[Cirumbra Gazetteer (Campaign Summary) - Google Docs](https://docs.google.com/document/d/1qK96xBGVdERb9YawGpdl5FQRMBuSMQwu74-RJVU_Rxs/edit?tab=t.0) Cirumbra Gazetteer For The Umbral Spark Campaign Last updated: 12/14/25 ## Campaign Summary This campaign will take place principally in the nation of [[Cirumbra]], located in the northwest of the continent [[Ortana]]. [[Cirumbra]] boasts varied geographies from the azure coasts near [[Port Innsmouth]] in the north to a vast plateau, descendant woodlands, industrial foothills, mountains, and valleys across the rest of the country. Despite its closeness to Cruthea’s equator, [[Cirumbra]] is notably more temperate across most of the country, excluding the northern region around [[Port Innsmouth]], which is known for its pleasant beaches. The mountains along the southern border with [[Rakosa]] are frequently snowcapped and bring cooler air to [[Cirumbra]]’s south. Some say [[Cirumbra]]’s climate is due to its unique geography. Others say [[Orcus]]’s influence on the nation was so strong that its legacy still impacts the weather, among many other things. Both are correct. At the time of the campaign, [[Cirumbra]] is more than 200 years into the Umbral Ascension, when their current ruler, the [[Radomir Umbrael]], invented the [[Grand Phylactery]] to store the consenting souls of the recently deceased to power mass Animate Dead spells to use the deceased as the main labor force for the nation, creating an era of untold prosperity for [[Cirumbra]]. The campaign also takes place during the global era of The Great Turning, an epoch of massive technological and arcane advancement, thanks to the widespread use of [[Residuum]], a resource that amplifies magic, and [[Brumestone]], a mineral with levitation properties. Conflict in [[Cirumbra]] is brewing. As time has passed since the Umbral Ascension, questions of the morality of using undead labor have grown; some believe it time that the rest of Cruthea experiences [[Cirumbra]]’s brilliance; tensions rise between the Marked and Unmarked, those who have committed to the Grand Phylacteries and those who haven’t; religious factions like the [[Synod Superus]] fight to retain the influence of the Gods in an age of mortal-focused advancement; and scheming always grows to determine who will reign supreme as many feel this age may be coming to a close. The campaign will begin at level 2 and likely will end around levels 12 to 15. The plan is for the plot to develop in a lightly guided sandbox-style of play with various plot threads the party can pull on, tightening through campaign play and influenced by the party’s decisions.  The campaign will likely feature more urban-style play and include themes of mystery and noir, some political intrigue, and divinity and mortality. Though not planned to be fully dark fantasy, there will be dark fantasy vibes reflecting the history of [[Orcus]]’s presence in the setting’s past, as well as a general Slovak-influenced, gothic fantasy vibe. Because the world has experienced arcane and technological innovations, there will be elements bordering on steampunk-lite, emphasis on the “lite.”  Player characters can come from anywhere on [[Cruthea]], or the other habitable Planes of Existence, subject to DM approval. Links to maps of [[Cruthea]] (the world) and [[Cirumbra]] are included in the Geography section. We will play primarily with 2024 rules; however, subclasses and other variations from the 2014 rules are allowed with DM approval and/or mutually-agreed tweaking. PCs will not know each other as an established group before the start of the campaign, though some PCs may already know each other if you’d like to establish those ties and the DM approves. The DM would appreciate a half-page to one-page backstory from players. The other sections of this Gazetteer include: - Useful background information on [[Cirumbra]] that is, for the most part, generally understood history - A description of the political and natural geographies of Cirumbra (the nation), Ortana (the continent), and Cruthea (the world) - Details on Cirumbran society, current affairs, and other relevant facts about the setting generally known by PCs and NPCs  - An appendix for anything that is probably best suited to be in an appendix - A glossary which will (hopefully) be maintained by the DM as the campaign goes on - A change log (mostly for the DM’s tracking when canon changes)  ### Background In the 260 years after [[The End Watchers]] defeated a corrupted [[Iggwilv]] and thwarted the [[Queen of Chaos]]’s attempt to reforge the [[Rod of Law]] and release her general [[Miska]] the Wolf Spider from banishment, the world of Cruthea has been changing rapidly. 