Thursday, January 1, 2026

๐ŸŒŒ The Zosma System & Zimrala: The World of Monsters within my Leo Galaxy Campaign

๐ŸŒŒ The Zosma System & Zimrala: The World of Monsters

A Comprehensive Campaign Guide & Lore Deep Dive



I. The Cosmic Framework: The Zosma System (Delta Leonis)

The Zosma System is a volatile cosmic arena anchored by Delta Leonis, a brilliant Blue-White Main Sequence star. The system is defined by its Radiant Interference; the star's high-energy output reacts with the suspended Moon Crystal dust in the atmosphere, creating a persistent electronic and psychic haze.

  • System Trait: Radiant Interference. All long-range sensors, high-tech communications, and long-range scanning rolls suffer a permanent -1D penalty.

  • The Ether: Beyond the planetary atmosphere lies the Ether, the medium between universes where the Ether Dragons (Etherworms) hunt for life and crystal energy.

The Ancient Factions

  • The Egyptos: Descendants of the magical Lemurian civilization. They are masters of Technical: Engineering and Knowledge: History, clinging to the ruins of their former glory.

  • The Sumer Empire: Ancient space-farers who arrived via Pyramid Spaceships. These vessels utilize Capital Ship scaling and are powered by the near-mythical Core Crystals.

  • The Dwon & Ether Dragons: Beings that exist partially between worlds. They utilize the Metaphysics (or Psionics) attribute to navigate interdimensional portals and the lunar currents.


II. Zosma Quarta: The World of Zimrala

Zimrala (Zosma Quarta) is a world of savage beauty and lethal history. It serves as a multidimensional nexus point and a refuge for those fleeing cosmic apocalypses.

The Catastrophe of Lumis (The Shattered Moon)

Once the eighth moon, Lumis was shattered by gravitic forces. This event defined the modern age. The resulting Moon Crystals are the lifeblood of all Zimralan magic and technology.

Moon Crystal Mechanics Table

| Crystal Type | Rarity | Difficulty (TN) | Effect / Use |

| Crust (Quartz) | Common | TN 10 | Basic lighting, small tools, or +1 pips to a spell. |

| Mantle (Vibrant) | Uncommon | TN 15 | Powers vehicles, heavy weapons, or +1D to magic rolls. |

| Core (Legendary) | Unique | TN 25+ | Powers Mystic Portals and Capital-scale machinery. |

Note on Portals: Activating an Ancient Gateway requires a knowledge: Portals or Willpower roll (TN 15-25). A "Wild Die" result of 1 triggers a Magical Backlash, dealing 2D to 5D damage or opening a rift to a hostile dimension.


III. Regional Geography & Environmental Hazards

1. The Fungus Forest (Southern Plains)

A dense jungle of towering mushrooms, ranging from edible to lethal.

  • Hazard: Spore Clouds. Characters must make a Stamina roll (TN 12) every hour. Failure results in -1D to all Dexterity and Perception actions (hallucinations/respiratory distress).

  • Resource: Edible Fungi. Survival (TN 10) provides rations. A Critical Success (6 on the Wild Die) uncovers medicinal fungi that restore 1D of Strength (once per day).

2. The Egyptos Desert

The scorched domain of the Eygptos Empire.

  • The Pyramids: Massive structures that are actually grounded spacecraft. Understanding their technology requires Knowledge: Ancient Technology (TN 18+).

3. The Tygerian Isles (Northwest)

A tropical archipelago home to Tygerians and Jungle Trolls (refugees from Troll World).

  • Trait: Inhabitants gain +1D to Survival: Jungle and Climbing.

4. Other Key Regions

  • See The Monsterary of Zimrala


IV. The Inhabitants: Species & D6 Attributes

The "World of Monsters" is populated by a diverse array of natives and refugees.

  • The Zim (Indigenous): 12-foot tall, four-armed, double-jointed giants. They possess rapid regeneration (1/10 MR per turn).

    • Attributes: STR 4D, DEX 2D, KIN 2D, PER 3D, WIL 3D, CHA 1D.

  • Humans (Refugees): Descendants of Lemuria/Egyptos. Affected by radiation, they are larger and more rugged.

    • Attributes: STR 3D-4D, DEX 3D, KIN 3D, PER 3D, WIL 3D, CHA 3D.

  • Animal-Headed: Offspring of deities and humans.

    • Attributes: Variable, typically with STR/DEX bonuses and unique special abilities (Refer to D6 Aliens).

  • Tygerians: Bipedal felines who worship the tiger-god Waghoba.


V. The Were-Cycle & The Seven Moons

The orbits of Zimrala’s active moons dictate the transformation cycles of the planet's shapeshifters.

