Presenting Euriga, a setting with a twist on spellcasters

Laurefindel

Legend
I've always wanted to make or play in a D&D world were divine magic wasn't so so focused on religion, so I'm posting here the progress of a homebrew world that reflect my desire to dial religion back one notch and my love of reskinning and re-fluffing things. The goal is to leave everything mechanically unchanged; this is about reskinning, not houseruling.

Please note that this is still a work in progress and that more material will come, or be modified. Posting it here is more motivational than anything else but ideas, comments, and criticism is welcome. I only ask that criticism remains constructive, please.

enjoy!

'findel

So here’s the TL;DR sales pitch version:

It's a homebrew setting where races and spellcasting classes have been re-skinned, but their traits and features remain mechanically unchanged.

There are no gods as D&D portrays them, but there are spirits everywhere - elemental, fey, plant, and undead creatures are all considered "spirits". Mortals can trade their life essence with spiirts in exchange for magical powers.

Society used to be ruled by casters channeling the magic of spirits, but a new spellcasting tradition -- arcane magic -- has come to upset this order.

It's pretty cool. You should definitely check it out!

Change Log:

Nov. 5th:

- Initial post
- Added Academician class
- Added Mage class
- (fixed links)

Nov. 7th:
- Added Enchanter class

Nov. 8th
- Added Witch class

Nov. 9th
- Added Pryvalonian culture
- Added Montanese culture
- Added Kikwirthen culture
- Added Norweldian culture

Nov. 20th
- Added Changeling class

Nov. 21st
- Added Oracle class

Nov 23rd
- Added Runecaster class

Nov 30th
- Added Seneschal class
 
Last edited:

log in or register to remove this ad

The Character Classes

Each spellcaster class has been re-fluffed to match the setting without altering the class features and their mechanical effects.

The Enchanter
The Enchanter has inherited a gift given by fey spirits eons ago. They believe that old folks' tales and nursery rhymes hold an ancient wisdom, and spend their life collecting this lore to shape their spells. They are the masters of luck charms and glamour magic, creating visions bordering reality.

The Enchanter is a reskinned Bard The Road of Folklore is given as an example subclass based on the College of Lore bardic college.


The Witch
The witch tends to the spirits inhabiting Euriga and work to preserve the link between the world and the spirit lands. The witch is heavily influenced by its spirit ally, a type of nature spirits that act as a tutor and protector to the witch.

The Witch is a reskinned Cleric The Rain Spirits ally is given as an example subclass based on the Life divine domain.


The Mage
The mage draws it power from a powerful spirit, their liege, with whom they have made a pact. Mages rose quickly in power and ruled Euriga for a long time, mostly because none could oppose them.

The Mage is a reskinned Druid
The Court of Arethusa spirit court is given as an example subclass based on the Circle of the Land druidic circle.


The Oracle
Oracles are human vessels for an otherworldly entity. The gods of Euriga do not grant spells or interfere directly in the affairs of mortals, but other forces do. Celestials, fiends, and other outsiders pick mortal champions to fight their wars on the world, although the mortal is not necessarily aware of who has bestowed them with magic

The Oracle is a reskinned Sorcerer
The Harbinger unearthly sponsor is given as an example subclass based on the Draconic Bloodline sorcerous origin.


The Changeling
When the soul of a newborn child is taken by spirits, another spirit must take its place and be reborn as a human. These children live most of their childhood ignoring their nature but sooner or later, their magical talents betrays their origins. Such children are known as changelings and possess strong innate magic.

The Changeling is a reskinned Warlock The Azer cursed destiny is given as an example subclass based on the Fiend otherworldy patron.


The Academician
The academician brings a new spellcasting tradition to Euriga - arcane magic - that distinguishes itself by being practicable by everyone. Armed with this power, academicians disrupted the old mages' established order, tipping the world in a new era.

The Academician is a reskinned Wizard The arcane discipline of Ars Elementis is given as an example subclass based on the Evocation school of magic.


The Runecaster
According to northern mythology, the dwarves shared their secret of runecasting with the gods of the old faith as a reward for fighting along them against the giants. Nowadays, all dwarves are gone and the olden gods are mostly forgotten, but runecasting is still practiced by a few warriors.

The Runecaster is a Reskinned Paladin. Oladin, the Olden God of Protection is given as an example subclass based on the Oath of Devotion sacred oath.


The Seneschal
The seneschal is a scholarly envoy, bodyguard, spy, and trainer who dabbles in pyoreen magic. Who they represent and what they protect varies from one seneschal to an other, but at the origin of the profession, the seneschal is the confident and most trusted agent of a nobleman or noblewoman. Today, some are still employed by monarchs and nobles, but some lead private bands of bandits or mercenaries, or even protect the inhabitants of a region against threats that they may not even know existed.

