Basic Campaign Notes:
Introduction: The Campaign takes place 14 years after the last big war, in which the Broken lands are still recovering from and almost 300 years after Earth’s civilizations were given a massive reboot by something called “The Warp” when portals to other realities were opened and magic returned to the world along with the Ancient and “New” Deities of the various cultures that came through the portals.Cultures: Humans: Most of Humanity was wiped out when the warp occurred and in the subsequent struggle to find food, resources and the new “monsters” that came around. For the most part, Human cultures and languages became meaning less and the survivors developed a Common language in order to communicate. At the current moment there is only 10 percent of the previous human civilization. There are new national borders, new cultures so while things may seem familiar some things are noticeably different. Technology: the warp had wiped out MOST of the “modern” technology essentially returning humanity to the dark-age level. What little tech that remains, no longer functions or functions at a greatly diminished capacity. Nothing beyond the renaissance level can be built or fixed. This includes chemistry, computers, metallurgy, electronics, etc. Most of the place technology once occupied was taken over by Arcane and Divine magic. (No Psionics at the moment.) Alchemy also plays a big part in helping humanity survive and making life easier. Structures: The Broken lands were near one of the epicenters of the Warp and much of the original structures were destroyed or reclaimed by nature. If any of the ancient structures did remain they were either taken apart and used to build new structures or incorporated into the new structures. While rumors abound of underground tunnels stretching for miles, very few have successfully navigated them and returned to talk about it.
Dwarves: one of the first races to befriend Humans, but they tend to associate more with their own kind or with Halflings. There are three known strains of Dwarf:Mountain Dwarves: These tend to live up north In the Red Mountains. Hill Dwarves: These are the most common, and the less “Clique-ish” but are shrewd bargainers. Grey Dwarves: These dwarves are the least friendly to humanity and are regarded as “evil”, and are typically shunned by other dwarves, Most Grey dwarves tend to live in the underground tunnels rumored to be underground.
Elves: The Elves are by far the least hostile to humans, and have spent much of their time helping them to recover from the effects of the warp. While they do tend to be arrogant and aloof, they have taken humanity under their collective wings.There are different strains of Elf, which appear to make up a cast system. Grey Elves (Also referred to as “Wardens’) This is generally referred to as the elvish ruling caste, being the most intelligent, however, they are also the most arrogant. Grey elves tend to remain among their own kind, but younger grey elves are sent to learn about the world around them to return to help rule. High Elves: (Referred to as “Keepers”) These are the equivalent of the Elven Middle class, Keepers are more likely to interact with humans and some adapt to life in Urban areas so well, they become known as “Urban Elves” or “City Elves”. Wood Elves: (Refered to as Warriors of “Grugagh”) The most primitive and barbaric of the elves, they are often treated like “Hill-Billies” or “Hicks”. They don’t really like to associate with humans unless they have to. Dark Elves: (Referred to as “The Afflicted”) These are a mutated form of elf which randomly appears in the elven population (1 in 50). They do breed true and many are treated as outcasts. While many dark elves do turn evil, most of them tend to be miserable and accept their lot mournfully. Many dark-elves have established a kingdom underground and often compete with the Grey dwarves. Half-elves: Tend to be of High or Dark elf Stock.
Gnomes: are long time ally of the Dwarves, but they do interact with humans either for fun or out of curiosity.Forest Gnomes: Long time Allies of the elves, and they reside in the Old Elven kingdoms Rock Gnomes: are the most common, and tend to reside with hill and Mountain dwarves.
Goblinoids: One of the more war-like races to come through the warp. They come in a variety of strains:Goblins: the smallest of the Goblinoid races, they are craven, cowardly and selfish, but they are often used as slave or servant labor. There is a Sizable Goblin population within the human cities, but most tend to be hostile to humans. Bugbears: the largest of the Goblinoid races and the most barbaric, they often raid human and other settlements and have engaged in a long standing feud with the Hobgoblins. Hobgoblins: the second largest of the Goblinoid races: They are warlike, militant and organized. Many Hobgoblin tribes have joined the human cultures (Much to the chagrin of the Elves and Dwarves) working as soldiers and overseers of the Goblins. Norkers: Another of the more savage Goblinoids, They are long standing “Allies” of the Bugbears and Orcs, and often raid human and other settlements.
