Ongoing Campaign Setting Development by Reynard

Just a thought, but with your world history including the fall of the wizard-kings' empire, it seems reasonable that there might be a certain amount of anti-magic sentiment among at least some of the current cultures. Possibly some of the city-states have banned or severely restricted the use of magic. Other city-states could be trying to recreate the age of the wizard-kings, which could produce some interesting conflict between different locales/cultures and also make it harder for your PCs to get their hands on magic equipment. It's not available in some city-states, and it's hoarded by the elite in others.

Rather than reworking magic items wholesale, which has always seemed to me like a lot of effort and a major alteration to the tone of the game rules IMHO, you could simply restrict what is available to the player-characters. Just because +1 swords and cloaks of resistance are comparatively cheap doesn't mean you have to let your players have access to those things. The simplest expedients for making magic less common are to raise the prices, or to rule that there are no such things as shops where you can purchase off-the-rack magic items. If you want a cloak of resistance you've got to find a wizard who's willing to make you one.

I do like your idea of linking the power of an item to the power of the wielder, though. It could make items seem more individualized and special than a generic 'off the shelf' magic item. :)
 

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NOTE: I am terrible at coming up with names. People, places, things -- it doesn't matter. They all sound like horrible made up bargain bin fantasy. rather than fret over it, though, I am just going to use the ones that come to mind. If you have an alternate suggestion, let me know.

HISTORY

The Birth of the Dragons: When the world was created, and by whose hand, is a mystery long lost to the depth of time. What is known is that the Dragons – immortal and powerful beyond measure – were the first born of the races. They emerged on the continent of Abyscor car to the south, an enormous land of jagged peaks, deep forests and sprawling deserts. They remained there, mastering their domain and ignoring the rest of the world – including the birth of the Mortal Races: men, dwarves, elves, goblinoids, giants and others.

Ten Thousand Years Ago: In the earliest days of the civilizations of the mortal races, the first great war was fought. For uncounted millenia, the elves of the forests, the dwarves of the hills and mountains and the men of the plains and deserts had contended with orcs, giants and ogres, respectively, for land and resources. These savage races were physically superior and quick to breed and the very first kings and priests of the elves, dwarves and men knew that they must be defeated. Before this time, the three races had little contact with one another. But under the threat of the savage hordes, they joined forces. The dwarves taught the forging of iron to men and elves; the elves taught mastery of magic to men and dwarves; and men taught the elves and dwarves respect for – and the ability to channel power from – the gods. Together, the trinity drove the orcs, ogres and giants back, pushing them ac ross the narrow land bridge that led to Abyscor. The trinity prayed and drew upon mystical might and the land bridge was destroyed, forever trapping the orcs, ogres and giants on Abyscor.

Eight Thousand Years Ago: After millenia of observing – and occasionally hunting – these strange immigrants, many of the dragons of Abyscor chose to become masters over these lesser, mortal races. The first Orc Empire rose in service of the Dragons shortly thereafter.

Five Thousand Years Ago: The long friendship and alliance among elves, dwarves and men frayed with the the emergence of the Goblin King. Not evil like the orcs and their kin, the goblins were merchants and swindlers who sought the benefit from the resources – and gullibility – of the other races. As kings and emperors rose and fell among the trinity, the goblins changed alliances and worked deals to their best advantage. Their guile – and some would say treachery – led to a great war among the trinity that would push civilization back thousands of years and forever shatter the friendship that had been forged in the first great war against the orcs, ogres and giants. Meanwhile, the goblins profitted, as rthey would for centuries more, as greed and nationalism overcame the trinity. The elves in particular were offended by these events and became insular and unwelcoming, dealing with humans and others only when the need was dire or the advantages great.

Three Thousand Years Ago: After five thousand years, the first Orc Empire is crushed and its population nearly obliterated. The reason is unknown, though it is believed that the Dragons felt threatened by the Empire and chose to destroy it before it could challenge their superiority of Abyscor. Orcs degenerated back to their earlier ways, living wherever they could scratch a living from the land or its inhabitants.

Twenty-Five Hundred Years Ago: The War of The Right begins when dwarves attempt to excavate a tunnel – for a trade route – through a mountain claimed by the elves. Soon, men and goblins are drawn into the conflict as well and war rages for a century. Ultimately, the gods themselves intervene – disgusted by the actions of their worshipers, they abandon the world entirely and warn of an even greater punishment to come. The mortal races fail this test by scorning the gods, rather than supplicating to them.

