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Campaign Setting.

Posted by StorytellerFor group 0
Storyteller
GM, 2 posts
Fri 24 May 2019
at 12:28
  • msg #1

Campaign Setting

This is the world of Malkuth. This campaign idea started out initially, in 4e, and I've been building it for years. It's diverged quite a bit from the base Nentir Vale setting (Even though it's still in it's DNA) but for the purposes of this game I've reigned it back closer to what used to be core setting. Now this is 5e, and some changes will reflect where the setting came from initially.


CORE ASSUMPTIONS
The themes of this campaign world are based on these core assumptions. The world of Malkuth is a Epic Pulp Fantasy setting. While Planar adventures through the Astral Realms (the astral sea, and twisting nether and their various divine dominions and unholy hellscapes) tend to be more pulp sci-fantasy.

Distant and Mysterious Gods. Gods are largely distant and detached from the world (with some exceptions, particularly evil gods). Their dominions within the upper astral realms are populated by souls of followers and servants, but one almost never meets anything more than in avatar. Most don’t take an active part in worldly affairs, but they have exarchs and angels who act on their behalf. Gods can be encountered, fought, and killed (although some might be too powerful to challenge), but only rarely so. They aren’t omniscient or omnipotent, but they will imbue followers with magic.

The World Is Ancient. The world is old. Older than the dragons, elves or humans can truly fathom. Time is deep, and empires have risen and fallen numerous times in the span of hundreds of thousands of years. Ruin, time, and natural forces eventually claim all, leaving Malkuth rich with places of adventure and mystery. Ancient civilizations and their knowledge survive in legends, magic items, and the ruins they left behind, but chaos and darkness inevitably follow an empire’s collapse. Each new realm must carve its own place out of the world rather than build on the efforts of past civilizations.

Much of the World Is Untamed. Wild regions abound. City-states, empires,  confederacies, and kingdoms of various sizes dot the landscape, but beyond their borders the wilds crowd in. People know the area they live in well. They've heard stories of other places from merchants and travelers, but few know what lies beyond the mountains or in the depths of the great forest unless they've been there themselves.

Conflict Shapes the World's History. Powerful individuals strive to make their mark on the world, and factions of like-minded individuals can alter the course of history. Factions include religions led by charismatic prophets, kingdoms ruled by lasting dynasties, and shadowy societies that seek to master long-lost magic. The influence of such factions waxes and wanes as they compete with each other for power. Some seek to preserve the world and usher in a golden age. Others strive toward evil ends, seeking to rule the world with an iron fist. Still others seek goals that range from the practical to the esoteric, such as the accumulation of material wealth or the manipulations of the divine. Whatever their goals, these factions inevitably collide, creating conflict that can steer the world's fate.

The World Is Magical. Practitioners of magic are relatively few in number, but they leave evidence of their craft everywhere. The magic can be as innocuous and commonplace as a potion that heals wounds to something much more rare and impressive, such as a levitating tower or a stone golem guarding the gates of a city. Beyond the realms of civilization are caches of magic items guarded by magic traps, as well as magically constructed dungeons inhabited by monsters created by magic, cursed by magic, or endowed with magical abilities.


Races of Malkuth

Humans.
 -Imperials
 -Northmen
 -Southerners

Elves.
All the elvenfolk live for between 300-400 years (without the aid of magic), and reach sexual maturation in about 22 years. Culturally most elves are in their 50's or 60's when they have learned their culture, and trade, and become an adult. Elves are slightly taller than humans. (Use human height table with 2 extra inches on starting height. Elven weight starts at 95 lbs before rolling.)
 -Eladrin
 -High Elves
 -Sylvan Elves
 -Drow

Dwarves

Beastmen
 -Neanderthal
 -Minotaur
 -Goat-Men

Dragonborn

Deva



Magic in Malkuth
Spells are cast through manipulation of Essence, the basic building blocks of all matter and energy found in all things, by manipulating the Essence within oneself, or in the environment. Essence is not an impersonal force and has flavors, and emotions. Essence from different places, or planes is distinct.

The different types of magic come down to how one draws out, shapes and manifests Essences and spells. Arcane magic uses arcane sigils and powers to draw and shape mana (Essence from the land or multiverse) into the desired effect through applications of Will. Warlocks learn the secrets with the blessing of extraplanar patrons, but the knowledge given is arcane in form, less of a blessing and more of granted knowledge and tutorship.

Primal magic is less willful, and more intuitive, it is letting the raw Essence flow and shape. Druids are a center point between the Primal and Arcane, as they are wont to shape and use ley lines and natural mana, but they do not twist such forces to their Will, instead relying on sacred knowledge and the blessing of spirits. Shamans are themselves the focus of blessing from nature spirits and have less control over how they channel their powers.

Divine magic, called Imbued Magic or Invocation, is granted magic. A blessing from beings from the Astral realm, gifting them with raw power and a conduit to pull knowledge from. It does not rely on study and practice as does arcane magic. When divine power is given to a mortal servant, it cannot be taken away, and as such the rituals and rites that grant Imbuement are closely guarded and secretive.

