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Rule of the Wizards

Page history last edited by Gillian 9 years, 5 months ago

Wizards Rule: a Campaign Setting

 

Geography: a large landmass – a single continent, with perhaps a few small islands nearby. Isolated from other regions. Basically an elongated diamond with the ends more or less east-west. A small subcontinent hugs the north-western flank. Mountains in the center of the mainland, with desert/steppe around them, with regions of grassland and forest to the east and west. Swamps on the eastern tip and a bit on the south side. In total, about 2,000 miles from east to west and about 1,000 north-south at the widest points.

 

Climate: warm temperate – generally mild, dry winters, with snow only in the high mountains.  There are six recognized seasons on this continent; Spring, Summer, Monsoon, Autumn, Early Winter and Late Winter. The six season variation is most clearly seen in the mountains and hills, and inland. On the coasts and lowlands, there are really only three distinct seasons; summer, monsoon and winter. Summer is hot and humid, winter is cool and dry, and monsoon brings torrential rains. Spring, Autumn and Late Winter are less well defined until higher, dryer altitudes are reached. Spring is a season when leaves are budding out, flowers are blooming, and the world is turning green. Autumn is still fairly wet, but lacks the storms and torrential downpours of monsoon. Early Winter is dry and cool, while late winter brings greater snowfall, cold snaps and warming spells, and the early stages of a return to life.

 

Civilization: mixed humans and demi-humans – predominantly human. City States – a round dozen, each ruled by a wizard or cleric, all at war with each other – some small alliances, the largest is 4 cities, then a couple of pairs, then all independent from there. One or two very small isolated/hidden settlements that are independent, but risk constant destruction.

 

History: a thousand years ago/some suitably long time in the past, there was a realm here, which controlled all/most of the continent. Civil war happened, and the realm fell. The gods were invoked by someone for some reason, but they answered in unexpected ways. A rain of meteors fell across the land, causing destruction, fire, and madness. Each meteor was magical; some mutated and burned the ones who drew too near, creating horrible monsters. Others did more subtle damage, warping whole groups of people. And finally, some were sources of great power for those who were able to draw on their magics – but they also corrupted all who used them, warping them into evil paths and inciting their lust for power.

 

Thus over time many of the meteorites were destroyed, or expended their energies, but others were collected, gathered up and held, by those who wanted to use them. In the current day, each city has one or more of these artifacts of power at its heart, drawn upon by the ruler(s) for their defense and to create the armies that they send out to defeat their foes, and seize their power as well.

 

Religion: Over the world reign six bestial gods. They were born of the formless void at the beginning of time, and as they walked out of the void, their footprints formed the world. This land was formed when Idros and Kyses met for the first time, and walked together, briefly. They are considered the progenitors of this world.

Dragon (Idros)
    Element: Soul
    Statistic: Charisma
    Domains: Life, Fate, Greed, Wealth and Prosperity
    Alignment: Lawful

Idros is worshipped by those who wish to avoid an evil fate, who desire wealth and power, or who believe that they can win his blessing on their mercantile activities. He is also given gifts for the good of the souls of relatives who may be experiencing difficult times.

Phoenix (Dyphion)
    Element: Fire
    Statistic: Intelligence
    Domains: birth or rebirth, happiness, creation and art; also frenzy and madness
    Alignment: chaotic
Dyphion is worshipped by women desiring fertility, and artists in the throes of creativity, and is propitiated by those who fear madness, hysteria and imbalances of the body or mind.

Sphinx (Kyses)
    Element: Earth
    Statistic: Wisdom
    Domains: crops and growing things, grapes and wine, cleverness that is both good but also the sharpness which harms, also language and speech, riddles and games.
    Alignment: Neutral
Kyses is worshipped by those who love pleasure as the god of wine and revelry, and by those who love cleverness as the god of riddles and games. Those who dislike the effects of strong drink, licentious behavior, and trickery may try to propitiate him.

Kraken (Xammos)
    Element: Water
    Statistic: Constitution
    Domains: Storms, Death and the Afterlife, Darkness
    Alignment: Chaotic
Xammos is worshipped mostly by those who wish to propitiate him, to avoid death, to calm the seas and to sustain life through the night. However, some also offer him sacrifices and gifts for the dead, hoping to improve the lives of their deceased kin.


Gorgon (Hirdion)
    Element: Metal
    Statistic: Strength
    Domains: Craftsmanship and Construction, Artistry, Harshness, Brute strength and Force
    Alignmnent: Neutral
Hirdion is the metal bull, worshipped by craftspeople and miners, also by soldiers and fighters of all sorts. He is propitiated by those who seek to avoid brutality and desire peace.