Two Thousand Years Ago: The Great Catastrophe occurs. Few records explain the nature of the catastrophe, but one thing is known: it was so destructive that all the mortal races fled the greater world in fear. Over the next two centuries, Abyscor saw an influx of refugees and migrants of all the mortal races – not just the men and elves and dwarves and goblins, but many lesser races as well. After two hundred years, the refugees stopped coming and none who left Abyscor for the outer world returned. Whether all had been destroyed or some divine wrath had erected a wall around Abyscor is unknown.

Fifteen Hundred Years Ago: Despite the trials of living on the new continent of Abyscor, civilizations begin to grow, usually in the form of city states established by one immigrant culture or another. While the threat of raids by orcs, ogres and goblins is great, and many lesser cities are destroyed by these raids, the stronger cultures flourish. Meanwhile, the Dragons observe with interest but do not intervene. Among the city-states, one grows to prominence: Babyrost. Ruled by powerful wizards who consort with fiends, Babyrost quickly emerges as the most influential – economically, militarily and magically – of the nascent Abyscor civilizations and dominates the continent – or at least the settles coastal region – for the next thousand years.

One Thousand Years Ago: At the height of Babyrost's might, the city state of Halifar – righteous and pure and dedicated the gods that had abandoned the mortal races – wages war against the demonologist empire. For over a century, their knights raid the fortresses and towers of the ranking wizard-lords of Babyrost. Finally, the Wizard-Kings – nine sorcerers of supreme might that rule in a cabal – vote to destroy Halifar. The city is reduced to a ruin in less than a day by fiendish armies. The dragons of Abyscor take notice and begin to consider the dangers posed by the mortal races.

Five Hundred Years Ago: After long study and debate, the dragons of Abyscor decide to eliminate the threat of the wizard ruled empire of Babyrost. Hordes of servitors – orcs, ogres and gaints, as well as many strange monsters mastered or even created by the dragons – march upon Babyrost and its many client cities. The dragons themselves join the battle when Babyrost proves to be an enwemy not so easily destroyed as the orcish empire thousands of years before. Over nearly a century of fighting, the Babyrost empire is destroyed. The city itself, however, manages to survive, if barely. Viewing the threat overcome, the dragons return to their polar lairs. Mortal civilization is nearly destroyed, but manages to crawl along and heal.

One Hundred Years Ago: The wounds of the destruction of Babyrost heal and the individual city states of Abyscor emerge from the ashes. The goblin merchant-princes of Gezerak reopen trade routes, ushering in an era of commerce not seen since the fall of Babyrost. Any and all attempts at creating nations and empires are quickly quashed, however and the city-state – and whatever surrounding areas can be controlled – become the standard of civilization in Abyscor.

Now: Civilization moves forward, though the heights of ages past are long lost and perhaps forgotten. The mortal races – elves and dwarves and men and goblins, in particlar – exist in homgeneous city states and have little trust – but much use – for one another. The ruins of the empire of the Babyrost wizard-kings litter the land, and even greater secrets and treasures of the first Orc Empire can be found deep in Abyscor. The dragons have turned a blind eye to the mortal races, believing their spirits broken by the destruction of their “greatest” empire. Meanwhile, monsters prowl the wild places between the city-states and the orcs, ogres and giants constantly threaten the unstable city-states, threatening to forever end the promise of civilization. Heroes that can cross the land and sea between the city states, who can uncover the lost treasures of ancient empires, who can redeem the mortal races in the eyes of the gods or who can strike at the dragon master of Abyscor while they sleep will be forever immortalized in the annals of Abyscor.
 

1) Do dragons still hoard treasures?

2) Do dragons have servant races (scaly folk like kobolds and lizardmen)? Do they tend to be savage?

3) Are dragons all good or all evil or a mix? Do they associate much with each other? Do good dragons oppose evil dragons?

4) Does your world have gods, or indeed anything divine? (A non-divine magic world would be gritty, but interesting).

5) Possible races: Human, halfling, elf, dwarf. Possible classes (allowing some oriental classes, since the refugees came from all over the world, and assuming that there is no divine): Bard, Barbarian, Fighter, Monk, Sorceror, Wizard, Warlock, Warmage, Beguiler, Ninja, Samurai, Wu Jen, Dragon Shaman (!), Duskblade, Knight, Scout, Spellthief, Rogue, Hexblade, Swashbuckler.

