Player's Intro Guide

Campaigns in the Island Continent of Bellflower

Campaign Player’s Guide version 1.0  

Overview

The worlds are big, and about a hundred years ago it got bigger. Reliable magic failed, civilization failed, and the pieces are starting to be picked up. Old caches of unusual technological devices have shown up predating the first dragon imperium.  

The Universe

Sages state there are eleven realms. Nine are habitable worlds that circle the twin suns. The nature of the other two is hotly debated. The church of the Earthstar states that there is a lost world and the the Earthstar itself is the 11th. The Elves commonly state that the tenth represents the myriad of habitable moons, asteroids etc, while the 11th is the feywild. The Dwarves say all 9 worlds are only one realm and there are ten others, and the Dragons aren’t saying what they think.  

History

A hundred and three years ago in the year in the year of the dragon 6895 OR, a wild plague killed a large amount of the population. Elves and other long lived races were disproportionately affected, and gnomes, dwarves and halflings were far less affected. This engendered racial tension and the idea that it was a crafted virus to target Elves. The other worlds feared the plague and quarantine the world. Shortly thereafter in the year 6897 OR a pulse of unusual energy caused all mystic engines to fail planetwide. With the racial tensions and failing economy and then hit by such a disaster caused the Minam empire to fracture into city-states and clan affiliations.   Countries and alliances are all relatively new and striving for greatness.  

Magic

Clerics wield the power of belief. Druids wield the power of the land. Sorcerers inherit strange abilities from their ancestors and Warlock partner with a variety of strange powers for their abilities.  

Divine Wielders of Magic

Clerics and Paladins derive their power from their faith. To maintain such they regularly tend to various shrines and temples of their faith. They must follow their faith’s rules to maintain their power, and this typically includes the requirement they visit and support their local temple regularly.  

Wielders of Nature

Druids and rangers frequently visit their ley lines and groves to maintain them and retain their power. Many curate special sites that heighten their power and apply broad effects in a region.  

Granted Magic

Some find their power comes from extraplanar creatures or notable ancestors. Many extraplanar entities grant power to minions for a variety of purposes, benign and nefarious..   The Gnomish Magocracy of Tilman prides itself on its powerful sorcerers; tying genealogy, ancestor worship, magic and politics into one subject.  

Magic through Study

Wizards, eldritch knights, some monks, and arcane tricksters use their minds and an internal power that is awakened. The awakening of power doesn’t happen to everyone, and isn’t reliably activatable.  

Common Magic

Most villages have at least several magic items. It is very common for places to have some levitation gauntlets, everburning lamps, and other mundane but helpful tools.  

The Nature of magic

Magic uses contracts, alchemy, biological manipulation, strange energies and bindings to generate many fantastical effects.   Perhaps most interesting are those who are able to bind themselves to pocket dimensions.  

Religion

While clerics follow a religion and perhaps an individual god in specific, most people follow a religion or pantheon.  

Common Religions include:

 
  • Faith of the Spirits
  • Church of the Earthstar
  • The god of Yas (monotheistic)
  • Irinit (monotheistic)
  • Host of the Nomele (Pantheon)
  • Ancestor Worship
  • The Dragon Gods  (Pantheon)
  • Venetsir (Pantheon)
  •      

    Tensions

    • The Warriors of Wold seem interested in a land grab
    • The Order of Bamboo is becoming more politically active
    • Shavamhon has not disbanded it’s large military since after it’s conquest of Golim
    • Hobartin is having unusually contentious elections.
    • The Great Pinhou is actively courting new industries and attracting powerful mages funded by the government. Many worry why this is.
     

    Organizations

       

    Loremasters of the Omoikane 

      The Loremasters have maintained relative stability in Jutohin the capital of the Land of the Great Tree. Their agents work in many capacities including research, discovery and retrieval.  

    Order of Bamboo 

    The Order of Bamboo is in control of most of the towers of Wind. These communication stations act as a form of telegraph service. As such they control much of banking, communications and offer many courier services.  

    Knights of Shining Truth and The Order for Order

    These companion organizations originate in the Land of Order and Truth. The Knights dedicate themselves to establishing justice at home and abroad. The Order for Order is interested primarily on magical research and artifact recovery.  

    Trocon 

    One of the largest mercantile guilds of in the Land of Bellflower. Trocon is based in Independence in the Conclave of Equals. They specialize in metalwork and stonework. Recently they have tethered several floating islands and seem to have found some interesting uses for the stone.  

    The League of Adventurers 

    Headed in the city of Gleanneala in Hobartin, this group of retired adventurers and financiers is always interested gathering and telling tall tales and financing expeditions.
    Approved Materials (5e):
    • All Wizards of The Coast published books can be used except for: Twilight Domain and Peace Domain in Tasha's Cauldron of Everything (These are subject to DM approval)
    • Arcadia 1 and 2 (MCDM)
    • Strongholds and Followers (MCDM)
    • Arcana of the Ancients (Monte Cook Games)
    With DM Approval (5e):
    • Spheres of Power and Spheres of Might
    • Alice Class (Conversion of Lamentations of the Flame Princess Class)
    • Taldorei Campaign Setting
    • Gods and Goddesses Redux (Jetpack7)


    Cover image: by Markus Dehning (vertixico)

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