Sekhmet
First Post
I've decided that it is time for me to create a new universe/world.
Skip the indented portion to get to what I'd like help with, or read it to get a fuller understanding of the idea.
What I'm looking for is the following; ideas for major (and minor) organisations to set into a recently broken world, arcane caster variants that allow for multiple casters to pool their power (like the Spellpool, or Metaconcert), critiquing/possible improvement to any of the above ideas, individual NPCs to run these organisations (perhaps some of your old characters that decided to settle down after a full life; I'd need a handful of arcane casters, some divine casters, and the individual organisation's leaders (specialists, skill masters, fighter types).
Since the entire world faced massive devastation to their population and lands, pretty much any position needs new leadership. Throw me your old characters, that they might continue their legacy as NPCs in control of a new society.
I'm also interested in slightly revised arcane spell lists. If the major arcane caster on the board (Dandu) could put together the shortlist of quintessential non-evocative, non-necromantic, non-conjuring (conjuration only allows Good/Neutral beings and non-infernal Evil beings) spells (A handful for each level up to 9), I'd be very happy. If someone else wants to try to undertake the task with me, I'd also be appreciative.
Skip the indented portion to get to what I'd like help with, or read it to get a fuller understanding of the idea.
This world is based on Forgotten Realms, with the same basic races, similar geography (no easy access to the Underdark, to say the least), a new ruling system based on castes that spans the majority of the civilized world, and a new, central system to govern all magic / magicians (all use of magic is either authorized or severely punished).
The idea is that some rogue Wizard decided to use the "Wightocolypse" idea, turning the majority of the Underdark into Wights, which then spread above ground and created major havoc among the residents of the world (the first campaign goes through this major event).
Once the situation becomes under control (after the majority of small to medium sized settlements are overrun), the Kings of the lands get together to put a firm thumb over casters, to prevent this from happening again.
They decide on the caste system, to regulate their peoples and keep them from becoming casters in the first place (once a farmer, always a farmer), but they couldn't outlaw wizardry completely because they obviously needed their court wizards/divination to spy on elven maidens, or whatever it is Kings do.
Obviously this will greatly reduce the number of wizards, clerics, druids, etc in the world, as low level casters tend to die a little more easily (and therefor have a harder time of breeding to have offspring allowable into the caster castes), and in turn will reduce the number of magic items that are produced.
Certain schools of magic could possibly be "forbidden" to study under the "collective" of casters, such as Necromancy, Conjuration (Demons/Devils only), or Evocation. Not 100% set on this idea. This reduces the number of damage dealing spells, obviously, but casters don't really need those to be OP anyway.
Now, obviously there are going to be casters that were not alright with some random King deciding to limit his potential power, and they would be forced to go "underground" to avoid detection and capture. This brings another major group into play, rogue arcane casters, constantly on the run.
Divine casters are also forced to take the short bus when their orders see what is happening to magic in that world and decide that, in order to have balance, they must also be cut off from some of their original power. There will obviously be some orders that do not follow that restriction, and will be stripped of their status within society and made into illegal cultists (Evil orders only; good and neutral orders obviously followed the ruling of their Kings).
There will be a group of people (sanctioned by the Kings) dedicated to finding stray major and medium magical items and either destroying or hoarding them (haven't decided).
These Kings also decided to rule the planet by council, instead of through monarchy, although they each retain sovereignty of their individual nations. One King would not agree to this, and will become the "evil" empire in the north; that no one will attack because it is too cold and the land is worthless (Hitler never played Risk as a kid). This empire would not actually BE evil, I should clarify, just so secluded and cut off from the rest of the world, that they will have no idea what is going on up there, and it will become known as a haven for rogue casters, people of ill repute, and those seeking to avoid their caste.
The Underdark will exist, but as the originator of the Wights, will be almost completely shut off to the world. Most cities were destroyed, and many wights still roam free. This means that the Duergar, Svirfneblin, Illithid, Drow, etc.. are almost nonexistent; and even more unique on the topside world, although the non-aberrant races have begun moving topside (secluded, of course), to set up trade and supply lines to attempt to retake their homes. This will change their usual demeanor to "unfriendly" as opposed to "hostile" to members of other races. The Drow will not be slaving, the Duergar will not be raiding, and the Svirfneblin will more or less remain a mystery to outsiders (probably still in the tunnels, somewhere, invisible, doing their own thing, as they always have).
