world and be judged. Taunting the journalist by claiming responsibility for the deaths of his family, Heihachi reveals that he knew all along that the journalist had joined forces with Lars.

He has the journalist away, then has the Zaibatsu call his illegitimate son to pick up the journalist. A few hours later, Heihachi confronts Kazuya for the final time at the mouth of a volcano. After a long exchange of blows at each other, Heihachi ends up fighting his son who transforms into the devil and loses. But even after being defeated, Heihachi musters all of his remaining strength and fights Kazuya again, who reverts back into his human form. Even though the two of them are worn out from the fight, they continue to exchange blows with one another until Kazuya delivers a final blow to Heihachi in the chest, defeating his father once and for all.

Heihachi's body is then tossed into a river of magma by Kazuya. In it, Heihachi is first shown throwing his son, Kazuya Mishima, off of a cliff at the age of five, stating that lions push their young off of cliffs and only raise the ones that manage to climb back up. Twenty-one years later, Heihachi hosts a martial arts tournament, dubbed The King of Iron Fist Tournament, on an island. Kazuya attends the tournament, having survived his fall and climbed back up by selling his soul to the Devil.

Heihachi and Kazuya face-off near the movie's end. The battle is brutal for both of them, but, in the end, Kazuya emerges as the victor. Kazuya plans to kill Heihachi, but Jun Kazama manages to convince him not to.

After Lee Chaolan sets the island to self-destruct, it is revealed that Heihachi has regained consciousness, and escapes from the island via airplane. One of the most infamous scenes in this movie depicts Heihachi not only catching a tomahawk thrown by Michelle Chang with his bare teeth, but also biting it so hard the metal edge shattered.

The bowling pins in the game are the King of Iron Fist Tournament trophies, which are based on him. Ending Description : Sitting on the floor, Heihachi remembers the times he hit Jin Kazama and Kazuya Mishima, then smiles at the memory.

For more information, see Heihachi on the Soulcalibur wiki. Heihachi's story aligns him with evil and the Soul Edge sword, but his motivations are his own. He simply wants to challenge the best in the realm, and leaves once he has accomplished his goal. So he drew a six-floor dungeon layout, then created a castle and town from a Sicilian castle model he had lying around.

The new setting was a huge hit among his fellow Braunstein players and when he showed the game to Gygax in , the rest, as they say, was history. It was portrayed as a Good-vs-Evil setting, rather than a Law-vs-Chaos one, with the various duchies, kingdoms, and major characters vying for power while the mysterious Egg of Coot pulls strings from the shadows.

While the "official" version was a released in as a combination battle report and gazetteer by Judges Guild, alternate versions appeared in both Greyhawk as an archbarony near the Land of Black Ice and Mystara as a kingdom from the world's distant past that rose to great heights and quickly fell, changing the world in the process.

Blackmoor proudly has the honor of being one of the longest continuously played fantasy role-playing campaigns in existence, even spawning an epic play-by-post game called The Last Fantasy Campaign , which ran from to Council of Wyrms : Dragons plus politics. Set on an island chain called the Io's Blood Isles, the dragon residents have a loose democratic government and must work together on issues affecting dragon welfare.

They retain Character Alignment inclinations, but those are less important than matters of honor and politics. If the Council send a party with a Gold dragon as a substitute of paladin and a Black dragon as a substitute of thief on a mission, they'll fly.

There are no native humans in the setting; any humans that appear are dragon slaying adventurers. A world ravaged by misuse of magic , the planet Athas is now a vast desert wasteland. Psionics are extremely common, while wizardry is outlawed. The world is ruled by a cabal of evil sorcerer-kings, each of whom controls their own city-state with an iron fist.

Dragonlance : Set on the planet Krynn. The purest High Fantasy setting of them all and hews closest to J. Tolkien 's works, arguably. The most major difference would probably be Tolkien preferred to imply the influence of Divine Providence, while in Dragonlance the intervention of deities tends to be much more explicit.

More popular for its series of novels, which have come out non-stop for years, than for its sporadically-published game products. Eberron : Magitek and Dungeon Punk. Magic is a part of everyday life, to the point that airships and magic-powered locomotives are a common sight.

A world war has devastated the globe, and an uneasy peace reigns — for now. The world of Eberron is in the grips of an age of exploration, with new treasures to be found around every corner. This setting was released in Supposedly, the creator of the setting and others who have worked on it specifically deny that magic was supposed to replace technology in this way. You can imagine the response of some people to this The Eberron setting puts a unique spin on the concept of alignment as well.