Halflings: while the most similar to humans; they tend to remain with their Dwarven and Gnomish Allies. They are somewhat uncommon, but those who work with Humans tend to be more adventurous than normal.
Kobolds: Tend to be long time associates of Goblins and Hobgoblins, the Kobolds are often regarded as “Crafts men” and skilled miners. Kobolds that live among humans tend to be servants and the like. “Wild” Kobolds are often a major pain in the ass.
Mongrel Men: As a truly mixed race, they are often found in human or Humanoid settlements.
Orcs: Cruel, barbaric and Savage, the Orcs are not a welcome site, however, some orcs do migrate to human settlements to work as Mercenaries, bouncers or over all ass-kickers. As a rule however, orcs are regarded as nothing more than savage brutes.Half-Orcs: More often than Not, half orcs are the product of rape, and tend to be treated poorly. Those that overcome this prejudice often prove themselves to be an asset. Orogs: These “Super-Orcs” are fairly rare to the orc population, but they are regarded as dangerous foes, who are just as organized and militant as Hobgoblins. Names and Forms of Address:
Commoners: Most have but a single name, when traveling one’s home is added (ex. Kendred of Fax).
Nobility: Addressed by title and first name casually, but by family and location as well for formal events. (ex. On a casual basis, one would say Governor Arivinus, but in court he would be called Governor Arivinus Tharkwyn of Matherion).
Wizards and Sorcerers: Mages tend to take but a single name, usually something intimidating to deter the curious (ex. Nightshade). Paranoid by nature, mages believe that enemies can gain power over them by learning the mage’s truename.
Priests: Priests are known by family name, title, and temple location (ex. Bishop Zornskin of Elredd).
Elves: Elves always use family names, which are inevitably romantic, flowery words. Many urban elves, however, have chosen to take on more human sounding names. Elven enclaves exist in the Old Elven Kingdoms, not to mention the new urban elven communities.
Dwarves: Dwarves use family names, and take pride in citing ancestors going back at least three generations (ex. Cog son of Claggit, son of Craggol, etc…). Dwarves are common in the Red mountains, Grey Mountains and various underground tunnels.
Gnomes: Gnomes use both their first and family names and like to add a descriptive tag to the whole that can change based on the situation (ex. Grimmri Fischer the Jester or Grimmri Fischer of Westgate). A sizeable gnomish population exists in the Kron Hills while other clans have made their homes in the Iron Hills.
Goblins: Use a Commoner naming scheme unless they do something extraordinary. They tend to be short or self deprecating like Grungk or Blue-Snot or Turd-Face.
Halflings: The little folk follow the gnomish naming system, but tend to use nicknames more often. Halflings have their own communities in the countryside throughout the Broken-Lands, but have sizable populations in the cities as well.
Half-orcs: These half-breeds tend to use a single name, often not having or knowing a family name. Half-orcs are extremely unusual in the Broken-Lands due to the hatred and fear stemming from the Broken-Lands’s long history of struggles against humanoid races, especially The Orc Blight.
Half-elves: Half-elves usually follow human naming schemes. This is due to the mistrust borne them by traditional elven cultures and the fact that urban elven parents often employ human names. Half-elves have grown more common in the Broken-Lands of late due to the growth of urban elven communities.
Hobgoblins: as the Warrior cast, Hobgoblins will usually have a Given name then a title like “Moguru the Violent” “Tursomog the Ripper” which is usually earned by adolescence.
Orcs: Orc Names have the prefix of “Kho” before their names, like Kho-Bal, Kho-Ragha, Etc.Orogs: like orcs but use the Prefix “Kha”
Character Classes in the Broken-Lands:
Barbarians: The only barbarians within the Broken-Lands are the nomads of the Blasted Lands and the tribesmen of the Red Hills. Typical weapons include scimitars and lances, while chainmail and lighter armor are preferred.
