Nareau
Explorer
I'm currently running a 13-session campaign to detail the history of my campaign world. It's taking place 700 years in the past, relative to the main campaign.
During these 13-sessions, the PC's will witness the downfall of a peaceful empire (of elves and orisha/spirits) as it is overthrown by a small group of very powerful wizards. These wizards are anti-religion, anti-gods, power-hungry, demon-serving, brainwashing nazis.
Their revolution is largely (and secretly) powered by an imprisoned Ogremoch, the Ancient Prince of Evil Elemental Earth. With his aid, the wizards are able to slay the 7 gods of the world. Ultimately, he's just using the wizards to aid in his escape.
We're getting ready to get into the "present day" campaign. Playing through the wizards' revolution has made me think more about the effects of 7 centuries under their rule.
Here's what I've got so far:
1) The "monsters" are all slain or driven out. The wizards (elves) consider any creature that's not an elf or animal to be a "monster". Goblins, dwarves, gnomes, kobolds, carrion-crawlers--they're all abominations in the eyes of the state.
2) The wizards magically enslave anyone that threatens them (artists, bards, sorcerors, shamans, etc.) Indeed, there is virtually no other magic on the continent besides the wizards.
3) 99.9% of the population is content with the way things are. The country is (mostly) safe to travel. Water and food are always in good supply. Travel, communication, entertainment--all have vastly improved thanks to the wizardric government.
4) The gods have all been killed--so no priests, healing, resurrection, etc. The wizards have worked hard to eliminate superstition, belief in the soul/afterlife, etc.
5) Very few "heroes" exist. If anyone shines too brightly--ie, 10th level or greater--the wizards typically respond by permanently enslaving them. This enslavement is considered an honor, and the subject lives a happy (if utterly uninspired) life. Of course, state-employed wizards are encouraged to study constantly.
I'm looking for suggestions on what unexpected results these conditions might breed. For instance:
With no more belief in the soul, many of the rituals and taboos concerning death have vanished. Indeed, undead labor is widely used in the cities to perform menial tasks. When a person dies, their body is dessicated/embalmed, then animated to work in the mines, carry water, clean houses, etc.
Military and civil "police" forces have been greatly reduced. Why maintain a huge city guard when you can keep half a dozen high-level wizards on "teleport alert" at all times. If there's a disturbance, some form of magical communication signals the city's central office, and a few 11th level wizards are dispatched. If it's a greater threat, wizards from all over the continent can instantly teleport to the site with plenty of aid.
I've been reading up on this Monte's technology stuff, and I plan on using some of the guns and robots from there. But any more ideas are welcome!
Spider
During these 13-sessions, the PC's will witness the downfall of a peaceful empire (of elves and orisha/spirits) as it is overthrown by a small group of very powerful wizards. These wizards are anti-religion, anti-gods, power-hungry, demon-serving, brainwashing nazis.
Their revolution is largely (and secretly) powered by an imprisoned Ogremoch, the Ancient Prince of Evil Elemental Earth. With his aid, the wizards are able to slay the 7 gods of the world. Ultimately, he's just using the wizards to aid in his escape.
We're getting ready to get into the "present day" campaign. Playing through the wizards' revolution has made me think more about the effects of 7 centuries under their rule.
Here's what I've got so far:
1) The "monsters" are all slain or driven out. The wizards (elves) consider any creature that's not an elf or animal to be a "monster". Goblins, dwarves, gnomes, kobolds, carrion-crawlers--they're all abominations in the eyes of the state.
2) The wizards magically enslave anyone that threatens them (artists, bards, sorcerors, shamans, etc.) Indeed, there is virtually no other magic on the continent besides the wizards.
3) 99.9% of the population is content with the way things are. The country is (mostly) safe to travel. Water and food are always in good supply. Travel, communication, entertainment--all have vastly improved thanks to the wizardric government.
4) The gods have all been killed--so no priests, healing, resurrection, etc. The wizards have worked hard to eliminate superstition, belief in the soul/afterlife, etc.
5) Very few "heroes" exist. If anyone shines too brightly--ie, 10th level or greater--the wizards typically respond by permanently enslaving them. This enslavement is considered an honor, and the subject lives a happy (if utterly uninspired) life. Of course, state-employed wizards are encouraged to study constantly.
I'm looking for suggestions on what unexpected results these conditions might breed. For instance:
With no more belief in the soul, many of the rituals and taboos concerning death have vanished. Indeed, undead labor is widely used in the cities to perform menial tasks. When a person dies, their body is dessicated/embalmed, then animated to work in the mines, carry water, clean houses, etc.
Military and civil "police" forces have been greatly reduced. Why maintain a huge city guard when you can keep half a dozen high-level wizards on "teleport alert" at all times. If there's a disturbance, some form of magical communication signals the city's central office, and a few 11th level wizards are dispatched. If it's a greater threat, wizards from all over the continent can instantly teleport to the site with plenty of aid.
I've been reading up on this Monte's technology stuff, and I plan on using some of the guns and robots from there. But any more ideas are welcome!
Spider