• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Homebrew Campaign Setting

AnonymousOne

First Post
Well this is the culmination of my summer's dabbling in building a campaign setting.

Please note that my friend and DM who is running this campaign next year at school asked that the Dwarven race be removed for storyline issues (no idea, we'll just have to find out). The full version came out to 20 pages in word, so I'll only post the overview. Also the map for this campaign in this state is unfinished. I'm in midst of fleshing it out on my other computer.
Map:
NorthernReachMap1.jpg

The Northern Reach Campaign


A Brief Political Climate Overview

Areen
Areen is a very large nation which was forged out of many smaller nations nearly 200 years ago. Their society is a progressive one where the rich, because of political compulsion, help to support the lower classes of citizens. The country is still riding its economic and trade profit from its past but has begun to slip into economic decline. The government is one of a Democratic Republic where a legislature, known as the Seated, is elected and then a head of state is elected from within that legislature. Political infighting, corruption, and special interest groups are beginning to undermine the economic status of Areen, though few see it. Areen is best known militarily for its heavy cavalry made up of Knights and Paladins. They helped to unite Areen from the Bay of Areen to the windswept plains of the northeast.

Languages – Common, Various local dialects

Major Cities – Areen, Clostin, Vaan, Vale

Economic Keystones – Agriculture, Fishing, Trade, Husbandry, Lumber

Magic – The use of magic is carefully controlled by the state. Its use outside of
prescribed limits, which are very narrow, is harshly punished. This has led to most magic users working directly for the Areen government as advisors, researchers, or combatants. Most combat mages and clerics specialize in illusion and confusion spells to disrupt the enemy in order to allow their heavy cavalry to make a decisive and crippling attack.
Alliances/Feuds – Areen has been at war on and off with Skarl and the Garic City States
for years, but at this time, due to its corruption and weakness it has sued for peace with both nations.


Garic City States
The Garic City States are a collection of cities that have banded together to form a confederation to oppose Areen expansion into their territory and provide general protection and trade with each other. Their political climate is very libertarian. The leaders of each city are elected but have very limited powers, mostly the enforcement of property rights laws and the use of the highly trained armies of the city states. Each city has basic autonomy from its neighbors. Free trade is the order of the day and government interference in the economic habits of its businesses and populace is nearly nonexistent. The Garic City States are heavily supported by the key city of New Garen. New Garen is a city comprised mostly of Elves and possesses an asset which has made the Garic City States a force to be reckoned with: an Air Force. The Elves have found a way to tame and train Griffons and other flying species for their uses. There is rumor that under New Garen a pair of Silver Dragons rest and breed. Reports have been received that younger dragons have been used to drop off groups of deep strike troops during war. Various species of Elves inhabit these cities, including a small pocket of Drow who all seem to have moved into the northern city of Getheen. These Drow, though not entirely trusted by the population, seem to be assimilating into the culture of Getheen and many serve in their small but ruthlessly efficient military units.

Languages – Common, Elvish, Drow, Gnome, Draconic

Major Cities – New Garen, Valan, Getheen, Pevin, Walsh

Economic Keystones – Trade, Weapon and Armor crafting, Agriculture,
Technology/Technomancy, Magic, Mercenaries, Timber, Shipbuilding

Magic – Unlike its neighbor, Areen, the Garic City States put few regulations on the
spellcasters within its borders, making it a very popular place for Areen expatriates, who do not want to operate under the watchful eye of the state. This move has greatly aided the Garic Cities both in the realms of magical research and the effectiveness of its small military forces. Various cabals in the GCS are actively working to undermine the state of Areen because of their oppression and control of magic users. Because of the influx of spellcasters, both arcane and divine, the price of magical services, weapons and items is much lower than elsewhere in the Northern Reach.

Alliances/Feuds – The Garic City States have been in an on and off state of war with the nation of Areen for years. It has a strong Alliance with Wistron and Wistronian spellcasters and diplomats often teleport between the two countries for purposes of trade and recruiting mercenaries to fight for Wistron in times of war. The GCS are currently on neutral but friendly terms with Skarl. They are carefully watching the actions of Lumen. Garic agents maintain a constant presence in Wistron so as to stay abreast of the events on the border and those within Wistron. No attempt has ever been made to infiltrate the three houses, though some Garic agents and information brokers are utilized by the three ruling families for the purposes of expanding their own information networks.