There are no Always Chaotic Evil races; any intelligent creature including sentient undead can be of any alignment, and even clerics don't necessarily have to be of the same alignment as the god s they worship There are "angels" in the setting, and that's what a cleric gets if he casts a spell like Commune. However, if pressed, the angels will admit that even they haven't ever actually seen any deities. About the closest the world comes to Always Chaotic Evil is the aberrations.

Changelings aren't, but are treated as such by most other humanoid races. It became an official setting in with the Explorer's Guide to Wildemount , which details the cold continent filled with political intrigue and horrible remnants of a Great Offscreen War.

The most popular and most developed setting, although some feel that the setting is overused due to being in the limelight so often. Arcane Age : The same, but thousands of years in the past, with a lot of Magitek on top. Genies , magic carpets , Evil Viziers , secret societies, haggling and fame. Peculiar magic tied to genies, astrology, magical weaving, and so on. Kara-tur : Oriental adventures — martial arts and all.

Peculiar magic based on the Oriental five elements, of course. Very peculiar magic feather vs. Ghostwalk : The first campaign setting created for 3rd Edition, and ironically the one which almost nobody remembers.

It is a setting where the underworld is a real, physical place, and the ghosts of the dead walk the earth on the way to their final journey. The main villain race is the yuan-ti, one of the many nonhuman races whose souls immediately go to the underworld, rather than stay as ghosts.

It mostly focuses on the city of Manifest, which resides near the entrance to the underworld. Greyhawk : Your basic Medieval European Fantasy , Greyhawk was the second created campaign setting and the base setting for 1st and 3rd editions. Oerth is a high-fantasy sword-and-sorcery world ravaged by war, where the forces of evil are stronger than in other settings. The Free City of Greyhawk stands at the center of the world, its gates always open for adventure. Features strong forces of active neutrality.

Notable for having two versions of the same setting: The first version was the original home campaign, dubbed the "Original Lake Geneva Campaign" by Robert Kuntz, created after Gygax played a game of Blackmoor in Games in this version ran constantly from to , slowed down from to , and completely ceased on December 31, , right after Gygax was ousted from TSR , with the setting itself being "destroyed" in in the last Gord the Rogue novel.

Due to the number of games played each week, Gygax didn't have the time to make a world map completely from scratch and simply used a blank map of North America, filling it in as the campaign went on.

Not much is known about the home campaign version, apart from what is presented in the Gnome Cache novella from the earliest issues of Dragon magazine and the Gord the Rogue novel series. Despite washing his hands of the setting, fans wanted the original home campaign version of the Castle Greyhawk megadungeon to be published, so Gygax finally greenlit the project as Castle Zagyg in Although its immensely troubled production ended with just two of the proposed seven books and a small number of adventure modules and supplements being released.

Gygax's health decline in led to the already slow-moving project to grind to a near halt, while Kuntz had to withdraw due to working on other projects.

Not long after Gary's death in , his widow Gail pulled all the licensing from Troll Lord Games and transferred them to her own company, Gygax Games, but hasn't done anything with the project since.

Surprised by the sheer popularity of the setting, Gygax spent a number of years recreating and fleshing out the setting to make it different from the OLGC version, with a page folio released in and the full boxed set released in Mainly covers the Flanaess region of the continent of Oerik, but was eventually supposed to cover the rest of Oerik and eventually the whole of Oerth. Discontinued after 3. Semi-revived in Fifth Edition as reference material, with the setting's first proper 5e outing being the Ghosts of Saltmarsh adventure collection.

The setting is the continent of Etharis, ruled by old and collapsing kingdoms, ravaged by plague, monsters and worse. The gods died in a great war between each other, leaving only the angels to answer the denizens' prayers, though their power is not great enough to protect the world.

The setting itself is a reimagining of the mythical Hyperborea: a Dying Earth styled flat earth realm in the shape of a giant hexagon, set adrift in space with the Hyperborean Sea cascading off of it in unearthly waterfalls.

The realm is lit by a dying red sun; there's a 13 month calendar of days, although the sidereal year itself lasts for 13 calendar years, meaning that the seasons last for years at a time; and an extreme version of the polar circle's day-night cycle where polar night and midnight sun each last a whole year. The lands are harsh and unforgiving, environments ranging from mostly hospitable grasslands and marshlands to nigh uninhabitable deserts and tundras.

Magic items are abundant, yet a rare breed all at once: while treasure hordes can contain ancient Atlantean technology and enchanted Hyperborean arms and armor, the means of making them has been lost to the point that the only things that can be made are spell scrolls and alchemical potions and poisons.

