miinstrel
2017-01-07, 01:56 PM
Hi playgrounders,
I started a campaign for some friends about a year ago that fell apart because life got too busy. I'm finally at a place to consider running it again, but reading through all my notes it seems... disjointed. Like I'm trying to do too much at once. I'm hoping y'all can help me refine the ideas and bring everything together into a cohesive history and narrative that's easy for the players to get into. Some of my RL friends really enjoy lengthy world backstories, but others just want the basic points. I still feel like I need the historical context to inform my DMing though. So... here's the data dump of what I put together. Please peruse and offer whatever suggestions you may have whether that be cuts, additions, or alterations.
My vision for the campaign is a world that was plunged into chaos, nearly destroyed, recovered, and people are now beginning to understand the reasons the Madness struck in the first place. The importance of the soul/reincarnation is a key concept. Beyond that it's all fluff.
Link to world map: https://drive.google.com/open?id=0B9fweywyeouJSWo0WXQ0b0xXYXM
For starters, here's the campaign packet I'll distribute to the players:
One terrible day, the gods, without a single exception, went stark raving mad. A violent insanity overtook them and this madness infected their priesthood and those that drew heavily on the arcane weave that infused the world. Churches withered as previously devout saints and leaders turned heretic, forcing their faithful flock to burn them at the stake. The effect was different among each patron church. Scared and confused, people fled and hid as events previously unseen occurred around the world ushering in what many thought to be the end.
Wild hordes of the more primitive races rampaged across the world swept up in the violence and bloodlust. Towns were sacked and much of the world's population was lost between these skirmishes and in-fighting among the sentient races.
Unable to repair the damage that had been done, the few powerful spellcasters able to maintain their grip on reality banded together to at least prevent further catastrophe. Through a costly ritual, they erected a barrier around the material plane that shifted its unbreakable deific links to the moon, keeping the Madness from directly affecting us. As the final words were spoken, a pulse of shimmering energy funneled up from our world to the moon leaving a faint golden glow around that lifeless piece of sky rock. Silence and emptiness followed as these casters found themselves unable to ever again effect the world-changing spells they once knew. This day is known as The Sundering and occurred 120 years ago.
Since that day, tainted divinity leaks through to our world based on how much of the moon is visible on any given night. The darkest nights, that previously invoked discomfort, are now cherished as the safest from the chaos. Strange creatures have appeared in the world on nights with a full moon. Living trees, spirits, elemental beings, and aberrations of pure confusion and horror. All of these were previously unknown except through the most powerful of spells. Were-creatures no longer hold a monopoly on the power of moonlight.
With the atrocities their churches had committed, the people revolted, tearing down temples and outlawing priesthoods dedicated to most deities. Rumors exist that secret cults are still active for each of the eight gods, but their activities are closely kept. All who channel divine energies now pay homage to the guiding principles of their former gods. This paradigm shift brought about a rapid change in views of the afterlife. “Heaven” is no longer the goal, but rather merging into the eternal ideals and energies that are thought to have created the gods. If these primal forces are strengthened, perhaps the gods will return to right their wrongs. The older races are slow to adopt this new ideology as they more accurately remember the old ways.
As a side effect of the backlash of arcane power from Morran's death, several golems were released from the control of their creators. Filled with a newfound sentience, these beings have attempted to find their place in the world. All Warforged are 120 years old with only a rudimentary knowledge of life before The Madness (who their creator was, the general task they were built for, and perhaps one or two impactful memories).
Each day is 24 hours long. Each week is 7 days. Each month is 4 weeks, so 28 days per month and 336 days each year. There is a full moon on the 1st and 2nd night of each month. The 15th and 16th are completely dark.
While a bit meta, we will simply refer to days of the week as we know them (Monday, Tuesday, Wednesday, etc.) for simplicity.
TS = The Sundering, term implemented for reckoning purposes.
-400 TS: Four tyrants conquer and divide the land, people live in fear.
-379 TS: Lead by the Swiftwind brothers, a small group of men infiltrate the keep of Hagar, the tyrant of the west (what is now dragon/human/lizard territory), and slay him.
-372 TS: A resistance forms with thousands rallying to the brothers’ cause under the leadership of Tezzeret Swiftwind and his seven mighty warriors. Menessa plunges into a twenty year war.
-365 TS: Kilik, the tyrant of the south, is found dead by Tezzeret and Airth the Immortal (a young human woman) after they battled through his army. He took his own life rather than face their wrath. Tezzeret and Airth are married.
-357 TS: Dartedi Swiftwind slays Willis (tyrant of the east).
-356 TS: Sorin Markhov (tyrant of the north) retreats, disbanding much of his army. Tezzeret pursues him.
-352 TS: An assassination attempt on Tezzeret fails, but in the process Airth is slain.
-351 TS: In a final confrontation, Tezzeret fought his way to Sorin who challenged him to a duel. Sorin won, but before the killing blow could be dealt, Dartedi stepped in and negotiated Tezzeret’s exile instead.
-7 TS: Last known direct clerical contact with Droam. Being the god of secrets, divine messages were few and far between, so it was not unusual for any particular cleric to go months or even years without divine inspiration. It is only after the Madness the clergy realize no one has heard from her.
-5 TS: The Year of False Spring. Generally agreed upon by scholars as the first year of Madness. Plants flower even during late winter. Many thank Edra for this bounty at the time.
Tribal movements noted. Some 80% of primitive folk heed the call and convene in various significant locations.
As summer nears, the High Priest of Gemron declares a crusade to purge demon cults from major civilizations. Many innocents lose their lives during these inquisitions.
At the summer solstice the gods Imshi & Aleister manifest at the center of Ssin'Illisi, the largest city at the time, and declare the start of the "Festival of Passion" inviting all around to celebrate love and life. Ssin'Illisi quickly becomes THE place to be for all races.
Primitive tribes announce the coming of "The Great One" who will lead the tribes to bring the world to its knees. Claim the chosen is among them and encourage competition to determine the strongest. Same declaration is made at each of several different tribal gatherings around the world. Some tribes become increasingly concerned at the rising bloodthirst and flee, abandoning or killing their shamans soon after.
The harvest is particularly prosperous, but those more in tune with nature (primarily Elves) notice homes and streets are becoming overrun within days if weeds aren't dealt with and start to notice strange figures moving through the undergrowth.
As first snows approach, various tribes of Xymor select their champions. Immediately start attacking smaller tribes who left the gatherings (or never attended), driving them from ancestral lands. Displaced tribes raid poorly defended towns and villages in search of food while others simply seek refuge.
At midwinter the Gemron crusade burns Blackwater, a small coastal city, leaving no survivors for fear of "demonic influence." Another two cities follow, though the paladins begin voicing their doubts.
-4 TS:
Imshi & Aleister remain at the Festival which becomes increasingly depraved, though so slowly most don't notice. City has since doubled in size with tents and temporary structures. Few care that there isn't enough food; many of the poor choose to starve instead of leave.
In spring people first notice things are really wrong. Elementals manifest in high concentrations destroying several isolated communities. Forest realms are overrun by plant life forcing many inhabitants to flee. Plants take on strange forms in the deepest areas of wilderness where it's said the very rocks are growing wings.
Rumored Viyari is seen in many parts of the world to meet privately with priests of various faiths directly. Unprecedented as he usually travels incognito.
In late spring, high priest of Gemron is executed by the Scion / High Paladin of Ular'Bunduur whose followers imprison many priests before sealing the country's borders.
Over the summer, Tribes of Xymor assault and loot cities. Many appeal to the gods for help, but others begin seeing them as the cause of this insanity.
At the one year anniversary of the Festival, things devolve into outright debauchery. No desire goes unfulfilled, no dream unlived within the city. Little is known of exact events, but very few people survive. Most of those who do are haunted the rest of their lives. People still traveling there, lured by their dreams and curiosity.
By end of year much of the world is in chaos. A few wise sages start putting the pieces together, though no one knows how to respond yet. Some regions outlaw faith altogether, but most have too many other problems to deal with this.
-3 TS: Very similar to previous year with one other major event:
The Conquest of Hell: Gemron abandons his post at the Garden of Eternity and leads an army into Hell including the hosts of Droam, Imshi, Viyari, and Gemron himself. Demons are driven from the upper reaches and many flee to the mortal realm. A great fortress is established here where Gemron sets his throne.
-2 TS: Again, the same as two years ago with two other significant events:
Having lead their tribes on a path of blood for the last few years, the war leaders still devoted to Xymor and their closest servants are suddenly transformed into dragons and immediately turn on their own people. The tribes scatter. Dragons previously living in the world find themselves flightless and preyed upon by the newly transformed dragons that can still fly.
Later in the year, Morran, Viyari, and Liliya join forces to attack the Garden of Eternity for unknown reasons. They overwhelm the defensive forces left by Gemron, but he returns before they can accomplish their purpose. The three should have been able to defeat Gemron, but in the midst of battle Liliya turns on her partners.