Isle of Manse
The Isle of Manse is a singularly odd entity in the realm of the Northern Reach. It is a society which is based solely around the use and research of magic. These arcane and divine spellcasters spend their time in the primary city of Manse, studying magic. They wield great power and yet choose not to involve themselves in the political workings of the other countries who many on the island see as petty political scandalmongers who have nothing better to do with their time. There have however been a series of shakeups on the Isle of Manse. The School on the Isle used to focus on such fields such as scientific discovery as well as magical discovery. Twelve years ago, the spellcasters decided that the school would not be focused on science as magic was the true path to understanding the world. The scientific researchers were exiled to the mainland and the Isle of Manse became a place solely for work in the magical arts.

Languages – Common, Draconic, Elvish, Gnomish, Sylvan, Abyssal, Celestial

Major Cities – Manse

Economic Keystones – Magic, Production of Magical Items

Magic – On the Isle of Manse, magic is life. Those on the island spend their time
tinkering with the arcane and divine or serving those who do. The Island is entirely self-sufficient, with crops and herds being grown and enhanced with magic. Magic is used so commonly that it is not uncommon to see a wizard of low power working as a master cook for the school, using his spells to augment and prepare his dishes.

Alliances/Feuds – The Isle of Manse has not had any direct contact with the rest of the
Northern Reach in some 80 years, the time of the Lumen people’s revolution. Despite the enormous power this small island could wield, they choose instead to isolate themselves and keep to their studies and research.

Lumen

Lumen is a nation that thinks of itself as being more enlightened than its “barbaric” neighbors. They see the Skarl as a group of unorganized and primeval beings. The Wistron are seen as little more than a parasite leaching off the “advancements” of the Lumen, though the Lumen cannot deny the effectiveness of the Wistron military. The Lumen abhor magic and its use. They see mental enlightenment as the path that humanity should take. The Lumen share their possessions communally, though it seems that the leadership is more “well to do” than the populace. The people participate constantly in the political system. They see themselves as the liberators of mankind. They are extremely racist and see humanity as the pinnacle of evolution. This belief has led to the outright slaughter of non-humans on the battlefield. This has been especially clear in the continuous war with Skarl and occasionally with Wistron, though Lumen’s last campaign against Wistron ended in disaster because of the aid of Garic troops, spellcasters, air combatants, and rumor has it, a dragon. Still, many wounded Skarl warriors have been summarily executed because of their non-human blood. The Lumen military is best known for their very small group of Psionic warriors coupled with crusaders for the Lumen ideals who are seen as having truly developed the skills of their mind to such a degree that they are the pinnacle of human warriors. The rest of their military is made up of relatively mediocre units who rely on vastly superior numbers to defeat their opponents on the battlefield.

Languages – Common, Lumen (rarely used)

Major Cities – Lumen, Hyl, Castra, Duten

Economic Keystones – Agricultural, Lumen Mines

Magic – The Government of Lumen and its local governors have forbidden the use of
magic and harshly prosecute those who are caught breaking the law. Often these people disappear in the middle of the night, taken by the Lumen secret police, and are never seen again. Lumen makes it a practice to execute any enemy spellcasters they are able to capture, regardless of their race.

Alliances/Feuds – Lumen is currently in open war with Skarl, and rumors in the streets
suggest that the People’s Council, the governing body of Lumen is looking at Wistron as a possible target. They have yet to move against Wistron and some posit this is out of fear of involving the Garic City States. They view all the other countries in the Northern reach with disdain, saying that they exploit the common man through magic and markets. This rhetoric has led to many harsh words between diplomats, leaving Lumen virtually alone in the Northern Reach, with the exception of some radical elements within the Areen Government.

