Mageocracy. Comment on my first campaign world.

Igarashi

First Post
Before I get started here, I'd like to take a moment to say Hi.

Uh, Hi.

This will be my fourth campaign as Dungeon master. The first, I simply ran a series of modules until my players were high level and retired their characters, the second, was a short-term collaborative effort with another DM, and the third a project that I scrapped for various reasons. All of these previous campaigns were set in Forgotten Realms, which I like, and know, but My players also know it, and have a little problem separating player and character knowledge (yes, I know that as the DM I can change anything the way I like it, but I'd have to change most everything, which led me to this campaign idea)

This will be my first attempt at building a completely new Game world from the ground up. The basic Idea is that there are currently no Gods in existence in my game. (This isn't entirely accurate, as I'll explain later.) A powerful Human-led Mageocracy has taken control of the known world, enslaved the "lesser" races, (dwarves, elves, Halflings, gnomes, etc.) and Order currently reigns. This will be a very high magic setting, with magic and magic items being very common. There is a school in the capital city, which trains ?enforcers?. Enforcers (any names at this point are tentative at best) are an elite sort of internal operative, who defend borders from monsters, squash rebellions, etc.

Now, This world wasn?t always without Gods. They used to be as active as on any d&d world, Until a Powerful wizard, named Ackazar Struck a deal with a powerful demon lord who offered Godhood to Ackazar. You see, in this world, divine power is directly culled from the worshipers. No worshipers, no god. Ackazar slowly built an order of power-hungry wizards who would help him topple other churches. Ackazar?s wizards plotted to topple those of other gods. He had several brilliant strategists, who helped him pit churches against each other. Good, Bad, Ackazar didn?t care, if they were clergy, they died. There were two, distinct branches of Ackazar?s organization. The crafty, plotting, destructive branch, which concerned itself with the downfall of religion, and a governmental branch, which created an attractive community for those left over from the fallout of the many wars that were sweeping the land. The only requirement for entry into Ackazar?s apparent sanctuary was that one swears off faith in any god before entering ?To help keep the peace.? It was said. Both operations were funded by a rare collaboration between several demon-lords.

As time went on, Ackazar?s small sanctuary grew, and as it grew, more and more people heard of ?the land without war? and flocked to his banner. At this time, Ackazar began his propaganda campaign. The message was simple, and seemingly innocent at first, ?You don?t need gods, when you have Ackazar.? Over a period of several years, the campaign twisted the message to the hate of all deities. Ackazar portrayed good gods as unforgiving perfectionists, requiring too much of their followers, for too little favor. Evil gods were easy enough to demonize. One year, at winter solstice, Ackazar invited his subjects to congregate and burn all of their remaining holy objects, ?To sever the bonds? that gave the gods power over them. Some historians postulate that this was the night that Ackazar ironically ascended to godhood

In the following years, Ackazar rallied an army, and began to sweep up what little remained of once-mighty kingdoms, and tyrannical regimes. Word of his mercy caused the largest of armies to kneel before him. All one had to do was take a quick 2 weeks at a ?re-education? center, and they were free to live at any of the growing number of communities established by Ackazar and his followers. Those that refused to submit were slain to the man.

Soon, Ackazar had conquered all of the great human settlements, and focused on rebuilding the war-torn areas of his new empire. Also during this time, he rooted out and destroyed of as many gods as he could find, most of whom had been reduced to mortals, thanks to his efforts to rid them of worshipers.

For several years, Ackazar fortified his position, building many schools to educate people in the ways of mage craft. Restrictions were placed on alchemy, and gunpowder was outlawed. Ackazar wanted his people to be dependent on him, and to further that goal, he developed many magical devices that made people?s lives easier Life was good for the common man. Magical devices allowed farmers to be more efficient, which led more people into the cities. Life was good for the common man, but all this came at a terrible cost.



Back in the days of gods, when a mortal died, his soul would travel to a sort of astral waiting room, where, if he worshiped a god, or even held strongly to some ideal, he would be picked up by some agent of that god, and whisked off to the realm of that deity where he would continue to worship and serve his deity until the end of time. If the man truly believed in nothing, he was cast into the abyss, where he eventually became a demon. Usually, the heavenly beings, or a few thousand millennia Blood war with the beasts of Hell kept the demons in check, but with no good gods to tend the gates of heaven, it has closed completely, with the few beings capable of keeping the tanari from ravaging the planes trapped inside. Worse yet, now that there are no gods to claim the souls of the dead, every mortal that dies on the material world becomes a terrible demon in the Abyss, no matter who they were in the mortal world. While Ackazar could do something about this arrangement, he continues to hold up his end of his bargain with the demon lords and do nothing.