Then there are Psionics, called Mind Magic, or Occult Magic. This magic is connected to every creature’s composite being, from the conscious mind to the deepest desire, from the life force to the spirit, from the very soul to the cosmic self. This is Psionics. Monk's Ki is apart of this internal composite being, albeit mostly focused on the living, vital energy of the Psionic disciplines.
This message was last edited by the GM at 01:40, Tue 28 May 2019.
Cosmology
Sat 25 May 2019
at 07:23
  • msg #2

Campaign Setting

THE INNER PLANES
Vast and Lonely: The Material Plane


A Subtle World: The Ethereal Plane
The Ethereal Plane is a misty, fog-bound dimension of spirits and ghosts. Its "shores," called the Border Ethereal, overlap the Material Plane and the Inner Planes, so that every location on those planes has a corresponding location on the Ethereal Plane. Visibility in the Border Ethereal is limited to 60 feet The plane's depths comprise a region of swirling mist and fog called the Deep EthereaL where visibility is limited to 30 feet
Characters can use the etherealness spell to enter the Border EthereaL The plane shift spell allows transport to the Border Ethereal or the Deep Ethereal, but unless the intended destination is a specific location or a teleportation circle, the point of arrival could be anywhere on the plane.

Ethereal Encounters
Most encounters in the Border Ethereal are with creatures on the Material Plane whose senses or abilities extend into the Ethereal Plane (phase spiders, for example). Ghosts that have no moved on to the Shadowfell are common within the Ethereal Plane. The natural denizens are the animistic spirits that oversee the material expressions and hold kingdoms amongst themselves.
In the Deep Ethereal, most encounters are with other travelers, on there way to other planar destinations, such as fey, elementals or genies (from their domains within the twisting nether), as well as the occasional celestial or fiend.


Terror and Whimsy: The Feywilds


Shadows and Death: The Shadowfell

THE OUTER PLANES

Gateway to Heaven and Hell: The Astral Plane


Blasted Hellscapes: Dominions of the Twisting Nether

The Abyss

The Nine Hells


The Shattered Heavens: Dominions of the Astral Sea
Arvandor
Mount Celestia


THE GREAT UNKNOWN

The Maddening Void: the Far Realm
This message was last edited by the GM at 09:25, Sat 25 May 2019.
Pantheons
Sat 25 May 2019
at 09:32
  • msg #3

Campaign Setting

Gods and Monsters: Pantheons of Malkuth

The Imperial Pantheon
The victors of the Dawn War, the gods of Atlantis and dragons; the imperial pantheon has, arguably, the greatest number of worshipers on the face of the World. In Imperial mythology the gods overthrew the cruel, chaotic Primordials in an event called the Dawn War. Many gods died, and many went there separate ways. In Imperial dogma all gods are part of their pantheon, the other gods are either aspects or names for their gods or were cowards who hid during the Dawn War, and thus are not fit for veneration or notice.

Greater Gods
Mithra Pelorum, god of the sun, time, lord of the sky, and king of gods
Kishar, goddess of civilization, agriculture, queen of the gods.

Lesser Gods
Bahamut, god of justice and nobility
Ausa, goddess of the dawn, and fire.
Kord Tarhun, god of thunder and battle
The Raven Queen, goddess of death, and the underworld.
Ishtar, goddess of love, war and fortune

Adopted Gods
Corellon, god of magic and art
Moradin, god of forge, crafts and endurance
Sehanine Moonbow, goddess of the moon and dreams.

Evil Gods
Tiamat, goddess of greed, sea and vengeance
Zehir, god of snakes, darkness, and poison.
Melor the Beast Lord, god of beasts, and rage.
Lolth, goddess of treachery, spiders, poison and plots.


The Elven Pantheon
The elves are not created, no, they descend from the gods. Their ancestors were once formless, divine spirits born of Corellon. For time uncountable they frolicked, explored and experienced existence unbound by the physical laws. One such spirit viewed herself as the consort or equal to Corellon. She was the weaver of fate, and being of patterns and plots. With honeyed words Lolth convinced the primal elves to manifest themselves are physical, static beings. She bade them with promises of power and experience they could never know as mercurial spirits.

The Seldarine
Greater Gods
Carellon Larethien, god(dess) of the elves, ruler of all elves
Sehanin(e) Moonbow, god(dess) of the moon, dreams and travel, consort and shadow of Corellon

Lesser Gods
Hanali Celinil, god(dess) of love and arts.
Labelath Enoreth, god(dess) of knowledge, time, and memory.
Fenmarel, god(dess) of trickery, change and beasts.
Sashelas, god(dess) of seas, storms and rivers.
Tilvenar, god(dess) of fire, metalwork, and the forge.
Faenya, god(dess) of air, fertility, and custodian of souls.
Naralis Analor, god(dess) of healing, suffering and death.

The Dark Seldarine
Lolth, goddess of fate, spiders, treachery and self-improvement.
Keptolo, god of beauty, hedonism and pleasure; consort of Lolth.
Selvetarm, god of war, killing, and service.

Malyk the Mad Mage, god of chaos, magic and forbidden knowledge.
Zinzerena, goddess of illusion, insight and magic.
Eiliastree, goddess of the moon, and redemption.


Dwarven Pantheon


The Northern Pantheon

Greater Gods
Dyaus Pater, god of the sky, time and royalty, the sky father
Malu Prithvi, goddess of the earth and nature
Tyrwaz, god of law, civilization and justice
Aedanaz, god of magic, fate and war
Frigithvi, goddess of animals, plants and agriculture

Lesser Gods
Perthunos, the god of thunder, and battle
Sehthul, goddess of the sun, hearth and cycles
Mahnulis, god of the moon, protection and night
Kolya, goddess of death and the afterlife
Dehanu, goddess of rivers and seas
Pehnuhan, god of beasts, beast-men and destruction. Wild-man of the forest.
This message was last edited by the GM at 01:38, Tue 28 May 2019.
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