Skarl
Skarl is a nation of warriors. Their society in a way mirrors that of Sparta. They live simply relying on an agricultural base to help feed and supply some of the best infantry melee units in the Northern Reach. Their political climate is one of hereditary monarchy where the crown is passed down from father to a son. Upon the death of the king, the sons of the king all race back to the capital, the one which arrives first to claim the crown is announced king and is to hunt down his other brothers and kill them. The king may hold absolute power, but relies heavily on a group of political and military advisors. Skarl are known for their impressive infantry. Few things are more terrifying than a tactical charge made by an infantry force hailing from Skarl. Their professional warriors are constantly training and drilling while those in the populace who are not “professionals” drill occasionally to ensure that Skarl has a large force of well trained warriors to draw on in time of need.

Languages – Common, Goliath, Gnome, High Skarl

Major Cities – Skarl, Basch, Varg

Economic Keystones – Agriculture, Weapons and Armor, Pottery

Magic – Magic in Skarl is rare and limited mostly to military applications. Various
Warchanters, Sorcerers, and War Wizards serve with The Mystics, a small branch of the army made up of specialized arcane magic casters which provides magical support to the Skarl military. All of the Clerics and Paladins serve with The Stained Ones, a small branch of the army made up of specialized magic casters which provide magical healing and battlefield medical services to the military. Receiving magical healing without military connections is nearly impossible.

Alliances/Feuds – Skarl has been at war with Areen and Lumen for years, and on rare occasions has had border skirmishes with Wistron. It is politically neutral with regards to the GCS, but does hold some respect for the GCS for their mercenary involvement with Wistron and willingness to help Skarl against Areen. Currently they are at war with Lumen, while Wistron remains neutral. Their peace with Areen is shaky but holding due to the fact that Skarl forces hold the Paldrin Pass, the only viable route into Skarl from Areen.

Wistron
Wistron is a small country, little more than a large city surrounded by farmlands, which sits between Skarl and Lumen. This small country has avoided being gobbled up by its larger neighbors through a strange and complex series of agreements and political treaties. Maintaining its neutrality is sometimes difficult, and historically Wistron has allied itself with the power which appears to have won near the end of a war. Its independence makes it a perfect place for the Lumen and Skarl governments to engage in espionage and spies riddle the city. Strangely, the Wistron Government, made up of a council of the three wealthiest families, seems to be completely inaccessible to foreign spies. This small country relies on its small but extremely well trained army for protection. Their signature military units are platoons of crossbowman coupled with pikemen. They are renowned throughout the Northern Reach for their very private and secure banks and financial institutions

Languages – Common, Elvish

Major Cities – Wistron

Economic Keystones – Trade, Finance and Banking, Production of Magical Items and
Weapons

Magic – Magic is quite common in the small state of Wistron. A traveler can find
anything from clerical orders selling their healing skills to mages that work with hired Skarl blacksmiths to produce fine arcane and divine weapons. Wistron’s banks are warded and heavily protected by magic and the banks keep a full staff of Arcane and Divine spellcasters on retainer. The Wistron Military makes devastatingly effective use of their supporting spellcasters who specialize in teleportation in order to move their small army from location to location very rapidly, and in various buffing and offensive spells as well as weather spells to slow down or harass enemy units.

Alliances/Feuds – Wistron has a standing alliance with the Garic City States who hold
many of the same social and economic values. Currently, Wistron is on good terms with Skarl. Their alliance does not yet extend to Wistron getting involved in the current war between Skarl and Lumen, though many Skarl blacksmiths are working hand in hand with Wistron spellcasters to produce weapons for the Skarl forces. Lumen seems hesitant to declare war on the small country given its ties to both Skarl and the Garic City States. Wistron is rather apathetic to Areen, though has sent troops to aid Skarl against Areen attacks in the past.


Thoughts? Comments?
 

log in or register to remove this ad

One heck of a read, but I'll see what I can do.

Ok, let's ignore the fact that diplomatic peace ties are in the way...

1) Skarl vs. Areen: What's stopping them from sending a large force through the Skarl northern city of Basch, where the mountains are less trecherous? Areen would be dangerously close to the capital and have a grand military advantage. All they have to do is flow downriver right into (or next to) the capital.

