Under Northern Skies, rev. 3 [Archive] - Wizards Community

Post/Author/DateTimePost
NorthWind

10-12-07, 05:32 PM
Welcome to my campaign setting in-the-works, Under Northern Skies! We're in Edition Three, ladies and gents, with the addition of the Umbrial and soon, the addition of the latest spell, Chant's Summoning.

The purpose of this thread remains the same, of course - a sort of base for any and all campaigns that I run in this setting, as something of a reference for the world.


Thanks for reading, more to come!

This setting is for an online campaign I'm running for some friends, and I've been updating the original for about a month now. Two pieces of original crunch, the aforementioned race and spell, are presented below.
NorthWind

10-12-07, 05:35 PM
As autumn begins, the forested valleys of the north become filled with brilliant scarlet, golden yellow, vivid bronze - the leaves of the maples, birches and apple trees drift down as the breeze blows.

Dotting the northern countryside, ramshackle stone ruins, sleepy towns surrounded by apple orchards, and bustling cities border fey hills and the wild lands above them. An invisible world of magic and scheming magicians surround the seemingly quiet countryside, and real-world political intrigue between the four Northern States forms a dark undertow.

Just beyond the Northern States, the Wastes stretch up to the pole. Under a chill harvest moon, frost glints on the needles of pine trees, and crumbling keeps still echoing with the uncanny magic of their creators strike a wild contrast with the neighboring civilization. Here, dragons hold sway over mountain peaks, and mansions can be found within the very hills themselves.
~~~


Humans

Sidhe (elves)

Halflings

Umbrial

Kobolds

Dwarves
NorthWind

10-12-07, 05:36 PM
"It was a large room with three big windows and it was lined from floor to ceiling with books, more books than Lucy had ever seen before ... all bound in leather and old and learned and magical."
- from The Voyages of the Dawn Treader

They say that just behind the rain, there is another world that coexists with our own. A world inhabited by wild fey, strange dragons, and powerful spirits. Its laws are different, and even though both planes may look similar, nothing is farther from the truth. Thanks to the closeness of this plane, the Otherlands, arcane magic is possible.

The spells found in the Player's Handbook are the sum total knowledge of the secret techniques for one to become invisible, or conjure flames, or any number of wondrous things, learned from powerful magic beings long ago.

Although it is magic, the Great Art follows its own internal logic and rules - spells must be written just right, lest they fail to work, regardless of the talent of the magician. Magicians and philosophers have found two near-constant rules for magic:
1.) Circle of influence: around a spellcaster, the world from which magic stems is much closer - however, this circle limits how far their spells can travel from them.

2.) Natural Providence: A spell will eventually wear off, as the normal laws of nature begin to apply.

The practice of magic is usually centered on a workshop or college. Workshops are buildings that house magicians and provide magical services to paying customers. Anything from simple chores done by magic worked on commission, a workshop usually sets the standard for quality and craftsmanship in an area. Some workshops will tutor individuals interested in learning magic, provided that they work off the debt in service.

Colleges are slightly different, concerned with the less practical aspect of magic. Rarely will a professor or student magician use their magic on trivial nothings, but cast spells for purposes of research or other such theoretical means. The great colleges of the North are usually beyond the means of a common family, however, exceptionally bright youths may earn scholarships.

Bordering the Northern States is a rocky, forested land - the Northern Wastes. Here, as the bounds between the Otherlands and the Prime Material thin, magicians set up solitary towers or libraries. Some are exiles; others simply looking to study the Art without requests from kings, or offers of professorship. Here, the traditions of magic are much closer to the wild spells of the Otherlands - for the farther one travels north, the closer the two planes become.
NorthWind

10-12-07, 05:36 PM
States and Lands
NorthWind

10-12-07, 05:37 PM
"It wouldn't do for a magician to become too parochial."
-Jonathan Strange and Mr Norell

Philosophers, clerics and magicians have long agreed that there are many worlds, just beyond the bounds of the Prime Material plane. However, aside from the Otherlands, the many other worlds have been naught but glimpsed.