Morran is slain by Gemron. His screams rattle the minds of those attuned to the arcane weave killing many and causing insanity in others. His remains fall to the mortal world where they are quickly seized by a cabal of archmagi working to save the world from the ravages of the gods.
Viyari is also thought to be slain. It's discovered years later he survived, but his divine essence was shattered into multiple parts including several artifacts that fell to the mortal realm.
-1 TS: An army of paladins from Ular'Bunduur join forces with the archmage cabal and march on Ssin'Illisi finding it almost unrecognizable. 90% of city population is dead or insane. Imshi & Aleister have combined into a single, nightmarish being and are banished by powerful magic. Using Morran's blood, the surviving archmagi work a spell to reroute the mortal plane's divine link to the moon since it cannot be completely broken. This ends the time of Madness; however, several decades pass before things return to a semblance of normality.
120 TS: The current year at the start of the campaign.
8 gods exist in the pantheon. The gods are at best good and at worst neutral in regard to the mortals they (used to) rule over. The forces of evil are demonic in nature. Each god is the patron of a particular race as noted below. Since the pantheon is significantly smaller than in a standard game, favored weapons and clerical domains have been expanded. Generic favored weapons apply to all types of that weapon, i.e.: axes include battleaxes, great axes, and double axes.
You may choose any of these gods as your patron (though most are outlawed in various communities) or instead choose a specific ideology such as Law, Truth, Knowledge, or Travel. Please choose an appropriate domain if you go the ideology route. Favored weapons for ideologies are the same as the god the ideology most closely resembles. This is obviously mandatory for divine casters and optional for any other classes. Atheism is fine, and even common among the masses of shorter-lived races.
Gemron (Lawful Good)
The god of valor, righteous combat, and protection. Also called Heaven's General and The Invincible. He promotes justice, valor, chivalry, and honor. Worshiped by paladins, fighters, and monks.
RACE: Dwarves
OUTLAWED: Everywhere.
FAVORED WEAPONS: Flails and Longswords
DOMAINS: Courage (CWar 114), Glory (CDiv 139), Good (PHB 187), Inquisition (CDiv 139), Law (PHB 187), Protection (PHB 188), Truth (RoE 181)
Morran (Lawful Neutral)
The god of magic. His titles include the Uncaring, Lord of All Magics, and Archmage of the Deities. Morran is a distant deity who promotes no special agenda in the world of mortals. As a god of magic and knowledge, he is worshiped by wizards, sorcerers, and sages.
RACE: Hobgoblins
OUTLAWED: Nowhere. Rarely worshipped directly since his death; however, many archmages do pay tribute to him.
FAVORED WEAPONS: Quarterstaves and Crossbows
DOMAINS: Artifice (Eberron 104), Force (CDiv 138), Knowledge (PHB 187), Magic (PHB 188), Planning (CWar 115), Spell (PGF 91), Time (PGF 91), Transformation (RoE 180)
Viyari (Neutral Good)
God of the sun, fire, and travel. His titles include the Radiant, the Wanderer, and the Helping Hand. Viyari is the creator of many good things, a supporter of those in need, and an adversary of all that is evil. He is most commonly worshiped by clerics, rangers, and bards. He is fond of traveling the world, often ignoring his godly duties to take on the guise of an ordinary man enjoying the outdoors and the good life.
RACE: Giants
OUTLAWED: Lizard lands. Dwarven lands.
FAVORED WEAPONS: Maces, Hammers, and Mauls
DOMAINS: Commerce (Eberron 105), Feast (Eberron 106), Herald (CDiv 136), Liberation (CDiv 139), Sky (RotW 174), Sun (PHB 188), Travel (PHB 188)
Edra (True Neutral)
The goddess of nature and the four remaining elements (Air, Earth, Water, and Soul) and thus also associated with birth since she breaths the soul into each newborn. She is known as the Mother and She Who Bears Us. Edra rules nature and the wilderness and is a friend to all who live in harmony with the natural world. She harbors some resentment toward Viyari for his control over fire as she feels the elements should ALL be her domain. Barbarians, rangers, and druids sometimes worship her. It has long been believed the world is her actual body.
RACE: Elves
OUTLAWED: All lands containing forests + Dwarven lands.
FAVORED WEAPONS: Shortswords, Sickles, and Spears
DOMAINS: Animal (PHB 186), Creation (CDiv 138), Healing (PHB 187), Life (Eberron 106), Moon (PGF 88), Plant (PHB 188), Storm (PGF 91), Weather (CDiv 141)
Droam (True Neutral)
The goddess of death, the afterlife, and secrets. Her titles are the Witch Goddess, the Dark Sorceress, the Stern Lady, and Death's Guardian. Her temples are few and far between, but she counts many sorcerers and wizards among her worshipers. Droam is rumored to be the oldest of the gods.
RACE: Humans
OUTLAWED: Nowhere, but rarely worshiped directly since her absence.
FAVORED WEAPONS: Daggers and Scythes
DOMAINS: Cold (CDiv 137), Darkness (FR 62), Death (PHB 186), Pact (CDiv 140), Purification (CDiv 141), Shadow (Eberron 108), Suffering (PGF 91)
Imshi & Aleister (Chaotic Good)
The divine consorts and patrons of love, lust, and loyalty. Imshi is female, and Aleister is male, though both are somewhat androgynous. Their titles include the Twin Gods and the Eternal Pair. It's said that Edra was their first born and they once ruled supreme over the other gods but gave up a great deal of their power when the creation of the world was finished.
RACE: Lizardfolk
OUTLAWED: Everywhere except halflings.
FAVORED WEAPONS: Reach weapons
DOMAINS: Charm (Eberron 105), Dream (CDiv 138), Family (PGF 86), Hunger (LM 60), Joy (BoED 87), Passion (Eberron 107), Pleasure (BoED 87)
Liliya (Chaotic Neutral)
The god of rogues, luck, and fate, also called the Laughing Rogue and the Crooked Finger. Liliya delights in wine, debauchery, and song. She is a vagabond, a prankster, and a master of disguise. Her temples are few, but many people are willing to raise a glass in her honor. Rogues and bards are frequently among her worshipers. Other gods often called her mad even before The Madness. Despite her unpredictability, she was always able to worm her way into their good graces by virtue of her charm.
RACE: Gnomes & Halflings
OUTLAWED: Everywhere except halflings
FAVORED WEAPONS: Bows, Daggers, and Shortswords
DOMAINS: Chaos (PHB 186), City (RoD 162), Fate (CWar 114), Illusion (PGF 87), Luck (PHB 187), Madness (CDiv 139), Trickery (PHB 189)
Xymor (Chaotic Neutral)
The god of strength. Also known as the Dragon God and the Brawler. Xymor is the patron deity of athletes and champions, and a good number of fighters, barbarians, and rogues pay him homage. Xymor believes in rule by might alone and is worshipped heavily by many primitive tribes.
RACE: Dragons
OUTLAWED: Everywhere.
FAVORED WEAPONS: Axes and Greatswords
DOMAINS: Competition (CDiv 138), Destruction (PHB 186), Endurance (BoED 86), Retribution (FR 65), Strength (PHB 188), War (PHB 189), Wrath (BoED 87)
There are 8 primary races in the world though many others exist. Each god is the patron of one of these primary races. Each god also selects a Scion, a member of the mortal race, as a chosen speaker / leader.
Gemron: Dwarves
The dwarves established mighty fortresses around the world but only really control a single territory larger than a few miles across, Ular'Bunduur. Their civilization was dominated by priests and paladins of Gemron, and since the Madness most of their holds have been sealed off to the outside world with no one knowing the fate of the Dwarves within. Activity does appear to have increased as the decades pass, however, and it seems we will likely see what they make of the new world very soon.
SCION: Appointed by the High Priest of Gemron and traditionally served as head of an order of paladins. It was the Scion who executed the last High Priest during the Madness, and it seems likely this individual has ruled ever since, although their motives are unknown.
Morran: Goblinoids
The third nation-building race alongside the humans and lizardfolk. The Hobgoblins were a democratic magocracy renowned for their feats of arcane engineering, creating entire races of goblins to fill specific roles in their society. They did not suffer fools and were prone to responding to perceived insults with overwhelming force. During the Madness many of their magics failed and the death of Morran drove many of the strongest mages mad as his screams reverberated through their minds. The Hobgoblin military provided a sort of order in the chaos backed up as they were with many magical items. The goblins, however, escaped, and many Hobgoblins were warped beyond recognition. As with the lizardfolk, the Hobgoblins are a shadow of their former power, but unlike the lizardfolk they rarely fight among themselves, instead presenting a unified face to the world. Hobgoblins age like humans.
SCION: Morran's Scion was elected by the Hobgoblin archmagi. The last holder of the title was the leader of the cabal that ultimately severed the divine link to the world and ended the Madness.