The idea is that some rogue Wizard decided to use the "Wightocolypse" idea, turning the majority of the Underdark into Wights, which then spread above ground and created major havoc among the residents of the world (the first campaign goes through this major event).
Once the situation becomes under control (after the majority of small to medium sized settlements are overrun), the Kings of the lands get together to put a firm thumb over casters, to prevent this from happening again.
They decide on the caste system, to regulate their peoples and keep them from becoming casters in the first place (once a farmer, always a farmer), but they couldn't outlaw wizardry completely because they obviously needed their court wizards/divination to spy on elven maidens, or whatever it is Kings do.
Obviously this will greatly reduce the number of wizards, clerics, druids, etc in the world, as low level casters tend to die a little more easily (and therefor have a harder time of breeding to have offspring allowable into the caster castes), and in turn will reduce the number of magic items that are produced.
Certain schools of magic could possibly be "forbidden" to study under the "collective" of casters, such as Necromancy, Conjuration (Demons/Devils only), or Evocation. Not 100% set on this idea. This reduces the number of damage dealing spells, obviously, but casters don't really need those to be OP anyway.
Now, obviously there are going to be casters that were not alright with some random King deciding to limit his potential power, and they would be forced to go "underground" to avoid detection and capture. This brings another major group into play, rogue arcane casters, constantly on the run.
Divine casters are also forced to take the short bus when their orders see what is happening to magic in that world and decide that, in order to have balance, they must also be cut off from some of their original power. There will obviously be some orders that do not follow that restriction, and will be stripped of their status within society and made into illegal cultists (Evil orders only; good and neutral orders obviously followed the ruling of their Kings).
There will be a group of people (sanctioned by the Kings) dedicated to finding stray major and medium magical items and either destroying or hoarding them (haven't decided).
These Kings also decided to rule the planet by council, instead of through monarchy, although they each retain sovereignty of their individual nations. One King would not agree to this, and will become the "evil" empire in the north; that no one will attack because it is too cold and the land is worthless (Hitler never played Risk as a kid). This empire would not actually BE evil, I should clarify, just so secluded and cut off from the rest of the world, that they will have no idea what is going on up there, and it will become known as a haven for rogue casters, people of ill repute, and those seeking to avoid their caste.
The Underdark will exist, but as the originator of the Wights, will be almost completely shut off to the world. Most cities were destroyed, and many wights still roam free. This means that the Duergar, Svirfneblin, Illithid, Drow, etc.. are almost nonexistent; and even more unique on the topside world, although the non-aberrant races have begun moving topside (secluded, of course), to set up trade and supply lines to attempt to retake their homes. This will change their usual demeanor to "unfriendly" as opposed to "hostile" to members of other races. The Drow will not be slaving, the Duergar will not be raiding, and the Svirfneblin will more or less remain a mystery to outsiders (probably still in the tunnels, somewhere, invisible, doing their own thing, as they always have).
What I'm looking for is the following; ideas for major (and minor) organisations to set into a recently broken world, arcane caster variants that allow for multiple casters to pool their power (like the Spellpool, or Metaconcert), critiquing/possible improvement to any of the above ideas, individual NPCs to run these organisations (perhaps some of your old characters that decided to settle down after a full life; I'd need a handful of arcane casters, some divine casters, and the individual organisation's leaders (specialists, skill masters, fighter types).
Since the entire world faced massive devastation to their population and lands, pretty much any position needs new leadership. Throw me your old characters, that they might continue their legacy as NPCs in control of a new society.
I'm also interested in slightly revised arcane spell lists. If the major arcane caster on the board (Dandu) could put together the shortlist of quintessential non-evocative, non-necromantic, non-conjuring (conjuration only allows Good/Neutral beings and non-infernal Evil beings) spells (A handful for each level up to 9), I'd be very happy. If someone else wants to try to undertake the task with me, I'd also be appreciative.