Author Topic: Campaign Backstory  (Read 1914 times)

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Alastar

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Campaign Backstory
« on: May 21, 2009, 07:15:17 PM »
Here is how I will present this:

Kingdom: brief history and setting of the kingdom
Tensions: A bit of hostility towards these kingdoms
Alliances: Friendship with these kingdoms
Ruling system: that says it
Ruler: Name and brief history of ruler


I will start with the kingdoms who are not part of the human alliance.

Keysackra
An outsider's view

The magical kingdom lives on a gigantic island in the middle of the keysack lake. These people are a people of magic, a high percentage of them are either mages, or training to be mages. Or clerics of the five way rune. While not inherently evil, their curiosity and arrogance over being the most powerful weilders of magic in the world (or so they think, some monsters might match them) has made them unethical. Most kingdoms have been at war with them at one time or another, and most of the time their formidable natural defenses ( a whole freaking lot of water) in addition to their summoned creatures and magicks (to quote caelic) have fended off whole armies. Most people think they got lucky.

Little is known of the ineer workings of the place, except that most people live well fed, prosperous, that everything is clean and there is little need for repairs. Common belief is that, while that is all nice and good, it softens those people up, and is therefore a bad thing.

Tensions: Athenicia, the mages are a bit jealous of the elves, so they are not that friendly with them
Alliances: None
Ruling system: Magocratie
Ruler:Theodrim Makaot, High archmage of the high council. He and the rest of the council lead the nation. Makaot is a masterful transmuter, and few dare to challenge him, as some of the things he does to challengers are the stuff of nightmare. Nevertheless, he rules with a soft, yet firm grip, and no one can really complain about his leadership.

AtheniciaKordenia, The Great peak
Chessat
Tenacia
Peveras
Nubania
« Last Edit: May 21, 2009, 07:26:25 PM by Alastar »

Alastar

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Re: Campaign Backstory
« Reply #1 on: May 21, 2009, 07:15:56 PM »
Jurisdiction and Government.

The Keysackran government is a magocraty. witch means, it is ruled by the most powerful and the most intelligent wizard who wants to take the job, and has a clean record behind him. Keysackra's capital, Kenetia, and the 5 provinces that are next to that metropolis are all ruled by a council of 8 person, who have a council ruler at the head, the council ruler can't cast a vote, but he is the tie-breaker.


To be a councilman you have to have the following prerequisites:
High circle
Intelligence score of 20
Lawful alignment
Clean legal record
Citizen

To be council ruler you have to have the following prerequisites:
High circle
Intelligence score of 22
Lawful alignment
Clean legal record
7th level spell capacity, or equivalent.
Citizen

Above all the council rulers are the arbiters of the country as a whole, the high council. They are the same as the others but they rule over national affairs like the military and global laws, as well as overseeing the weather and countering any threats to the Keysackran nation.

To be High council you have to meet the following pre-requisites:
High circle
Intelligence score of 30
Lawful alignment
Clean legal record
Epic Character
Citizen

Councilmen are elected by local voters and high councilmen are elected by the councilmen. A councilmen serves a 2 year term before being submitted to voting again. It is strictly forbiden to use publicity to get elected. Councilment who wish to have their names in the ballot can present themselves at a weekly exposition and debate session, to witch most voters attend, during election time, and set themselves forward. They have two of those sessions. Afterwards, voters will put their choice in the ballot.

Voting rights are given to citizen. Citizen are people who have served a 2 year military service, as well as being found mentally able (over 14 intel or wisdom and none of those 2 under 10). Military service is default, but an exemption can be given if asked for. Once you refuse to do your military service, you cannot go back in again, so it's a tough choice.



Legislation

To be determined, i'll see how it goes, assume basic 10 commendment laws as well as default northern american laws.


Education

Basic teachings: 1 year old to 5 years old. Teaches basic skills and is used as a nursing system for busy parents.

Elementary teachings: 6 years old to 12 years old Basics in written language, mathemathics, geometry, magical structures, overview of other planes.

Advanced teachings: 13 years old to 19 years old Advanced studies in magical structures, magical application, magical experimention, otherworldy languages, specifics of other planes, basics on faith energies, creatures. Optional classes in mental powers, imbuing, crafting, higher mathemathics, application of mathemathics to magical fields, sports, advanced creatures classes.

Higher Teachings: 19 years old to whenever. Specialisation in a field. Some of the fields are:

-Necromancy
-Enchantment
-Divination
-illusion
-Transmutation
-Conjuration
-Evocation
-Abjuration
-Psionics
-Imbuing
-Faith energies
-Physical applications of magical theorems (gishes)
-Magical structures


At 20 years old, after 1 year of higher learnings, the military service begins. After a 2 year military term, where classes are given as a more practical way to make you better fighters, you can resume your higher learnings, or make your career in the military.

Social services: TBD

Alliances:

The Keysackran deal a lot with monstrous races.  Among those that frequently come to the cities to trade are the fey's, and the orc-kin,

The feys trade for magic items that they can't manifacture themselves agaisn't magic items that the keysackrans can't manifacture (druidic items mostly, since no human can be a druid)

The orcs, being nearly crushed by the goblin empire that is near the keysackran country, have bartered an alliance with the Keysackrans.  The orcs provide brunt force to their military, front line fighters that do the dirty work, while the keysackran provide magical back up in the form of enhancing spells and magical weaponry.  The orcs who do not wish to fight are also employed in the fields, or in any other number of utilitarian tasks that was before occupied by either undead or elemental, but is now done, in a certain way, better by the orcs.