Just spitballing, mind.
 

Particle_Man said:
1) Do dragons still hoard treasures?

Interesting question. I hadn't gotten to the point of considering dragon raids yet.

2) Do dragons have servant races (scaly folk like kobolds and lizardmen)? Do they tend to be savage?

Orcs, ogres and (hill, particularly) giants will be their primary 'goon' races, with more than a few half-dragons and dragon-kin among those. I haven't decided whether kobolds exist or not, and if so if they have a connection to dragons. I like the idea that the dragons are the *only* native intelligent race of Abyscor.

3) Are dragons all good or all evil or a mix? Do they associate much with each other? Do good dragons oppose evil dragons?

All dragons are evil, at least from a mortal perspective. One of the things I want to do with this campaign setting is return dragons to their position of being the ultimate adversary.

4) Does your world have gods, or indeed anything divine?

See the previous post of mine. The gods basically abandoned the world -- and apparently exiled the mortal races to Abyscor -- but still grant powers/spells.

5) Possible races: Human, halfling, elf, dwarf.

I am thinking (and this is a tentative list): Human, dwarf, elf, goblin, half-elf, half-orc, half-ogre, half-giant(non-psionic) or goliath, and perhaps 1 or 2 others from the Races of... books, once I get those.

Possible classes (allowing some oriental classes, since the refugees came from all over the world, and assuming that there is no divine): Bard, Barbarian, Fighter, Monk, Sorceror, Wizard, Warlock, Warmage, Beguiler, Ninja, Samurai, Wu Jen, Dragon Shaman (!), Duskblade, Knight, Scout, Spellthief, Rogue, Hexblade, Swashbuckler.

My tentative list: Barbarian, Beguilder, Duskblade, Favored Soul, Fighter, Hex-Blade, Knight, Monk, Ranger, Rogue, Scout, Sorcerer, Spellthief, Swahbuckler, Warlock, War-Mage, and Wizard, plus two new classes to cover the 'divine' area: Priest (to replace the cleric; more magic/spellcasting oriented) and the Crusader (to replace the paladin; more combat oriented). In addition, there are a number of variants and options I might use from Unearthed Arcana and PHB II. Like I said, though, it is a tentative list and some stuff may get cut or added as the setting develops.
 
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ARCANE MAGIC (Wizardry)

The Nature of Magic: Magic is a palpable energy. It is the fifth fundamental force of the universe. It is as ubiquitous as heat and light, and if it were to disappear the universe would be just as doomed to a cold, dark death. Magic permeates all matter, living or not, and all other forms of energy. Yet, its very omnipresent nature makes it hard to see by most, and even more difficult to harness. Like a quantum construct, it responds to the will – intentional or not – of sapient beings and can be channeled through either precise, intellectual algorithms or pure willful guile. In a world infused with magic, those that can master it and manipulate it for their own purposes can become like unto living gods among throngs of mortals.

The History of Magic: The elves claim that it was they among the mortal races who first mastered magic. They are right, but theres is only half the story. Long millenia before elves first mastered fire – let alone magic – the Dragons were born. Immortal beings of pure elemental power, the Dragons were as much a part of magic as fish are part of the sea. Though intelligent, the true power of the Dragons was their unmatched presence, their unparalleled strength of personality. Whether this was a result of their link with the fundamental forces of magic, or the cause for it, even the Dragons do not know. Even from the beginning, the Dragons were covetous and jealous creatures and for thousands of years they hunted down and enslaved or killed so-called “lesser” creatures who shared their intrinsic link to magic. Over time, however, they discovered that this threatened magic itself, and by extension their own supremacy: magic, it seemed, fed and grew on those that could manipulate it. Knowing they could no longer destroy their rivals, but unwilling to allow threats to their supremacy to walk freely, the Dragons hatched a different plan: they would cull and guide the bloodlines that seemed to lead to an inherent link to magical energy, making those lines more 'draconic' over the centuries, breeding in a loyalty to dragon-kind.

