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kieza
2007-10-19, 01:20 AM
I'm currently working on a campaign setting for my 3.5 group, and I'm trying to make it somewhat low-magic; magic is present, but rare and somewhat distrusted; powerful magicians are similarly rare. I'm also sort of going for a dark-age feel, with civilization limited and large tracts of wild, savage territory.

Here's what I've got so far. Comments are welcome.

History

Fifteen hundred years ago, a great civilization spanned the continent of Vaeror. Its mighty wizards wrought spells that changed the course of history, and its citizens were prosperous. Over time, magic became commonplace; far too commonplace, according to a wizard now known only as the Grey Wanderer. Rejected for his insistence that magic was meant to be used only by those worthy of it, he wrought a spell that, when cast, reverberated through every spell, every scrap of mortal magic wrought in the world. The first sign Vaeror saw of his deed was the death of almost every spellcaster in the world as their magic flared up around them, leaving only dust. This was followed by the effects on magical items; some merely flickered out, others exploded spectacularly or turned on their users. Many died. The Grey Wanderer too died in the aftermath of his spell, but he did so having destroyed all the uncontrolled magic that he had fought against.

With magic gone, the powers of the world fell overnight. Cities starved, countries dissolved into anarchy, the whole world lay in darkness. Without the magic that had kept eldritch forces at bay, the races of the world withdrew into city-states for protection. Over time, magic was rediscovered by the survivors of the Spellwarp, as it came to be known. Tales of the disaster that had been passed down for generations remained, however. As the people of the shattered land rebuilt their homes, magic played a part, but was feared and distrusted, an attitude that still lingers today.

Mechanical Effects of the Setting, Etc.

Items: The people of Vaeror have regained much knowledge that was lost in the disaster. Metalworking and craftsmanship are equivalent to that of the Dark Ages to mid-Middle Ages. Magic, however, is rare, making this a low-magic setting. All items in the PHB and DMG are present in this world, but low-demand items may be hard to locate. Also, treat settlements as one size-category smaller on Table 5-2 of the DMG for purposes of GP limit. See Power Level for more.

Civilization: Large towns are present, but far between; on a continent more than 4000 miles long there are only 17 worth noting. The only roads are between these towns. Most of the world’s inhabitants will never travel far from home. The gaps between major cities are filled with darkness and monsters; traveling off the roads is best undertaken in a large group. Undiscovered scraps of pre-Spellwarp arcana are not exactly abundant, but are present.

Magic: Most magical details are covered under Magic, lower down, but one quirk bears noting. The Spellwarp had only one lasting effect, but it is fairly major. The energies unleashed had the effect of altering the fabric of space, to the point where most areas cannot be teleported to or from easily. The spots where teleportation is possible, known to wizards as Clearpoints, are very easy to teleport from, however. They are common enough that travel by teleport is not still possible, but there is rarely a Clearpoint at the exact location of your destination. Wizards powerful enough to cast Teleport often establish workshops near Clearpoints.

Changes to Teleport Mechanics: (This is my attempt to make Teleport availble at lower levels without it becoming broken)

Teleport becomes a 3rd level spell. If cast outside a Clearpoint, the spell fails. If the spell succeeds, creatures subject to the spell appear at the Clearpoint nearest the desired destination with no untoward effects.

Teleport Circle becomes a 5th level spell, and works as normal, except with the restrictions above.

Block Teleportation, a new 5th level spell, prevents teleportation to and from a particular Clearpoint, or within 10 feet per caster level, for 1 day per 2 caster levels.

Greater Teleport remains a 7th level spell, but also can be cast outside Clearpoints.

Greater Teleport Circle, a new 9th level spell, functions as Teleport Circle, without the restriction on location. Other, shorter-ranged forms of relocation, like Dimension Door, are not affected.

Classes: Casters of any sort are rare. It takes a special kind of mind to learn magic in spite of the lingering mistrust. Except to PCs, they are unusual enough to be feared if not well-known.

kieza
2007-10-19, 01:23 AM
Pantheon: The pantheon will have gods that pretty much correspond with the "classic" D&D gods, probably with different names and more racial deities, plus these additions:

Arexon (Changing One): moon goddess, CN. Light, Trickery, Knowledge
Imbros (The Inferno): fire god, CN. Fire, Light
Equerron (The Deep): water goddess, N. Water, Travel
Traser (The Immovable): earth god, LN. Earth, Protection
Otmo (The Zephyr): Air goddess, N. Air, Trickery
Neker: Craft god (Godsmith), N. Creation, War, Knowledge
Etran: Commerce god (Bringer of Fortune), LN. Creation, Travel, Luck
Glakeru: Winter goddess (Frostbringer, Howling Wind), NE. Death, Cold, Evil

New Domain: Creation

Power: Gain a +4 bonus to all Craft checks. Once per day, you may repair a broken or damaged nonmagical item to full function, provided you can recover half of its original mass.

