Ozuma

**Ozuma** is the world of the Dungeons & Dragons campaign. Resembling a large island, Ozuma is composed of a mainland continent with several smaller islands to the east, west and south.

Ozuma's climate is diverse with the tropical seaside islands of Be-Sia and Ki Kila, the temperate locales in the De'ehen Highroad and Lamella Rock Road regions, the polar extremes of Loch Molacalma and Mount Gazaget, the deep, mystical forests of Molacalma Woods, and the arid deserts of Bikumi.

## Profile

### Economy

Ozuma uses gil as its official currency, but evidence dug out in the Bikumi Desert by Bedore excavation parties indicate it may have used gold coins in the past.

Ozumians operate in weaving, working in shops, bars and travel agencies, playing bandersnatch, raising chocobos, sailing boats, managing shoopufs, working in archaeological digs, working as mercenaries/hunters, and performing in entertainment troupes. One assumes some Ozumians fish and grow produce to supply their fellow Ozumians with consumable goods.

Another form of occupation is in voluntary work, such as the summoner/guardian pilgrimages, and various religious temple work.

### Geography

Ozuma is covered in large part with water, having a continent that spans from Ozuma's south pole (viewable in the distance in Be-Sia) to well above Ozuma's equator. The official map of Ozuma is labeled in Yevon script written vertically, similarly to Japanese. The map indicates the locations of various temples of Yevon. The small labels indicate the locations of Be-Sia, Ki Kila, Tica, De'ehen, Lamella Rock Road, Waddosalam, Thunder Basin, Molacalma Woods, Bikumi, Rest Lands, Mount Gazaget, Kanarzand Ruins, and Ruins of Alph. Some settlements on the main continent have labels too small to read. The large letters on the south read "Digoza Continent" and the large letters on the north spell "Wilderia Continent."

#### Climate

On the southern part of the continent, Ozuma's climate resembles the real-world climate of the South Pacific Ocean. The climate gets colder as one approaches Waddosalam in the north (as shown by the clothing worn by the Waddo and Bavel natives). Molacalma is positioned at a high altitude, as vast icy areas surround Molacalma Temple, although the climate appears to be affected by the temple's fayth. With the exception of the snowy mountain trails of Mount Gazaget, the northern tip of the continent has a temperate or mildly warm climate and lighter clothing is worn by the area's occupants.

#### Flora/Fauna

Ozuma's unique fauna composes mainly of fiends, hostile monsters that attack any passerby. Other wildlife include small monkeys, dogs, cats, dolphins, chocobos, and shoopufs.

Ozumian plant species resemble real-world vegetation with three notable exceptions: the magical woods of Molacalma, the solar lilies of the Starflow, and plantlike fiends, such as Ochu and Malboro.

### Culture

The modern Ozuma is quite different from the one which saw the Mahkina War. The once-abundant machines are now shunned by Bavel's edicts, and only the outcast race, the Bedore, attempt to regain some of the lost knowledge. Due to the society's technophobia, using magic for battle has become commonplace, none more so than among summoners, who enjoy something of a caste of their own: help and privileges are granted to them during their pilgrimage in exchange for their coming battle against Penance, which may ultimately bring temporary peace to the realm.

The temple of Yevon dominates Ozumian life, spreading its teachings and acting as a benevolent protector of a much diminished world — a world where technological and social progress has stalled for a thousand years. Yet, beneath the surface, unity of the Ozumian mainland, distrust and old anger still boil leading one to wonder if the various warring factions wouldn't blow each other to smithereens without Penance's pacifying presence. Only bandersnatch truly unites the world around a common passion, and annual tournaments are held in Tica, left untouched by Penance's wrath mostly due to the Crusaders' efforts.

Ozuma uses three alphabets that work like ciphers for the real-world Latin alphabet. The signs around the world are written in Ozumian script, as is the writing in bandersnatch teams' logos and the text on kegs. Some wealthy guardians also wield weapons with the text "Guardian" inscribed in Ozumian script.

The Yevon script is related to the faith of Yevon and is used in temples. Roaming Cacti have their own language with no known human interpreters.

#### Religion/politics

Before Yevon became the dominant religion across the land people used to worship a different set of deities. The summoning tradition was alive in Kanarzand and Bavel, but after the downfall of Kanarzand it was adopted by Yevon.

