Setting Primer in Lanyir | World Anvil
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Setting Primer

The Changing World

Most of the action of the adventure path will occur in Risur, a subtropical nation with ancient ties to the magic of its land, struggling to adapt to a recent revolution of technology and industry. While the nation’s historic capital lies in Slate with its antique castle manors and elite gated villas, the fulcrum of its power is slowly shifting to Flint, an industrial powerhouse benefiting greatly from the nation’s need these past few decades for more and more advanced weapons and warships.   It was Risur’s traditional enemy Danor—bereft of magic after a cataclysm five centuries past—which began the industrial revolution. Their steam-powered ships and deadly cannon fusillades won them many battles, but the artificers of Flint are combining magic and industry in ways impossible for their enemies, and the tiefling oligarchy of Danor seems content with the land it has acquired.   Many of the other great nations, however, fear what Risur can achieve with the marriage of magic and technology, and King Aodhan of Risur worries they might try to disrupt his nation’s safety and prosperity.   Elsewhere, the dwarven homeland Drakr preaches of a nihilist doomsday and sells technomantic arms and war machines to warlords and mercenaries across the land. The clergy of theocratic Crisillyir loathe Danor and its tiefling leaders, and they wield piety as a lash to inflame distrust of what they claim is a godless abomination. Just across a mountain border to Risur’s south, the warlike clans of Ber have formed an alliance, which might signal a coming invasion. Even in distant Elfaivar, where the small Risuri colony named Kellandia struggles against settlers from other nations to claim the broken empire’s bounty, the natives lash out at these interlopers, unable to forgive a centuries-old grievance still fresh in their long-lived hearts.  

Humans and the Great Nations.

  Humans rule three of the five great nations of the continent Lanyir. Their ascendancy in the past two thousand years toppled a mighty eladrin empire and has provoked belief in doomsday prophecy and fatalism among many dwarves. The campaign begins in Risur, and every PC should have a strong loyalty to the nation, even if the character does not hail from there.   While Risur is predominately human, halflings are not unknown, and the nation’s traditional druidic religion makes it a welcome home of elves and gnomes.  

Eladrin, Devas, and the Great Malice.

  Long ago a civilization of elves known as the eladrin built an empire of magical wonders. Then five hundred years ago the death of the eladrin goddess Srasama caused nearly every eladrin woman to perish. Those few who survived were often claimed as hostages by human conquerors, though a handful of free matriarchs head their own family lines in the ruins of the old empire.   Mortals present at the death of the eladrin goddess have continually reincarnated in the following centuries as devas, as if a sliver of Srasama’s divine spark has granted them a semblance of immortality.  

Tieflings and Dead Magic.

  When the eladrin goddess died, Danor became a dead magic zone, and some in that land were marked by a curse, turning them into tieflings. In the centuries since, however, the tieflings have come to rule that nation, and in the last few decades they have begun a revolution of industry and mighty science almost as powerful as the magic they lack.  

Dwarves, Doomsday, and Nihilism.

  The major dwarven nation is bleakly resigned to an imminent doomsday, when ancient horrors will claw free from glaciers and engulf the world in a frigid death. Adherence to duty is so ingrained in their culture, however, that most dwarves continue to toil in their forges even as they prepare for the world’s end.  

"Savages", "Primitives", and Peace.

  Freed from the yoke of toppled dragon tyrants, Ber, the youngest of the great nations formed from an alliance of dragonborn, gnolls, goblins, kobolds, minotaurs, and orcs which now live in an uneasy peace as their rulers seek to force the disparate peoples into the modern age.  

Piety and the Planes.

  The heavens possess an undeniable hold on the world’s religions, its people, and its very structure. In Risur, skyseers believe that the movements of the night stars foretell the future and direct the fate of the world. More enlightened scholars study distant planes of elemental and temporal power to understand how the flow of their energies affects the fundamental nature of reality. The eladrin people have begun to withdraw into the Dreaming (a shining reflection of this world, inhabited by fey), and to frighten sinners the bishops of the high church of the Clergy invoke condemned spirits from the Bleak Gate (a dark mirror of the real world, where dead linger before they find their eternal reward).   Other planes exist only as postulations, and there are countless theories on the nature of reality. No one in this world has ever traveled to the Astral Plane or Nine Hells, and even travel between the known worlds of the night sky is brief, with summoned beings never remaining more than a few minutes. for more information see Planets and Planes .    

Heroic Themes and Deeds.

  Each PC will belong to one of nine Character Themes that reinforce the heroic archetypes of the world, such as eschatologists, gunsmiths, and technologists. Each player should choose one of these themes, which grant a bonus feat and suggest ways to hook your character into the setting.   Moreover, because constables of the RHC are only chosen from among those with talent and experience, player characters start the campaign at 3rd level.
Powers of Kings and Gods   As the campaign begins, it is well known that some rare people possess great personal powers, and heroic characters (in game terms, between level 3 and 10) are not unheard of. Students of metaphysics have determined that some supernatural limit exists on how much power a single individual can personally accrue, but those who serve as leaders or heralds of large groups can access much greater powers.   Kings, their might borne upward by the loyalty of their subjects, can achieve deeds no normal man could, but even they have limits. Though arcane theorists know spells that grant wishes, stop time, or call down meteors should be possible, no one in recorded history has been confirmed to have commanded such magic. It’s as if there has been some seal placed by the gods to restrain the might of mortals.   Rumors hint that those officially charged with management of royal resources — such as the heads of the RHC — actually receive some sliver of the monarch’s power.
Salary, Stipends, and Requisitions   As constables of Risur, your characters have a slightly different relationship with treasure than typical Fifth Edition adventurers.   Firstly, you’re assumed to receive a reasonable salary that covers “comfortable” living expenses, but needs not be tracked in-game.   Additionally, the Constabulary’s resources and connections let you requisition the tools you need for your missions. Particularly respectable constables can even make use of magic items from the royal vaults.   Upgrades, Loot, and Skimming Off the Top.   When you recover magic items, treasure, or other valuables, RHC protocols allow you to make use of them for a limited period of time, if you need them. However once they are no longer required, you are expected to hand them over to higher authorities, who will make proper use of them. If desired, you can place a requisition to keep these items long-term, assuming you file the proper paperwork and your request is deemed warranted. (See Requisitioning Equipment at Prestige .)   An alternative, of course, is to hold onto items and not report them to the RHC. This is illegal, and would likely be grounds for dismissal. Such pecuniary misdeeds are expected of common police, but the RHC is held to higher standards. Be careful, because prison is not kind to former law officers who turn to crime.   If you should happen to receive a gift during the course of your duties, you can keep it, though the RHC keeps an eye on constables to ensure they are not being influenced by bribes.
Brief Timeline of Lanyir

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