New universe, looking for ideas. Long-ish post.

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.


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).​

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.
 

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Spells:
[sblock]1:
Endure Elements, Protection from Alignment, Shield, Grease, Mage Armor, Mount, Obscuring Mist, Summon Monster I, Unseen Servant, Identify, True Strike, Charm Person, Sleep, Color Spray, Disguise Self, Silent Image, Ray of Enfeeblement, Enlarge Person, Expeditious Retreat, Feather Fall, Reduce Person.
2:
Protection from Arrows, Protection from Energy, Acid Arrow, Fog Cloud, Glitterdust, Summon Monster II, Web, See Invisibility, Daze Monster, Hideous Laughter, Gust of Wind, Shatter, Blur, Invisibility, Magic Mouth, Minor Image, Mirror Image, Blindness/Deafness, False Life, Scare, Alter Self, Bear's Endurance, Bull's Strength, Cat's Grace, Eagle's Splendor, Fox's Cunning, Owl's Wisdom, Pyrotechnics, Rope Trick, Spider Climb.
3:
Dispel Magic, Explosive Runes, Magic Circle against Alignment, Protection from Energy, Phantom Steed, Sleet Storm, Stinking Cloud, Summon Monster III, Arcane Sight, Clairaudience/Clairvoyance, Tongues, Deep Slumber, Heroism, Suggestion, Tiny Hut, Wind Wall, Displacement, Illusory Script, Invisibility Sphere, Major Image, Gentle Repose, Halt Undead, Ray of Exhaustion, Blink, Fly, Haste, Greater Magic Weapon, Keen Edge, Secret Page, Shrink Item, Slow.
4:
Dimensional Anchor, Lesser Globe of Invulnerability, Remove Curse, Stoneskin, Black Tentacles, Dimension Door, Minor Creation, Secure Shelter, Solid Fog, Summon Monster IV, Arcane Eye, Detect Scrying, Locate Creature, Scrying, Charm Monster, Confusion, Lesser Geas, Resilient Sphere, Hallucinatory Terrain, Illusory Wall, Greater Invisibility, Phantasmal Killer, Shadow Conjuration, Fear, Mass Enlarge Person, Polymorph, Mass Reduce Person, Stoneshape.
5:
Break Enchantment, Dismissal, Mage's Private Sanctum, Cloudkill, Major Creation, Lesser Planar Binding, Summon Monster V, Teleport, Wall of Stone, Contact Other Plane, Prying Eyes, Telepathic Bond, Dominate Person, Hold Monster, Symbol of Sleep, Interposing Hand, Sending, Wall of Force, Dream, False Vision, Mirage Arcana, Nightmare, Persistent Image, Seeming, Shadow Evocation, Waves of Fatigue, Baleful Polymorph, Fabricate, Overland Flight, Passwall, Telekinesis, Transmute Mud to Rock, Transmute Rock to Mud, Perminancy.
6:
Antimagic Field, Greater Dispel Magic, Globe of Invulnerability, Guards and Wards, Repulsion, Acid Fog, Planar Binding, Summon Monster VI, Wall of Iron, Analyze Dweomer, Legend Lore, True Seeing, Geas/Quest, Greater Heroism, Mass Suggestion, Symbol of Pursuasion, Contingency, Forceful Hand, Mislead, Permanent Image, Programmed Image, Shadow Walk, Veil, Symbol of Fear, Undeath to Death, Mass Bear's Endurance, Mass Bull's Strength, Mass Cat's Grace, Control Water, Disintegrate, Mass Eagle's Splendor, Flesh to Stone, Mass Fox's Cunning, Move Earth, Mass Owl's Wisdom, Stone to Flesh.
7:
Banishment, Sequester, Spell Turning, Instant Summons, Mage's Magnificient Mansion, Phase Door, Plane Shift, Summon Monster VII, Greater Teleport, Teleport Object, Greater Arcane Sight, Greater Scrying, Vision, Mass Hold Person, Insanity, Power Word Blind, Symbol of Stunning, Forcecage, Grasping Hand, Prismatic Spray, Mass Invisibility, Project Image, Greater Shadow Conjuration, Simulacrum, Control Undead, Symbol of Weakness, Waves of Exhaustion, Control Weather, Ethereal Jaunt, Reverse Gravity, Limited Wish.
8:
Dimension Lock, Mind Blank, Prismatic Wall, Protection from Spells, Incendiary Cloud, Maze, Greater Planar Binding, Summon Monster VIII, Trap the Soul, Discern Location, Moment of Prescience, Greater Prying Eyes, Binding, Mass Charm Monster, Demand, Irresistible Dance, Power Word Stun, Symbol of Insanity, Clenched Fist, Telekinetic Sphere, Scintillating Pattern, Screen, Greater Shadow Evocation, Clone, Polymorph Any Object, Temporal Stasis.
9:
Freedom, Imprisonment, Mage's Disjunction, Prismatic Sphere, Gate, Refuge, Summon Monster IX, Teleportation Circle, Foresight, Dominate Monster, Mass Hold Monster, Power Word Kill, Crushing Hand, Shades, Weird, Astral Projection, Etherealness, Shapechange, Time Stop, Wish[/sblock]
I have included several Necromancy spells (Undeath to Death, for instance, and various nonlethal Symbols) reasoning that they'd be too useful to ban.