Everyone wins!

The orc-kind faction is comprised of the following races:
-Orcs (and derivations thereof)
-Ogres
-Some trolls

Conflicts:

Keysackran military is kept busy these days on two main fronts, one of them being the human side, where the HarrenDaen'kar have grown bolder and bolder in their raids, and the Goblin-front, where the goblin empire and their dark masters have come into conflict with the keysackran magocracy.
« Last Edit: May 21, 2009, 07:34:14 PM by Alastar »

Alastar

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Re: Campaign Backstory
« Reply #2 on: May 21, 2009, 07:16:33 PM »
Organisation ressources is the limit of items that the organisation can buy/sell. Every ''chapter house'' varies of course, but this is a general guideline.

Favored class is what people are most likely to be in the organisation.

Average level is what people in the organisation are most likely to be at, if you look at the witch hunters, you'll notice you are slightly above average, we will assume you guys did 2 mission together already, if that is cool with you guys. I will give you details of those missions later.

For now, enjoy my wonderous creativity (I appologise for any sort of copyright infringement that people may feel I am doing, I get inspired by a lot of different works here, and this is my first time actually making a world from scratch, I'll maybe dawdle a map later on.)

MAJOR ORGANISATIONS


The sect of the five way rune.

(This is how other people view the sect):These people pray to magic, believe in magic, it is their lover, their shield, their sword, their sole purpose in life. They revere the entirety of magic, although no one is sure if it has a conscience, a patron, or where it came from. What IS sure, is that priests of the five way rune do gain cleric spells, and impressive powers over magic in this world.

The Keysackran view:  Several centuries ago, when the founders of Keysackra started teaching magic to their citizens, they started believing in magic.  This belief, when shared by hundreds of individual, started to express itself in some ways, in some individuals.  Later, these individuals, beings able to control the ''faith field'' of magic that existed, became known as sectists, or clerics of the five way rune, as this field was later named, due to a rune that appeared out of nowhere in the temple.  Faith studies can be learned in high school, and specialised in higher studies.

Most mages are faithful of the five way rune, although that is not all of them. The kingdom of Keysackra embraces the sect of the five way rune as a majority.

The sect is divided in two circles:
Low circle: this is the circle of students, apprentices, and mid levelled mages, they are the more numerous circle, but are far less powerful than the higher circle. Nevertheless, they carry their business and hope to gain more understanding and knowledge to one day make it to the higher circle

High Circle: Archmages and other very powerful spellcasters make up this circle. You have to be a member of the low circle to gain access to high circle resources and knowledge.

Members:

Low circle: less than a hundred by kingdom, although Keysackrahas several thousand believers.

High circle: about a dozen, maybe less by kingdom. Keysackra has around 5000 high circle casters

Organisation Resources:

Low circle: 20 000 gp

High circle: 150 000 gp

Average Level:

Low circle: 1-10

High Circle: 11-20

Favored class: Wizard, Cleric, Dweomerkeeper, Archmage, Mystic theurge, Arcane Disciple, sorcerer, duskblade, spellthief, beguiler, artificier.





Harren'daen'kar
The witch-hunters.

an organisation totally devoted to the eradication of sorcerers, hostile monsters, and other atrocities of this world.
Think a bit like the anime claymore.
basically, races that are accepted vary by kingdom, but are mostly the following:

Humans
Elves
Dwarves
Half-elves
Halflings
Gnomes

Any other races is mostly ostracised

However, Harren'daen'kar is an organisation that uses ''monstrous races'' against other monsters. They see clearly that not every monster is evil, and that when they see the light, they can be very useful in quelling down ''hostiles'' .

The uniform is a black clinging ''kimono style'' suit, with a brown long flowing trench coat over it. The whole thing is completed by a red scarf. the badge is usually on the arms.

Organisation ressources: 15 000 gp limit

Members: 300 in your starting kingdom

Average level: 8

Favored Class: Occult Slayer, Witch hunter





Gaye Luakslit Bubifat
The bounty hunters

Where the witch-hunters hunt monsters and spellcasters, these guys hunt humans and other accepted races who have commited crimes. every non-monstrous race is accepted amongs the bounty hunters, and they have a very good recovery rate. Most of the time, if they don't succeed in bringing you back, it's because you fled into monstrous lands. And then... well... chances are your dead anyways.

If you need someone brought to you, these guys are the ones you must contact.
If you're a bounty hunter not affiliated to the bounty hunters, chances are you'll go from free-lance bounty-hunter to free lance bounty-hunter tied up in the middle of the forest.

Organisation ressources: 20 000 gp limit

Members: 300 in your starting kingdom

Average level: 6

Favored Class: Bloodhound, ranger, urban ranger






The church of TenThe followers of the way
The cult of the betrayers
« Last Edit: May 21, 2009, 07:24:19 PM by Alastar »