Domain Spells:
1: Mending
2: Identify
3: Create Food and Water
4: Minor Creation
5: Major Creation
6: Wall of Iron
7: Simulacrum
8: Clone
9: Gate

New Domain: Cold

Power: Gain resistance to cold equal to your Wisdom modifier. (Minimum 1). Command or rebuke cold creatures, turn or destroy fire creatures.

Domain Spells:
1: Freezing Hands (see Burning Hands)
2: Numbing Sphere (see Flaming Sphere, but 1d6 cold/1d4 Dex)
3: Sleet Storm
4: Ice Storm
5: Cone of Cold
6: Otiluke’s Freezing Sphere
7: Control Weather (cold effects only)
8: Polar Ray
9: Storm of Vengeance

kieza
2007-10-19, 01:26 AM
Power Level: This is a guide[B] to what level the NPCs should generally be in order to keep it low-magic. If the numbers seem off, please point it out.

[B]Low Power, Civilized: Large towns, city-states
90% 0-level commoners
5% 1-4 level NPC classes
4% 1-4 level PC classes
1% 5+ level PC classes

Moderate Power, Civilized: Cities, typical countries
80% 0-level commoners
10% 1-4 level NPC classes
5% 1-4 level PC classes
2% 5-8 level NPC classes
2% 5-8 level PC classes
1 % 9+ level PC classes

High Power, Civilized: Large Cities, powerful countries
70% 0-level commoners
10% 1-4 level NPC classes
5% 1-4 level PC classes
5% 5-8 level NPC classes
4% 5-8 level PC classes
3% 9-12 level NPC classes
2% 9-12 level PC classes
1% 13+ level PC classes

Low Power, Barbaric: Small villages or tribes. Also use for small civilized towns.
75% 0-level commoners
15% 1-4 level PC classes (or Warrior)
5% 5+ level PC classes
5% 1-4 level NPC classes

Moderate Power, Barbaric: Large tribes, unified hordes
50% 0-level commoners
25% 1-4 level PC classes (or Warrior)
10% 5-8 level PC classes
10% 1-4 level NPC classes
5% 9+ level PC classes

kieza
2007-10-19, 01:27 AM
Magic Items

Common magical items should be readily available in large enough cities; uncommon ones for which there is no demand should have to be made custom, perhaps including a sidequest, or should be possible to find premade, but only with difficulty. (Lots of Gather Information checks, or more expensive than usual.)

Common Magic Items:
Anything under 1000 gp
Ability enhancement items (up to +4)
Bracers of Armor (up to +5)
Cloaks of Resistance (up to +5)
Amulets of Natural Armor (up to +3)
Bags of Holding (up to type IV)
Wands and Scrolls for up to 3rd level spells
Potions
Rings of Protection (up to +3)
Rings of Skill Boosting (lesser only)
Magic Weapons (up to +4 equivalent, up to +1 special abilities)
Magic Armor (up to +4 equivalent, up to +1 or 5000 gold special abilities)

kieza
2007-10-19, 12:44 PM
Civilized Lands

Atanchian Empire: The first Emperor of the House Adgren was a truly remarkable man. He forged a cohesive empire out of the squabbling city-states of the area, and held it together until his death. The first three generations of his descendants were similarly wise rulers, but in the 5th generation of the House, corruption began to spread in the now static and stratified society. Today, Atanch is overpopulated, oppressive, and highly corrupt. Several attempted land grabs against the Dukedom have cemented its reputation as an aggressor.

Ath-an-Sewyn: Ath-an-Sewyn is largely cut off from the outside world; non-elves are viewed with suspicion and usually turned away at the border. The kingdom is largely forested, with few permanent settlements. The King has no permanent court, but travels his kingdom hunting, feasting, and dispensing justice when needed. Atanchian overcrowding has led to the destruction of the forests there; coupled with occasional border disputes, this has led to cooling of relations between the two nations.

Dukedom of the Concadence: The Dukedom is named for its ancient representative body, the Concadence; 25 representatives are elected from the four city-states that banded together to form the Dukedom. The Concadence elects the Duke from the "Royal" family upon the death of the previous Duke; they are head of state and manage the military and militia. The Dukedom has a moderately powerful navy, and the only large port on the eastern seaboard.

