JP On Gaming

Tuesday, September 22, 2026

[Zamura] Welcome to Zamura

Zamura Logo

Eight immortal rulers. One dying land. Countless buried secrets.

Zamura is a dying land of splendid cities, ancient magic, and hard choices. Beyond the walls, deserts advance across abandoned roads, monsters prowl the wastes, and settlements struggle over every spring and fertile field. Within the eight surviving city-states, immortal Mage-Lords preserve civilization through power, fear, and laws as unforgiving as the land itself.

The History of Zamura

According to public histories, Zamura was once a fertile land divided among rival kingdoms, tribes, and city-states. Wars consumed its people, monsters haunted the wilderness, and invaders arrived through gates connecting Zamura to distant worlds. Nine powerful champions united against these threats. Through magic, courage, and sacrifice, they defeated the warlords and drove back the creatures now remembered as the First Ones.

The champions became the Mage-Lords. They secured sources of water, raised walls, built roads, restored farmland, and transformed Zamura City into the heart of a prosperous civilization. Their reign brought an age of learning in which magic, philosophy, and commerce flourished.

That age ended with the Sundering. The Mage-Lords sealed Zamura away from other worlds, ending the invasions but silencing the gods and closing nearly every planar passage. Divine miracles became rare, while powers of the mind began appearing among the Sundering's survivors. Over generations, psionics became an accepted, if sometimes feared, part of life.

Centuries later, a magical catastrophe destroyed Zamura City and reduced the surrounding lands to the Ashen Basin. Official accounts variously blame forbidden experiments, rebellious spellcasters, or enemies seeking to break the Mage-Lords' protections. The eight surviving Mage-Lords divided responsibility for the land and rebuilt civilization around their strongholds.

Today, they are honored as Zamura's undying guardians. Their city-states feud, trade, and sometimes wage war, but every citizen is taught the same lesson: without the Mage-Lords, civilization would disappear beneath the wastes.

The Eight Cities

Akar, the Eternal River Valley

Ruled by God-King Khepra. Akar occupies the banks of Zamura's greatest surviving river. Its canals feed broad fields, crowded markets, and immense funerary estates. The living share the city with honored dead restored through Khepra's sacred rites, while priests and scribes carefully regulate memory, burial, and renewed existence.

Elam, the Golden Plains

Ruled by Lionness Khardra. Dry grasslands, horse herds, fortified ranches, and mobile war camps support Elam's feared riders, mercenaries, and beast handlers. Wealth and status must be defended openly, and Khardra encourages constant competition so that only the strongest rise to command.

Koro, the Thorn Savanna

Ruled by Oba Makoro. Enormous trees and cultivated thorn groves shelter settlements built among roots, branches, and living fortifications. Koro's hunters, herbalists, and beast-keepers live close to the land, although many ancient defenses no longer distinguish friend from foe.

Nara, the Northern Mountains

Ruled by Shadow Queen Sythara. Mountain passes, hidden valleys, and wind-carved caverns shelter scholars, spies, and mystics who study memory and the unseen powers of the mind. Secrets are Nara's greatest currency, and few visitors leave certain that they remember everything they witnessed.

Sidon, the Receding Sea

Ruled by Tyrantess Varessa. Ports, salt marshes, and exposed seabed sustain fishing, salt production, shipyards, disciplined armies, and relentless expansion. Sidon's laws are harsh, its bureaucracy watchful, and its people labor beneath the threat that the sea may withdraw forever.

Thessa, the Sheltered Hills

Ruled by Dictatrix Seressa. Defensible valleys and terraced hills contain mines, workshops, farms, and military settlements governed by exacting laws. Thessa offers security, skilled craftsmanship, and strong walls, provided that everyone knows their place and fulfills their assigned duty.

Tolan, the Red Plateau

Ruled by Moon Priestess Xilara. Tolan's temple-city rises above red stone, narrow canyons, and isolated settlements. Its priests watch the heavens, preserve sacred calendars, and interpret omens governing travel, sacrifice, and war. Pilgrims seek Xilara's visions without knowing what their fulfillment will cost.

Varan, the Pale Highlands

Ruled by Great Vizier Otheryn. Mines, caravan towns, and highland roads make Varan a center of trade in metal, crystal, relics, and information. Almost anything can be purchased, but every bargain creates an obligation, and Otheryn ensures that no debt is ever truly forgotten.

The Ashen Basin

At Zamura's center lies the ruin of its former capital. Pale ash covers shattered towers, buried roads, vitrified plazas, and entire districts swallowed by the earth. Arcane storms reshape the Basin, exposing ancient structures before burying them again. Distances change without warning, living spells stalk the ruins, and creatures altered by magical contamination hunt among the wreckage.

No Mage-Lord openly rules the Ashen Basin, yet all send expeditions into it. Scavengers recover spellshards, runestones, weapons, and fragments of lost histories, while ashfolk settlements survive among the upper floors of buried buildings.

To most Zamurans, the Basin is a warning against forbidden knowledge. To adventurers, it is the greatest storehouse of lost power in the world, and the place where the official history of Zamura is most likely to unravel.

Monday, September 21, 2026

FOE's Dark Sun

Like everybody else, I’ve been listening to the news about Wizards of the Coast’s 5.5 Dark Sun product. People have been asking me, “So, JP, what do you think about it?"

Do I think Wizards can produce something great, playable, and well-received? No, I do not. I don’t think the people they have there possess enough experience with the setting to understand what Dark Sun was. Or why it was so interesting in playing there vs Greyhawk or Dragonlance. They watched a few drawings and skimmed over campaign reports. The good ol' case of the allegory of the shadows in the cave.

So... what do I expect from Dark Sun 5.5? Not much.

Looking through my old Dark Sun material, I began to think about it and really wanted to play it. I went through my little beige book of notes and half-ideas and began blasting out Dark Sun-style content. I didn't want to redo Dark Sun. I wanted to take the elements I loved most about it and use them in a campaign setting of my own.

Something that would work together with the rest of the FOE settings while maintaining its complete independence from everything else.

I came up with a list of elements I wanted.
- Different city-states each with its unique culture and appearance.
- A unique dragon.
- A world in the throes of falling into complete destruction.
- Scarce resources
- Use psionics
- Possibility for a lot of adventure: exploration, politics, dungeoncrawling
- Great Mages
- Fit into the rest of the FOE universe, while remaining outside of it.

Over the course of the next few days, I will be posting what I have been working on this new "FOE Dark Sun" featuring unique opponents, in a series of posts.