Viyari: Giants
The children of Viyari roamed the land never truly settling anywhere or leaving signs of their passing beyond large footprints in the ground. Their wanderlust was due to most areas being unable to peacefully feed even one giant for more than a few days, but they seemed happy with their lot. Many structures around civilized lands were raised by giant hands whose only payment was a hearty stew and shelter from the weather for a few nights. Since the Madness they have continued much as before, still wandering and helping the little folk where they can. Giants age like dwarves.
SCION: Viyari himself is typically recognized as the Scion of his faith as he spent much time wandering the land alongside his people.
Edra: Elves
Elves were formally divided into several kingdoms, each living in a particular region and closely tied to a specific element. These kingdoms overlapped with the realms of other races, though the Elves typically only viewed their settlements as "theirs"; all creatures are born of Edra after all. Several centuries before the Madness, a faction of Elven traders began resenting the established monarchies and sparked a civil war that resulted in their own exile. As all lands were viewed as part of one kingdom or another, they were forced to live underground and became known as the Drow.
While some elves fled the forests to escape the encroaching vegetation, most saw this as a sign and have embraced the new Edra. These “true” Elves mostly ignore the elementals that have appeared, but treants and other monstrous plants and beasts are under their protection. Some of these Elves even started gaining plant-like features, roots growing from their toes, skin toughening like bark, and even cut off limbs slowly regenerating.
In contrast, the Drow do not share the same affinity for nature and sunlight and have not undergone the same changes. Many violently oppose the plant-like Elves considering it unnatural and an abomination on their pure form. While a bit racist, they are not inherently evil and one of the few races that have thrived since The Madness. The higher yield on their mushroom and other agricultural plantations have lead to an economic boom as surface races struggle to feed themselves. Several trade houses and alliances have been established on the surface offering support and military strength.
SCION: Was passed through the royal bloodlines of the Elves, though it passed between different kingdoms with every generation. In this way, a balance was maintained as each ruler deferred to the scion regardless of his or her origin. It is assumed the Scion still rules the surface Elves, although no outsider can know for sure.
Droam: Humans
Humans were one of the more prosperous races and felt the imminent touch of their god in their daily lives. Without an obvious divine mandate they forged their own realms which mostly rose and fell in a matter of centuries. The Madness was hard on them, but humans are creatures of change, and their recovery has been stronger than most.
In an attempt to more ethically mimic the breeding feats of the Hobgoblins, Human mages created a fleet of golems to serve as laborers and for other specific tasks. While many simply stopped functioning during the Madness, some obtained sentience through the arcane backlash of Morran's death. Scholars are unsure if Edra was at all involved in this process by giving Warforged genuine souls or if their intelligence is merely a fluke of magic.
SCION: It is unknown if there was ever a Scion of Droam. Certain legendary figures throughout history have been pointed to as touched by their god, but none ever claimed authority over the faith. The church has never been formally banned in most nations, but it has fallen out of favor with few even remembering the god of secrets now.
Droam's general absence from the lives of mortals is what leads humans to have a more widespread faith base than most other races. While each race houses worshippers of each god, the humans are less centralized in their beliefs.
Imshi & Aleister: Lizardfolk
The lizardfolk were one of the most prominent civilizations before the Madness, rightly pleased with their prosperous and regimented society that allowed all to engage in the pleasures of life and love. Their cities were (and in many cases still are) wonders of canals and temples ruled exclusively by the female priestly class.
Their capital city was the site of the Festival of Passion and was completely destroyed by it. This once unified nation split into several rival factions, and their formally ordered breeding cycle has fallen apart without Imshi and Aleister to guide them. The race is a now a shadow of its former glory. Lizardfolk age like humans.
SCION: These dual gods opted to recognize two Scions, one female and one male. The pair were regularly featured in celebrations, their devotion to one another held aloft as a symbol of Lizardfolk loyalty. With their race abandoned by their gods, it is presumed the Scions similarly abandoned their titles implying the loyalty may not have run as deep as previously imagined.
Liliya: Gnomes & Halflings
The people of Liliya wandered the plains either on horseback or in great caravans. They trusted to luck to feed them and take them where they should be, generally gently mocking the civilizations of other races but thankful for their friendship and protection when it was needed.Tragically, the curse of lycanthropy runs strong in their veins (about 30%) with the afflicted being termed "Luckless" and required to have a non-lycanthrope member take responsibility for them rather than being allowed any rights for themselves (formally even outside of a full moon, though in practice they are only restricted around those dangerous nights).
During the Madness, the lycanthropic small folk claimed they regained their luck with many of them gaining the ability to control their shapeshifting. They rose against their guardians and slaughtered many of the non-lycanthropes. In the post-Madness world they have split into several loose nations, typically divided by old family lines, and are starting to settle more. The lycanthropes have no nostalgia for their old way of life and have seen the benefits of more established races. With greater need for food now that they've settled down, many have formed partnerships (and thus, reliance) on the Drow. They trade various items for food but mostly hire themselves out as mercenaries. Lycanthropes now dominate their ranks (about 75%) with non-lycanthropes often enslaved, ridiculed, or in extreme cases simply eaten.
SCION: The Scion of Liliya was selected annually by a lottery of all non-lycanthropic small folk. This individual was among the first killed when the lycanthropes rose up against their people. The position has not been refilled.
Xymor: Dragons
As befits the god of strength, they were by far the mightiest of the mortal races pre-Madness. Their numbers are low due to slow breeding rates and frequently fatal contests of strength and greed. Many races worshipped these dragons, and in turn, Xymor. The post-Madness tribal champions turned dragon are strongly hated by the true dragons as they have not earned the power given them. In-fighting is common and most have opted to leave them to their internal war as few can compete with their power. True dragons are also very bitter and jealous about their loss of flight and are working to correct the problem.
SCION: An ancient wyrm thought to be the oldest dragon in existence. She was torn apart at the height of the Madness by the newly transformed dragons, although she killed several before they could take her down. No other has since assumed the mantle of Scion, or at least no one had before the worship of Xymor was outlawed in all civilized realms.
RACIAL OUTLOOKS
Keep in mind the longer-lived races (Elves, Dwarves, and Gnomes) will have a vastly different outlook on the state of the world than Humans, Halflings, etc. They remember a time when all life was devoted to the worship of the gods. When they had a higher power to call on in desperate times. The fact that this has not been righted for over a century is likely to leave them with some semblance of defeat about ever re-connecting with the gods as they knew them and fear for what awaits them after death.
Some younger races, on the other hand, have begun to adopt a new outlook along the lines of reincarnation. They view our time on the mortal plane as a chrysalis where we grow ever closer to perfection in our chosen ideals as we achieve our life’s purpose. Upon reaching perfection (after many such reincarnations), we are thought to be consumed by our chosen ideology and become one with it, strengthening its power and meaning in the world. Rumors occasionally surface of witnesses to such an event, though no accounts of ascension have been formally recorded. This is as close to "Heaven” as many think to be achievable now. Premature death before completing “this life’s purpose” is undesirable as it sets you back an entire lifetime.
MONSTERS
Many monsters were largely absent from the pre-Madness world. Treants, elementals, nature spirits, and aberrations are a few examples. As such, identifying certain creatures and their abilities with Knowledge checks will be more challenging as there have only been 120 years for legends and information to become “common” knowledge. This applies to pretty much all Aberrations, Elementals, Fey, Oozes, Outsiders, Plants, and many Undead.
Older dragons can no longer fly as Xymor stripped them of the magic that allowed such freedom in favor of the newly formed dragons from the tribal competitions. All dragons can still at least glide. Most of these ancient creatures are now desperately trying to find a way to restore their power as they are hunted down by the younger dragons with flight. Note there are both metallic and chromatic dragons with and without flight, so nothing is certain upon meeting one of these fearsome beings.
UNDEAD
Before The Madness, undead were viewed as horrors and abominations, to be slain for their perversion of nature and the danger they posed to society. With the “reincarnation” ideology gaining popularity, some are beginning to pity the undead as their natural cycle has been interrupted. It still requires a "soul" to animate the undead, so they are often slain out of pity for the essence trapped within the lifeless shell and kept from achieving perfection. Those alive since pre-Madness have been much slower to adopt this “silly” concept than those raised in the new, godless world.
DEATH
Death will be significant in this campaign. Raise Dead has been changed to a 3rd level divine spell and appears on all the same class spell lists as before. It still requires the powdered diamond component. Diamonds are very rare at baseline, but also due to the Dwarves sealing their gates which prevents new gems from entering the markets.
Animate Dead has been reduced to a 3rd level spell and appears on all the same class spell lists as before.
Rumors of undeath being used as punishment for the most egregious crimes circulate among taverns now and then. "I sentence you to eternal life" are words to dread at a hearing.
Also... spells to communicate with spirits or the dead do not exist. All instances of “Speak With Dead” on clerical domain lists are replaced with Prayer. If you have a suggestion for a more appropriate replacement for your desired domain talk to me.