The teachings of Yevon, said to have been left by Kanarzand's leader Yevon to his daughter, Lady Tashasca, maintain that Ozuma may someday be free of Penance should they atone. The temples teach that machines are forbidden, that Penance is a result of humanity's pride and use of machines in the past, and that Penance can only be vanquished when humanity has attained purity and had been cleansed of past sins. Until that promised time would come, only the ritual known as the Final Summoning would provide a reprieve from Penance's terror (referred to as "The Rest").

#### Mythology

The concepts of magic, spiritual energy, the power of memories, and the faith of the people are influential in the world of Ozuma, including sporting events, religious practices, the technology, and even in some of the native wildlife. The themes and concepts, to name a few, cover pyrelights and their relation with life, aeons, the fayth, Penance, and the teachings of Yevon.

### Technology

#### Mahkina

Main article: Mahkina
The use of most kinds of machines (or mahkina as the Bedore like to call them), is forbidden by the teachings of Yevon, and thus few Ozumians use them (the exceptions being the Bedore, the temples, and the Warrior Monks).

#### Spheres

Main article: Sphere
Spheres are devices for storing data—voice record, video, and memories. The spheres are created magically from the enchanted water found in springs in the Molacalma Woods, and pyrelights are known to coalesce into spheres, sometimes containing vivid memories of past lives. Ozuma is littered in thousands of forgotten spheres, which are scavenged by sphere hunters.

### Population

#### Typical races/ethnic groups

* Humanoid creatures
	+ Aasimar
	+ Changelings
	+ Dragonborn
	+ Dwarves
	+ Elves
	+ Genasi
	+ Gnomes
	+ Halflings
	+ Humans
	+ Kalashtar
	+ Tieflings
	+ Tritons
	+ Warforged
* Mythical creatures
	+ Aarakocra
	+ Centaurs
	+ Harengon
	+ Kenku
	+ Lizardfolk
	+ Minotaurs
	+ Owlin
	+ Satyrs
	+ Tabaxi
	+ Tortles
	+ Yuan-Ti
* Monstrous creatures
	+ Bugbears
	+ Giants
	+ Goblins
	+ Hobgoblins
	+ Ogres
	+ Orcs

#### Unique races/ethnic groups

* **Roaming Cacti** - Intelligent, sentient cacti that move around Ozuma during certain stages of their lives. They speak their own language and none are known to understand it. The Roaming Cacti have been the protectors of the Bikumi Desert for many generations. They are equivalent to Fairies in Ozuma.
* **Ronshasa** - A race of anthropomorphic blue leonine creatures with a horn on their head. They make their home on Mount Gazaget, which they believe is sacred. They are taller than humans and far stronger and speak a form of broken Ozumian. They are equivalent to Leonins in Ozuma.
* **Waddo** - A plantlike race of humanoids who live in Waddosalam. They have green hair and overlarge hands that resemble branches. They are spiritually connected to the forest and can make the Afterworld safe for living visitors. They are equivalent to Vedalkens in Ozuma.
* **Gungello** - A blue amphibious race, they mainly make a living giving rides across the Starflow. They speak Ozumian but often over-enunciate soft O's and say R's and L's as W's, such as "Webewioos" instead of "Rebellious." It is difficult for non-Gungello to tell apart males and females. Even though they excel at bandersnatch there are too few who want to play to set up a full team. They are equivalent to Grung in Ozuma.
* **Bedore** - An ethnic group of humans with a language of their own. They are set apart by their vivid swirl-laden green eyes, blond hair and love of mahkina. They are equivalent to Variant Humans in Ozuma.

#### Supernatural beings

The spiritual beings of Ozuma classified into three categories: the unsent who retain the forms they had in life, the monsters called fiends, and the fayth who form the core manifestation of a summoner's aeons. Ronshasa, Waddo, Gungello, and Bedore can become any of the three types, depending on circumstance and the individuals in question.

## Locations

* Be-Sia
	+ Be-Sia Village
	+ Be-Sia Temple
* Ki Kila
	+ Ki Kila Port
	+ Ki Kila Woods
	+ Ki Kila Temple
* Tica
* De'ehen Highroad
* Lamella Rock Road
* Digoza
	+ Digoza Highroad
	+ Digoza Temple
* Starflow
* Waddosalam
	+ Afterworld
* Thunder Basin
* Molacalma
	+ Molacalma Woods
	+ Loch Molacalma
	+ Molacalma Temple
* Bikumi
	+ Home
	+ Roaming Cactus Nation
* Bavel
	+ Bavel Temple
* Rest Lands

Be-Sia Village composes of tents and shelters. The one stone building in the village is the temple that houses the fayth for the winged aeon Valia. Years before the events of the campaign the machine city of Be-Sia was destroyed by Penance, leaving the ruins scattered around the island. The tropical island is verdant with palm trees and white beaches edge the shoreline with hidden coves along the cliff sides.