Bards: Bards are numerous within the Broken-Lands, there being different types of bards in every land, from the Blasted Lands to the decedent eastern provinces.
Clerics: Priests are discovered at an early age by the talent hunts made by the Norden Reich Academy Wizards. Personality tests are used to discover if the talented individual is suited for one of the Church of the Aseir or Other faiths. The Church of the Aseir faiths then have their prospective priests train alongside the legions of the Norden Reich learning combat tactics and skills.
Clergy Ranks: Are based on the amount of divine power (Spell Level) they can use.
Level Cleric Druid
01-02 Acolyte Aspirant
03-04 Adept Ovate
05-06 Priest Ollave
07-08 Arch-Priest Druid
09 High priest Arch-Druid
Druids: These nature priests can be found in the Broken-Lands’s many wilderness areas such as the Dark and Glittering Wylds. Although historically not well disposed towards the Norden Reich, the recent shift in the Broken Lands towards evil and Fire-Newts’ ravaging of many natural wonders have convinced many to aid the Broken-Lands as they can.
Fighters: Fighters are common within the Broken-Lands, although most learn the trade when they are conscripted into the legions. Numbers of mercenaries have been steadily growing, though maintaining their freedom from conscription requires the purchase of a mercenary license. The same law applies to those who wish to take up adventuring.
Monks: Unknown in the Broken-Lands until the First Fire-Crusade, the amazing unarmed combat techniques used by monks were first developed by the Fire Nation. The abilities of the monks were deeply admired and respected by the Broken-Lands, and when the Fire Nation was conquered in the Fire Crusade, Hexe-Kaiser White Flame made sure that some of the masters were captured so that they could teach their skills. Monks are still unusual within the Broken-Lands, but there are monasteries and academies in virtually every Norden Reich city. It is rumored that certain elite Norden Reich units such as the Headhunters and the Kaiser’s Ten are trained in these fearsome arts as well.
Monster-trainers: Trained by Druids and the academy, Monster trainers tend to either work as scouts or shock troops; while most tend to serve as entertainers. Large contests are held where many engage in competitions to determine the best trainers.
Paladins: Trained by the churches of Tyr, Baldur, And Sif; paladins are rare but highly valued citizens of the Broken-Lands. They often go on missions given them by their churches to aid the Norden Reich, to which paladins are highly loyal.
Rangers: These nature warriors are often trained by the priesthoods of Frey and Uller to serve as scouts for the Norden Reich Army. The Glittering Wyld Rangers remain closely allied to the Norden Reich as well.
Rogues: Rogues can be found in every city in the Broken-Lands, but they are especially prevalent in Twyfel-Gard and River Fort City.
Sorcerers: With the increasing number of commoners fleeing their villages to evade the crushing Norden Reich tax burdens, there are occasionally cases where the Academy Wizards’ talent hunt misses a child born with the talent for magic. When captured, they are taken to the Academy Wizards for proper training by other sorcerers so that they may learn to safely use their gift and serve the Norden Reich in doing so.
Wizards: The talent hunts of the Norden Reich Academy Wizards find many children each year born with the talent for magic. These children are trained from an early age both in wizardry and in combat tactics alongside the Norden Reich Army. Although they don’t have to, many wizards choose to take a highly trained bodyguard known as a Magical-Girl. The mysterious Magical Girls are intimidating presences at their wizard’s side, all being young maidens with strange Sailor-Type Uniforms. It is speculated that the wizard and his Magical-Girl are magically bound together somehow. There are rumors that the Academy Wizards have a secret training compound somewhere on one of the Eastern Islands far from civilization and normal trading routes.
Arcane Ranks and Titles:
The Academy uses the following ranking system based on the level of magic one can cast:
Level Title Trim Color on robe
01 Apprentice Yellow
02 Initiate Grey
03 Senior Green
04 Graduate Blue
05 Journeyman Brown
06 Professor Purple
07 Dean Red
08 Magus Silver
09 Arch Magus Gold