Barathra is quite simply the Land of the Dead, the Afterlife. It, simply put, defies the Atheians' expectations. After all, for most, it is Hell.
In the place where Atheus lies, there are three separate planes, three realms for the intrepid to explore. One of these is Congeria, land of the demons. The home of darkness, the mount of Chaos, Evil's Playpen, all of these are names drawn up by the Atheian peoples.
As is the norm for cases such as these, they could not be further from the truth.
An overview of the world of Kalimon, including a summary of its history and the inhabitants. This is still a work-in-progress setting and more details may be added at a later date.
An industrious colony of Gnomes have managed to turn a hostile environment into a bread basket.
30 locations of interest in the Cosmic Era
Telchar, the half Orchish ruled planet similar to planet Earth.
A realm of unending darkness, pitch blackness, where even light refuses to shine.
The world was ripped apart in a great cataclysm 3,000 years ago. This is a Codex of the pocket realms created by that great sundering.
The Imperial city has been sucked into hell and the rest of the world has been ripped apart. And tying it all together is the Crystal Tower. The Tower lives in all realms, a needle piercing the fabric of each reality and threading them all together.
An incredible world of magic, adventure… And curry, for some reason.
Sort of a collaborative effort to create a world for the Citadel.
The rebuilt cradle of humanity, Neo-Terra is the world created from the ashes of Old Earth.
When mans’ smallest, and most deadly, enemy strikes, the world is thrown back into a darker, more primitive age.
A post-apocalyptic setting for any system.
These are the worlds and planets encountered by daring space explorers.
These magical boots empower the wearer with several abilities at once. Wondrous leaping, water-walking, and even flying! Yet the boots possess an insidious curse upon them as well. A deep and almost unfathomable (by others) feeling of listlessness, boredom, and even apathy affects the boots' wearer at all times whenever they are donned. Magic will not dispel the effects.
And so while the wearer of the boots can perform great feats of action during combat or at other opportune times and key moments, they'll never really want to do so, complaining "Meh, what's the point of it all anyway?" or "I would fly up and save us all guys, but sigh, maybe uhm, soonish, mkay? Bit bored by this whole burning tower at the moment."
Naturally the boots wearer's fellow PCs will grow quickly frustrated with this arrangement. There have been numerous occasions when one angry PC literally tears off the boots from his companion's feet in anger, and dons them in turn, only to immediately suffer from the same effects.
The solution lies in constantly "motivating" the boots' wearer with successful rolls, involving threats, flattery, fiery speeches, or even bribery.