hoverfrog
2012-03-16, 08:38 AM
Hi.
I'm in the process of planning out a new campaign. I found Rich's Gaming project to be really helpful so I thought I'd follow the same general outline.
1. Purpose and Style
There are two overriding points about Earith. The first is that humans dominate. Other races do exist but these are essentially humans that have been somehow changed. I was searching for a reason for this and decided to settle for a heavily elemental themed world set in a culture similar to 16th century Europe. The second point is that there is only one god. Religious tensions exist as the mother church has undergone a divisive schism in the last century. I wanted to reflect the Catholic church and the Reformation in a fantasy setting as I find the whole period intensely interesting.
To support and explain the human sub species I decided that the there would be four moons that represent the four elements:
Burning moon - Fernia
Water moon - Balnea
Earth moon - Ferrum
Cloud moon - Aëris
This leads rather neatly into my decision to use Genasi as one (four) of the character races as well as the high incidence of lycanthropy that I wanted in the world.
Having a single god was initially quite tricky but I decided that this god was simply the creator and took no active role in the world. There is one true god whose name cannot be spoken, the creator of all things, the maker, the forger of the world. The Creator is distant and leaves the world alone. What use is a perfect creation if it requires constant tinkering? The church, that I named Roma-Tal, is responsible for all of the doctrine and dogma surrounding the creator and they speak on it's behalf. I wanted to avoid the misogyny of the 16th century though so I chose to make the prophet who brought the word of the creator to humanity a women. This in turn was built on an older faith (Ba'heen) that still exists.
Prophet Serin
The Prophet Serin wrote and distributed the Testament Libri along with her faithful Maidens. They taught that compassion and understanding were vital forces in the world. The books teach lessons in parable form and occasionally go against the older Ba’heen followings that were dealing with elemental spirits (devas) and a very warlike and tribal way of life.
Schism - Traditionalist and Reformers
In the last hundred years a new Reformation has shaken the Old World. The Holy Roma-Tal church has split into traditionalists who follow the Roma Quorum and those who seek simpler prayer in the Testament Libri. The Reformists have translated the Testament Libri into a number of languages rather than the academic tongue of Latinus.
The obvious class to fit the Roma-Tal is the standard D&D cleric. Whether they be fighting for the church or carrying the message to the heathen, the cleric is the epitome of the fighting priest. Second to clerics is the paladin of law.
Magic has a single source with no distinction between divine and arcan magic except through tradition. Wizards have a special place in Traditionalist teachings. Those licenced by the church as considered close to the creator. Spells are approved by the church and strictly controlled. In particular the spells of the priesthood are traditionally kept apart from the spells of the wizards. The sharing of spells is frowned upon. Within the Reformer camp the wizard has the same special place but the restrictions have been completely lifted.
Sorcerers are considered to be utterly corrupt by the Traditionalists, servants of the Adversary (a fallen servant of the creator). This is entirely political of course as there is no way to control the magical choices of sorcerers. Reformers accept sorcerers as equal to Wizards though there remains some suspicion against them.
There is a newer faction of the faith similar to modern day Islam but this doesn't feature much in the campaign so I've left it fairly vague. The older Ba'heen form the basis for the druidic faith.
I see the Roma-Tal faith as both the enemy and the friend to players. It is controlling and monolithic, slow to change, but incredibly powerful, even stronger in many respects than kings and queens.
Many of the rules are seemingly arbitrary. Women are permitted to lead the church but not men and the Roma Quorum is always led by the Highest Revered Mother. Men may lead the College of the Divine Flame (magic school) but not women. A cleric who has a child must give it to the church to be raised and can never enquire after them. All records of the adoption are made secret. Some of these rules are relaxed under the Reformers but others have taken their place.
2: Class Decisions
Religiously clerics, druids, paladins, wizards and sorcerers are now all covered. A cleric can be warlike or peaceful, serve a god of love or a god of the storm. All they do is take one aspect of the creator and one tradition within the faith to specialise in. I've left domain choices open for the time being but can easily see a huge variation in what players will want from their clerics.
Druids tend to specialise in one element and I'm planning on writing up some details for five (earth, air, fire, water and all elements) factions with a possibility of having additional factions for something like ice.
The level of technology in the 16th century was relatively high for most D&D worlds. Armour was still in use but gunpowder was emerging. That means a lot of room for fighter and rogue classes to excel and specialise. I'm planning on having gunpowder weapons for bombs and cannons but not for guns.
Years of conflict in the central continent have led to the creation of magical weapons of war, each sanctioned by the churches. That allows for a variety of magical items to be available to players.
Psionics are not part of church tradition.
3. Races
My initial thoughts were that I wanted a world that had only one natural player race, human, but that they mingled with various otherworldly entities to produce other races. I wanted to get rid of dwarves, elves, halflings, gnomes, etc (or their half elf and half orc relations) and have humans and their offshoots. It seemed more natural that a single dominant species would exist. Later in the campaign I wanted to introduce elves from a distant land but not have these long lived, alien creatures available to players.
I did want to give players the option to choose other races though. Fortunately there are several races that fit already. Eberron's weretouched, the Shifter, is ideal for a race of humans touched (or cursed) by an animalistic nature, ideal for barbarians and rangers. Tieflings and Aasimar fit the evil and good, anti-hero and hero archetypes but I was left without a naturally magical race which is fine. I've chosen to use Genasi for flavour and to also use Changelings, Daelkyr Halfbloods, Githzerai and Kalashtar. All are essentially human with a twist.
What do you think of the outline so far? Feedback is welcome as it will help me to hash out my own ideas.