News of Ackazar?s complete control over the human realms, and the more disturbing tales of the slaying of the human deities spread to the demi-humans. They began to doubt that their own gods would hold up, should the humans decide to continue their deicide. When the seed of doubt had started to sprout in the elves, Ackazar began a new campaign of propaganda, this time showing how the elves and other demi-humans planned to force the people of his empire to bow to their strange, dark gods. The humans bit, and all it took was a staged attack on a small farming community for them to be moved to war.

The battles raged for many years, but in the end, the humans conquered the demi-human races one by one. It would be wise to note, however, than though demi-human clerics and paladins had lost all of their power, not a single god was slain. Most speculate that they simply left when their worshipers lost faith, Refusing to die forsaken like their human counterparts. While the war raged on, Ackazar was betrayed by one of his own. Llathia was an Elf sorcerer, who had adventured with Ackazar, and as Ackazar had come to power, became a trusted general, advisor, and bodyguard. When she learned of Ackazar?s attempt to cripple and enslave her people, she began to plot against him in secret. While the other generals led troops towards the elves capital city, Llathia stayed in wait in Ackazar?s chambers, hoping to catch him off guard. She certainly did, bursting forth from a closet, unleashing some of her most potent death magic. Llathia had long been the superior spell-caster, and during the years, she had only seen Ackazar?s political and military assent, she failed to recognize that he had in fact become a god, and as the dust settled, she saw a furious Ackazar before her.

In the end they were all enslaved or scattered. Elves, Dwarves, Halflings, and gnomes, all can now be bought and sold on the market as property.

Not long after, a new ?cleansing? program was initiated. All sorcerers, and all of those with a strong talent for sorcery would be destroyed. Some of his finest wizards developed spells that were cast on infants in the womb. While they would be healthier, stronger, and more resistant to harmful magic, those that would grow to be sorcerers were stillborn.

So, that?s pretty much it. A high magic game world where Life is good (If you?re human), but the afterlife is a pretty terrible place to be. (not to mention the demons running around unchecked in the cosmos) The characters are magically enhanced right out of the womb, so I?ll be counting them as at least one challenge rating higher than normal (slight stat increases, and a minor save bonus). The characters will start as level 1 enforcers (I?ve really got to get a better name for that) running missions for the mageocracy, they?ll learn of the resistance and what they?re trying to accomplish, and hopefully they?ll forgo the easy life of the mageocracy, ascend to Godhood, and kill Ackazar. (*whew* how hard could that be? ; )

Any feedback would be appreciated, thanks.
 

log in or register to remove this ad

So clerics, paladins, and sorcerers are out as PC classes. What about druids and rangers? How about barbarians, bards and monks?

-blarg
 

Druids and Rangers get spells directly from nature (Read: the 6 elemental planes) druids will get to select a domain from the following list: Healing, Destruction, Fire,Earth, Air, and Water from which they can spontaneously cast (haven't decided on this yet) Barbarians will not be starting classes, but players will be free to multi-class to them once they meet and train with one. As for Bards, What civilized society lacks in culture and entertainment? (I was considering altering bards, but I think I'll just force them to keep a spellbook) I also may allow players to play a Budoka (home-brewed martial artist class) but I haven't decided yet. In general, players will need to either spend extensive time studying and training to switch to a prestige class, or they'll have to take one that an NPC knows and can teach them.
 

Salutations,

cool stuff- some suggeations follow-

Igarashi said:
and a governmental branch, which created an attractive community for those left over from the fallout of the many wars that were sweeping the land.

Change this to a branch of wizard advisors (former apprentices of his) that he had long ago planted in many of the royal courts of the land. They had two goals:
1) To teach the children of the royalty the ways of wizardry.
2) To convince the royalty that the church wars would destroy their kingdoms- the only response needs to be the outlawing of worship.

Not all were succesful, of course, but the most powerful kingdom was swayed and became the grounds for the war-free sanctuary.

Why? Well, Ackazar would realize it would be better to use an existing political infrastructure then try to create his own. There is also, rarely, good land free for such ideas.

she failed to recognize that he had in fact become a god, and as the dust settled, she saw a furious Ackazar before her.

