Pax Lumanar: Mirelands, what lies beneathThis ad is now closed. Thank you!This RP-heavy, "low" magic campaign is seeking 1 or 2 players to complete a party of 5. It will be played over Openrpg, on one of the following weekday afternoons: 2 PM to 9 PM on Monday, or 1 to 9 PM on Tuesday or Thursday (all times EST, GMT -5).
The party is very much seeking a defender due to a scheduling conflict with an applicant, though roles can be doubled up on too. We are looking to start ASAP although I am still looking for well fleshed out backgrounds with good potential for development.
"A light in the darkness; order amidst strife. Such is our calling."-- Lumanar Archoni Creed
"Illuminar igni." Enlighten, with fire.-- Pathorian War Church Dictum
Since its founding almost a thousand years ago in the seven valleys of Temenos, the Lumanar Imperium has stood as testament to humanity's destiny, risen to greatness on the blood and sweat of its disciplined soldiers, and pushed back the savage wilderness and barbaric tribes to carve out a bastion of civilization. After defeating the endless goblin hordes from the northern forests, and repelling the relentless assault of the desert orc khans, the imperial legions stood peerless in victory, the imperial sun heralding in a new age of conquest and prosperity, the Pax Lumanar.
"All Gawn is divided into three parts..."-- De Bello Gawnios, Book I, Ch. I
The campaign will take place within the province of Gawn. Located on the northern frontier of the Imperium, Gawn represents and continues to be, the latest addition to the Imperium. Carved from the chilly treescape of the Great Tangle, the dangerous region has become home to many human settlers, whose resourcefulness, tempered with stubborn resillience, have made the hard, cold land their own. War still wages, however, on the western fringe of this frontier. Imperial legions, invincible in their might and steel, struggle in lock-step against the Tanrii, those tribes of wild elves who refuse to bow to the Imperium as they invaded their homeland.
It is in this stark setting that we begin our adventure. In a forgotten recess in Gawn, nestled against the uncertain safety of the frontier cities, lies the Mirelands. Colloquially called the Free Marshes, this particular piece of land has the dubious reputation of being one of the last vestiges within Gawn unconquered by the imperial legions.
A quagmire of lowland swamps and marshes, the Mireland is home to a race of feral beastmen who call themselves shifters. Fierce and territorial warriors, these mysterious people would prove unlikely neighbours to the Imperium. Many think they are cowed into complacency by the power and splendor of the Imperial legions, but those who have seen the beastmen in person know better.
Nonetheless, it was truce, not violence, that endured. Indeed, over centuries, enterprising traders have ventured into the Mireland, braving foul packs of goblins and murky dangers to weave a web of trade and a veil of uneasy peace over the region. Recently, however, something has stirred within the swamps: a strange, feverish endemic has begin to strike shifter settlements, threatening to upset the delicate balance within the Mirelands and plunge the surrounding countryside into chaos.
The Successful AdventurerI intend for Pax Lumanar: Mirelands to be slightly heavy on the role-play and intrigue side of the campaign spectrum, portrayed with a somber and somewhat gritty tone. The PC's will face weighty decisions that may have ramifications throughout the campaign and within the world. I would like each PC to have a good motivation to go into the Mireland, each with their own agenda of what they wish to accomplish and who they wish to serve.
The characters will likely level at a slower pace; I intend for the campaign to span only to mid to late paragon levels at most.
In the opening, I refer to the world as low magic, but that would be somewhat misleading. Magic is not uncommon, however it is also not very potent. To go with the grittier tone of the world, I'd like to steer players away from more high-fantastic character concepts; interprete that as you may.
We are looking for
1 or 2 more players, particularly a defender roles (naturally we will double up on any role as well). The current party consists of
Reina de Vos, female fighter-ranger (striker) from Norisca, and
Deneb Xyrlove, female human wizard (controller), both outlined below. They are joined by a
Kaelos Myrnna, Lofwyrran shaman of the Hierophonique (leader); his details are available upon request.
Reina de Vos (
http://www.myth-weavers.com/sheetview.p ... tid=268240)
"You misunderstand. We do not fight the way we do out of a wish for death, far from it. No one wants to die... but the birds in the sky, the moles in the earth, you and I... we're all destined for it some day. It's just a question of when. The deeds we accomplish in life and the name we make for both ourselves and our family, though, those transcend death. To us, there's far more pride in dying in the heat of purposeful battle than wasting away from the clutches of disease or old age. Surely, it's not very difficult to see why you'd be hard pressed to find even one red blooded Norsican who's eager to turn away from a good fight, is it?"Character Synopsis: Headstrong, brash, and perhaps a little bit too direct. Those traits seem to shine the strongest for those who've just met her, and the longer they stick around the more they'll swear their first impression was completely true... although fortunately there's more to her than that. Having grown up in a traditional Norsican household, she can be somewhat judgmental towards those fiercely loyal to the Imperium, but has no problem looking over any differences and becoming fast friends with those that have proven themselves dependable in the heat of battle. While she prefers not to talk of it, her journey into the Mirelands was born out of a desperate (and perhaps futile) attempt to find a cure for her brother's illness. As a striker focused ranger / fighter hybrid she sees it as her task to bring the fight to the enemy in true Norsican fashion, although she's flexible enough to provide a wall between the opposition and party members of a squishier disposition should it be necessary.