NPC ideas:
[sblock]
The King has made his law; now let them enforce it.
- Iago De Francesca, leader of the Fey Pact warlocks, wanted for heresy and crimes against the King.

We live in an age of control. Feudal lords control innumerable serfs and peasants, while corrupt bureaucrats suck the lifeblood out of the laborers in our cities. Money is controlled, magic is controlled, lifestyles are controlled, thoughts are controlled.

I am sick of control. Man was not meant to be controlled. I will not be controlled.
- Rachel "Serenity" Sabiel, Leader of the Aurelian Sky Pirates, wanted for piracy and grand grand grand grand grand larceny.

We will serve the Council, for the greater good of our remaining civilization.
-Rhystion Alasdar Abraxis, Council advisor.
[/sblock]
 
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"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)."

i would like to point out that you can have good people who dont follow the rule of their king. d&d calls them chaotic as opposed to lawful or neutral. generally chaotic people would stand against the law in any way they can as anarchists do in real life.

i take it if u are nerfing magic this much you are probably removing the sorceror class as it needs no teacher or books as a wizard uses? cos otherwise all the character would need to do isnot use it where anyone can see other than the party. "sorry but that big magic blast was actually caused by our enemies as we killed them" would be a very popular line from such a character if i was to play them.
 

i would like to point out that you can have good people who dont follow the rule of their king. d&d calls them chaotic as opposed to lawful or neutral. generally chaotic people would stand against the law in any way they can as anarchists do in real life
While it is true that not all "Good" people are law abiding, "Good" people do not belligerently defy laws that get them the death penalty, even if they are chaotic in nature.
Anarchy is a good example, but, in practice, it more or less follows the guideline of what I just said.
In theory, the Chaotic Good alignment would be those that head north to the "evil" empire, a place that defied some of the King's agreements and is much more interested in freedom.
Rulings and laws enacted in any kingdom have no relevance to the Chaotic alignment. It is completely separate.

i take it if u are nerfing magic this much you are probably removing the sorceror class as it needs no teacher or books as a wizard uses? cos otherwise all the character would need to do isnot use it where anyone can see other than the party. "sorry but that big magic blast was actually caused by our enemies as we killed them" would be a very popular line from such a character if i was to play them.

The "collective" that governs arcane casters does not care how you cast, just that you are cataloged as an arcane caster and obey their rulings. While it may have a financially beneficial school to teach would-be wizards, that is not their major function.
Any caster drawing solely from fell powers (Warlock, in example) would be quickly dealt with if discovered by the "collective", but spontaneous casters (as well as manifestors) are welcomed as long as the rules are followed.

I'm sure the majority of casters that operate outside of the "collective's" rulings would be spontaneous casters, as it would be easier for them to get by without being known, but not all would be.
 

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