Meanwhile, the elves had risen from their primitive state and were the first mortal race to use language, both spoken (or sung, in the case of elves) and written. Perceptive of the natural world like no other race, the elves became aware of the ubiquitous nature of magic while men and dwarves had yet to crawl from their caves. Early elven thinkers began to experiment with word and symbol and discovered that they could manipulate the power of magic. It was an arduous and precise task and one only the most intellectually gifted were suited for. Nonetheless, the first formalized magical methods appeared even as the first great elven cities were built. Not so covetous as the Dragons, the elves eventually shared their art with men and dwarves during the first great war against the orcs, ogres and giants. Had the elves realized the capricious and rapid nature of human culture, or the indomitable desire to master all crafts of the dwarves, they may have kept the secret to themselves. As it was, not a single elf generation passed before the study of magic was no longer theirs, but the whole world's. Even the goblins, often considered little more than vermin and rabble, learned the art and mastered it for their own uses.

The Dragons had long since retreated from the wider world to their home continent of Abyscor, as they had throughout the history of the world. The rise of this new kind of manipulation of magic went largely unnoticed by them, at least until the hordes of orcs, ogres and giants were driven into the Dragons' domain. They learned from these new arrivals of “wizardly” magic and responded in the way dragons are wont to do: first they dismissed it as inferior, then, over time, began to consider it. By the time they chose to take any sort of action, however, it was too late.

The Rise and Fall of the Wizard-Kings of Babyrast: By the time of the Great Catastrophe and the migration of the mortal races to Abyscor, magic was an old art with many traditions and schools of study. Among the most knowledgeable and ambitious was the Arcane Academy of Babyrast. Before the Catastrophe, it was a small school on the fringes of both society and mainstream magical thinking, due mostly to its focus on summoning and consorting with extra-planar powers. Unlike many schools, however, the Babyrast academy survived the Catastrophe almost entirely intact when its headmaster bargained with a powerful demon to have the entire school and its grounds teleported to Abyscor. While other magical organizations migrated relatively slowly to Abyscor over the next two hundred years – many of them expending resources and members trying to combat the Catastrophe – the Babyrast wizards were able to establish a foothold in this new land. Other migrants in need of magical services and protections against the fearsome monsters native to Abyscor came first to the Babyrast wizards. By the time the migration was complete and other, formerly more influential, magical schools came to Abyscor, the Arcane Academy of Babyrast was already embedded as the most powerful – politically, economically and magically – wizardly organization in Abyscor. It was not a great leap from Arcane Academy to City State to, ultimately, Empire of the Wizard-Kings of Babyrast. Unfettered by old world restrictions and bolstered by powers few other wizards dare treat with, the Wizard-Kings grew in might and influence and eventually ruled all of “civilized” Abyscor. Rich from taxes and tribute, they sent forays deeper into Abyscor to seek resources and battle the constantly raiding, but never fully organized, orc, ogre and giant clans. All the while, the delved deeper into their arcane study, creating wonders and horrors never before seen among the mortal races. Hardly a homogeneous lot, the Wizard-Kings all had their individual proclivities and the spells and items and places of power they created were as varied as the 108 Wizard-Kings themselves. At the height of Babyrast's power, nine out of ten of the city states of Abyscor knelt under the yoke of the Wizard-Kings.

For their part, the Dragons were content to study the wizards of Babyrast for centuries. Some even treated with Babyrast, gleaning knowledge of mortal magic for the price of what dragons would consider a few baubles, but wizards would covet as great artifacts and treasures. It is believed that a few dragons even “converted” to the study of wizardly magic (although this is unconfirmed). But as the Wizard-Kings grew in both power and ambition, reaching deeper into the continent, the Dragons could no longer ignore them or treat them as curiosities. They warred with the Dragons' chosen servants, hunted the powerful magical animals native to Abyscor, and looted the ruins of the First Orc Empire for Dragon-crafted artifacts once bestowed upon that now-defunct civilization. At first, the Dragons treated with the Wizard-Kings. They were denied and betrayed by the wizards. Then the Dragons warned them with small attacks and displays of power. The Wizard-Kings retaliated. Finally, the Dragons decided this human civilization was too arrogant and too great a threat to continue and waged a devastating war. They brought all their hordes to bare against Babyrast, and, for the first time in thousands of years, came themselves in force onto the field of battle.

In the end, the Wizard-Kings were all but exterminated and most of mortal civilization was reduced to smoking ruin. Only the original Arcane Academy of Babyrast itself survived the onslaught unscathed, protected by some pact with demon-kind that even the Dragons could not undo. Even so, the Empire of the Wizard-Kings was broken and many of its secrets were lost forever, and many more were buried beneath the ruins of towers, palaces and laboratories.