Pulpy Forever War between nature-worshipping barbarians and scholastic necromancers on an island nation After the End. Kuntz in as the dungeon "Castle El Raja Key". This was the main setting where Gygax himself played as a player and the "birth home" setting of his legendary archmage, Mordenkainen. Due to never signing the IP rights away, Kuntz retained ownership and began work on a second iteration of the setting.

Kuntz has been working on both versions constantly since their creation, with some degree of the setting's history included in the El Raja Key Archive DVD, alongside information on the original Greyhawk and Blackmoor campaigns. An oddity among the other campaign settings listed here, Kalibruhn has gone almost completely unpublished, with the only info out there being what little Kuntz has revealed over the years.

A standard high-fantasy style setting that sells itself on its depth and verisimilitude. Though no longer an official setting, Kenzer released an updated version for 4th Edition. Notable for the Immortals, incredibly powerful beings who stand in for gods in this setting, and which player characters could become if they got to the highest levels. Lots of cool airships — from a floating city carrying a fleet of WWI style planes powered by gnomish Magitek to big wooden birds of prey kept in the air by sacred relics and armed with long-range Disintegrator Rays to a flying icosahedron i.

Also known for its Gazetteer series, which had multiple authors cover the major kingdoms of Mystara, including Forgotten Realms creator Ed Greenwood, who wrote for the halfling realm of The Five Shires. The campaign book has " Power has a price! Set in the Savage Coast region of Mystara. The land is plagued by the Red Curse: "vermeil", a dust that grants those who ingest it extraordinary power at the expense of crippling deformities.

Those affected by the Red Curse must wear jewelry crafted from "cinnabryl" to stave off its effects. Nentir Vale : Default pseudo-setting for 4th edition. The great empires of mortals were destroyed in a magic war , leaving behind scattered remnants of civilization in small pockets described as "points of light" surrounded by dangerous monsters and abandoned and forgotten magic and technology. Set in what is presumably a Flat World , at the supposed center lies the rumored Worldheart, the nexus of harmony and peace, with the lands extending beyond it becoming more chaotic until it reaches The Rim, the edge of the world where chaos reigns.

However, most gameplay was set within the City League, a metropolis within the Country of Cerwyn, with Cerwyn itself being set in a region of the world called The Domains. A fan-made "collected" version is available here for download. Planescape : Walking The Multiverse in a setting where belief and philosophy can reshape the very cosmos.

All built around the decadent, gothic city of Sigil in the center of everything that's filled with portals that connect to everywhere. Everything else exists within its framework, although the Outer Planes that function as heavens and hells to the other campaign settings are the main focus. All Myths Are True , as far as possible, even if many are stretched.

Ravenloft : Gothic fantasy and Hammer Horror in a maybe-sentient demiplane called the "Domains of Dread" that seems to exist solely to inflict The Punishment on its inhabitants, especially the 'dark lord' of each region but also everyone else who was swept up into the demiplane in their wake. The mysterious 'dark powers' lift these 'dark lords' and their surrounding territories from various Prime Material Plane worlds, and each 'dark lord' is both the most powerful being in their domain and a literal and figurative prisoner of their own destructive behavior.

Initially a one-off module the classic "weekend in hell" , it was popular enough to become its own campaign setting. Fifth Edition brought it full circle by releasing an updated and expanded version of the original Ravenloft module, titled The Curse of Strahd. Rokugan : Jidaigeki style fantasy. Licensed from the makers of the Legend of the Five Rings card game. Prominently featured the extended solar systems of Dragonlance , Greyhawk and Forgotten Realms , as well as mentioning Birthright , Dark Sun and Mystara.

All Cosmologies Are True The solar system of each campaign setting that's set on the Prime Material Plane is enclosed within a crystal sphere and flying vessels called spelljammers can navigate the 'wildspace' within the spheres and the phlogiston between them. Most relatively normal Athas is explicitly said to be abnormal plane-wise and the Demiplane of Dread by definition isn't a Prime world at all are accessible this way.

Spelljammer and Planescape are stitched together well enough, but don't cross much, being alternate ways to handle transit between worlds: spaceflight and Jules Verne-ish exploration, or magical portals with linking dimensions. In , Judges Guild ended up working together with Necromancer Games to release a boxed version for 3.

Rather than go for the localized "megadungeon" style of very early Blackmoor and Greyhawk, the Wilderlands went the sandbox route: 18 maps that altogether cover an area about miles wide by miles long, roughly the size of the Mediterranean.



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