ITEM CREATION / AVAILABILITY
Magic Arms/Armor require a caster level of 3x the total equivalent enhancement bonus (+1 = 1, +2 = 6, +3 = 9)
Ability enhancement items require a caster level of 3x the total bonus (+1 = 3, +2 = 6, +3 = 9)
Skill bonuses require a caster level of 2x the total bonus (+1 = 2, +2 = 4, +3 = 6, +4 = 8)
Humans have always been relatively self-centered, so it’s no surprise Bel’Vance is situated on the sole trade route between the neighboring Lizardfolk and Hobgoblin nations. The prime location of their emipre is responsible for much of their meteoric rise in the last few centuries. The current king, Beldane IV, is a just man, but the strain of leadership seems to be taking its toll. His appearances from the balcony of the castle to address the people have diminished greatly in recent months. Some believe him simply busy while others suspect foul play.
A large consort of advisors and enforcers assist Beldane in running the city and the kingdom, though this comes with its own challenges. Being a trade capital, crime runs rampant if not kept in check. Two thieves guilds currently vie for control of the black market: The Syndicate and House Borath. The former is lead by a slippery little man that goes by the deceptively innocent name The Dollmaker, while the latter is a uniquely Drow enterprise presumably with ties to the Do’Rillyn trading post. A third thieves’ guild existed until about twenty years ago when they were wiped out by the city guard. Many survivors flocked to one of the two surviving regimes.
Despite the criminal underbelly of the city, merchants thrive here with goods arriving from all across the land almost daily. Even a few giants have taken up residence in the hills outside town and across the river. Many of these gentle creatures are regularly found in the lake fishing for “the big fishie.” The dull oafs don’t even seem to know exactly what they’re fishing for, but few locals believe anything lives down there besides carp, trout, and the occasional crocodile.
In addition to its internal struggles, the city has faced outside challenges of late as well. The storm that travels endlessly back and forth along the Path of Fire occasionally spits out fiery elementals and undead that ravage the countryside. The river keeps the elementals at bay, but the odd skeleton does arrive at the city wall now and then. A small barracks is stationed on the bridge to deal with these pitiful creatures. The smallfolk don’t seem particularly worried about it and only seem to help when their Vy’Mullin settlement is threatened.
While Bel’Vance’s leadership will not admit it, many believe the barracks is also intended to keep the were-folk at bay. Outlying farms have reported raids by packs of wild beasts lately. Unrest seems to be brewing in the communities of The Great Plains adding tension to the already strained political landscape. Relations with the Hobgoblins have not been ideal lately, and there is currently a disagreement between the Twin Cities (Bel’Wymore and Kor’Derrek, each built on opposite shores of the river) resulting in an awkward trade and travel embargo. The cause is unclear, but the situation has not escalated to violence… yet. Those wishing to pass into hobgoblin lands must do so through the dwarven stronghold of Ular’Gaeroth.
On the south side of Bel’Vance lies the swampy Feymire. Few dare to venture into this festering jungle as sinkholes, living vines, and other terrors await those foolish enough to wander more than a few feet in. The watery elves have mostly kept to themselves; however, while the tree line has remained stationary, the brush seem to be creeping ever forward. Sightings of tiny flying lights and movement in the ground cover have been noted by nearby settlements. The Drow trading post of Do’Rillyn has not claimed any issue with this encroachment, though any who visit their tower may think otherwise given the vine-choked walls and mossy stones.
Travelers heading north to the dwarven fort of Ular’Dorath find their entry heavily monitored by the paladins of Gemron. Despite their god’s absence, they have upheld the name of their order and continue to live by its guiding principles. No one seems willing to discuss the status of the dwarven Scion with outsiders. For the curious, the ruined town of Blackford lies a day’s journey northwest along the mountains’ edge to the water. The earth and buildings are still scorched from the “demon purge” during the Time of Madness. Rumors of spirits haunting these ruins are endless and some claim to have seen dragons roaming nearby as well.
For the truly brave, and perhaps stupid, Wyrmsrest lies to the northwest of the human lands. This is the burial site of the ancient mother wyrm slain by so many of Xymor’s newly spawned dragons. It is considered a holy site to most of their breed and more than one adventurer bent on raiding the hoard there have added their bones to the pile.
West of Bel’Vance lies Ssin’Kozaka, the northernmost of the Lizardfolk settlements. As with many of their cities, this scaly race has diverted water from the river to create a stunning series of canals and pools to more adequately suit their lifestyle. Those lacking a penchant for swimming can still get around on the many roads and bridges.
Ssin’Kozaka is probably the most civilized city in the lizard nation and is ruled by a pair of lizardfolk named Garai and Khepri. These lovers are fair but harsh and do not take insults lightly. Each of their parents survived the Festival of Passion giving these two a unique legacy and connection to the race’s tragic history.
The campaign begins in Bel’Vance which begs the question: are you a native or did events conspire to bring you here? After you have selected an origin, either work the details into your back story or talk with me for further brainstorming. This list is simply for inspiration, so if nothing strikes your fancy please do come up with your own.
NON-LOCALS
You Brought a Warning
Having lived in the Twin Cities or some of the hobgoblin lands for much of your life you felt secure there until you began to notice conversations taking a decidedly more aggressive turn with regards to non-hobgoblin races. Something is brewing, and you brought your concerns to the leadership in Bel’Wymore with the hope of saving lives by avoiding war. They dismissed you, so now you’ve come to the center of the Human empire to plead your case despite the lack of hard evidence.
You Escaped Slavery (non-werecreature Gnome/Halfling only)
One of the lucky ones, you were born without the curse… unluckily, your malevolent lord enslaved you and forced you to tend his land. Supplies ran short and a revolt broke out. You escaped in the chaos, shackles and all. Whether or not you still wear the shackles, you made your way to Bel’Vance to find help for the loved ones you left behind.
You Followed Your Dreams
Literally. For the last few months you have been dreaming about an elderly man. Each night he walks further down the road outside Bel’Vance. In the most recent dream he stopped at the gate and looked right at you before venturing inside the city walls. You feel a deep urge to find him though you know nothing about him beyond his haggard yet cheerful appearance. He walks with a staff and his cloak is bound across his chest with a braided metal chain.
Tragedy Struck Your Family
Your heard a ruckus outside your home one evening and soon after everything was ablaze. Whether the rest of your family survived or not, you remember a pair of inhumanly yellow eyes looking at you through the smoke as they shouted in what can only be described as a “dark” language. You are certain it was a demon of some kind and have traveled to Bel’Vance in search of answers and perhaps survivors of the Blackford massacre to verify your story.
Searching for Home
You were either exiled from your native land or fled one of the forests many years ago. You want a home, but will it be in a new place or will you take back the old one? Why were you exiled?
Your Guardian Needs Help
Many years ago a dragon took kindly to one of your ancestors. Your family has been under his/her protection ever since, but now your patron has requested a favor. A special reagent is needed for a ritual, and you have been tasked with retrieving it. Demon blood, a lock of king’s hair, living fragments of the four elements… you may select the reagent, but it should be something equally obscure and difficult to acquire.
LOCALS
A Local Took You In
You grew up an orphan, but eventually earned the adoration of a kindly old woman named Emeline who runs a tavern and inn near the center of town. While you still come and go as you please, there is always a bed made for you in the back with a cup of stew waiting on the night stand. You sense you remind her of something, or someone, she lost in years past.
Justice Must Be Served
Your father’s business is constantly extorted by the local thieves, and it’s becoming too much. He’s weary, hopeless, and perhaps a sickness has befallen him. You know something must be done, but you can’t do it alone and the guards don’t seem to be any help.
Prove Your Mettle
Your father, Lord Walden, has deemed you unfit to inherit his fortune. He claims you don’t have the sense or stomach to fight for the family’s legacy. In an admittedly brash attempt to prove him wrong, you have set out to prove your worth by either presenting him with a sizable cache you made on your own or by demonstrating your physical prowess and ability to defend your birthright.
Fight For Your Loved Ones
A friend or family member was wrongfully imprisoned by the city guard. All of the evidence pointed to them during the trial, but they swore to you they’re innocent and you believed them. You have made it your mission to set things right by finding those responsible and freeing your loved one.
EITHER
Knowledge From Beyond
A secret died with someone you know, and you desperately need the answer. You have heard the elves of the Spirit Grove may be able to speak to the dead. It’s a long and dangerous journey, so you’ve come to the big city in the hopes of finding aid.
You Had a Flash of Insight
Recently you touched a carriage and had a unique feeling of deja vu, as though you were seeing the world through another’s eyes. This happened again while eating a leg of mutton some days or weeks later. Your local cleric offered no guidance, so you have sought out the high priests in Bel’Vance to find answers.
You Obeyed an Order
For years your family has acted as servants for another house. You were instructed to go to Bel’Vance and deliver a package and letter to the proprietor of the Wet Whistle Tavern. You’re not sure what’s inside the heavy box, but you daren’t open it out of fear for what might be done to your loved ones if you fail in your mission.
