The Witching Grounds

Quickleaf

Legend
I've made a couple false-starts on my hombrew setting, and finally have something that I've been able to run with!

This is for an upcoming 4th edition campaign this summer; it's a high-intrigue middle-fantasy low-civilization world. Hopefully this will be a resource my players can refer to.

To start with, here's the setting logo, (rough) kingdom-scale map, and introduction.

WitchingGroundsLogo.png


TheMiddleKingdoms.png
 
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A Witch's Tale

A Witch's Tale

My sisters tell me of the days of the Witch Queens, when none would dare raise a hand against a coven priestess; they say our magic was great then, great and terrible, in the days when magic flowed freely through the land, as freely as the gypsies roam today. Over the campfire they whisper of the virile huntsmen clad in wolf-skins and stag masks, of the last druid and the weihon who helped stop the Witch Queens, and the price of victory. They tell me of the day when the dragons entered their eternal sleep, when the angels returned to the heavens, and the faeries retreated to their hidden realms, the day the Veil fell. They have much to tell me, the youngest one, the “yearling.”

These Middle Kingdoms were born in the cradle of the gods, a beautiful and fecund land, but also one wracked by war. Not just men, but women too, clad in chainmail and adorned with fierce tattoos – they fought for power and glory, but most of all for survival and independence in the face of an unstoppable empire. A century ago the last remnants of the Aquiline Empire were overthrown, but the land was forever changed. Haunted battlegrounds, elven ghettos, and betrayed trusts whisper of the conflict which turned brother against brother, bringing the Middle Kingdoms to its knees before liberating it from the imperial yoke. All this was prophesied by the Witch Queens, this and more.

Today, the Middle Kingdoms are fractured and violent. Even I, not yet of marrying age, travel with a dagger at my side. Yet a dagger is of little solace when ruthless mercenaries wander the countryside raiding villages for supplies, young recruits, and worse; when warlords set fire to entire fields to deny their enemies an advantage, fields on which many lives depend; when fearsome monsters lurk at the forest’s edge, stealing children and ravaging towns. I hear stories of the witch-finders of Suleistarn who abduct youth with the gift for magic, of swindling gypsies who will leave you penniless and dump you along the roadside, of the leucrotta which lures hunters into the woods to eat them alive.

I cannot help but believe the stories are true, for everywhere we travel I see the same fear in the peoples’ eyes. When they realize how far we have journeyed they are amazed, and ask us questions that make the mind reel, such misconceptions that would leave you stunned! Yet it is forgivable; trade rarely extends further than a few days ride due to the dangers of travel, the lack of sturdy guides, and the insular tendencies of the people. Fear of the empire’s soldiers has been replaced with fear of one another.

Not all is so frightening though – there are many who have helped us along the way, both kindly clerics and families remembering the Old Ones, even a retired mercenary who defended us from a wyvern. At wayside shrines I have seen statues of saints and heroes adorned in flowers and prayer braids, sometimes a gift of food or a cloak left for other travelers. When I was lost in the woods, a faerie deer led me back to my sisters and gave me her queen’s blessing. These were my best memories of the Middle Kingdoms, those things that I will hold on to forever. I realize now how precious our travels are, for they show us what is worth protecting and understanding, what we would give our lives for.

I will leave you with the same advice my sisters left me.

Welcome to the Witching Grounds, yearling. Death is now the least of your concerns.


Core Assumptions

Whether called Ythra, the Witching Grounds, or the Known World, the lands comprising the Middle Kingdoms are governed by certain rules – knowing these will increase an adventurer’s chance of survival.

1. The World is Dangerous
The Middle Kingdoms exist in a constant state of warfare and intrigue. Travel is treacherous, with packs of mercenaries raiding towns en route to the battlefield, bandits taking hostages for ransom, and monsters lurking in the shadows. Adventurers returning from their exploits may find the route home complicated with the outbreak of a border war between feuding kings, or find that the well they intended to fill their waterskins at has been poisoned by fanatics seeking to convert the nearby village.

2. History Casts a Long Shadow
The Middle Kingdoms’ people trace their lineage back to founding ancestors, and they are confident in knowing their sweat builds upon the foundation laid out in days of yore. Exquisite oral histories and painstakingly crafted tomes have captured much of the world’s history, though it is splintered among clans, tombs, and royal libraries. New kingdoms grow on the shoulders of the past, using ancient roadways and outposts of the fallen empire. However, the legacy of witch persecution, racial prejudice, feudal warfare, and wicked magic also cast a long shadow on the Middle Kingdoms.