2) What's the state of the Dead Lands? Second to a northern invasion is one from the sea. Areen enjoys plenty of coastline, and it's capital city apears to be a port town. Heck, with Manse looking on, they could sail right around the Dead Lands and just invade from the little section of delta where the Sea of Blessings eventually travels to the ocean.

3) Speaking of ocean invasions, what about landing a force at the Garic city of Vise, and claiming some more impressive coastline in a swift pincer-like move, taking Valan next? Sure, there's a dragon... but they just have to wait until the war between Skarl and Lumen escalates into Wistron's envolvement. With a specialization in Illusion/confusion magic, they could move forces around without anyone knowing the wiser.

4) Why did you decide to make the Isle of Manse a magic retreat? It seems to me that the Garic City States have the magical utopia covered, and then you threw in Wistron's mastery into the mix! Unless you just don't want it included, I feel that Manse would make a much better technological tinkering ground. With everything so cheap in Garic, why even deal with Manse?

5) (I guess I just really like Areen!) In the meantime, wouldn't Areen move to capture lands north of the Garic City States, effectively cutting off any chance of an expansion? They should move their border right to that eastern-most river, if possible, caging their enemies in without starting their invasion too soon.
 

Cool stuff!


I think you'll get more responses in the "Plots & Places" forums - so I'm going to move the thread for you. . .
 

Whoops, my bad.

Areen has sued for peace because after years of war her reserves are depleted and after fighting wars on two fronts at the same time they simply sued for peace. Skarl doesn't really have any expansionist tendencies and the Garic states simply want to be left alone.
 

I have to say, this looks very, very cool. It has a kind of classic feel without feeling / looking recycled. I get a sort of Lord of the Rings chill up my spine looking at it.
 


Alright so I figure we'll go ahead and throw up the rest of the campaign setting. Prepare for FLUFF!
Areen
“Bureaucracy goes hand in hand with democracy; government simply gives the people what they ask for. How fortunate for us that we get to inform the people what they should desire.” –Marcus Burke, political lobbyist
Politics
Areen’s political structure is something that has evolved from the founding of the country through years of war. The political system was born out of a necessity to represent the various conquered peoples within the Areen government. This has led to a system similar to a democratic republic. This has led to a whole system of special interest and lobby groups influencing the government system and gaining influence within various districts and regions. The entire government is riddled with corruption and putting money into the right hands will get your voice heard and your desires fulfilled, so long as they can be spun in a way to seem as if the people are being helped. Subsidies for key industries are common, as are heavy tariffs and quotas on imported goods. This is seen as “protecting” the Areen consumers and the local businesses. Several groups have criticized this kind of mercantilist activity but they are quickly silenced by detractors who appeal to the “social aspect” of life and how preserving Areen’s values is more important than trading with countries that “seek to undermine our great state.”

The political realm is divided among two major parties: the People’s Party and the Conservative Party who both struggle for control of the state parliament and the Prime Minister’s office. This struggle has moved to fighting over the smallest percentage of those who are allowed to vote in Areen.

The People’s Party is considered the progressive party. They want to see social equality in Areen coupled with a system where the income is more equally distributed. The party seems to have some loose ties to Lumen, who see some of the more radical members of the people’s party as fellow revolutionaries who seek to put their country on the path to enlightenment. Many of the members of the People’s party see their neighbors as preying on them. Much of this angst is directed at the Garic City States who operate under a very free-market system and have begun trading with many of the Areen border towns. This economic invasion has led to many of the People’s Party representatives to call for military action to be taken against the Garic cities. This movement is slowly gaining ground as some Areen businesses now have to compete with Garic firms. Though the threat of force seems great, the army of Areen is still recovering from its last series of wars with both Skarl and The Garic City States. As such the People’s Party is calling for a great increase in the military power of Areen so as to deal with this new threat from the Garic City States.

The Conservative Party is less interested in the social equality of its citizens and seems to care more about bringing back the glory days of Areen. They seek to return Areen to its imperialistic ways. This conquest mentality does not necessarily mean subjugation of conquered people, but rather the idea that Areen will bring the conquered people under their democratic system, giving them a voice in the government. Though more free-market than their main opposition, the Conservative party does make sure that its largest contributors of political funds are in fact very well looked after and protected.

