Advice for DM with non-magic vs. magic world issues

vixenofRPGs

First Post
Ok, so I'm DMing a world of my own creation that goes like this:

Basically in the beginning world (a Pangaea of sorts) the first race to explore other races was the Dragons, of course. They united many of the humanoid races, especially those that seemed magically inclined. The good dragons became their guardians and while not intending harm, almost ousted any non-magically inclined beings, disregarding them as filthy and unintelligent animals. Eventually, a High Priest of Pelor rose against this notion and visited a small non-magical human settlement. He didn't return after months so members of his church went in pursuit only to find his entrails spelling out a vague Armageddon. The priests freaked, ran back to town and informed the high council (the most esteemed members of each school of magic) of their findings. The council debated for a week over the matter and with compliance with the dragon guardians, agreed to raise the magic cities into the sky. Those casters who disagreed and wanted to help the non-magic folks stayed begind. All cities were cleared of non-magic folk and city rose as islands. They accounted for resources in that they brought bodies of water, forests, pastures, etc. Three days after this occurrence, a yellow cloud fell around the world below. No spell is able to penetrate it and for centuries no one bothered to try or if they did quickly dismissed the notion at their failure.

The players begin 500 years later. Natural resources are dwindling, even the summoning of animals have begun to yield no results. Cow and chicken are rare delicacies. Most water sources have been replaced with permanencied Create Water spells. Islands have had to connect to pool resources. There have been several revolts amongst university mages, open protests, etc. to investigate the world below. The council has worked steadily to squash these uprisings. Many of the council members are new, generation before the current. A few members were alive when the decision was made (depending on race).

The players for each their own reasons found themselves on the capital island. One day, fliers appear plastered all over downtown. "Interested in the world below? Say yes" If a person doesn't say yes, a random arcane pollution occurs, if they do say "yes" it turns into an origami bird and flies off in a direction in the lower class portion of the island. The players said yes. It leads to a mansion that is run down, it has no door. They go inside, meet Otto and after shenanigans (he is the creator of the irresistible dance) find that he is missing something key to activating a portal to teleport below. They go to the port looking for the delivery man. Find he carries odd creatures, and after helping him collect some of the loose creatures, they find planar motes for Otto. It turns out these planar motes are specifically pieces of the world below and not the islands in the sky. He basically stickers the portal and sends them through.

So they've had a few adventures now on the island they landed on, one specifically discovering a tower and throne where whomever sits atop it is granted the ability to use magic.

Anyways, I'm having a hard time making interesting encounters without magic and dealing with loot etc. I've basically let them find oddities in a shop of "cursed" items. I don't want to make it too magical even though I left it open for it with some mages staying below at the time of the rising.

Any ideas/suggestions? It's my third campaign and I usually play casting classes. I'm thinking maybe a venue to return to the islands or something...idk. Also, they have legacy weapons, an attempt to help balance the lack of enchanted items. Thanks!
 

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So, what is the world below like? Are there inhabitants? Is it a Mundane world with no monsters? Or are there lots?

What makes it a fun place to adventure?

Maybe you need to think through the goals of the PCs a bit more, and try to see what magic is necessary to reach them.

Also, what level do you intend to go to? If you're staying fairly low level, a low/no magic game is much easier to handle. DnD past about 8th level is very dependent on magic for game balance.

Maybe you need to find an in-story way to "wake" the magic back up on the world below.
 

I would say that perhaps the best thing to do is find a way for magic to exist among the non magical. Ideas? Simple, actually. Divine magic. Divine magic takes no study and magical knowledge, but rather knowledge of a god and devotion to that same god. It would be very reasonable and completely possible for one of the 'non-magical" folk down below to turn to an evil deity for power and become a skilled cleric in the process. He or she could have got others to follow the same dark god and they could have turned the harsh underworld into a literal monster-infested hell run by a dark cult. That cleric could have twisted much of the world into a sinister kingdom with monstrous solders and COULD be preparing an invasion force to invade said islands and get revenge on the magical folk, or something else villainous like that.

If you don't like the idea of a cleric you could have somebody born with magic down there(aka a sorcerer) since it's bound to happen at one point and with the sky people sorting out their own issues, they would not have the time to go down and round up everybody who was born with ingrained magical talent. Thus, such a sorcerer could easy create a vast empire, and if you really wanted to play up the magic vs. mundane theme that sorcerer could be somewhat Yawgmoth-esc and turn the mundane people down their into partly mechanical monstrosities. He/she could have turned an area of the surface into an industrial clockwork hell and could be again planing an invasion of the upper world or some other BBEG appropriate plot.
 
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