20 years post-End Watchers, a global coalition of arcanists, crafters, and inventors of the highest expertise discovered how to enrich the latent magical properties of [[Residuum]] to become a potent magical fuel. Just a few grams of enriched [[Residuum]] can take the place of spell components and amplify enchantments, while even greater amounts can fuel arcane engines that power entire cities. Later came the enrichment of [[Brumestone]], a mineral that, when properly enchanted, can levitate. Skyships were invented, increasing international trade and revolutionizing Crutheans’ relationship with the skies. As the enrichment of [[Residuum]] and [[Brumestone]] became more refined and accessible, advancements of all kinds exploded across Cruthea, and thus, the era of The Great Turning began. No place on Cruthea has felt the changes of The Great Turning more than [[Cirumbra]]. Possessing the richest and most abundant deposits of [[Residuum]] anywhere in the world, [[Cirumbra]]’s national wealth, influence, and quality of life exploded almost overnight when The Great Turning began. Cirumbra is a nation scarred by its legacy as the seat of power of [[Orcus]], demon lord of the undead, before the Schism. Now, it projects to the world a new image of advancement, openness, and its unique version of progress. However, Cirumbra’s progress has not been without controversy. The Schism was devastating for Cirumbra, leaving its locales in ruins, population diminished, and reputation with neighboring nations in question. For hundreds of years, Cirumbra clawed for survival and barely managed to discover sustainability, all the while haunted by a continued debate: should they erase Ocrus’s legacy and eradicate necromancy, or walk with that historic trauma to reimagine what is possible with the necromantic arts? For much of its history, Cirumbra grappled with the former question. But when The Great Turning began, it was forced to grapple with the latter. The “Oppenheimer” of the [[Residuum]] research project was Cirumbra’s then-High Provost of Arcane Research, [[Radomir Umbrael]], an archmage considered one of the greatest arcanists in Cruthean history. Umbrael was heralded as a hero of Cirumbra when he returned after the completion of the research projects, holding a level of national praise and stature second to none. In secret, Umbrael undertook two projects of his own that would change Cirumbran history: he became a lich, and, with the use of [[Residuum]], he invented the first [[Grand Phylactery]].  [[Grand Phylactery|The Grand Phylac]]tery is designed to sequester a soul, much like a normal lich’s phylactery, but rather than consume the soul to sustain the lich, it remains within the [[Grand Phylactery]] to sustain arcane power. Radomir discovered how to manifest the divine, magical power of a soul, and while contained and energized within the Phylactery, pull fractions of residual power off of the soul while leaving it undamaged. With enough souls contained in Grand Phylacteries, they produce enough energy to power cities, but more importantly for Radomir’s design, constant mass Animate Dead spells. Radomir revealed the first [[Grand Phylactery]] to Cirumbra with a promise both for Cirumbra and of Cirumbrans: If Cirumbra would provide the means to build Grand Phylacteries across the country, he and Cirumbra’s other talented arcanists would use them to animate all of the newly deceased in Cirumbra to provide most of the labor to reimagine and maintain the nation. Upon reaching adulthood, all Cirumbrans, any already alive and of age at the unveiling of the Grand Phylacteries, and immigrants upon their gaining citizenship, could choose to accept the Umbral Mark – an enchantment laid on the soul binding it to a Phylactery. Accepting the Mark allowed those Cirumbrans to never work in industries covered by the Animated undead, and all social welfare needs like basic housing, education, medical care, etc., would be provided for. In exchange, once the Marked died, their soul would be bound to