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View Full Version : [4e] Magetech Frontiers - Industrial Age Steampunk Campaign brainstorming



RukiTanuki
2008-09-10, 03:32 PM
I'm preparing a D&D 4e campaign-setting to run with my friends, but I'd like to create as much detail about it as possible, both to cover my rear as DM and to offer the setting to others. I'm currently writing my notes in a wiki, which I'll link in this post when I'm comfortable having others look at it.

For the benefit of you, however, I'll summarize.

Central Theme
The world stage resembles Earth in the 1890s. Technology is Industrial-era but only in widespread use for simple, everyday items. Magic is merged with technology, but primarily as an energy source. Scientists approach magic as another force in the world; they know how to manipulate it on an elemental level (as one might manipulate magnetic fields), but their knowledge of other magical forces (such as divine or primal) lags behind mages trained in those fields.

Humanity is the new kid on the block; they recently arrived on a continent that everyone else has been sharing for centuries. Their arrival has signaled three things: an age of techology, an age of exploration, and an age of frequently strained, but currently civil, diplomatic relations between the races, as humans make the world feel ever-smaller to others.

Overview
While most humanoid races met, clashed, cooperated, and eventually settled into their respected locales on the western continent centuries ago, humanity has been mostly secluded on the eastern continent. The occasional contact from those humanoid individuals brave enough to face the dangerous waters that bridged the two landmasses proved enough to unify the human empire, which chose to remain isolationist.

A renaissance of technological invention quickly eclipsed the humans' limited use of magic. Alarmed at the growing capabilities of the everyman, a sect of the ruling class used their magical prowess to attempt to make a bid for power... in the process forming alliances with powers beyond their understanding. When the transformation came, and every man, woman, and child whose house leaders took part in the coup became irrevocably branded, subtlety gave way to force, and the tieflings took over the Empire.

Such a shift in the balance of power does not go unnoticed, and a cadre of dragons sent the dragonborn to prevent what appeared to be the opening stages of infernal invasion. As the two armies clashed, an eladrin (against the wishes of the elders) made contact with the human's underground refugee movement, and assisted them in constructing a massive ship, fueled by magic, built to transport as many innocents as possible, and able to circumvent the dangers of the ocean.

This ship, the Wayfarer, made its launch behind dragonborn lines, shortly before a cataclysmic event of unknown origin wiped out the Tiefling and Dragonborn armies.

The ship arrived in a hidden bay on the western continent. The humans established the city of Freeport at the landing site of the Wayfarer; indeed, the massive ship serves as home to the city's leadership to this day, in order to remind them of their origins. Freeport has quickly expanded to the largest human colony and a vibrant center of trade.

However, humans had a great deal to learn about integrating with other races. The first hundred years were filled with conflict; in particular, humans clashed with Orcs frequently over the plains both wished to control. While Orc animosity continues to this day (as they control a fraction of the land they held previously), initial battles gave way to diplomacy, and the humanoids have settled into an uneasy truce.

Humanity has shaken up the western continent, and the other races have noticed. The human drive to achieve more causes pioneers to stretch across the landmass, each hoping to make a living for themselves. The world is a dangerous place, but brave explorers are ready and willing to chart the uncharted. The tales of excitement and adventure, of legends and heroes, reach the ears of youth of all types.

The demi-races benefit in another way, as humans brought their technology with them... and having unlocked the secrets of magic (particularly with combined with technology), there may be no limit to what they can achieve.

Races
I intend to write descriptions for all races with player rules, but here's some of the important ones.

Humans: New kids on the block. Skilled in technology; rare individuals build incredible items, but most industry creates common utility equipment. Taking a shining to magic; many can learn simple tasks, and the talented few rival mages from other races. Currently expanding, settling, and exploring the western continent.

Dragonborn: Originally agents of the dragons, the dragonborn clans were decimated in the war that shattered the eastern continent. Now, lacking the ability to return to their shrouded isle, roving tribes live by their honor while seeking a way to contact their patrons.

Drow: Eladrin who tap into the powers of shadow magic frequently find the power taking over them, mind, body, and soul. These "shadow elves" find themselves cast out, and ally with one another on the shadowfell to fufill their own ends, turning their backs on those who turned on them.

Dwarves: A dwarf lives first for the betterment of the earth, second for the betterment his clan, and third for the betterment of himself. Dwarves that get those priorities out of line are generally considered misfits. Dwarven culture features majestic mountain cities and well-maintained farms in the surrounding farmland. Dwarven defender patrols seek out vile dangers in the world, as the earth is their greatest asset.