Assumed to be high above the world are the Heavens, just beyond the edge of the stars - or so the theory goes. The domain of angels, and where the Creator holds court, this is where those of good heart find their way after death.

The location of the black kingdoms of Hell are unknown, but their terrible depths are real enough, and the threat of demons conjured from the icy pits of Hell are just as terrifying. Said to be bitterly cold, it is the absence of all that is good.

A parallel world of perpetual twilight, the Otherlands are wild and uncanny. Here, fey politics and magical laws hold sway over the ramshackle keeps, eerie manors and strange shrines. It's closeness with the Prime Material plane is a both a blessing and curse. For while it makes magic a reality on the Prime Material, at certain times and in certain places, it is easy for the unsuspecting to wander across worlds.

Other Worlds: Strange places where history took a different course than in the Prime Material, or the nature is something else entirely- worlds of fire or water, a land of dreams, and far stranger. Despite this, magicians have been able to conjure beings from them - elemental spirits being the most common extraplaner denizen called forth. However, summoning creatures is one thing, actually going to another World, quite another. Legend has it that there is a Map of Worlds that would enable one to gate to such a destination, however...

DM's note: Unlike DnD cannon, planes such as the Positive and Negative planes of energy, assorted celestial and infernal domains, and the Ethereal plane do not exist. The role of Positive/Negative energy as the source for life and unlife never really clicked for me - zombies are animated by Dark Magic, and people are healed by faith and divine strength. Sourcing those powers takes away from the magic of it, at least for me. The role of the Ethereal Plane for spells such as Ethereal Jaunt is filled by the Otherlands, with ethereal creatures being "in between". Ghosts are not Ethereal, but their incorporeality just come with the territory of "ghost". Other planes have yet to be reached, and are waiting to be explored.
NorthWind

10-12-07, 05:38 PM
"The important thing in science is not so much to obtain new facts as to discover new ways of thinking about them."
- Sir William Bragg

Although magicians hold great respect and power, magic can't do everything, nor would it be practical to do so. Scientific inquiry for knowledge itself has been slowed, true. But all the same, engineers have worked out many marvels.

A quick list of useful technology is below.


* Guns: using the DMG rules for firearms, muskets, pistols and small explosives are available. Dwarven engineers and chemists have developed effective weapons, and it wasn't long before other humans and kobolds began making use of the weapons.
* Radios: developed by an Umbrial madman, the radio is a large, unwieldy device made of wood and brass. Unreliable but certainly a marvel, they are rarely found outside of natural philosophy labs or the homes of the rich.
* Airships: the northeastern state of (not named yet) is a major center of shipbuilding industry, and to navigate the mountainous north an airship or hot air balloon is the method of choice for those with the funds.
NorthWind

10-12-07, 05:39 PM
The Umbrial, a race of magicians (http://forums.gleemax.com/showthread.php?t=943557)

Chant's Summoning, a sort of low level Planar Ally spell for magicians. (http://forums.gleemax.com/showthread.php?t=944431)
NorthWind

10-14-07, 06:29 PM
:bump:

...is this missing something?
Holy_Beholder

10-14-07, 08:03 PM
It looks pretty good, even if I miss the winds, currents, and Judges(what happened to that anyways? Is it going to be in this setting or not?)
taradusis

10-14-07, 10:13 PM
I usually look for uniqueness.You seem to have covered explaining a D+D world but....,where are the unique monsters,classes,races,gods,terraign,spe lls or magic items?
NorthWind

11-02-07, 08:08 PM
It looks pretty good, even if I miss the winds, currents, and Judges(what happened to that anyways? Is it going to be in this setting or not?)

No, that setting never saw use. This is a new one, wholly different. Though the Boreal Ruins may make another appearance, I liked that idea too much to just drop.

I usually look for uniqueness.You seem to have covered explaining a D+D world but....,where are the unique monsters,classes,races,gods,terraign,spe lls or magic items?

Yes, I have something of a re-flavoring of Core DnD, but I've added two new pieces of crunch and will add them as they are needed as my online campaign progresses.
NorthWind

11-10-07, 04:28 PM
Bump, and a map in progress. (http://tinypic.com/view.php?pic=86toh2h&s=1)

It is worth saying that this will update slowly, since once the game gets running, I'll only be adding new information as it comes up in the game.