Though these are not the only political parties or views held, these two are in the majority and those that hold differing opinions are often brushed to the side because they believe something rather different from the mainstream.

-------------------------------------------
Players who wish to play as a native of Areen may play as a character of any political view. Keep in mind that your character’s Wisdom and Charisma scores will depend on whether or not your character will put himself or his party in an awkward situation, be it in a meeting with a legislator or tossing back an ale at a tavern. Brawls over politics are not uncommon in the cities, but are nearly unheard of in the countryside.
-------------------------------------------

Social Structure
The social structure of Areen is not unlike that of modern countries. There is a relatively steady distribution of wealth along a typical bell-curve. There are few in the ranks of the super rich and there are relatively few people in the ranks of the complete destitute. Historically there has been a strong sense of trade within Areen which has led to a steady rise of the middle class. As such, players within the borders of Areen are likely to come across people of all different social strata.

Despite the rather typical distribution of wealth in Areen, there has been a great push for income equality that has caught much popular support. Many of the poor see the rich as having taken advantage of them in the past and want amends made for this. This idea has been picked up by many politicians who see this as their ticket to success in political campaigns.
------------------------------------------
Diplomacy, Sense Motive, Gather Information, and Bluff rolls take the following modifiers in various social strata depending on PC appearance and how they carry themselves.
chart.jpg

------------------------------------------

The Areen Middle class is a diverse group and would include individuals from various industries, the Areen military, owners of large farms and a great number of government bureaucrats. The Middle Class, though a large voting block in the country tends to be the most politically apathetic. Though there are certain hot-button issues which will get them into the political process, there is little for them to gain by participating in the political process.

There are various religious entities within Areen and churches and shrines to various gods and goddesses dot the countryside while giant arching cathedrals proclaim the power of the clergy in major cities. Most of the deities one will find openly worshiped are non-Evil as those organizations have been deemed “undesirable” by the state. This has not however prevented the rise of various cults and sects of worshipers who meet in secret to worship as they please. There have been rumors that various politicians have made pacts with various extra-planar entities in exchange for power, wealth, and control, though whether this is nothing more than political mud-slinging is difficult to determine. As magic is highly controlled, obtaining the help of a cleric of a specific order or deity often requires a writ from a local lawmaker or official giving you the ability to obtain the services of a given clerical order. As these are relatively restricted a huge black market in what are known as “healer cards” has sprung up. Various clerical orders have taken it upon themselves to heal those they can under the radar of the state. These rogue groups of clerics are rare and are hounded by the state that sees this as a direct opposition to their power.

Justice and Law in Areen is a complex and often convoluted issue, so much of law has come about from the rulings of previous judges so that those who know how to work the legal system or those that have political clout or the funds to obtain a very efficient legal team are more likely to get off than a poor individual who does not possess the ability to pay the high price for competent legal representation. Cities are typical draws for the poor who seek better jobs and often find themselves in no better a position than the small farm they left. This has led to a rise in organized crime in Areen. These criminals often control large swaths of the cities in Areen and operate in the open. These groups, known as Families are often more of a protection organization which funds its operation by gambling and prostitution activities among other operations. These groups of less than legitimate businesses and even legitimate businesses will pay to ensure that their interests are protected by the families. These Families often struggle to increase the control they exercise in various areas, though outright hostility is usually avoided as it would draw much unwanted official attention to the operations of the various Families.

Open war between Families is rare, though as the economic situation in Areen continues to deteriorate, this is becoming more likely. These groups operate in the country as well as in the cities. In a small country town, because of the lack of official police presence, a group may take a town under its protection and ensure that crime, outside of those engaged in by the Families is kept at a minimum, while demanding payment from various officials and businesses. These groups tend to be well accepted within the towns and show the limitations of official control within the Areen Empire. In the cities things operate slightly differently as various families can exist in the same city and fight for control of territory. These activities are often limited to the middle and lower class parts of towns, though connection with the underworld is not uncommon for wealthy individuals who see the Families as a means to gather information and impose their controls on various parts of the city for payment.
Theft is not a common aspect of Family control as it is seen as a violation of the protection ‘contract’ which the families have with their people. Any thief in Areen is actually more likely to have enforcers from a Family on his trail than the City Watch, especially if the theft occurred in an area heavily under the control of a Family. This however does not prevent the Families from stealing from each other’s stores of bullion, magical items, and other rare goods.