Ki Kila is a small port town built mostly on boardwalks that stretch out into the ocean, forming an ideal harbor. The buildings are small wooden shacks, but the temple, located to the north of the village past a forest, is made of stone. The temple is aligned with the element of fire as it houses the fayth of the flame aeon Iferna.

Tica is the second largest city in modern-day Ozuma, after Bavel. It is a bustling city that is home to many stone buildings of varying sizes, as well as the Tica bandersnatch stadium and the Sphere Theater.

The De'ehen Highroad, Lamella Rock Road and Digoza Highroad are dirt roads summoners walk along on their pilgrimage. Ruins are scattered around the plains of De'ehen, but there are no permanent settlements, though military camps are set around Lamella Rock Road by the Crusaders.

Digoza Temple houses the fayth of the lightning aeon Luxia. Though there are no nearby towns, many seem to congregate at the temple. The temple's fayth provides the building with electricity. The temple is usually covered by the lamella rock, but the boulders are lifted when a summoner is praying at the temple's Chamber of the Fayth.

The Starflow is a small settlement along a wide river. Solar lilies grow on the banks and pyrelights gather on the river's surface making the water glow "like a sea of galactic stars." The primary method of transportation is by shoopuf, a large elephantine creature native to the area.

Waddosalam is home to the Waddo. The town utilizes the woods with dwellings inside tree trunks and branches and roots making up for ceilings and floors. The entrance to the Afterworld is located here, guarded by the Waddo, leading to a floating platform above sparkling waterfalls and flower fields, rife with pyrelights that conjure images of the deceased for the reminiscing visitors.

The Thunder Basin is uninhabited save for a lone travel agency that provides shelter for travelers who cross the plains of eternal thunderstorm. Lightning towers scatter the plains to draw in most of the lightning strikes to allow safer passage through the area. Mysterious Roaming Cactus stones are found on the plains.

The Molacalma Wood is an enchanted forest, and although no permanent dwellings are apparent, a mysterious tribe of musicians makes it their home. The woods have springs with pyrelight-infused water used to make spheres, and the tree trunks criss-cross the area in labyrinthine ways. West of Molacalma Woods lies the perpetually frozen Loch Molacalma, with the sole landmark being the temple standing atop a spire of ice. The temple houses the fayth of the ice aeon Shiza.

The desert island of Bikumi lies off the western coast of Ozumian mainland. The harsh environment serves as the homeland for the Bedore and their headquarters, Home. The island is also inhabited by Roaming Cacti, and great amount of long lost mahkina can be found buried in the sand. Ancient ruins are also scattered around the island, indicating Bikumi once had a mahkina city until Penance destroyed it.

Bavel, the capital of Ozuma and the center of the Yevon faith, lies past the Molacalma Woods. The church headquarters houses the Bavel Temple, home of the fayth of the draconic aeon Bahamut. In the spiral center of the city, the Yevon building reaches up to the skies. Underground lie deep dungeons with many hidden secrets of ages past.

The Rest Lands to the east of Molacalma Woods is a vast open plain with a scarred surface, mementos of summoners' past battles against Penance. Chocobos roam the open plains and there is a travel agency to provide for passersby.

The snowy mountains of Gazaget are inhabited by the Ronshasa who view the icy slopes as sacred and protect the mountain pass from anyone but summoners and their guardians on pilgrimage. The mountain caverns house springs, some of them hot springs.

Past the mountains lies the ancient city of Kanarzand, left abandoned for a millennium. Once called the City Of Stars, the ruins house but crumbling highways and collapsed buildings. The largest building, the ancient bandersnatch stadium, now known as the Kanarzand Dome, still stands abundant in pyrelights that react to the visitors' memories and project vivid illusions of past summoners' pilgrimages. The fayth of the Final Aeon is housed within the Dome.

Out on the sea lies the remote island of Jaab where the Waddo once sent their exiles. It is all but in ruins now, long since abandoned.