kakita
2008-06-06, 11:52 PM
Welcome to the world Faeryll. Yes, I derived it off Faerun. After all, it's an exploded version of it. I am however open to name changes.
This is primarily fluff homebrew. There will be some tweaks in the rules, but these will (hopefully) be few and far between, and primarily related to residuum, and the use thereof. This is because I want residuum to take a more important role in this world. Aside from that, I’m relatively leery in changing something I have no experience in. I've also included a map. Not much information is on it now, but hopefully it will help readers get their bearings.
I will talk about the history and magic, followed by religion, races and classes and then delving into the specific major powers of the world.
http://kakita.subtlethought.com/Faeryll.jpg
General gist of the word Faeryll:
Young. The world is only just achieving a renaissance after climbing out from the dark ages, a result of an earth-shattering cataclysm. As such, while a nation may have large extended borders, most of the area within might still be wilderness; civilization has only populated the most important, fertile and defensible areas.
The discovered world of Faeryll is small. The entire map above is only slightly larger than the size of Europe. Travel across the seas takes 2-3 weeks (important, as perishables are often shipped across).
Magic is treated more like a technology that aids civilization, rather than an exotic, difficult art to master. Low-level magic is relatively common, but magic and magical items of higher level are exponentially rarer.
Mana is a fuel/resource. 4e’s Residuum (hereby referred to as mana) will be playing a major part of the economy. Not only is mana used to build magical items, it is also used as a fuel to power the more powerful magical items/constructs. In addition, PCs will be able to spend varying amounts and types of mana in order to replenish or boost their daily and encounter powers. I wish to make it such that the economy of residuum impacts the world, and I want the PCs to understand that as well.
Intrigue is quite high. All three main powers have important resources the other two nations need, but the inculcated fear of war, incursions from outside sources and the fact that all three nations are naturally separated each other dictates that large troops cannot mass against one another, and so conflicts take the form of words, trade, and spycraft.
The gods are quiet. They give clerical power, and sometimes answer divinations, but do not actively participate with the world. The raise dead ritual does not exist.
The plane is disjointed from all others, except the astral realm, which is dangerous. No one knows why, but access to any other plane is singularly difficult. This explains the infernal and star warlocks; outside entities are taking this opportunity to try to enter the world. Related to this, long-distance travel is difficult. Gates, portals and long-distance teleportation do not work, and non-mundane travel may bring with it certain risks. No travel rituals exist.
History:
Millenia ago, Faeryll used to be a huge continent, a traditional fantasy world. However, a great war broke out between the two largest human nations, one from the north and the south (generally where the Aevlyn, Karax and Alliance of Winds are situated now). In this great war, a weapon of arcane mass destruction was built and triggered. It succeeded, but its ramifications were far greater than anyone had expected. It was built merely to destroy the arcane defenses of a nation, but instead cataclysmically overloaded the magical weave inherent in the world, cutting off the world from the gods and magic. It also happened to blow a considerably chunk of the world into smithereens, flooding the western half of the continent in water.
During the next few hundred years, magic was inaccessible. Considering that magic is a cornerstone in establishing civilization in D&D suffice to say that most of humanity disappeared. Rampaging monsters were the norm, and humans banded together in small settlements to try to protect themselves.
The world eventually rediscovered magic, albeit in a different form. Nations were reforged, and they worked hard at returning the world to its former splendor. The Cataclysm took place about two thousand years ago (reports are sketchy and range from one to five millenia), but it was such a devastating event that it still weighs on the collective consciousness of the new nations. Perhaps that is why they are still afraid to lean themselves towards open conflict.
This is primarily fluff homebrew. There will be some tweaks in the rules, but these will (hopefully) be few and far between, and primarily related to residuum, and the use thereof. This is because I want residuum to take a more important role in this world. Aside from that, I’m relatively leery in changing something I have no experience in. I've also included a map. Not much information is on it now, but hopefully it will help readers get their bearings.
I will talk about the history and magic, followed by religion, races and classes and then delving into the specific major powers of the world.
http://kakita.subtlethought.com/Faeryll.jpg
General gist of the word Faeryll:
Young. The world is only just achieving a renaissance after climbing out from the dark ages, a result of an earth-shattering cataclysm. As such, while a nation may have large extended borders, most of the area within might still be wilderness; civilization has only populated the most important, fertile and defensible areas.
The discovered world of Faeryll is small. The entire map above is only slightly larger than the size of Europe. Travel across the seas takes 2-3 weeks (important, as perishables are often shipped across).
Magic is treated more like a technology that aids civilization, rather than an exotic, difficult art to master. Low-level magic is relatively common, but magic and magical items of higher level are exponentially rarer.
Mana is a fuel/resource. 4e’s Residuum (hereby referred to as mana) will be playing a major part of the economy. Not only is mana used to build magical items, it is also used as a fuel to power the more powerful magical items/constructs. In addition, PCs will be able to spend varying amounts and types of mana in order to replenish or boost their daily and encounter powers. I wish to make it such that the economy of residuum impacts the world, and I want the PCs to understand that as well.
Intrigue is quite high. All three main powers have important resources the other two nations need, but the inculcated fear of war, incursions from outside sources and the fact that all three nations are naturally separated each other dictates that large troops cannot mass against one another, and so conflicts take the form of words, trade, and spycraft.
The gods are quiet. They give clerical power, and sometimes answer divinations, but do not actively participate with the world. The raise dead ritual does not exist.
The plane is disjointed from all others, except the astral realm, which is dangerous. No one knows why, but access to any other plane is singularly difficult. This explains the infernal and star warlocks; outside entities are taking this opportunity to try to enter the world. Related to this, long-distance travel is difficult. Gates, portals and long-distance teleportation do not work, and non-mundane travel may bring with it certain risks. No travel rituals exist.
History:
Millenia ago, Faeryll used to be a huge continent, a traditional fantasy world. However, a great war broke out between the two largest human nations, one from the north and the south (generally where the Aevlyn, Karax and Alliance of Winds are situated now). In this great war, a weapon of arcane mass destruction was built and triggered. It succeeded, but its ramifications were far greater than anyone had expected. It was built merely to destroy the arcane defenses of a nation, but instead cataclysmically overloaded the magical weave inherent in the world, cutting off the world from the gods and magic. It also happened to blow a considerably chunk of the world into smithereens, flooding the western half of the continent in water.
During the next few hundred years, magic was inaccessible. Considering that magic is a cornerstone in establishing civilization in D&D suffice to say that most of humanity disappeared. Rampaging monsters were the norm, and humans banded together in small settlements to try to protect themselves.
The world eventually rediscovered magic, albeit in a different form. Nations were reforged, and they worked hard at returning the world to its former splendor. The Cataclysm took place about two thousand years ago (reports are sketchy and range from one to five millenia), but it was such a devastating event that it still weighs on the collective consciousness of the new nations. Perhaps that is why they are still afraid to lean themselves towards open conflict.