Magic Now: The Wizard-Kings suppressed many magical schools and traditions, viewing other wizards as threats. It was ultimately their undoing, as they had few allies when the Dragons attacked. After the Empire was destroyed and Babyrast itself was reduced to a single school with no more influence over the surviving city-states than any other, wizards of all kinds were able to once again study and exchange ideas in the open – mostly. Due to both the uncompromising control of the Wizard-Kings and the Dragon wrath they brought down, many surviving cities took a dim view of any practitioners of the arcane arts. In some city-states, wizardly magic is outlawed completely and punishable by death or banishment. In most, though, wizards are viewed with suspicion and fear. In a few, where other schools have become important institutions, wizards are treated well and even engage in civic affairs. Overall, wizards are relatively rare (and magic items and spells for sale equally so). Far more common are hedge-mages and alchemists who can provide much more limited, but less expensive and dangerous, services. There is a brisk trade in relics of Babyrast and other magic from the past, including Orcish and Draconic items (though these are not, strictly speaking, 'wizardly' arcane magics).

Rules: Here are some ideas I have for rules options and modifications for arcane casters, specifically those that prepare spells. (Sorcerers and other spontaneous arcane casters will get separate treatment.)

A wizard can prepare a number of different spells per day as indicated by their level (not modified by their Intelligence). They may cast a number of spells per day as indicated by their level and modified by their Intelligence from among these prepared spells. In other words, wizards don't need to prepare any given spell multiple times to cast it multiple times.

All wizards must be specialist wizards, and all specialist wizard options from Unearthed Arcana are available.

I am considering using 'laden spells' (from Monte Cook's Arcana Unearthed) instead of the core metamagic system (though characters will still have to know the individual metamagic feats). I have to look into this a little further and see what kinds of conflicts it may create.

Some spells from various sources are going to be 'tagged' as rare or otherwise difficult to come by and learn. These spells will have an increased spellcraft DC and an XP cost to learn. There won't be many from the core rules that are affected, but many spells from other sources will be tagged as such (quite frankly, mostly the spells that are just that much more powerful or problematic).

I am going to create a sort of blank Familiar creature type and template, as all familiars will be unusual, unique magical critters (with a description and type specific benefits based on player desires), without the need for long lists of 'improved familiar' level requirements, etc... Item familiars will probably also be available.
 

ADDENDUM: Magic Items

Part of this is going to go into my treatise on how XP works in this setting, but it is germain to the discussion on magic.

Items that are imbued with magical power come in two types: spell storing items and enchanted items. Spell storing (potions, scrolls, wands and the like) items work pretty much the way they do in the core rules. They have a limited number of uses that replicate some known spell, sometime usable by anyone (potion) and sometimes only usable by a caster (scroll or wand). The end.

Enchanted items are different. These are your typical +1 Swords and Boots of Speed, except that in this setting there is no such thing as a “typical” magic item. Basically, magic and XP are the *same* energy (another post will go into more depth) and by imbuing an item with a piece of your own magic, you enhance its abilities. Enchanted items might start out as a +1 sword or Boots of Speed, but they don't stop there. As characters expend XP (magic) to link with an items, its capabilities increase. Essentially, most permanent magic items will scale with the PCs (assuming the player is willing to sacrifice a few XP).

The reason is simple and probably pretty obvious: like many people, I find the desire to toss out or trade in the trusty old +1 from 3rd level for a +2 at 5th level problematic on a number of different levels and I want to reduce or eliminate it. I am pretty much planning on cribbing the system wholesale from Earthdawn – with appropriate D&D number attached, obviously – and testing it out.
 

Reynard said:
The Beginning: Broad Strokes

Geography: Antarctica. Using composite topographic maps of Antarctica – both with and without ice sheets and at varying sea levels – I will create the continent on which the campaign is set.

Funnily enough, I also did this a long time ago - though I don't have the maps any more.

If you want to create a decent map, I suggest the following: Get a graphics tablet and Inkscape, and trace the coastline and major terrain features. That will get you a good map very fast - much faster than by any other method.
 

Jürgen Hubert said:
Funnily enough, I also did this a long time ago - though I don't have the maps any more.

If you want to create a decent map, I suggest the following: Get a graphics tablet and Inkscape, and trace the coastline and major terrain features. That will get you a good map very fast - much faster than by any other method.

I am a land surveyor and draftsman. AutoCad -- including a huge drawing tablet and image conversion programs -- are my friend.
 

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