a Phylactery and their body Animated to work off the debt they’d accrued in life. Once the debt was paid, their soul would be released to the afterlife. With this plan, Radomir promised an “Umbral Ascension,” tapping into a longing for prosperity deeply woven in the history of Cirumbrans. After a year of fierce debate, the majority of Cirumbrans decided not only to move forward with Radomir’s vision, but to remake their society from top to bottom in the image of their Ascension. The mostly bureaucratic national government was overhauled, creating the Umbral Primacy with Radomir as its leader, now crowned the [[Radomir Umbrael|Umbral Prime]]. The longstanding elites and their families and allies were crafted into the Umbral Houses, eleven of whom lead the formal cabinet positions of the Primacy. Two years later, the first [[Grand Phylactery]] for use in the Umbral Ascension was completed outside of [[Umbara]], Cirumbra’s capital city, with the remaining coming online over the following eight years. In a mere decade, the [[Radomir Umbrael|Umbral Prime]] accomplished the greatest feat of magical and societal innovation ever seen in Cruthea. Prosperity followed and Cirumbra ascended. Today, the promise of the Umbral Ascension continues, though Cirumbra has not become a total utopia. If you ask an average Cirumbran their thoughts on the current state of their nation, you’ll find mostly positive opinions. The cultural, physical, and arcane arts are flourishing. Life expectancy has soared. And despite early concerns about the Prime becoming a dictator, he has followed through on the Ascension with only a few minor controversies and continues to deliver for the public.  However, now two and a half generations removed from the Ascension, whispers of conflict grow. More have begun to question the morality of using undead labor to power their prosperity despite strict laws around interfering with, injuring, or destroying an Animated. Others believe Cirumbra should be exporting the Ascension blueprint, either by diplomacy and trade, or for some, by creating an empire across Cruthea. And tensions continue to grow amongst some of the Unmarked in Cirumbra who feel their labor is not respected or protected at the level of the Animated. Whatever one’s opinion may be about Cirumbra and their age of Ascension, most agree that Cirumbra is now on course for the greatest test of the Prime’s Promise the nation has seen in over 200 years.       ## Geography of [[Cirumbra]], [[Ortana]], & [[Cruthea]] [Link to a map of Cirumbra (work in progress)](https://drive.google.com/file/d/18x8Li1ioOKIRoucicMGkCt5I8toDFirR/view?usp=sharing)  ![[Cirumbra v2.jpg]] [Link to a map of Cruthea, including Ortana (work in progress)](https://drive.google.com/file/d/1wSuWO1GlUTEfOuhJ3WwYnqiBT5bOAtQM/view?usp=sharing) ![[Cruthea Map v1.jpg]] ## [[Cirumbra]] - Found in the northwest of Ortana - Bordered on the north and west by ocean - Bordered on the south mostly by the mountain border with [[Rakosa]] - Bordered to the east by Middonis, The Free Road, and Niimora - Diverse population; largest pluralities are humans, elves (including many surface-acclimated Drow), and the “creature-folk” of Middonis (Firbolgs, Bugbears, Herengon, Minotaurs, Tabaxi, etc.) - Notable Settlements (note that none of the population estimates include the Animated): - [[Umbara]] (“Umm-bar-ah”): capital city, once called [[Umbara|Northveyne]] before the Umbral Ascension. Since the Ascension, [[Umbara]] has been built out into a much larger city and is the seat of power for the [[Radomir Umbrael|Umbral Prime]] - [[Umbara]] hosts the Prime [[Grand Phylactery]], the first to come online - [[Umbara]] was partially rebuilt and expanded into a city of ringed neighborhoods with the Umbral Palace at its center - Population approx. 2 million - [[Jogetev]] (“Jo-guh-tehv”): the oldest city in [[Cirumbra]] and once the seat of power of [[Orcus]]. - Nicknamed “the City in the Valley” as it sits in the lowlands of the Wailing Valley between two smaller mountain ranges - Despite the large arcane influence in [[Umbara]], Jogetev has always been the core of arcane research and discovery in Cirumbra. - [[Orcus]]’s keep still remains in Jogetev, towering above the rest of the city along the riverbanks. It now hosts Cirumbra’s Arcane Institute. - Population approx. 