3. Humans are Dominant
Humans vastly outnumber other races. It is a sad fact that the race wars of the Dark Ages decimated the elf and dwarf populations, who live in the shadow of often oppressive human rule; the cities’ ghettos are overwhelmingly filled with elves, dwarves, and other meta-humans. Another sorrowful legacy of human rule was the persecution of witches, who even today practice magic covertly. However, humankind mastered agriculture, architecture, medicine, music, religious philosophy, scholarship, trade – the list goes on – and this has been a boon to all races. Humans are both a blessing and a curse.

4. Monsters are Rare and Terrifying
Many adversaries PCs will face are human, ranging from scheming marcher lords to sinister cabalists. When monsters are encountered, they are strongly tied to myth and often have unique qualities and weaknesses. Powerful monsters are often resistant to common weapons, requiring special materials, oils, or conditions to face on equal footing. Monsters are quite cunning, and the intelligent ones are charismatic, attracting cults and even city-states to do their bidding.

5. Adventurers are Mistrusted
Jackal sons of wolves. Thugs of ill omen. Ale-thieves. These are but a few of the friendly epithets used for adventurers. Common folk view adventurers, with their fearsome powers and tendency to attract trouble, as little better than principled bandits or courteous mercenaries. Most innkeepers accommodate adventurers with a morbid sense of duty, hoping that at the very least the adventurers gets themselves killed before bringing woe upon the innkeeper’s family. It is a sign of the times that few believe a hero or heroine when they see one.

6. Magic is Mysterious
Magic is the embodiment of change. While it follows certain principles, it is inherently ever-changing and evolving, and so it is both more flexible and less predictable than in core D&D. Only the terrible Archmages claim to fathom the mysteries of the arcane – which they seek to bend to their will. Most common folk fear what they cannot understand, and so it is with the arcane. While magic is not rare, it is often difficult to acquire or trade magic items, these being tightly controlled by the Archmages.

7. Faith is Manifest
Though removed from the affairs of humankind, few doubt the existence of the gods. A devout believer can invoke the succor of the Celestials or Old Ones with supplications, even if they are not a cleric, in minor ways according to the deity invoked. Thus it is commonplace to see warriors calling upon Asil the Sun King to watch over them in battle, or for star crossed lovers to make offerings to the Moon Queen to be reunited. While these effects are always subtle, history bears testament to the fact that those of strong faith are more apt to succeed over those whose faith is lacking.

8. Science is Emergent
While the waterworks, articulated plate, and strong steel of the empire advanced technology to that of the high Middle Ages, it was only the beginning. Magnetic compasses, sophisticated alchemy, and complex telescopes are changing the way society operates and creating tension with the religious heterodoxy. At this time it is more of a proto-science, fused with many philosophical, even mystical, doctrines, and studied only by an elite few.

9. Spirits are Beyond the Veil
When the Mythic Age ended, the Veil fell, a mysterious magical barrier preventing spirits like angels, devils, demons, faeries, and ghosts from manifesting in the Middle Kingdoms. While there are several exceptions and ways to pierce the Veil, common folk take it for granted that, while spirits do exist, they live only in the Otherworld. The Veil is not perfect, however, and there exist ways canny spirits and mortals can reach across to the other Shadowfell, Feywild, and beyond.

10. The Gods are Fractured
There are two pantheons observed in the Known World. The Celestine pantheon dwells in the Astral, embodying high concepts, ethics, and philosophies in the stars above; they are distant, perfected, and difficult for mortals to comprehend. The pantheon worshipped by the Cult of Ythra dwells in the Known World, embodying specific places and cultures; these Old Ones are ancient nature spirits, dangerous but approachable, driven by motives not foreign to humankind. After a terrible battle, the Celestials banished the Old Ones – the Middle Kingdoms would become their prison. These two pantheons are in a constant struggle over the hearts and minds of the Middle Kingdoms’ people.
 


Thanks for the reminder!
This is the dominant temple of the setting...


Celestine Temple

We are the inheritors and guardians of the Canticles – the last record of the gods’ teachings.

During the mythic age, angels brought humanity out of darkness, teaching them as children. It was thus that humanity learned the ways of the aisar, also known as the Celestial Manors, those perfected deities who bid the angels to help humanity create civilization. However, when prideful angels sought to rule over humankind and human rebellion was imminent, those angels who still remembered their original mission codified the teachings of the aisar. They bequeathed this holy text – the Canticles – to seven astrologer-kings before the Veil fell, banishing the angels and silencing the voices of the aisar. Thus was the Celestine Temple born.