The Seneschal is a Reskinned Ranger.
The master-at-arms is given as an example seneschal vocation based on the Hunter ranger archetype.

.
 
Last edited:

The World of Euriga
Euriga is a campaign setting for the Dungeons & Dragons fantasy roleplaying game. It is set in a world where spellcasters have been reimagined to fill slightly different roles, and where numbers of human cultures replace the traditional fantasy races of D&D. It is a world inhabited by spirits, some wild, some dark, and where their interaction with humans takes a central role in the narrative of the setting. It is a land where modernity is emerging from traditions, where the new has triumphed over the old. Euriga is dawning on a new age; will you stand valiantly against the tides of time, or will you move boldly forward into dawn?

[sblock]
This campaign setting takes its name from the continent of Euriga; the land from which your character originates and progresses as adventurer. Euriga is not the only continent of this world, but this setting is described and is to be experienced from the perspective of its inhabitants.

Dawn of a New Age
Euriga has recently emerged from a dark era and has begun its transition into an age of renaissance. Technological advances in agriculture and civil engineering allowed cities to grow rapidly and support large populations. The houses of Eurigeans are warm and clean, and are equipped with proper sanitary installations, safe indoors kitchens, coal-burning furnaces, and easy access to clean water. While poverty still endures in the cities and countryside, the inhabitants of Euriga are more prosperous now than they ever been. All but its poorest citizens received an elementary education, but many also completed advanced studies in the diverse universities, colleges, seminaries and academies around the continent. Off all the sciences and philosophiae that are taught, arcane magic is among the most prestigious, and its principles are applied just as extensively as those of arithmetic, geometry and chemistry in everyday life. As a matter of fact, modern spellcasting derives from these disciplines just as much as esoteric principles.

Of Spirits and Men
Euriga is a land where spirits walk among humans, halfway between the world of shadows and that of mortals. Some appear to be benevolent and some are clearly hostile, but the majority seem indifferent to the fate of humankind. No one knows what prompts them to occupy the mortal’s world, but the fate of the Euriga and that of the spirit lands appear to be somehow intertwined.

Whether they serve as allies or antagonists to the player characters, the presence of spirits cannot be ignored and is likely to take a central role in the campaign. The term “spirit” is used in a very broad sense on Euriga, and includes virtually any creature of supernatural origin – with the exception of fiends and celestials – such as elemental, fey, plant and undead creatures. Not all spirits are ghost-like and incorporeal, most are in fact quite tangible. Spirits often take a “shape” as they enter the material world, giving a solid and physical form to their nothingness. Whether this is a deliberate choice on their part or a consequence of their presence in the mortal’s world remains unknown. The spirits themselves do not seem to have (or even care for) an explanation for it.

The Promise of a Better Afterlife
As the world entered a new age of reason, the open worship of these spirits is no longer practiced by everyone, and is even discouraged by some. A new pantheon of gentler deities has replaced the old wild and often cruel gods and spirit lords. As the world moves into modernity, the people of Euriga have come to prefer the promise of a blessed afterlife earned by one’s virtues, rather than a place of choice in the realms of the dead for those who performed great deeds, be they self-sacrificing or thoroughly evil. Many spirits are resentful of this change and thought they do not feel spite and hatred the way humans do, their mysterious duties must be performed, regardless whether humans cooperate or not.

While this new religion is just as important here as it is in other campaign settings, the gods of Euriga do not grant spells to mortal clerics, nor do they empower their worshippers with the ability to channel their divinity and perform miracles on their behalf. This doesn’t prevent the inhabitants of Euriga from practicing their religion and believing in their gods’ power however – that after all, is the true definition of faith. The gods of Euriga, or so it seems, wish to be worshipped without the absolute proof of their existence.

This new religion is not completely incompatible with many of the old practices however, and as a matter of fact, most of the old holidays are still celebrated today. The spirits are still appeased and thanked with daily rituals, and the witches who communicate with spirits are still consulted and heeded by citizens and countryfolks alike. Once, these witches lived a hermit-like life in the wild where they could easily commune with spirits but nowadays, some even own fancy boutiques where they sell spells and potions to the citizens of the great cities of Euriga.

On the Appearance of Spirits
The spirits of Euriga can take various forms but in their “natural”, incorporeal states, they look like indistinct humanoid shapes of impenetrable darkness. Sometimes, their lower body resemble the body of a snake, the tail of a fish, or even the tentacles of a squid, rather than the legs of a human but regardless of their appearance, the shape of spirits always dissipate into nothingness before touching the ground. Only their glowing eyes appear on their face, as if no other trait could emerge past the blackness of their shape.

