World of Wackassery

Oacca-Seri (formerly World of Wackassery) is a collaborative worldbuilding project for the occupants of the Dungeons and Dumbasses wiki. Rules for the project can be found in the "Group Worldbuilding" section of "The TTRPG Hubworld" Discord Server.

The Lands of Oacca-Seri
The World of Oacca-Seri (often casually abbreviated to Seri) is a medium sized planet, comprised of two major landmasses, Baze and Tenoir, each made up of smaller continents. The Geography of Tenoir is relatively treacherous, with the majority of the south being comprised of rocky, near inhospitable terrain, and the north being too cold for most life to prosper. Baze is far more diverse, featuring lush jungles, cruel deserts, and stark mountains alongside a plethora of other, stranger environments.

Baze
Baze is the largest of the two landmasses, consisting of three continents, Oma, South Baze, and West Baze. West Baze consists of all the land located west of the Highpeaks, and South Baze consists of all the land south of the Lowpeaks. Oma is a continent located between the two, consisting of the Oma desert and all land east of it.

Tenoir
Tenoir is the smallest of the two landmasses, consisting of just one continent. Forests of giant mushrooms encroach on deserts of glass, the harsh environments making life difficult even in more temperate climates.

Religion
Religion in Oacca-Seri is quite interesting as most religious figures and deities are manifested through the minds of their followers. This can cause multiple different afterlives, where you go to whichever one you believe is waiting for you.

History
"The Universe, like all things, is a cycle. What matters is if the cycle truly repeats" -Plonkstomp the Mad

The history of Oacca-Seri is split up into the Paleolithic (prestone), Neolithic (farming), Eneolithic (copper), Iron, and Early Modern ages.

Creatures of Oacca-Seri
The planet of Oacca-Seri was formed imbued with significant power, which seeps into each being and gives all living things a sort of innate magical quality. Because of this, abstractions such as belief, faith, and feeling can have very real effects on the physical world. Thus, the evolution of mythical and fantastical creatures is most accurately described as a manifestation of belief in those creatures. The subsequent existence of such creatures cements belief in them and thus gives them more reality, so to speak, essentially transforming them, over generations, from creatures of belief to creatures of fact. (It is generally assumed that any creature present in existing dungeons and dragons canon exists in Oacca-Seri with no need to be listed here unless their presence is significantly altered in some way)

Gnolls
Gnolls were one of the first species to manifest on Oacca-Seri, springing from ancient peoples fears of the beasts that hunted them. Forming insular societies built with a strict but arcane hierarchy, unknown to all but the gnolls themselves, they continue to terrorize anyone and everything in their path, leaving a trail of destruction in their wake. Each society of gnolls is led by one or two, usually the strongest of the pack, and divide work amongst the pack seemingly at random. Each pack has its own language, customs, and clothing, meaning no individual’s experience with a gnoll will be the exact same. When a gnoll pack meets another, a vicious ritual ensues, in which the gnolls fight tooth and nail, sometimes for days on end without food, until only one gnoll remains. This gnoll feasts on the corpses of its fallen brethren, becoming bloated and fetid, until eventually it dies of its gluttony. In a perverse transformation, this corpse gives birth to hundreds of baby gnolls, barely the size of a human fist, who consume the bones of their parent and grow to adulthood, starting the pack anew.

Mind Flayers
Perhaps the most notable exception to the process of life on Oacca-Seri, mind flayers are not created from belief. In fact, these aberrant beings descended from the heavens long ago, but the technology they held has been lost to time, stranding them on the planet. Able to take any form, these creatures on their arrival transformed into an amalgamation of what they believed to be the two most intelligent species: elves and octopuses. On Oacca-Seri, their society is highly religious, considering the process of consuming a brain a spiritual awakening only to be undertaken after an arduous pilgrimage to see the only elder brain on the planet, located at a clandestine location kept secret from all but the brain’s most trusted advisors, knowing full well that the survival of the illithid species depends solely on them. Otherwise, the flayers feed on the psionic energies around all living beings, a mostly harmless process for anything larger than a dog. For this reason, they tend to dwell quietly in large cities, peacefully maintaining their temples and meditating, writing incredibly complex formulae in the illithid language and designing unfathomable machinery. Every few decades, all mind flayers in existence will undergo what is known as Ceretinere, entering a trancelike state and wandering on foot for days without sustenance, traveling high in the mountains to unwittingly construct vast structures filled with complex machines, known collectively as "The Unfathomable." Neither the mind flayers nor anyone else know the purpose of these structures, but in many cultures, to witness the seemingly unending lines of rhythmic single file ranks marching silently across the landscape is a sign of profoundly bad luck. Completion of Ceretinere takes about a year, and though visible progress is rarely made, the flayers return in their mysterious processions to their previous lives, with no memory of the event. In mind flayer society, this event is considered a blessing, and will usually only occur once or twice in an illithid’s lifetime. To experience three Ceretineri in ones life is believed to be a message from their society before; for reasons unknown, the number three is considered representative of the illithid’s alien ancestry.

People of Oacca-Seri
The diverse beings of the planet fill nearly every environmental niche, but certain species and societies are sufficiently advanced enough to be considered “people.” Generally categorized as any species descended from the Nambas and Higwards, in addition to fiendish, celestial, and fey beings that arise as a result of belief.

Humans/Halflings
Humans are perhaps the most diverse species on Oacca-Seri, with many distinct cultures and ethnic groups. Over 300 distinct ethnic groups of humans exist, though there are about 10 more broad meta-ethnicities under which the majority of humans fall. Additionally, over 500 human languages are spoken, though there are about 7 main human languages spoken across Oacca-Seri. Humans and halflings are perhaps the most similar groups, with the halflings falling into the same ethnic groups as humans, differing subtly in their physiology. Halflings generally have just as much a place in Human society as Humans themselves.

Elves
Elves are relatively diverse, filling multiple environmental niches and capable of living in much harsher environments than humans. The unorthodox nature of the realm results in several bizarre elf ethnic groups.

Dwarves
Dwarves have very little difference between them, as they all look relatively similar. Their skin tone ranges from a pale tan to a deep chocolate, and both male and female dwarves have thick long hair and bushy beards, which serve as filters for gasses and debris common underground. Dwarves typically do not integrate into society of their own volition, and tend to see themselves as superior to all races. There are, of course, several interesting Dwarf variations, listed below.

Dragonborn
Dragons existed long before humans did, and will likely exist long after. This doesn't stop many an adolescent dragon engaging in trysts and affairs with humans, resulting in the corrupted offspring known as dragonborn. Dragons are held in high regard by many religions of Oacca-Seri, particularly on Baze, and therefore dragonborn are considered abberations and blasphemies. They are very much universally shunned and considered a blight on society as a whole. Therefore, they tend to work in opposition to most governments, acting as spies and destabilizers. Some have found more acceptance on the continent of Baze, but still tend to suffer there as well.

Orcs
Orcs are nearly a diverse a people as the humans, with varying ethnic groups in two distinct subspecies. The Grunkksh (lowland orcs) are strong, with smaller brains, while the Org-gokk (highland orcs) are smaller in size and capable of more thought. Both subspecies have many distinct ethnic groups, similar to the humans. The most common are listed below.