Have her had kept a journal with her thoughts and concerns- it can eventually fall into the hands of the pc's. Or it has already spurred a resistant movement - an illegal cult. The "children of Llathia".

All sorcerers, and all of those with a strong talent for sorcery would be destroyed.

Why? Did he want no one to believe that magical power was accessable outside of his teachings?

I am surprised he would want babies to be born that were more resistant to magic. Perhaps his ceremony adds to the con of the child, but lowers their saves. He would want his citizens to be more vulnerable to his powers.

You could add another wrinkle that the womb-casting has created the first psions. This could cause a third faction in a war down the road- those who believe that divine and arcane magic are poxes on the world.

). The characters will start as level 1 enforcers (I?ve really got to get a better name for that) running missions for the mageocracy

You could keep the name Enforcers, but use if for a different group.

First- rename the base organization something like The Guild. Magic use becomes a licensed affair- it is illegal to cast magic otherwise. The only way to get a license (or legally learn magic) is to join the Guild.

The Guild is made out to be like the PeaceCorps. It will take young people and provide them with skills that are appropriate for them. They are then assigned to an area in which they serve. People can come to the guild and request any form of help (settle a dispute, deal with a monster, find a lost child, build a barn), and the guild does what it can without charging any money.

Communities will love this for obvious reasons, and families will look forward to the opportunities provided to their children.

As people advance within the Guild- they can then join more prestigous groups like the Enforcers. I like the idea of the Enforcers being a bunch of bards who use their charm (magical and not) to sniff out treason- and then end it. No one knows who they are- and paranoia runs high among possible traitors.

Another prestigous group could be paladin-like, but their power come from Ackazar.

How do you plan to organize the government itself?

I would suggest it being run by wizard guilds. Each community develops their own guild- each guild elects and sends a rep to the senate in the capital city. There, many of the rep's group together along common lines (caucus of necromancers, air elemancers, bards, or however many groups you want).

The senate would be huge- and even minor issues are argued to death.

Why all of this?

1)When things go wrong (and they always do) Ackazar can have people lay blame at the hands of the senate. There is some provisional law that allows him to come in and force a vote- so he will be seen (once again) as a savior.

2) It leaves a lot of room for politics- each guild/caucus is trying to constantly undermine the other.

That is all I got for the moment. heh.

Good luck
SD

Edit:You could have your martial art class be a group that makes up most of what is left of the free elves. They are a hidden group who have used their abilities to take down wizards.
 
Last edited:

Hey SD, thanks for the reply.
I really like your political ideas, I hadn't planned that out yet, but I think I'll use your Guild/Senate setup. I like how Ackazar sets himself up, yet again, to be a savior.

About enhanced saves: I planned on having a back-door to the player's saves, which makes them vulnerable to "Civilized" (read: Human) wizards, while protecting them against spells and spell-like abilities of everyone/thing else. I haven't decided how much of a handicap it will be, but I think crippling(some kind of built-in contingency: If Character is performing treason, saves = 0 or something might work). Once the players discover this, they'll have to remedy it some how, probably losing their save bonus in the process. I like the Psion idea, Ackazar has un-wittingly created a foe who's powers he can't detect or counter.

As for sorcerers,you hit it right on the head, there. Ackazar also realized that sorcerers were unpredictable, and therefore, dangerous. Worked into the many lessons and books a wizard has to go through is a subtle spell which allows him, or any guild-leader to directly control any wizard which has gone through one of the guild schools (Normally there is a save, but see above paragraph)

Thanks again! Lots of good ideas in there : )
 

Igarashi said:

About enhanced saves: I planned on having a back-door to the player's saves, which makes them vulnerable to "Civilized" (read: Human) wizards, while protecting them against spells and spell-like abilities of everyone/thing else. I haven't decided how much of a handicap it will be, but I think crippling(some kind of built-in contingency: If Character is performing treason, saves = 0 or something might work). Once the players discover this, they'll have to remedy it some how, probably losing their save bonus in the process.

Hmm - perhaps curve this back to the original premise of the deal with the demon lord. The tomb-casting is actually implanting a little demon blood/ash/soul/whatever into the infant.

The result while alive is the spell resistance- unless the magic is demonic (or vile if you have the book of vile darkness). It also makes individuals easier to scry by the same magic.

The result in the afterlife is that these souls become an even stronger form of demon- since their demonic nature had time to mature on the mortal coil.

It sounds like a fun campeign- I wish I was playing in it.

Good luck
SD
 

Remove ads

Top