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View Full Version : New Campaign setting: Lueryth, in the shadow of 7



Darth Stabber
2009-03-05, 09:08 AM
Magic has been a divisive element on the plane of Lueryth for as far back as the scribes have recorded. When mortal first began to understand magic and it's precepts they became divided over the best method in which it should be invoked. The solitary Sorcerers stayed out of the philosophical fray as they could and developed their art on their own as they do today, but others formed groups and these groups were in constant state of warfare over who's methods were pure, and who's were tainted with false precepts, until the unification wars. A mysterious group known as the Order of the Wanderers, took 9 other groups and formed the Great Council of Magi, formed from 10 Orders of Mages, which soon became known as the 10. Over the next 200 years they drove the other groups underground, and the only groups that remained in full operation were the 10, the the Sorcerers, and the various priestly and druidic orders. Why the 10 did not move against the individual based practices of sorcery is not fully understood, but it is widely believed that given the completely decentralized nature of the people, and their lack of philosophical objection, made the 10 realize that it was not worth their effort, so those that practiced these arts were left alone. For 5,000 years the Council held control over organized non-religious magic. At the 5,000 year anniversary of the Councils Victory in the unification wars, the Order of the Wanderers slayed the Order of Embodiment to the man for reasons that no one to this day,. They then disappeared into the night and became and order wandering hermits, leaving the Order of the Seneschal and the Order of the Tome to step up and take the reigns of the Council that the Wanderers had controlled since it's inception. The resulting chaos allowed the oppressed magical groups, know collectively referred to as the Traditions, to step out of hiding and start showing their faces in the world again. They were still oppressed, and many traditions were lost when they stuck their necks out to far and the Council destroyed them. And this was the way of things for another 1,000 years, until about 50 years ago. After Decades of debate, and struggle to no avail, the Order of Dusk decided that they would be executioners no longer, and decided to leave the Council, and were assaulted by the Order of the Cataclysm. With over half their numbers lost, the Order of Dusk disappeared and melted into the hidden places of the world with the traditions they had so long hunted, and began to plot the down fall of the 7.

And while the various magicians had their philosophic struggle, the rest of the world did not stand still, Empire came and fell. The current political landscape is shaped by 5 great nations, the Grevec Empire, the Mostrano empire, the Wolyd empire, the commonwealth of Duchette, and the Dwarf Kingdom of Rasgow.



Human - as per PHB, they number about 80 percent of the humanoid population of the plane, and control Grevec, Mostrano, Duchette and Wolyd.

Elves - as per PHB,at about 5% of the worlds civilized humanoid population The elves have always been small in number and have never had a great kingdom, they frequently go out into the kingdoms of men and serve as mercenaries, advisors, and any number of other duties, but their love of their home forests draw them back every few decades.

Dwarves - as per PHB, The Dwarves control the Kingdom of Rasgow, and several smaller outpost besides, their craftsmanship and mining skill have made them a major power player on the world stage. 10% of civilized humanoid population

Lupin - as per dragon compendium, The lupin are the great hunters of the plains. They are as civil as men, but live in nomadic groups following herds on the plains, their frequent trade in furs, meat and various other items keep them stocked with good quality weapons, and other manufactured goods. 5% of civilized humanoid populations

Ailindi - as per Elan, XPH, The Ailindi were Humans, but a magical ritual has made them something else. They are a secretive group (to protect them from the council), primarily composed of Sorcerers. Their long term motivations are unknown, as is the number of them that exist, and even how long they have existed, Especially given their effective immortality, and magical Prowess.

[B]Classes

explicitly non-existent classes
Factotum
Monk
Wizard
Sorcerer as written in the PHB
Paladin as written in the PHB
Cleric
Druid as written in the PHB
Bard
Warblade
Sword Sage
Crusader
shadow caster
Samurai
Truenamer
Incarnate
Artificer
any setting specific class

altered and/or renamed classes
Sorcerer - As per either Psion or Wilder.
Priest - As per Divine Bard in UA, Except Bardic knowledge is replace by Turn undead
Wanderer - as per Wu Jen
Philosopher - as per Archivist
Evoker - as per Warmage
Necromancer - as per Dread Necromancer, no alignment restrictions.
Druid - as per either Totemist or Spirit Shaman
Seneschal - as per court mage. (in my sig)
Nightblade - as per Hexblade, no alignment restriction
Shaman - as per dragon shaman, no alignment restriction, Instead of totem dragon, just choose on of the sets of skill, one of the abilities, one of the breath weapons, and the immunity to frightful presence of Dragons, is just immunity to fear period.
Spell blade - as per psychic warrior
Paladin - as per soulborn

Most other classes are fine as is.



More to come Later, what does everyone think so far?

Darth Stabber
2009-03-06, 10:47 AM
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