1.5 million - [[Velgrad]] (“Vell-grahd”): [[Velgrad]] is the industrial and logistics hub for [[Residuum]] mining and processing - [[Velgrad]] sits near the southern part of the Glittering Foothills, with the major [[Residuum]] mines found across the Foothills - [[Velgrad]] is home to massive undead-run foundries, refinement plants, and transportation nexuses. Many trains, as well as skyship and water ship ports, converge here. - Population approx. 800,000 - [[Port Innsmouth]] (“ins-myth”): - The third largest city in Cirumbra and its major port city - [[Port Innsmouth]] is the nexus for Cirumbra’s global imports and exports, both by sea and sky - Protected by the [[Umbral Break]] – five enchanted lighthouses used to track vessels arriving and departing. The [[Umbral Break]] is outfitted with arcane cannons, among other defenses - Approx. population 700,000 permanent residents (hub for travelers coming to and from Cirumbra) - [[Druvansk]] (“Drew-vansk”): - Nestled deep within a steep canyon in the southwestern mountains on the border with [[Rakosa]], founded on and above the Duskwater Riv[[Druvansk|er, Druv]]ansk has a dark history originally as a fortress-city under [[Orcus]]’s rule that served as a waypoint to Jogetev connected to the southern tunnel networks into the Underdark - When [[Orcus]] was defeated, Druvansk’s necropolis under the city, where [[Orcus]]’s followers conducted many experiments, was sealed, and the surface-level ruins were rebuilt by early Cirumbrans - Currently serves as a mining and trade outpost, as well as a cultural and immigration hub between Cirumbra and [[Rakosa]], as some of the tunnels through the mountains remain the main highways connecting the two nations - Population approx. 80,000 - [[Tarvenya]] (“Tar-ven-yah”): - First major settlement in Cirumbra off of The Free Road, serves as a mid-size trading hub and host of many travelers - Surrounded mostly by farmland - Due to the influence of cultures across Ortana, [[Tarvenya]] is a cultural and artisanal hub, boasting the Great Promenade of Artisans, a massive market - Population approx. 500,000 - [[Orlavna]] (“Or-lahv-nah”): - Initially built as a border fort to monitor travel to and from Middonis, [[Orlavna]] has grown due to an influx of Middonions over the years, and because of its fertile agricultural lands along the Shimmer River - Orlavana was originally built around a citadel-ampitheater, which hosts many public festivals and gatherings - Large sailing culture in [[Orlavna]] due to its closeness to both the Shimmer River and the ocean to the north - Population approx. 350,000 - [[Nistanya]] (“Nees-tawn-yah”): - Located in the somewhat remote northern part of the Glittering Foothills, [[Nistanya]] originated as a mining town, but has now grown into an intellectual hub in Cirumbra - While mining operations do still exist, the main Houses of [[Nistanya]] wanted to attract more than just miners to grow the city, and constructed large public squares throughout the city to host gatherings for intellectuals, inventors, philosophers, and others - Population approx. 150,000 - [[Abrath]] (“uh-brahth”): - Technically older than Jogetev, [[Abrath]] was originally an elvan city in Niimora before the comet struck Niimora and morphed most of its woodland realm into its current, more alien state. - Abrath was left to ruins for over 1,500 years before the Cirumbran government decided a route into Niimora would be beneficial, and resettled the town - More an outpost village than actual town, [[Abrath]] has a large elvan and half-elvan population, and sees adventurers from time to time wanting to explore Niimora. Few ever return, and even fewer return unchanged by the experience. - Population approx. 8,000 - [[Zurek Hollow]] (“zoo-rick”): - [[Zurek Hollow]] was once much larger pre-Schism when it served as a defensive enclave for [[Orcus]] to protect his southern border - Was the site of one of the worst battles of the Schism between [[Orcus]] and rebel Cirumbrans - Many graveyards and memorials dot the landscape around [[Zurek Hollow]], and more than one necromantic cult has tried to use it as a base of operations post-Schism - Population approx. 