I started a campaign for some friends about a year ago that fell apart because life got too busy. I'm finally at a place to consider running it again, but reading through all my notes it seems... disjointed. Like I'm trying to do too much at once. I'm hoping y'all can help me refine the ideas and bring everything together into a cohesive history and narrative that's easy for the players to get into. Some of my RL friends really enjoy lengthy world backstories, but others just want the basic points. I still feel like I need the historical context to inform my DMing though. So... here's the data dump of what I put together. Please peruse and offer whatever suggestions you may have whether that be cuts, additions, or alterations.
My vision for the campaign is a world that was plunged into chaos, nearly destroyed, recovered, and people are now beginning to understand the reasons the Madness struck in the first place. The importance of the soul/reincarnation is a key concept. Beyond that it's all fluff.
Link to world map: https://drive.google.com/open?id=0B9fweywyeouJSWo0WXQ0b0xXYXM
For starters, here's the campaign packet I'll distribute to the players:
One terrible day, the gods, without a single exception, went stark raving mad. A violent insanity overtook them and this madness infected their priesthood and those that drew heavily on the arcane weave that infused the world. Churches withered as previously devout saints and leaders turned heretic, forcing their faithful flock to burn them at the stake. The effect was different among each patron church. Scared and confused, people fled and hid as events previously unseen occurred around the world ushering in what many thought to be the end.
Wild hordes of the more primitive races rampaged across the world swept up in the violence and bloodlust. Towns were sacked and much of the world's population was lost between these skirmishes and in-fighting among the sentient races.
Unable to repair the damage that had been done, the few powerful spellcasters able to maintain their grip on reality banded together to at least prevent further catastrophe. Through a costly ritual, they erected a barrier around the material plane that shifted its unbreakable deific links to the moon, keeping the Madness from directly affecting us. As the final words were spoken, a pulse of shimmering energy funneled up from our world to the moon leaving a faint golden glow around that lifeless piece of sky rock. Silence and emptiness followed as these casters found themselves unable to ever again effect the world-changing spells they once knew. This day is known as The Sundering and occurred 120 years ago.
Since that day, tainted divinity leaks through to our world based on how much of the moon is visible on any given night. The darkest nights, that previously invoked discomfort, are now cherished as the safest from the chaos. Strange creatures have appeared in the world on nights with a full moon. Living trees, spirits, elemental beings, and aberrations of pure confusion and horror. All of these were previously unknown except through the most powerful of spells. Were-creatures no longer hold a monopoly on the power of moonlight.
With the atrocities their churches had committed, the people revolted, tearing down temples and outlawing priesthoods dedicated to most deities. Rumors exist that secret cults are still active for each of the eight gods, but their activities are closely kept. All who channel divine energies now pay homage to the guiding principles of their former gods. This paradigm shift brought about a rapid change in views of the afterlife. “Heaven” is no longer the goal, but rather merging into the eternal ideals and energies that are thought to have created the gods. If these primal forces are strengthened, perhaps the gods will return to right their wrongs. The older races are slow to adopt this new ideology as they more accurately remember the old ways.
As a side effect of the backlash of arcane power from Morran's death, several golems were released from the control of their creators. Filled with a newfound sentience, these beings have attempted to find their place in the world. All Warforged are 120 years old with only a rudimentary knowledge of life before The Madness (who their creator was, the general task they were built for, and perhaps one or two impactful memories).
Each day is 24 hours long. Each week is 7 days. Each month is 4 weeks, so 28 days per month and 336 days each year. There is a full moon on the 1st and 2nd night of each month. The 15th and 16th are completely dark.
While a bit meta, we will simply refer to days of the week as we know them (Monday, Tuesday, Wednesday, etc.) for simplicity.
TS = The Sundering, term implemented for reckoning purposes.
-400 TS: Four tyrants conquer and divide the land, people live in fear.
-379 TS: Lead by the Swiftwind brothers, a small group of men infiltrate the keep of Hagar, the tyrant of the west (what is now dragon/human/lizard territory), and slay him.
-372 TS: A resistance forms with thousands rallying to the brothers’ cause under the leadership of Tezzeret Swiftwind and his seven mighty warriors. Menessa plunges into a twenty year war.
-365 TS: Kilik, the tyrant of the south, is found dead by Tezzeret and Airth the Immortal (a young human woman) after they battled through his army. He took his own life rather than face their wrath. Tezzeret and Airth are married.
-357 TS: Dartedi Swiftwind slays Willis (tyrant of the east).
-356 TS: Sorin Markhov (tyrant of the north) retreats, disbanding much of his army. Tezzeret pursues him.
-352 TS: An assassination attempt on Tezzeret fails, but in the process Airth is slain.
-351 TS: In a final confrontation, Tezzeret fought his way to Sorin who challenged him to a duel. Sorin won, but before the killing blow could be dealt, Dartedi stepped in and negotiated Tezzeret’s exile instead.
-7 TS: Last known direct clerical contact with Droam. Being the god of secrets, divine messages were few and far between, so it was not unusual for any particular cleric to go months or even years without divine inspiration. It is only after the Madness the clergy realize no one has heard from her.
-5 TS: The Year of False Spring. Generally agreed upon by scholars as the first year of Madness. Plants flower even during late winter. Many thank Edra for this bounty at the time.
Tribal movements noted. Some 80% of primitive folk heed the call and convene in various significant locations.
As summer nears, the High Priest of Gemron declares a crusade to purge demon cults from major civilizations. Many innocents lose their lives during these inquisitions.
At the summer solstice the gods Imshi & Aleister manifest at the center of Ssin'Illisi, the largest city at the time, and declare the start of the "Festival of Passion" inviting all around to celebrate love and life. Ssin'Illisi quickly becomes THE place to be for all races.
Primitive tribes announce the coming of "The Great One" who will lead the tribes to bring the world to its knees. Claim the chosen is among them and encourage competition to determine the strongest. Same declaration is made at each of several different tribal gatherings around the world. Some tribes become increasingly concerned at the rising bloodthirst and flee, abandoning or killing their shamans soon after.
The harvest is particularly prosperous, but those more in tune with nature (primarily Elves) notice homes and streets are becoming overrun within days if weeds aren't dealt with and start to notice strange figures moving through the undergrowth.
As first snows approach, various tribes of Xymor select their champions. Immediately start attacking smaller tribes who left the gatherings (or never attended), driving them from ancestral lands. Displaced tribes raid poorly defended towns and villages in search of food while others simply seek refuge.
At midwinter the Gemron crusade burns Blackwater, a small coastal city, leaving no survivors for fear of "demonic influence." Another two cities follow, though the paladins begin voicing their doubts.
-4 TS:
Imshi & Aleister remain at the Festival which becomes increasingly depraved, though so slowly most don't notice. City has since doubled in size with tents and temporary structures. Few care that there isn't enough food; many of the poor choose to starve instead of leave.
In spring people first notice things are really wrong. Elementals manifest in high concentrations destroying several isolated communities. Forest realms are overrun by plant life forcing many inhabitants to flee. Plants take on strange forms in the deepest areas of wilderness where it's said the very rocks are growing wings.
Rumored Viyari is seen in many parts of the world to meet privately with priests of various faiths directly. Unprecedented as he usually travels incognito.
In late spring, high priest of Gemron is executed by the Scion / High Paladin of Ular'Bunduur whose followers imprison many priests before sealing the country's borders.
Over the summer, Tribes of Xymor assault and loot cities. Many appeal to the gods for help, but others begin seeing them as the cause of this insanity.
At the one year anniversary of the Festival, things devolve into outright debauchery. No desire goes unfulfilled, no dream unlived within the city. Little is known of exact events, but very few people survive. Most of those who do are haunted the rest of their lives. People still traveling there, lured by their dreams and curiosity.
By end of year much of the world is in chaos. A few wise sages start putting the pieces together, though no one knows how to respond yet. Some regions outlaw faith altogether, but most have too many other problems to deal with this.
-3 TS: Very similar to previous year with one other major event:
The Conquest of Hell: Gemron abandons his post at the Garden of Eternity and leads an army into Hell including the hosts of Droam, Imshi, Viyari, and Gemron himself. Demons are driven from the upper reaches and many flee to the mortal realm. A great fortress is established here where Gemron sets his throne.
-2 TS: Again, the same as two years ago with two other significant events:
Having lead their tribes on a path of blood for the last few years, the war leaders still devoted to Xymor and their closest servants are suddenly transformed into dragons and immediately turn on their own people. The tribes scatter. Dragons previously living in the world find themselves flightless and preyed upon by the newly transformed dragons that can still fly.
Later in the year, Morran, Viyari, and Liliya join forces to attack the Garden of Eternity for unknown reasons. They overwhelm the defensive forces left by Gemron, but he returns before they can accomplish their purpose. The three should have been able to defeat Gemron, but in the midst of battle Liliya turns on her partners.