Dwarven Highlands: Less a nation than a confederation of city-states, the Highlands are ruled by innumerable lesser kings, each sovereign in his own mountain hall. Only outsiders think of them as a unified country; to the dwarves and gnomes, each city-state is its own kingdom. Mudragh is foremost of these cities; since the expansion of trade with the Dukedom of Concadence, Mudragh has grown into a center of commerce. Travelers over the mountains are tolerated; settlers and armies are not. The halls of the dwarves are largely open to visitors, provided they can find the entrances in the mountains, but outsiders are rarely permitted to enter the mines and underground highways between cities. The military of the Highlands is fragmented; each city maintains its own force of seasoned fighters, and there is no central command. When the Highlands as a whole goes to war, a High King is elected for the duration of hostilities, and is the supreme commander of all armies. The Highlands, however, do not go to war frequently, though individual cities do so frequently. The dwarves are fierce allies, and are quick to aid their friends in time of war.

Lohar: Lohar is a largely nomadic kingdom, with low population density, and a high proportion of halflings. The soil is poor enough that farming communities are few and far between. Mostly, the people find an area that can support crops, farm it until it becomes useless, and move on. Most permanent towns are centered around either a mine or forest, or a strategic point. The military is still formidable, as the nomadic lifestyle has created a dependence on horses; the Loharians have a solid corps of heavy cavalry despite their low population. Recently, Lohar provided support for the rebellion in South Hylar. Idro, son of Vadro, the cleric of Kord who sparked the rebellion, came originally from Lohar.

North Hylar: North Hylar is ruled by wizards and clerics of Boccob. Most others are serfs to the ruling class. Hylar was founded by a few elven wizards that survived the Spellwarp, who then allowed human and other wizards into the government. The more numerous humans began to oppress the non-magical people, at which point the elves, having lost control moved south, away from the capital. The highest ruling body is the Three, the most powerful casters in the North. Below them is the Conclave, 88 other powerful casters. The government chambers are surrounded by an antimagic field, as political intrigue frequently culminates in at least one party leaving in a jar. The accepted way of moving up in rank is to kill the person above you.

South Hylar: South Hylar broke away from North Hylar, then just Hylar, a mere 30 years ago after years of war. The North was, and still is, a thaumotheocracy where the non-magical are merely a very large serf class. The South was stirred to rebellion by Idro, son of Vadro, a cleric of Kord, who preached against the oppressive state church of Boccob. Aided by Lohar and Ath-an-Sewyn, the South managed to cut communications across the Northern Atroden river. With the North cut off, several conscript regiments of the Northern garrison mutinied and joined the South. The war raged for ten years before the North accepted their loss. Border skirmishes are still common, however. Today, the South is a republic. Magic is viewed with even more suspicion than usual, given their past, but the South has sufficient wizards to deter the North. Most are elven wizards from the North who moved South due to the increasing oppression near the capital. Clerics of Kord are common, and hailed as heroes of the people due to their heroic actions during the rebellion.

Wilderness Lands

The Dragon-Lands: Dragons survived the Spellwarp due to their alien magics. Unrelated to mortal magic, the Grey Wanderer's spell hardly affected them. After the disaster, they were quick to stake a claim to vast tracts of wilderness in the west and north parts of Vaeror. Today, there are very few mortals inhabiting these areas, and those few are considered suicidally brave by most others.

The Southern Wastes: Occupying the southern quarter of the continent, the devastation here precedes the Spellwarp by at least three millenia. Vast sand dunes, expanses of cracked, dry earth, and volcanic areas are the rule, not the exception.

The Wildlands: Once the home of a post-Spellwarp city-state, these lands were overrun by a goblinoid army about four hundred years ago. Most of the inhabitants are members of savage tribes or outcasts from civilized society.

davwalp
2007-10-19, 06:24 PM
I am in the beginning phases of developing a low power world myself.

I like what you have so far, especially the stats for settlements. The clearpoints are a great idea as well. I generally ban teleport spells but have only being able to use them in specific areas is a nice compromise.


Suggestions:

To help control the spellcasting population, spellcasters of any type are essentially a prestige class. Give them low enough prereqs that PCs can take them at 3rd level or so.

I like the restrictions on magic items available. I would even tone it down further. As a compensation, allow spellcaster PCs to create more powerful magic items if they do a lot of special quests or arcane research in game.

Maybe there's a lot of bogus magic items out there as well. Make detect magic a higher level spell and force PCs to develop their appraise skills?

Magical tests through a tightly regulated mage guild or church to gain access to higher level spells. PCs have to develop their skills (arcana, religion, etc...) to pass the tests. Also allows for a lot of plot hooks because the PCs need to stay affiliated with the guild or church to advance.

Outright ban more powerful spells like resurrection, flight, polymorph. wish, etc...

I also generally go with a cosmology that only includes the PM, elemental, and ethereal planes...no crazy demons, etc...to conjure up.