5,000 - [[Blackroot Nest]]: - [[Wildsong Conclave]] settlement in Cirumbra - Unique among other Conclave settlements/nests due to the nature in the Wailing Valley being tainted by [[Orcus]]; Nest members work to undo that influence - Permanent population unknown, estimated around 150 - Other towns and settlements in Cirumbra: - Krevna (“krehv-nah”; south of [[Port Innsmouth]]) - Chim (“cheem”; on the coast north of [[Umbara]]; resort/tourist town) - Vodavec (“voh-dah-veck”; on the coast west of [[Umbara]]; direct sea access to [[Umbara]]) - Korachev (“Core-uh-chev”; west of the Shimmer River, east of [[Umbara]]; agricultural settlement) - Recki (“wreck-ee”; at the east-central crossing of the Veyneflow River) - Mesto (“mest-oh”; nestled along Lake Jezero) - Branikov (“bran-ih-kawv”; on the western crossing of the Veyneflow River into the Risen Plains) - Lesk (“lehsk”; mid-sized [[Residuum]] mining town in the western Glittering Foothills) - Csorpes (“soar-pez”; smaller mining, agricultural, and logistics town at the western crossing of the Duskwater River; mainly services Jogetev) - Vezmir (“vehz-meer”; in the north-east of the Wailing Valley; crossroads for the NW and SW crossings of the Veyneflow River) [Cruthea General Geography](https://docs.google.com/document/d/16Ud19qyOEeupjE5oqaxAECN9nkX1mGYLdAU9vpdMM0c/edit?usp=sharing) ### Cirumbran Society & Current Events - 4 main loci of influence (“The Core Four”): - [[Umbara]]: capital city - [[Jogetev]]: Arcane capital, major power dynamics between [[Umbara]] and Jogetev - [[Velgrad]]: Best [[Residuum]] workers found here, some power dynamics between Jogetev’s arcane researchers and [[Velgrad]]’s craftspeople - [[Port Innsmouth]]: Largest economic center, rumors abound due to travelers from all of Cirumbra and beyond - Marked and Unmarked labor frustrations are strongest in [[Port Innsmouth]] where its many Unmarked dockworkers have recently begun talks of unionization - Two recent bombing attacks at major Animated worksites have Cirumbrans across the nation talking  - One in the farms outside [[Tarvenya]], another in the ancillary mining operations near Csorpes - Some claim a foreign attack, others terrorism - As more begin to question the morality of using undead labor, temples are seeing increased attendance; Primacy hardliners warn that this could open the door to more influence from the Synod Superus - A recent explosion in the tunnels under [[Druvansk]] has many wondering if the Primacy is reopening the sealed necropolis, or if unsanctioned experimentation is occurring - There are 55 Umbral Houses, though eleven are amongst the most influential and have seats in the Umbral Primacy Cabinet: - [[House Umbrael]] (House of the [[Radomir Umbrael|Umbral Prime]], influential across Cirumbra, especially in [[Umbara]]) - [[House Velkoren]] (Main influence in [[Velgrad]]; head is Minister of Industry) - [[House Karsyn]] (Main influence in [[Port Innsmouth]]; head is Minister of Trade) - [[House Drazhel]] (Main influence in [[Jogetev]]; head is High Provost of Arcane Research) - [[House Morvayne]] (Main influence in [[Umbara]]; head is Minister of Civic Welfare & Education) - [[House Tralsic]] (Main influence in [[Tarvenya]]; head is Minister of Security) - [[House Ilyonar]] (Main influence in [[Nistanya]]; Head is Minister of Scholarship & Cultural Memory) - [[House Serethine]] (Main influence in [[Umbara]] & [[Port Innsmouth]]; Head is Minister of Diplomacy & Interfaith Affairs) - [[House Volaryn]] (Main influence in [[Velgrad]] & regional cities; Head is Minister of Resource Stewardship) - [[House Kheledan]] (Main influence in Krevna; Head is Minister of Strategic Doctrine) - [[House Arvesta]] (Main influence in [[Tarvenya]]; Head is Minister of Arts) - [[House Noctivar]] (Main influence in [[Druvansk]] and [[Umbara]]; known to be most influential in the corridors of power) - Notable factions in Cirumbra: - [Wildsong Conclave](https://docs.google.com/document/d/1Z6wAxUi_Y_hL1SrPyO31EV2xRsDAgNXXjePQRm-asrY/edit?usp=sharing) - [[Wildsong Conclave]] - [The Nightwrights](https://docs.google.com/document/d/1LD_wZhBMdNloY-I26neg9ydt0hH6rXY4h4qIYwqkPQo/edit?usp=sharing) - [[Nightwrights]] - [The Lucent Guard](https://docs.google.com/document/d/1fFnvUghRJXxl-2JTsWWyK09-BhMx4fdnLKBWCPovE1o/edit?usp=sharing) - [[Lucent Guard]] - [The Synod Superus](https://docs.google.com/document/d/1C0axQP8aEzhDPEaSdiVB_pYmRsynGLqPzYCXmQewcds/edit?usp=sharing) - [[Synod Superus]] ### Appendix ### Glossary Forthcoming ### Change Log ** ```dataviewjs await dv.view("TTRPG/_scripts/dm-page") ```