------------------------------------------
Players may desire to contact various Families and perform services for them including enforcement and extortion in order to gain protection of the Family. Those players who come from Areen are most likely aware of the underworld or even running from it. PCs who venture into the cities of Areen are almost assured of coming into contact with Family representatives because Adventurers are often looking for goods and services in the country which cannot be legally obtained without the proper political or less-than-legal connections (i.e. magical healing, resurrection, various magical goods).
------------------------------------------
Though Police forces exist in the major population centers of Areen, their activity is limited and the nature of the criminal underground has forced an uneasy truce between Law Enforcement and the Families.
------------------------------------------
Players attempting a Bluff or Intimidate check against an individual that is part of a Family or under Family protection takes a -2 to their roll.
------------------------------------------



Population
Human: 68%
Halfling: 23%
Gnome: 7%
Elf: 2%
------------------------------------------
Players playing Elven Characters take a -2 Circumstance Penalty to all Social Interaction rolls unless they are dealing with members of a Family who might be sympathetic to their plight, or other Elves. This is because Elves are seen as natural allies of the Garic City States and many people in Areen harbor a grudge against those Elven dominated cities.
------------------------------------------
 

The Garic City States
“Freedom is not bought with gold or treasure. It’s paid for with the blood of free people and built on the foundations of free exchange.” –Gwendolyn Shaal, Mayor of New Garen
Politics
The Garic City States (GCS) are defined more by their lack of a political structure than by the existence of a certain kind of specific political nature. As the different cities are all independent of one another their styles of government can change from city to city though the overarching themes of the GCS is one of libertarian freedom. The State as each city governs it is based on the protection of private property and the rights of the citizens. As such, there is a very advanced legal structure in the areas and the cities have, as a whole pretty much agreed to a fairly consistent legal structure across the Whole of the GCS.

The typical City State is governed by an elected official whose job it is to streamline trade, protect the property rights of the businesses and citizenry, and ensure that the City is ready in event of war. These are the only responsibilities of these governors whose actions are subject to the review of the courts and the constitution of the City itself. The legislatures of the Cities are usually small, no more than 40 individuals who each represent a segment of the populace.

Since the State does not intrude much into the lives of the citizens it is not uncommon to see markets emerge in every sector of society, everything from magical healing, which one can obtain from any number of clerical orders within the GCS, to legalized prostitution and brothels, to fine wines and liquors, to weapons. This level of competition has led to more and more advancements in virtually every aspect of life in the GCS. The drawback is that the business is cutthroat and if a venture fails, the governments of the cities will not bail the entrepreneur out.

The decision to go to war with another country is not one that is easily made in the GCS and usually happens after their lands have been moved against, though they are close allies with Wistron and have in the past aided the small nation in maintaining its independence from its large neighbors. The decision to go to war is one that is decided by a council of all of the rulers of each city. The decision to send aid to another state is often the call of the local ruler who may designate a small group of troops or specialists to be sent on loan and for a price to a country. As such, mercenary groups may often be legitimate City State troops who are being supplied and paid for by another country, usually Wistron, but occasionally Garic troops have aided Skårl in curtailing Areen expansion.

There is not any political ill-will per se between the GCS and other countries. They are highly suspicion of Areen as a rule because of the attempts by Areen to take control of Garic lands but see that more as a flaw of the Areen government than its people, and because of this illicit trade to Areen merchants is common.

------------------------------------
Characters of Garic origin or inclination may be the target of random searches and seizures if they are openly operating in Areen. Characters of Garic heritage get +2 to all diplomacy, sense motive, and gather information rolls made during economic exchange.
------------------------------------

Though this trade is not looked down on by any Garic institution, Areen is trying to actively curtail the flow of goods which has led to tension between armed merchant trains and organizations and Areen troops. This hostility has led to a large sector of smugglers who attempt to move goods into Areen against the embargo.