Incorporeal spirits wear a mask when manifesting in front of mortals, and many wear clothes and jewelry to give shape to their nothingness. This mask is often white with gold ornamentation or dark grey with silver motifs, but some are brightly coloured and take after the traits of an animal instead of those of a human visage. Strangely, the eyeholes of these masks change continually to match the current spirit’s expressions and emotional state. The mouth on the other hand never moves, even when the spirit is speaking.

When a spirit is killed or banished, its mask and clothes fall to the ground and vanish within a few seconds. Ancient spells allow a necromancer to preserve a defeated spirit’s mask, allowing the mortal who possesses it to summon and bind the spirit to its will.

Many spirits also “clad” themselves with a physical form when entering the mortal’s world, taking the shape of an animal, of a fantastic creature, or even of an animated lump of rock and soil, but they seem incapable of taking the shape of a human being. Whenever they do, their otherworldly origin is always betrayed by inhuman features; some are fair (like a dryad spirit), others are grotesque (like a green hag spirit), or truly repulsive (like a ghast spirit). Ancient necromancers also learned how bind lesser spirits to the corpse of the deceased and raised hordes of animated skeletons and zombies.

Spirits as Creatures
In the world of Euriga, every creature of the elemental, fey, plant, and undead type is considered a spirit, and the DM should feel free to change the appearance of the creature to match its vision of the spirits when necessary. Ghosts, shadows, specters, wraiths, and other incorporeal creatures readily serve as “unclad” spirits, as described above, while corporeal and tangible creatures can be interpreted as one of their physical incarnation (like a salamander, a treant, or a dryad), as an object possessed or animated by a spirit (like an earth elemental, a shambling mound, or a skeleton), or as one of their most ancient and noble leaders on Euriga (like a djinni or a mommy lord). Some like an azer or a green hag could be imagined as spirits that were banished or sentenced to live on this world in their forms indefinitely and that have now made their way into local folklore.
[/sblock]
 
Last edited:

Eurigean Cultures
Euriga is populated by several distinct nations.

*Disclaimer*

By associating human cultures with classical D&D races, I am aware of walking the fine line between whitewashing and cultural appropriation/stereotyping. Still, I persist and trust that readers will have the social maturity to see past the inevitable social resemblance that some of these fantasy cultures might have with european, asian, native american or african cultures, and how these resemblances amalgamate otherwise unique and distinct cultural qualities.

It would be well to repeat that the societies introduced here are made-up fantasy cultures, and are meant to be inclusive rather that based on skin color or historical depiction of existing nations.


The Pryvalonians
Pryvalon was the ancient kingdom of the pyoreen mages, today governed by a representative senate of academicians.

The Pryvalonians are reskinned gnomes



The Montanese
Montanesse is a coastal country with dark forests inhabited by fey spirits in the north, and cosmopolitan towns and ports of call in the south, giving both to the ocean and into the inner sea.

The Montanese are reskinned Half-Elves


The Kikwirthen
The Kikwerth Marches is a province between Norwald and Pryvalon, known for its iron, its gold, its master stonecutters, and for the dark Kikwerth Forest that lies at center.

The Kikwirthen are reskinned dwarves


The Norweldians

Norwald is the northermost country of Euriga where people live on the islands and in the deep fjord valleys.

The Norweldians are reskinned half-orcs

.
 
Last edited:



Curious to see how you reskin Warlocks and Sorcerers and Bards.

I just uploaded the bard reskin; which is a young-Merlin type enchanter - bit of a charmer, part conjurer and part diviner, fey-trained illusionist type of caster. Like the Academician/Wizard, its not a heavy reskin.

I have to polish-up my warlock , but i'm not completely satisfied with my concept for the sorcerer. I may go back to the drawing board for that one.
 

added the witch class, a semi-western, semi-oriental shugenja type of class tending to the spirits and benefiting from the aid of different types of nature spirits.
 

I have to say I'm really impressed and interested in everything you've put out so far. It's a great way to refluff things while keeping the mechanics intact. I love it! Great work. Keep it coming please.
 

I just complete the warlock reskin: the changeling. I particularly like that one.

Changelings are children exchanged by spirits soon after birth, kind of a spirit mind in a human body. As a spirit, they possesses innate magical talents but as humans, they must accept mortality. If they don't, they will ultimately turn into a monster. The Azer, the Hag and the Vampire replace the Fiend/Archfey/GOO patrons, not as a source of their powers, but as their inevitable transformation should they refuse death.
 

Remove ads

Top