Theology
Adherents revere celestial bodies as deities deciding mortal fate, see the divine as separate from the world, and rely on priests as intermediaries to commune with distant gods and interpret their messages. While worshipped as a pantheon, the aisar individually find favor in certain cities more than others. Worshippers are possessed of free will. However, a person’s nature and fate are decided by the aisar and cannot be changed. Thus a non-believers is beyond repentance by virtue of its ignorant nature, and a faithful creature may repent no matter how grave the crime. Whether a person may control and channel a wicked nature is the matter of debate among religious scholars.

Afterlife
At death, one’s spirit is carried away by angels. The deeds of one’s life are answered with eternity in the sublime embrace of the aisar or eternity as a one of the tormented manes in the Shadowlands. It is commonly believed that death by hanging curses one’s soul to Limbo, and as such the person becomes a ghost – this punishment is reserved for the worst crimes of heresy.

The Canticles
The holy text of the Celestine Temple is the Canticles, written in the sacramental Supernal tongue, recorded by the last of the angels to tread upon earth before they ascended. It is so named for the seven aisar and the seven virtues which mirror the travels of the seven astrologer-kings of yore; each book of the Canticles corresponds to the teachings of one of the aisar. However, long ago the Canticle of the Dark Mother was destroyed, though some believe it was only lost and seek it out today.

Followers
Humans are the most numerous of the Celestine Temple’s faithful, with a fair number of dwarves, halflings, and tieflings. Elves and fauns rarely subscribe to the teachings of the Celestine Temple unless they have grown up among humans. Eladrin, rarely religious themselves, have great respect for the aisar.

Worship
Worship, performed in temple courtyards open to the night sky, is presided over by priests who serve as intermediaries to the aisar. Individual worshippers call on the angels or saints to intervene on their family’s behalf and to strengthen the priest’s invocations. All prayers are done facing Abarra, the site where the last angels ascended to heaven and involve invocation of various angelic names. Chanting the names of the aisar and reading from the Canticles is performed along with an elaborate series of hand movements mirroring the movement of the celestial bodies. Statues of the six aisar line the temple walls with an empty alcove set aside for the Dark Mother. Conjunctions, meteor showers, and eclipses are regarded as particularly auspicious and a reason for gathering to praise the aisar or to repent of wrongdoing. During the High Holy Days, a week corresponding with the winter solstice, worshippers do not work but gather at the nearest temple to pray, repent their sins, and consult divinations for the coming year.

Clergy
Servants of the temple include avengers, clerics, and paladins. Clergy are divided into three moieties: Canonists, who tend the holy texts; Catechists, who serve as lay priests; and Chantrists, who master the sacred hymns. A complex hierarchy, ultimately answering to the Exarch, governs their temple responsibilities and authorities. Owing to the vast resources and political influence of the Celestine Temple, and its ties to the ruling Alsyaian nobility, its clergy are afforded great respect.

The Exarch
The authority of spiritual knowledge within the temple, the Exarch is both inherited (for one must belong to the line of one of the seven astrologer-kings) and elected (a council of prominent clergy decides which of these candidates will be made Exarch).

Temple Services
Temples celebrate Saint Days and High Holy Days, bless crops and cattle, determine the auspicious time for marriage or travel, provide counsel to the troubled, ministry to the ignorant, and healing to the sick. Most religious and healing rituals are available at the major temples (village temples rarely having access to such powerful magic), with the exception of the Raise Dead ritual due to theological concerns: A being in the aisar’s embrace would not wish to return nor would a believer wish to disturb them, while one cursed as a manes deserves the fate they were given and would only return to wreck more havoc. The one time when Raise Dead is accepted is in the case of those who have been intentionally cursed to Limbo – even then helping the restless spirit to move on is preferred.

The Inquisition
The Inquisition acts as judges, detectives, and authorities on religious law; their role is to root out heresy and protect the common people from it. Few temples have their own inquisitors, and as such they often must be sent for from the major cities. Targets of the Inquisition include demon worshippers, shadow fey masquerading as angels, tyrants proclaiming themselves gods, and monsters cults. While feared by witches and the Cult of Ythra, many common folk are grateful for the inquisitors.

Sects
There are numerous sects and mystery schools within the Celestine Temple with differing interpretations of the Canticles. Three of the most prominent are the Order of the Sun King, the Order of the Moon Queen, and the Order of Saint Elaesin, which have become religions in their own right.
 

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