Thanks.
I'm in the process of planning out a new campaign. I found Rich's Gaming project to be really helpful so I thought I'd follow the same general outline.
1. Purpose and Style
There are two overriding points about Earith. The first is that humans dominate. Other races do exist but these are essentially humans that have been somehow changed. I was searching for a reason for this and decided to settle for a heavily elemental themed world set in a culture similar to 16th century Europe. The second point is that there is only one god. Religious tensions exist as the mother church has undergone a divisive schism in the last century. I wanted to reflect the Catholic church and the Reformation in a fantasy setting as I find the whole period intensely interesting.
To support and explain the human sub species I decided that the there would be four moons that represent the four elements:
Burning moon - Fernia
Water moon - Balnea
Earth moon - Ferrum
Cloud moon - Aëris
This leads rather neatly into my decision to use Genasi as one (four) of the character races as well as the high incidence of lycanthropy that I wanted in the world.
Having a single god was initially quite tricky but I decided that this god was simply the creator and took no active role in the world. There is one true god whose name cannot be spoken, the creator of all things, the maker, the forger of the world. The Creator is distant and leaves the world alone. What use is a perfect creation if it requires constant tinkering? The church, that I named Roma-Tal, is responsible for all of the doctrine and dogma surrounding the creator and they speak on it's behalf. I wanted to avoid the misogyny of the 16th century though so I chose to make the prophet who brought the word of the creator to humanity a women. This in turn was built on an older faith (Ba'heen) that still exists.
Prophet Serin
The Prophet Serin wrote and distributed the Testament Libri along with her faithful Maidens. They taught that compassion and understanding were vital forces in the world. The books teach lessons in parable form and occasionally go against the older Ba’heen followings that were dealing with elemental spirits (devas) and a very warlike and tribal way of life.
Schism - Traditionalist and Reformers
In the last hundred years a new Reformation has shaken the Old World. The Holy Roma-Tal church has split into traditionalists who follow the Roma Quorum and those who seek simpler prayer in the Testament Libri. The Reformists have translated the Testament Libri into a number of languages rather than the academic tongue of Latinus.
The obvious class to fit the Roma-Tal is the standard D&D cleric. Whether they be fighting for the church or carrying the message to the heathen, the cleric is the epitome of the fighting priest. Second to clerics is the paladin of law.
Magic has a single source with no distinction between divine and arcan magic except through tradition. Wizards have a special place in Traditionalist teachings. Those licenced by the church as considered close to the creator. Spells are approved by the church and strictly controlled. In particular the spells of the priesthood are traditionally kept apart from the spells of the wizards. The sharing of spells is frowned upon. Within the Reformer camp the wizard has the same special place but the restrictions have been completely lifted.
Sorcerers are considered to be utterly corrupt by the Traditionalists, servants of the Adversary (a fallen servant of the creator). This is entirely political of course as there is no way to control the magical choices of sorcerers. Reformers accept sorcerers as equal to Wizards though there remains some suspicion against them.
There is a newer faction of the faith similar to modern day Islam but this doesn't feature much in the campaign so I've left it fairly vague. The older Ba'heen form the basis for the druidic faith.
I see the Roma-Tal faith as both the enemy and the friend to players. It is controlling and monolithic, slow to change, but incredibly powerful, even stronger in many respects than kings and queens.
Many of the rules are seemingly arbitrary. Women are permitted to lead the church but not men and the Roma Quorum is always led by the Highest Revered Mother. Men may lead the College of the Divine Flame (magic school) but not women. A cleric who has a child must give it to the church to be raised and can never enquire after them. All records of the adoption are made secret. Some of these rules are relaxed under the Reformers but others have taken their place.
2: Class Decisions
Religiously clerics, druids, paladins, wizards and sorcerers are now all covered. A cleric can be warlike or peaceful, serve a god of love or a god of the storm. All they do is take one aspect of the creator and one tradition within the faith to specialise in. I've left domain choices open for the time being but can easily see a huge variation in what players will want from their clerics.
Druids tend to specialise in one element and I'm planning on writing up some details for five (earth, air, fire, water and all elements) factions with a possibility of having additional factions for something like ice.
The level of technology in the 16th century was relatively high for most D&D worlds. Armour was still in use but gunpowder was emerging. That means a lot of room for fighter and rogue classes to excel and specialise. I'm planning on having gunpowder weapons for bombs and cannons but not for guns.
Years of conflict in the central continent have led to the creation of magical weapons of war, each sanctioned by the churches. That allows for a variety of magical items to be available to players.
Psionics are not part of church tradition.
3. Races
My initial thoughts were that I wanted a world that had only one natural player race, human, but that they mingled with various otherworldly entities to produce other races. I wanted to get rid of dwarves, elves, halflings, gnomes, etc (or their half elf and half orc relations) and have humans and their offshoots. It seemed more natural that a single dominant species would exist. Later in the campaign I wanted to introduce elves from a distant land but not have these long lived, alien creatures available to players.
I did want to give players the option to choose other races though. Fortunately there are several races that fit already. Eberron's weretouched, the Shifter, is ideal for a race of humans touched (or cursed) by an animalistic nature, ideal for barbarians and rangers. Tieflings and Aasimar fit the evil and good, anti-hero and hero archetypes but I was left without a naturally magical race which is fine. I've chosen to use Genasi for flavour and to also use Changelings, Daelkyr Halfbloods, Githzerai and Kalashtar. All are essentially human with a twist.
What do you think of the outline so far? Feedback is welcome as it will help me to hash out my own ideas.
Thanks.