Morran is slain by Gemron. His screams rattle the minds of those attuned to the arcane weave killing many and causing insanity in others. His remains fall to the mortal world where they are quickly seized by a cabal of archmagi working to save the world from the ravages of the gods.
Viyari is also thought to be slain. It's discovered years later he survived, but his divine essence was shattered into multiple parts including several artifacts that fell to the mortal realm.
-1 TS: An army of paladins from Ular'Bunduur join forces with the archmage cabal and march on Ssin'Illisi finding it almost unrecognizable. 90% of city population is dead or insane. Imshi & Aleister have combined into a single, nightmarish being and are banished by powerful magic. Using Morran's blood, the surviving archmagi work a spell to reroute the mortal plane's divine link to the moon since it cannot be completely broken. This ends the time of Madness; however, several decades pass before things return to a semblance of normality.
120 TS: The current year at the start of the campaign.
8 gods exist in the pantheon. The gods are at best good and at worst neutral in regard to the mortals they (used to) rule over. The forces of evil are demonic in nature. Each god is the patron of a particular race as noted below. Since the pantheon is significantly smaller than in a standard game, favored weapons and clerical domains have been expanded. Generic favored weapons apply to all types of that weapon, i.e.: axes include battleaxes, great axes, and double axes.
You may choose any of these gods as your patron (though most are outlawed in various communities) or instead choose a specific ideology such as Law, Truth, Knowledge, or Travel. Please choose an appropriate domain if you go the ideology route. Favored weapons for ideologies are the same as the god the ideology most closely resembles. This is obviously mandatory for divine casters and optional for any other classes. Atheism is fine, and even common among the masses of shorter-lived races.
Gemron (Lawful Good)
The god of valor, righteous combat, and protection. Also called Heaven's General and The Invincible. He promotes justice, valor, chivalry, and honor. Worshiped by paladins, fighters, and monks.
RACE: Dwarves
OUTLAWED: Everywhere.
FAVORED WEAPONS: Flails and Longswords
DOMAINS: Courage (CWar 114), Glory (CDiv 139), Good (PHB 187), Inquisition (CDiv 139), Law (PHB 187), Protection (PHB 188), Truth (RoE 181)
Morran (Lawful Neutral)
The god of magic. His titles include the Uncaring, Lord of All Magics, and Archmage of the Deities. Morran is a distant deity who promotes no special agenda in the world of mortals. As a god of magic and knowledge, he is worshiped by wizards, sorcerers, and sages.
RACE: Hobgoblins
OUTLAWED: Nowhere. Rarely worshipped directly since his death; however, many archmages do pay tribute to him.
FAVORED WEAPONS: Quarterstaves and Crossbows
DOMAINS: Artifice (Eberron 104), Force (CDiv 138), Knowledge (PHB 187), Magic (PHB 188), Planning (CWar 115), Spell (PGF 91), Time (PGF 91), Transformation (RoE 180)
Viyari (Neutral Good)
God of the sun, fire, and travel. His titles include the Radiant, the Wanderer, and the Helping Hand. Viyari is the creator of many good things, a supporter of those in need, and an adversary of all that is evil. He is most commonly worshiped by clerics, rangers, and bards. He is fond of traveling the world, often ignoring his godly duties to take on the guise of an ordinary man enjoying the outdoors and the good life.
RACE: Giants
OUTLAWED: Lizard lands. Dwarven lands.
FAVORED WEAPONS: Maces, Hammers, and Mauls
DOMAINS: Commerce (Eberron 105), Feast (Eberron 106), Herald (CDiv 136), Liberation (CDiv 139), Sky (RotW 174), Sun (PHB 188), Travel (PHB 188)
Edra (True Neutral)
The goddess of nature and the four remaining elements (Air, Earth, Water, and Soul) and thus also associated with birth since she breaths the soul into each newborn. She is known as the Mother and She Who Bears Us. Edra rules nature and the wilderness and is a friend to all who live in harmony with the natural world. She harbors some resentment toward Viyari for his control over fire as she feels the elements should ALL be her domain. Barbarians, rangers, and druids sometimes worship her. It has long been believed the world is her actual body.
RACE: Elves
OUTLAWED: All lands containing forests + Dwarven lands.
FAVORED WEAPONS: Shortswords, Sickles, and Spears
DOMAINS: Animal (PHB 186), Creation (CDiv 138), Healing (PHB 187), Life (Eberron 106), Moon (PGF 88), Plant (PHB 188), Storm (PGF 91), Weather (CDiv 141)
Droam (True Neutral)
The goddess of death, the afterlife, and secrets. Her titles are the Witch Goddess, the Dark Sorceress, the Stern Lady, and Death's Guardian. Her temples are few and far between, but she counts many sorcerers and wizards among her worshipers. Droam is rumored to be the oldest of the gods.
RACE: Humans
OUTLAWED: Nowhere, but rarely worshiped directly since her absence.
FAVORED WEAPONS: Daggers and Scythes
DOMAINS: Cold (CDiv 137), Darkness (FR 62), Death (PHB 186), Pact (CDiv 140), Purification (CDiv 141), Shadow (Eberron 108), Suffering (PGF 91)
Imshi & Aleister (Chaotic Good)
The divine consorts and patrons of love, lust, and loyalty. Imshi is female, and Aleister is male, though both are somewhat androgynous. Their titles include the Twin Gods and the Eternal Pair. It's said that Edra was their first born and they once ruled supreme over the other gods but gave up a great deal of their power when the creation of the world was finished.
RACE: Lizardfolk
OUTLAWED: Everywhere except halflings.
FAVORED WEAPONS: Reach weapons
DOMAINS: Charm (Eberron 105), Dream (CDiv 138), Family (PGF 86), Hunger (LM 60), Joy (BoED 87), Passion (Eberron 107), Pleasure (BoED 87)
Liliya (Chaotic Neutral)
The god of rogues, luck, and fate, also called the Laughing Rogue and the Crooked Finger. Liliya delights in wine, debauchery, and song. She is a vagabond, a prankster, and a master of disguise. Her temples are few, but many people are willing to raise a glass in her honor. Rogues and bards are frequently among her worshipers. Other gods often called her mad even before The Madness. Despite her unpredictability, she was always able to worm her way into their good graces by virtue of her charm.
RACE: Gnomes & Halflings
OUTLAWED: Everywhere except halflings
FAVORED WEAPONS: Bows, Daggers, and Shortswords
DOMAINS: Chaos (PHB 186), City (RoD 162), Fate (CWar 114), Illusion (PGF 87), Luck (PHB 187), Madness (CDiv 139), Trickery (PHB 189)
Xymor (Chaotic Neutral)
The god of strength. Also known as the Dragon God and the Brawler. Xymor is the patron deity of athletes and champions, and a good number of fighters, barbarians, and rogues pay him homage. Xymor believes in rule by might alone and is worshipped heavily by many primitive tribes.
RACE: Dragons
OUTLAWED: Everywhere.
FAVORED WEAPONS: Axes and Greatswords
DOMAINS: Competition (CDiv 138), Destruction (PHB 186), Endurance (BoED 86), Retribution (FR 65), Strength (PHB 188), War (PHB 189), Wrath (BoED 87)
There are 8 primary races in the world though many others exist. Each god is the patron of one of these primary races. Each god also selects a Scion, a member of the mortal race, as a chosen speaker / leader.
Gemron: Dwarves
The dwarves established mighty fortresses around the world but only really control a single territory larger than a few miles across, Ular'Bunduur. Their civilization was dominated by priests and paladins of Gemron, and since the Madness most of their holds have been sealed off to the outside world with no one knowing the fate of the Dwarves within. Activity does appear to have increased as the decades pass, however, and it seems we will likely see what they make of the new world very soon.
SCION: Appointed by the High Priest of Gemron and traditionally served as head of an order of paladins. It was the Scion who executed the last High Priest during the Madness, and it seems likely this individual has ruled ever since, although their motives are unknown.
Morran: Goblinoids
The third nation-building race alongside the humans and lizardfolk. The Hobgoblins were a democratic magocracy renowned for their feats of arcane engineering, creating entire races of goblins to fill specific roles in their society. They did not suffer fools and were prone to responding to perceived insults with overwhelming force. During the Madness many of their magics failed and the death of Morran drove many of the strongest mages mad as his screams reverberated through their minds. The Hobgoblin military provided a sort of order in the chaos backed up as they were with many magical items. The goblins, however, escaped, and many Hobgoblins were warped beyond recognition. As with the lizardfolk, the Hobgoblins are a shadow of their former power, but unlike the lizardfolk they rarely fight among themselves, instead presenting a unified face to the world. Hobgoblins age like humans.
SCION: Morran's Scion was elected by the Hobgoblin archmagi. The last holder of the title was the leader of the cabal that ultimately severed the divine link to the world and ended the Madness.