------------------------------------
Rewards for moving or helping to move smuggled goods into other countries are treated as being one or two treasure categories higher, depending on the risk and success of the venture.
------------------------------------

Though this may be politically hazardous for the GCS as a whole as it has prompted some sharp words from the Areen Legislature known as the Seated, the GCS does not seem to desire to stop or control this black market trade.

Social Structure
The Garic City States are a diverse mishmash of races, cultures, ideas, foods, goods, religions, and trades. The people as a whole are generally successful. There is a lower class, but its economic well being is much greater than that found in countries like Lumen or Areen. The economic system has led to a greater degree of upward mobility meaning that the people who live in the GCS are more likely to be successful, if they want to.

------------------------------------
Rewards for completing quests for an affluent Garic Citizen should be considered to be one or two treasury categories higher than the Encounter Level would dictate, depending on the perception of the petitioner of the job done by the players. Rewards may include land, company stock, which may be sold or held by the PCs, Gold, or magical items.
------------------------------------

There are many elves that have chosen to remain in such middle-class professions as a wood carver and furniture maker, or blacksmith, or trade boat captain and the long life span has given them the opportunity to fine-tune and advance their profession into an art-form. Meanwhile many human entrepreneurs have skyrocketed to the higher levels of wealth through inventiveness and wit. This mobility has made the people living in the GCS very competitive by nature.

The GCS has another major advantage; they have the highest population of Elves in the Northern Reach. This has led to major businesses growing to become extremely efficient and competent because many of the owners are Elves who look at economic and social growth in the long term.

------------------------------------
Contrary to other campaign settings, the Elves in the Northern Reach do not have a drastically low birth rate. While they may not have the reproduction rate of their Human counterparts they are more than capable of sustaining and growing their population, albeit at a slower rate than Humans.
------------------------------------

The GCS have the fortune of also being the single largest target for refugees from other lands. As such it is a very culturally diverse and one can find everything from Lumen citizens who descend from refugees who fled the People’s Revolution eighty years ago, to Skarl warriors who are working for private police or security firms, or simply living a normal life as an inn-keeper, or dockmaster to Wistronian recruiters looking for potential mercenary candidates. There has also been an influx of those following the school of Technomancy. This school which is based around the discovery of the operation of the natural world comes at the hands of the exile of those practicing this art from the Isle of Manse.


Population

Humans: 47%
Elves: 38%
Halflings: 5%
Gnome: 4%
Goliath: 4%
Other: 2%

------------------------------------
Players playing as an Elf are considered to be well to-do enough to increase their starting wealth by one level. All other races are treated relatively equally though some discrimination may exist
------------------------------------
 

Isle of Manse

Politics
Left blank for the purposes of this campaign.



Social Structure





Population


The DM wanted me to leave this more open ended for him so this section is left blank. Apologies, I may attempt to whip up my interpretation of this country at a later date.
 

Lumen
“I fight for the people and the needs of the state. I destroy without question. I am the weapon of the will of the people. What I do, I do for their good, not my own and if my life be the cost, so be it.” –Aham Felj, a Believer and assassin under the control of the People’s Council.
Politics

Lumen’s public political position is one of equality and moral right among the people that it rules. It claims that each member of the great society they are building should work for a better tomorrow for all of the country and that those which can produce and create more should give it to those that are in need. This is not so much a desire as a matter of fact in Lumen. The state controls everything. They see life as a chaos which must be planned and organized for society to continue toward an ultimate end of equality and happiness.

This desire for proper organization has led the government to virtually eliminate private enterprise within its borders. The planning of the economy is as carefully watched and tweaked as the planning of Lumen’s many military campaigns. Those who show aptitude for various skills are placed into trade schools to develop their talents. The political structure then is one that can be thought of as Top-Down. That is to say that the Premier and his People’s Council are the rulers of the entirety of society and their influence is felt in every aspect of life. This is not because they exercise control over every aspect of life directly, but rather because nearly every aspect of life has become politicized. Individuals are judged in society based on how well they support the message and goals of the People’s Council.