Djinni (Gyarith)
    Element: Air
    Statistic: Dexterity
    Domains: oaths and promises, curses; emotion and energy
    Alignment: Lawful
Gyarith is worshipped by those who feel strongly about almost anything; he represents great joy and deep hatred. He is offered propitiation to sooth emotions that are best avoided, and given gifts by those who are in the throes of great passion or joy. When a great oath or treaty is signed, he is invoked, and when a promise is broken, he must be calmed.


These six gods are not seen as beings with human temperaments and relationships, but far more like fates or forces of nature. No human believes that any god will directly and purposefully grant them a desire or wish, but they know that the energies the gods generate affect their lives, and that by offering to the gods, they can focus or blunt the effects of those forces on their lives.

Between these gods and the peoples of the earth there are many layers of beings; they are the celestial bureaucracy, and are far more “interested” in the mundane world than the gods themselves. These Servitors, both good and evil in their personal natures, are what we might call “demons”, “devils”, “angels” or “spirits”. While they rarely walk the earth in physical form, it is possible for them to do so. It is also possible to pray directly to them, to summon them, or to petition them for redress. Some of these beings are hugely powerful, and have near-godlike agendas of their own, while others are mere servants of more powerful entities, and may be forced to act by mere mortals. There is a complex hierarchy of these beings, and one of the roles of priests in this world is to negotiate that hierarchy and represent the needs of the worshippers to the correct Servitor in the correct way.

 

The City-states today:

  1. Lys – the dreaming city; encircled by a crumbling stone wall – the Senate of Nine governs the day to day function of the city. Population 9,900 – mostly human, some elf. The human wizard who controls the city is named Rocanule. He has only ruled the city for a few weeks, since he personally assassinated his master and previous ruler, the elf-wizard Allavion. Lys is one of only two ports on the continent.

  2. Agravaine – population 17,000, mostly human, some elf and half-elf. The city is built in the mountains, accessible by a single road through a narrow pass and over a perilous stone bridge. The cleric who rules there is named Winfrey. It boasts a contingent of griffin-riding archers for defense.

  3. Rosemont – Population 13,000; mostly human, some halfling and dwarf. Defended by a series of walls and towering gatehouses, the city is mostly towers surrounded by rose-gardens. It is located in a hilly region. Ruled by the dwarf-wizard Kalzan, who may be a half-djinn.

  4. Malcenza – population 15,000; mixed human and other races. Ruled by a wizard-tyrant named Sigge, with a cadre of sorcerer-apprentices beneath him. This city is built on the edge of a lake, on stilts over the marsh, for defense.

  5. Mundburg – 20,000 – mostly human and half-orc. The human wizard Mery rules here, with a trio of human nobles beneath her. This city is a huge single fortress, with a natural spring and many gardens to grow crops to withstand sieges.

  6. Winterfield – built in the mountains, surrounded by icy glaciers, this city is mostly dwarven, with some humans and hobbyts. A great deal of the city lies inside the mountain peak of Habryk. The city is ruled by a human warlock named Arazion.

  7. Norgrove – this city is actually mobile, ranging across the plains mounted on the back of a giant iron turtle. This monstrous construct breathes fire like a dragon; half the city is inside the iron shell, with many gardens and towers on its back. The wizard Nenith rules here. Population 10,000, mostly human and some half-elves, hobbyts.

  8. Crystal Lake – set in a caldera in the mountains, on an island, this city is perhaps the smallest of all, but the wizard-ruler Bazardon is extremely competent at building his armies and spy networks. Population is just over 7,000, almost all human with a smattering of other races. Bazardon is reputed to be descended from a cloud-giant.

  9. Castle Rock – built on an enormous outthrust rock on the plains, this city is a series of high towers and deep caverns, surrounded by enormous walls. The human wizard Moshardosh rules mostly humans, some dwarves and some hobbyts. Population 11,000.

  10. Skygate – this floating city has a population of about 14,000. Governed by a council of women known as the Order of Thirteen, the supreme leader is Rumala, a sorceress, who is reputed to be part dragon.

  11. Cavernburg – completely underground, a massive cliff-fortress guards the entrance to this city. It is said that the dwarven druid Uthor rules the city with an iron fist. Population 12,500.

  12. Flametowers – located on the coast, it is the second port city. Population 18,000, all races. The city is dominated by the nearly perfectly round harbor, and a series of high towers shaped like minarets, from which magical flames eternally dance. The city is ruled by the elf-wizard Sarnaloth.

  13. Vadrash Castle – population 17,000; mixed human and hobbyt, with some half-elves. Built on a rock outcrop above a lake, it is a central castle surrounded by city walls. It is ruled by the human warlock Kranostir, who may be a vampire.

 

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