Viyari: Giants
The children of Viyari roamed the land never truly settling anywhere or leaving signs of their passing beyond large footprints in the ground. Their wanderlust was due to most areas being unable to peacefully feed even one giant for more than a few days, but they seemed happy with their lot. Many structures around civilized lands were raised by giant hands whose only payment was a hearty stew and shelter from the weather for a few nights. Since the Madness they have continued much as before, still wandering and helping the little folk where they can. Giants age like dwarves.
SCION: Viyari himself is typically recognized as the Scion of his faith as he spent much time wandering the land alongside his people.
Edra: Elves
Elves were formally divided into several kingdoms, each living in a particular region and closely tied to a specific element. These kingdoms overlapped with the realms of other races, though the Elves typically only viewed their settlements as "theirs"; all creatures are born of Edra after all. Several centuries before the Madness, a faction of Elven traders began resenting the established monarchies and sparked a civil war that resulted in their own exile. As all lands were viewed as part of one kingdom or another, they were forced to live underground and became known as the Drow.
While some elves fled the forests to escape the encroaching vegetation, most saw this as a sign and have embraced the new Edra. These “true” Elves mostly ignore the elementals that have appeared, but treants and other monstrous plants and beasts are under their protection. Some of these Elves even started gaining plant-like features, roots growing from their toes, skin toughening like bark, and even cut off limbs slowly regenerating.
In contrast, the Drow do not share the same affinity for nature and sunlight and have not undergone the same changes. Many violently oppose the plant-like Elves considering it unnatural and an abomination on their pure form. While a bit racist, they are not inherently evil and one of the few races that have thrived since The Madness. The higher yield on their mushroom and other agricultural plantations have lead to an economic boom as surface races struggle to feed themselves. Several trade houses and alliances have been established on the surface offering support and military strength.
SCION: Was passed through the royal bloodlines of the Elves, though it passed between different kingdoms with every generation. In this way, a balance was maintained as each ruler deferred to the scion regardless of his or her origin. It is assumed the Scion still rules the surface Elves, although no outsider can know for sure.
Droam: Humans
Humans were one of the more prosperous races and felt the imminent touch of their god in their daily lives. Without an obvious divine mandate they forged their own realms which mostly rose and fell in a matter of centuries. The Madness was hard on them, but humans are creatures of change, and their recovery has been stronger than most.
In an attempt to more ethically mimic the breeding feats of the Hobgoblins, Human mages created a fleet of golems to serve as laborers and for other specific tasks. While many simply stopped functioning during the Madness, some obtained sentience through the arcane backlash of Morran's death. Scholars are unsure if Edra was at all involved in this process by giving Warforged genuine souls or if their intelligence is merely a fluke of magic.
SCION: It is unknown if there was ever a Scion of Droam. Certain legendary figures throughout history have been pointed to as touched by their god, but none ever claimed authority over the faith. The church has never been formally banned in most nations, but it has fallen out of favor with few even remembering the god of secrets now.
Droam's general absence from the lives of mortals is what leads humans to have a more widespread faith base than most other races. While each race houses worshippers of each god, the humans are less centralized in their beliefs.
Imshi & Aleister: Lizardfolk
The lizardfolk were one of the most prominent civilizations before the Madness, rightly pleased with their prosperous and regimented society that allowed all to engage in the pleasures of life and love. Their cities were (and in many cases still are) wonders of canals and temples ruled exclusively by the female priestly class.
Their capital city was the site of the Festival of Passion and was completely destroyed by it. This once unified nation split into several rival factions, and their formally ordered breeding cycle has fallen apart without Imshi and Aleister to guide them. The race is a now a shadow of its former glory. Lizardfolk age like humans.
SCION: These dual gods opted to recognize two Scions, one female and one male. The pair were regularly featured in celebrations, their devotion to one another held aloft as a symbol of Lizardfolk loyalty. With their race abandoned by their gods, it is presumed the Scions similarly abandoned their titles implying the loyalty may not have run as deep as previously imagined.
Liliya: Gnomes & Halflings
The people of Liliya wandered the plains either on horseback or in great caravans. They trusted to luck to feed them and take them where they should be, generally gently mocking the civilizations of other races but thankful for their friendship and protection when it was needed.Tragically, the curse of lycanthropy runs strong in their veins (about 30%) with the afflicted being termed "Luckless" and required to have a non-lycanthrope member take responsibility for them rather than being allowed any rights for themselves (formally even outside of a full moon, though in practice they are only restricted around those dangerous nights).
During the Madness, the lycanthropic small folk claimed they regained their luck with many of them gaining the ability to control their shapeshifting. They rose against their guardians and slaughtered many of the non-lycanthropes. In the post-Madness world they have split into several loose nations, typically divided by old family lines, and are starting to settle more. The lycanthropes have no nostalgia for their old way of life and have seen the benefits of more established races. With greater need for food now that they've settled down, many have formed partnerships (and thus, reliance) on the Drow. They trade various items for food but mostly hire themselves out as mercenaries. Lycanthropes now dominate their ranks (about 75%) with non-lycanthropes often enslaved, ridiculed, or in extreme cases simply eaten.
SCION: The Scion of Liliya was selected annually by a lottery of all non-lycanthropic small folk. This individual was among the first killed when the lycanthropes rose up against their people. The position has not been refilled.
Xymor: Dragons
As befits the god of strength, they were by far the mightiest of the mortal races pre-Madness. Their numbers are low due to slow breeding rates and frequently fatal contests of strength and greed. Many races worshipped these dragons, and in turn, Xymor. The post-Madness tribal champions turned dragon are strongly hated by the true dragons as they have not earned the power given them. In-fighting is common and most have opted to leave them to their internal war as few can compete with their power. True dragons are also very bitter and jealous about their loss of flight and are working to correct the problem.
SCION: An ancient wyrm thought to be the oldest dragon in existence. She was torn apart at the height of the Madness by the newly transformed dragons, although she killed several before they could take her down. No other has since assumed the mantle of Scion, or at least no one had before the worship of Xymor was outlawed in all civilized realms.
RACIAL OUTLOOKS
Keep in mind the longer-lived races (Elves, Dwarves, and Gnomes) will have a vastly different outlook on the state of the world than Humans, Halflings, etc. They remember a time when all life was devoted to the worship of the gods. When they had a higher power to call on in desperate times. The fact that this has not been righted for over a century is likely to leave them with some semblance of defeat about ever re-connecting with the gods as they knew them and fear for what awaits them after death.
Some younger races, on the other hand, have begun to adopt a new outlook along the lines of reincarnation. They view our time on the mortal plane as a chrysalis where we grow ever closer to perfection in our chosen ideals as we achieve our life’s purpose. Upon reaching perfection (after many such reincarnations), we are thought to be consumed by our chosen ideology and become one with it, strengthening its power and meaning in the world. Rumors occasionally surface of witnesses to such an event, though no accounts of ascension have been formally recorded. This is as close to "Heaven” as many think to be achievable now. Premature death before completing “this life’s purpose” is undesirable as it sets you back an entire lifetime.
MONSTERS
Many monsters were largely absent from the pre-Madness world. Treants, elementals, nature spirits, and aberrations are a few examples. As such, identifying certain creatures and their abilities with Knowledge checks will be more challenging as there have only been 120 years for legends and information to become “common” knowledge. This applies to pretty much all Aberrations, Elementals, Fey, Oozes, Outsiders, Plants, and many Undead.
Older dragons can no longer fly as Xymor stripped them of the magic that allowed such freedom in favor of the newly formed dragons from the tribal competitions. All dragons can still at least glide. Most of these ancient creatures are now desperately trying to find a way to restore their power as they are hunted down by the younger dragons with flight. Note there are both metallic and chromatic dragons with and without flight, so nothing is certain upon meeting one of these fearsome beings.
UNDEAD
Before The Madness, undead were viewed as horrors and abominations, to be slain for their perversion of nature and the danger they posed to society. With the “reincarnation” ideology gaining popularity, some are beginning to pity the undead as their natural cycle has been interrupted. It still requires a "soul" to animate the undead, so they are often slain out of pity for the essence trapped within the lifeless shell and kept from achieving perfection. Those alive since pre-Madness have been much slower to adopt this “silly” concept than those raised in the new, godless world.
DEATH
Death will be significant in this campaign. Raise Dead has been changed to a 3rd level divine spell and appears on all the same class spell lists as before. It still requires the powdered diamond component. Diamonds are very rare at baseline, but also due to the Dwarves sealing their gates which prevents new gems from entering the markets.
Animate Dead has been reduced to a 3rd level spell and appears on all the same class spell lists as before.
Rumors of undeath being used as punishment for the most egregious crimes circulate among taverns now and then. "I sentence you to eternal life" are words to dread at a hearing.
Also... spells to communicate with spirits or the dead do not exist. All instances of “Speak With Dead” on clerical domain lists are replaced with Prayer. If you have a suggestion for a more appropriate replacement for your desired domain talk to me.