Eladrin: Eladrin were among the first to contact humans upon their arrival in Newland. Indeed, their timing was almost prescient. They've been remarkably patient with the recent squabbles and battles; but then, their feywild homeland is least likely to be invaded by overzealous human armies. Eladrin tend to be less emotional, less sympathetic, and actively interfere in other races' actions, yet ironically are prone to internal conflict.

Elves: With their long lifespans and their free-spirited, wandering nature, elves have found the world abruptly changed: now, there's a human everywhere you look. In attempting to cooperate with this new race, elves have learned a few painful lessons: most importantly, that you can't trust humans you don't know.

Gnomes: A race fascinated with new things, gnomes are rarely bored around a human culture. Just the same, their typical bright, outgoing personalities don't prevent them from being a bit guarded. A gnome in any given situation is generally trying to acquire or learn something; at the same time, you can rest assured that they have a backup plan.

Goblinoids: Goblins are fierce scavengers, taking what they can, building something moderately effective (and often highly dangerous) out of it, and pressuring someone to take it off their hands for coin. Hobgoblins have a nasty habit of deception, either by manipulating situations to their benefit, or betraying others when beneficial. Bugbears are prone to destructive outbursts. Relations with these races have been strained, to say the least.

Half-Elves: No matter where they go, half-elves rarely fade into the background. Their unique physiology leaves them with remarkable endurance, and half-elves are reknown for having strong personalities. Half-elves have served as a powerful bridge between the elven and human communities.

Halflings: Typically found in roving caravans, halflings are some of the primary traders of the plains. Interested in technical items and fascinated with adventure, halflings have taken the arrival of humans in a positive light (as they take most things).

Orcs: Their homeland plains overtaken by humans, orcs have not gotten the best treatment in recent memory. Regardless, they try to prove themselves more than the brutish thugs others perceive them to be.

Tieflings: The war on the eastern continent left many humans permanently transformed, as a result of their blood ties to the traitors. The destruction of the eastern continent leaves most races reasonably wary of anyone connected with those responsible. Of course, most tieflings alive today were born on the western continent, and have nothing but blood in common with the sins of their forefathers.

Warforged: A recent creation, and the symbol of the unification of magic and technology. Mostly crafted by humans, these "steelmen" are as of yet unsure of their place in the world.


Magic & Technology

The technology level is early Industrial Age (PL4 in Modern terms), as magic fuels many Age of Reason (/Renaissance) designs that simply didn't have a capable power source. Metal ships roam the sea, a newly built railroad connects the plains, and guns are on full display. That said, the cost of technology is exponential, and the most powerful items are one-of-a-kind, or reserved for extremely wealthy or powerful individuals.

Magic is a powerful tool, but most of the public lacks access to it. Many individuals can, with proper study and tutoring, learn a basic ritual or cantrip; most who do so pick one with practical, everyday uses, such as repairing an object, performing first aid, or tending to chores. That said, most people cannot afford such training, or live too far away from a suitable tutor. Some try, only to find out they lack the talent. Powerful magic is a rare force, and those who can wield it soon find themselves either in positions of power, in the employ of the powerful, or challenged by those who see such power as a threat.


Religion:

Creation myth: one god crafted the world from the aether of the Astral Sea. A piece of the nothingness feared the light and the new world, and seeked to undo it, becoming a force of Chaos and Destruction in the world. One archangel was driven mad by this force and sealed in the Primordial Chaos. Another, tainted by pride and seeking a chance to rule, took a Shard of Chaos and stabbed the god. The god's spark of divinity erupted, enveloping the world and trapping the traitorous archangel in a Hell of his own doing, where his flaws became the layers barring him from the rest of the universe.

Leaderless, the angels attempted to serve their designated functions as best they could. The essence of the spark of divinity, however, lives on, and permeates the world. Those who can tap into it may use its power to fufill a higher calling. Eventually, they'll find the angels themselves have allied to their cause.

Indeed, all epic heroes obtain some measure of otherworldly power. Their adventures take them to places outside the world, and they often choose to leave this world for good when the time is right. However, the impact of their actions lives on, and many soon find followers supporting their cause, and even worshiping their name.

In the world, a prime religion supports (perceived) ideals of the god: the causes of good, justice, and tolerance. Nature- and elemental-worship are also common. However, many people are inspired by heroes of legend, and pray to them for advice. In the case of the most epic of beings, those prayers can actually be answered.

Is the god dead? None know, except perhaps the mysterious Raven Queen, keeper of the dead and of death's secrets. But she's not telling.

Does this setting catch anyone's eye? Any questions or brainstorming ideas?