---------------------------------------------
Characters of the appropriate, or seemingly appropriate, political and social stance receive a +2 on social interaction with loyal Lumen citizens. Though those attempting to convince a Lumen citizen they are of the proper alignment depends on the status of the individual they are trying to convince (Use a Bluff check opposed by a Sense Motive check)
---------------------------------------------

This led to some discontent some years ago as individuals within the government believed that one’s position should not be based on how well a person could parrot the Council. These partisans were quickly purged from their positions and another aspect of Lumen was revealed: Dissent is not an option. The enforcers of the Council’s will are known as The Believers. They are cold, methodical agents who will kill any who stand in the way of their mission. They do not question orders and do not give up on a target, if one fails, two are sent, and so on. There have been whispers of several Believers who have renounced their faith in the state and joined the resistance.

Little is known of the Premier or his history. What has been told to the people of the country is that he was once a farmhand who threw off the yoke of oppression that had been placed on him by a system in which people were exploited by the wealthy for their labor. He reviled the power concentrated in individuals of magical power and hunted them down, blaming them for the problems in the small confederation of states that became Lumen after the People’s Revolution, which the Premier led. His campaign was not just against the magic users, but also against any individual of non-human blood. Half-Elves, Elves, Gnomes, and any individual of non-human ancestry were rounded up and either exiled or killed.

---------------------------------------------
This pro-human view of a future society means that any non-human dealing with a loyal Lumen subject receives -10 on all social interaction roles and may not use the Diplomacy skill.
---------------------------------------------

This racism in Lumen has led to the outright slaughter of prisoners who are captured on the battlefield and are of non-human blood. Those of human blood are taken they disappear, though it is believed that they are taken to the Lumen Mines and used as slave labor until their death. These mines also seem to be an attractive place to put political dissidents and even some of the leftover non-humans who were deemed useful in some capacity. The Lumen mines are seen as a death sentence to those who are sent there and few faces that are sent there are ever seen again.

The People’s Council runs the country with the idea of a better world in mind, a world without want and without exploitation. Many in society blindly follow this idea of future equality and security. However there are rumblings of discontent in parts of the country. Whether this is actually true is being investigated and most likely eradicated by agents of the People’s Council or perhaps the Premier himself.


Social Structure

While the rhetoric of the Council is of equality and peace, there is a shocking amount of violence and poverty in Lumen. Citizens slave away on collective farms to feed the masses of the cities and the vast armies that Lumen keeps at arms at all times. Others work in giant state foundries and smithies to supply the weapons and armor for the Lumen war machine.

Children are taken from their parents at the age of 8 and put into state schools where they are taught the virtues of the state and the importance of their dedication to its ideals for the future of the people. These schools are a testing ground to see in what way each individual can best serve the state and upon graduation form this primary rearing school; the students are then placed in other schools where their skills can be refined for the benefit of the people. Those which show a skill for sewing and tailoring are trained and put to work in giant textile factories, those which show aptitude with weapons are recruited into the behemoth Lumen military and those which show a skill in healing serve either in the massive government run hospitals or as medics in the military.

Few escape from this system but those that do often flee to the states of Wistron and Skarl. Those that do not flee have formed a small resistance to the state and refer to themselves as freedom fighters. These freedom fighters are hounded and hunted by the state and as such are always on the move, yet rarely miss an opportunity to strike at the state. Their resistance is aided by members of both Skarl and Wistron who desire to bring down Lumen. As such their numbers include several war mages and non-humans who take a very militaristic opposition to the racism inherent in Lumen society and military action.

The members of society who work in the bureaucracy of the government are often treated better than the average citizen and they are often seen wearing clothes that are superior to the clothes of the average worker or farmer. Those with connections to the higher-ups in the government are often guaranteed a job and a nice apartment in the city so that they can better serve the people they work to govern. This inequality does not go unnoticed, but is in some ways seen as necessary for the proper management of the state and its people.




Population

Human 99%
All Others 1%
 

Into the Woods

Remove ads

Top