MoonPeriodFeatureRace / Shift Link
Zoaror1.5/dayDark/StonyDwon's Dark Presence
Dantza-Hoatza14 DaysCrystal DustMoon Elves (Were-Wolf/Cat)
Taslian20+ DaysCanyonsMothmen (Were-Moth)
Choartor30 DaysVolcanicDwon (Were-Badger/Mole)
Quartsto81 DaysQuartz/TechLost Technology / Unlucky Link
Harshavar141 DaysVolcanic/MoistMoon Elf/Dwon War Zone
Shannar216 DaysResearch BaseThe Curators

VI. Character Options: The Zimrala Template

Characters native to or trapped on Zimrala gain the following:

  1. "World of Monsters" Trait: +1D in either Brawl, Melee Combat, or Firearms.

  2. Refugee Paranoia: -1D Hindrance in Persuasion or Investigation when dealing with locals.

  3. Volatile Magic: Access to Metaphysics or Magic by spending 1 Character Point at creation.


This system write-up utilizes the Open D6 (Space/Adventure) mechanics to codify the Zosma System and the world of Zimrala for tabletop play.
I. The Zosma System (Cosmic Framework)
Star Type: Blue-White Main Sequence (Delta Leonis)
System Trait: Radiant Interference. The high radiation from Zosma interacts with Moon Crystal dust in the atmosphere.
  • Effect: All long-range sensors and communication rolls suffer a -1D penalty.
The Ancient Refugees (NPC Factions)
  • The Egyptos: Advanced humans with a focus on Technical: Engineering and Knowledge: History.
  • The Sumer Empire: Space-faring entities. Their Pyramid Spaceships use Capital Ship scaling and are powered by Core Crystals.
  • The Dwon & Ether Dragons: Use the Metaphysics (or Psionics) attribute to represent interdimensional travel and lunar origins.

II. Planet: Zosma Quarta (Zimrala)
Type: Terrestrial / Magical Nexus
Atmosphere: Breathable (Potent/Magical)
Gravity: Standard
The Shattered Moon (Lumis) & Moon Crystals
Moon Crystals serve as the primary power source for Zimralan technology and magic.
Crystal TypeRarityDifficulty (TN)Effect / Use
Crust (Quartz)Common10Powers basic lights, small tools, or +1 pips to a spell.
Mantle (Vibrant)Uncommon15Powers vehicles, heavy weapons, or +1D to magic rolls.
Core (Legendary)Unique25+Powers Mystic Portals and Capital-scale machinery.
Mechanic: Portal Activation
To operate a Lunar Portal or Ancient Gateway:
  • Skill: Knowledge: Portals or Willpower (if using raw magic).
  • Difficulty: TN 15 (Standard) to TN 25 (Interdimensional).
  • Failure: A "Wild Die" 1 results in a Magical Backlash (2D to 5D damage) or a portal tear to a hostile dimension.

III. Regional Hazards & Environments
The Fungus Forest (Southern Plains)
A dense, alien jungle of towering fungi.
  • Hazard: Spore Clouds. Characters must make a Stamina roll (TN 12) every hour. Failure results in -1D to all Dexterity and Perception actions due to hallucinations or respiratory distress.
  • Resource: Edible Fungi. A successful Survival roll (TN 10) allows a character to find rations. A "Critical Success" finds a rare medicinal fungus that restores 1D of Strength (once per day).
The Tygerian Isles (Jungle Troll Domain)
  • Environment: Dense jungle and archipelago.
  • Local Inhabitants: Jungle Trolls (Migration refugees).
  • Attribute Focus: Trolls in this region typically have +1D to Survival: Jungle and Climbing.

IV. Character Options (The Zimrala Template)
If creating a character native to or trapped on Zimrala, consider these modifiers:
  • The "World of Monsters" Trait: Because Zimrala is a nexus of predators, all characters may start with +1D in either Brawl, Melee Combat, or Firearms, but must take a -1D Hindrance in Persuasion or Investigation when dealing with the paranoid refugee populations.
  • Magic/Metaphysics: Characters can access the Metaphysics attribute (D6 Space) or Magic attribute (D6 Adventure) by spending a Character Point during creation, representing the "volatile magic" of the Zosma star.
For more information on the Open D6 core rules used for these mechanics, you can reference the Open D6 System resources to expand on combat and creature scaling.

Product Identity & Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The world of Zimrala, the Zosma System (Delta Leonis), the Sumer Empire and their pyramid spaceships, the Tygerian Isles, the Ether Dragons and their portal mechanics, the specific "Hedge Wizard of the Shreveport Cabin" persona, the "Tiger Force Shadow Saga," and the character "Emperor Rajah." Unique Items: The Ink of Anticipation, The Compass of Lost Things, Parchment of Echoes, The Scope of the True Meridian, The Rod of Infinite Spanning, and The Plumb of Gravity’s Anchor. Monsters! Monsters! and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. The statistics and game mechanics provided herein are designated as unofficial playtest material for the Tygerian Isles campaign setting. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.


Captain, the full lore is now locked in. Would you like me to draft a specific "Adventure Hook" using these mechanics, perhaps a salvage mission into a Sunken Egyptos city or a desert trek to a Sumerian Pyramid?

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