ITEM CREATION / AVAILABILITY
Magic Arms/Armor require a caster level of 3x the total equivalent enhancement bonus (+1 = 1, +2 = 6, +3 = 9)
Ability enhancement items require a caster level of 3x the total bonus (+1 = 3, +2 = 6, +3 = 9)
Skill bonuses require a caster level of 2x the total bonus (+1 = 2, +2 = 4, +3 = 6, +4 = 8)
Humans have always been relatively self-centered, so it’s no surprise Bel’Vance is situated on the sole trade route between the neighboring Lizardfolk and Hobgoblin nations. The prime location of their emipre is responsible for much of their meteoric rise in the last few centuries. The current king, Beldane IV, is a just man, but the strain of leadership seems to be taking its toll. His appearances from the balcony of the castle to address the people have diminished greatly in recent months. Some believe him simply busy while others suspect foul play.
A large consort of advisors and enforcers assist Beldane in running the city and the kingdom, though this comes with its own challenges. Being a trade capital, crime runs rampant if not kept in check. Two thieves guilds currently vie for control of the black market: The Syndicate and House Borath. The former is lead by a slippery little man that goes by the deceptively innocent name The Dollmaker, while the latter is a uniquely Drow enterprise presumably with ties to the Do’Rillyn trading post. A third thieves’ guild existed until about twenty years ago when they were wiped out by the city guard. Many survivors flocked to one of the two surviving regimes.
Despite the criminal underbelly of the city, merchants thrive here with goods arriving from all across the land almost daily. Even a few giants have taken up residence in the hills outside town and across the river. Many of these gentle creatures are regularly found in the lake fishing for “the big fishie.” The dull oafs don’t even seem to know exactly what they’re fishing for, but few locals believe anything lives down there besides carp, trout, and the occasional crocodile.
In addition to its internal struggles, the city has faced outside challenges of late as well. The storm that travels endlessly back and forth along the Path of Fire occasionally spits out fiery elementals and undead that ravage the countryside. The river keeps the elementals at bay, but the odd skeleton does arrive at the city wall now and then. A small barracks is stationed on the bridge to deal with these pitiful creatures. The smallfolk don’t seem particularly worried about it and only seem to help when their Vy’Mullin settlement is threatened.
While Bel’Vance’s leadership will not admit it, many believe the barracks is also intended to keep the were-folk at bay. Outlying farms have reported raids by packs of wild beasts lately. Unrest seems to be brewing in the communities of The Great Plains adding tension to the already strained political landscape. Relations with the Hobgoblins have not been ideal lately, and there is currently a disagreement between the Twin Cities (Bel’Wymore and Kor’Derrek, each built on opposite shores of the river) resulting in an awkward trade and travel embargo. The cause is unclear, but the situation has not escalated to violence… yet. Those wishing to pass into hobgoblin lands must do so through the dwarven stronghold of Ular’Gaeroth.
On the south side of Bel’Vance lies the swampy Feymire. Few dare to venture into this festering jungle as sinkholes, living vines, and other terrors await those foolish enough to wander more than a few feet in. The watery elves have mostly kept to themselves; however, while the tree line has remained stationary, the brush seem to be creeping ever forward. Sightings of tiny flying lights and movement in the ground cover have been noted by nearby settlements. The Drow trading post of Do’Rillyn has not claimed any issue with this encroachment, though any who visit their tower may think otherwise given the vine-choked walls and mossy stones.
Travelers heading north to the dwarven fort of Ular’Dorath find their entry heavily monitored by the paladins of Gemron. Despite their god’s absence, they have upheld the name of their order and continue to live by its guiding principles. No one seems willing to discuss the status of the dwarven Scion with outsiders. For the curious, the ruined town of Blackford lies a day’s journey northwest along the mountains’ edge to the water. The earth and buildings are still scorched from the “demon purge” during the Time of Madness. Rumors of spirits haunting these ruins are endless and some claim to have seen dragons roaming nearby as well.
For the truly brave, and perhaps stupid, Wyrmsrest lies to the northwest of the human lands. This is the burial site of the ancient mother wyrm slain by so many of Xymor’s newly spawned dragons. It is considered a holy site to most of their breed and more than one adventurer bent on raiding the hoard there have added their bones to the pile.
West of Bel’Vance lies Ssin’Kozaka, the northernmost of the Lizardfolk settlements. As with many of their cities, this scaly race has diverted water from the river to create a stunning series of canals and pools to more adequately suit their lifestyle. Those lacking a penchant for swimming can still get around on the many roads and bridges.
Ssin’Kozaka is probably the most civilized city in the lizard nation and is ruled by a pair of lizardfolk named Garai and Khepri. These lovers are fair but harsh and do not take insults lightly. Each of their parents survived the Festival of Passion giving these two a unique legacy and connection to the race’s tragic history.
The campaign begins in Bel’Vance which begs the question: are you a native or did events conspire to bring you here? After you have selected an origin, either work the details into your back story or talk with me for further brainstorming. This list is simply for inspiration, so if nothing strikes your fancy please do come up with your own.
NON-LOCALS
You Brought a Warning
Having lived in the Twin Cities or some of the hobgoblin lands for much of your life you felt secure there until you began to notice conversations taking a decidedly more aggressive turn with regards to non-hobgoblin races. Something is brewing, and you brought your concerns to the leadership in Bel’Wymore with the hope of saving lives by avoiding war. They dismissed you, so now you’ve come to the center of the Human empire to plead your case despite the lack of hard evidence.
You Escaped Slavery (non-werecreature Gnome/Halfling only)
One of the lucky ones, you were born without the curse… unluckily, your malevolent lord enslaved you and forced you to tend his land. Supplies ran short and a revolt broke out. You escaped in the chaos, shackles and all. Whether or not you still wear the shackles, you made your way to Bel’Vance to find help for the loved ones you left behind.
You Followed Your Dreams
Literally. For the last few months you have been dreaming about an elderly man. Each night he walks further down the road outside Bel’Vance. In the most recent dream he stopped at the gate and looked right at you before venturing inside the city walls. You feel a deep urge to find him though you know nothing about him beyond his haggard yet cheerful appearance. He walks with a staff and his cloak is bound across his chest with a braided metal chain.
Tragedy Struck Your Family
Your heard a ruckus outside your home one evening and soon after everything was ablaze. Whether the rest of your family survived or not, you remember a pair of inhumanly yellow eyes looking at you through the smoke as they shouted in what can only be described as a “dark” language. You are certain it was a demon of some kind and have traveled to Bel’Vance in search of answers and perhaps survivors of the Blackford massacre to verify your story.
Searching for Home
You were either exiled from your native land or fled one of the forests many years ago. You want a home, but will it be in a new place or will you take back the old one? Why were you exiled?
Your Guardian Needs Help
Many years ago a dragon took kindly to one of your ancestors. Your family has been under his/her protection ever since, but now your patron has requested a favor. A special reagent is needed for a ritual, and you have been tasked with retrieving it. Demon blood, a lock of king’s hair, living fragments of the four elements… you may select the reagent, but it should be something equally obscure and difficult to acquire.
LOCALS
A Local Took You In
You grew up an orphan, but eventually earned the adoration of a kindly old woman named Emeline who runs a tavern and inn near the center of town. While you still come and go as you please, there is always a bed made for you in the back with a cup of stew waiting on the night stand. You sense you remind her of something, or someone, she lost in years past.
Justice Must Be Served
Your father’s business is constantly extorted by the local thieves, and it’s becoming too much. He’s weary, hopeless, and perhaps a sickness has befallen him. You know something must be done, but you can’t do it alone and the guards don’t seem to be any help.
Prove Your Mettle
Your father, Lord Walden, has deemed you unfit to inherit his fortune. He claims you don’t have the sense or stomach to fight for the family’s legacy. In an admittedly brash attempt to prove him wrong, you have set out to prove your worth by either presenting him with a sizable cache you made on your own or by demonstrating your physical prowess and ability to defend your birthright.
Fight For Your Loved Ones
A friend or family member was wrongfully imprisoned by the city guard. All of the evidence pointed to them during the trial, but they swore to you they’re innocent and you believed them. You have made it your mission to set things right by finding those responsible and freeing your loved one.
EITHER
Knowledge From Beyond
A secret died with someone you know, and you desperately need the answer. You have heard the elves of the Spirit Grove may be able to speak to the dead. It’s a long and dangerous journey, so you’ve come to the big city in the hopes of finding aid.
You Had a Flash of Insight
Recently you touched a carriage and had a unique feeling of deja vu, as though you were seeing the world through another’s eyes. This happened again while eating a leg of mutton some days or weeks later. Your local cleric offered no guidance, so you have sought out the high priests in Bel’Vance to find answers.
You Obeyed an Order
For years your family has acted as servants for another house. You were instructed to go to Bel’Vance and deliver a package and letter to the proprietor of the Wet Whistle Tavern. You’re not sure what’s inside the heavy box, but you daren’t open it out of fear for what might be done to your loved ones if you fail in your mission.