Deneb Xyrlove ("Zio") (
http://www.myth-weavers.com/sheetview.p ... tid=271953)
The flickering light of the campfire does little to help you in seeking her eyes. The coin you had paid already added to her own as she spoke and weaved her song. A story of how she came to where she is now... But is it truth?
"I am of simple origins... For you would not believe if I tell you otherwise. My Family was poor and sent me away so they would have one less mouth to feed." The Figure remained still, eyes seeing into the flame. "By away it seems they intended to let me dig in the dark streets and hidden places of Minosa. Perhaps hoping hunger would allow me to dream of a better life forever. But life rarely rewards such plots." Stretching a little she would yawn before continuing.
"Those stuffy mages of Minosa you see, For all their wisdom are not entirely too careful. I entered a hall of a noble house and claimed to be a distant relative. I was indeed met with suspicious eyes of course. But I had a talent for magic so they decided to believe me."
"Why are you traveling with us?" you ask.
"Simple... I endeavor to finish some research long overdue."
The figure raises a hand to her mouth and seems to yawn a little. "I shall not bore you with the story of his death but suffice it to say I learned from one of the best." she finishes her story, Not at all as telling as you may have hoped. Silent the figure stands and makes for her tent. Pausing to look back at you before ducking inside... Wizards should not have to take watch.
Character CreationPlease prepare a brief character
idea or two in this thread. While a character sheet would be nice, I'm more interested in knowing what makes your character tick. I will likely nudge you with nuggets of information from the world as we tweak the background to fit into the world. I have a lot more information about the world, please ask if you are interested in more details on something in this ad, or about something not mentioned here.
You may use the following template:
Name:
Race:
Class:
Appearance:
Personality and Motivations:
Background:
Alright, you might as well link a character sheet here since you probably made one!Nonstandard elements, please also include:Province of Origin, or equivalent: see Setting Details, below
Patron: The concept of patron and client is central to Lumanar society (with some exceptions). No man is an island and most adventurers would have a sponsor who are
keenly interested in their success; however, it is possible a patron does not suit your background, but it is something to keep in mind.
To give me an idea of your
RP style, also answer the follow:
How would you like to see your character develop? How would your character like to grow as an adventurer?
Describe one element of a game you have played in the past that you found especially fun or memorable.Ground Rules:
- level 3 character
- see Setting Details --> Races of the Imperium for available races (the short of it is, humans or elves)
- please do not use material from Heroes of the ____ books
- standard point buy
- standard magic equipment: one item of level 4, 3 an 2, each (see House Rules)
- standard starting gold: 520g; if you choose to spend all of this on a level 2 item, you may request a small loan for basic adventuring supplies (loans come with interest)
- you may use any of the Background option that grant +2 to a skill or allow a skill to be trained; the skill should make sense for your character's history, even if the name of the Background option might not
- characters may spend their starting gold on one of the following education options, they will become unavailable once we begin:
Degree in Medicine (500g) - uses Int instead of Wis for Healing
Degree in Architecture (500g) - uses Int instead of Wis for Dungeoneering
Degree in Ecology (500g) - uses Int instead of Wis for Nature
Devoted Disciple (500g) - uses Wis instead of Int for Religion
Class ChangesWarlock and
Sorcerer pacts are likely to be associated with the Minosan gens. Much of warlock practices are outlawed and remain as one of the few actively prosecuted spell casters in the Imperium.
Paladins are prohibited as a PC class.
Psionic classes are restricted, meaning you will need a good concept to convince me!
Swordmage prohibited. I really feel it to have too much magical flash for a defender.
Artificer prohibited. There are people who perform "artifice" in the world, but they are ill supported by 4e game mechanics.
Setting DetailsGawn is a frontier province of the Imperium. Once simply called the Great Tangle, Gawn is comprised mainly of northern boreal forests, with trees that can grow to truly intimidating heights; this is interspersed with patches of exposed bedrock and hard scrabble, and permeated by lush river valleys.
Many citizens in Gawn are settled ex-legionaries and their descendants, gifted with a plot of land upon completion of lifelong military service. Others are immigrants from elsewhere in the Imperium seeking a new life. Yet more have grown up locally, finding themselves under the umbrella of the Imperium by conquest, slavery or alliance. Far removed from the cultural heartland of the Imperium, however, the Gawnese tend to be a stubborn, self-reliant folk, wary of the dangers lurking in the landscape and the war waging just over the horizon. Some are disillusioned, feeling betrayed and isolated in a cold, foreign land; others seek opportunity to break away from tradition and find their own path.
**
The
Tanrii (TAN-ree-eye), or "wild" elves, have historically made their homeland within the treehomes of the Great Tangle, within the border of what we now call Gawn, which they once called Tanria. The Tanrii are actually comprised of innumerable tribes, some of which enjoyed contact with tribal humans that lived at the fringes of the Imperium, all united by their common devotion to the forest spirits and their hatred of the goblinkin. It is ironic then, that The imperial victory in the Second Goblin War, over said goblins, was to bring about their demise. The first Tanrii tribes greeted humans as fellow allies, but more and more human settlers poured into Tanria, forcing the wild elves out of their homeland. Hostility broke out between the legions and the Tanrii; yet, unable to present a united front, the Tanrii tribes fell one by one, ceding territory to become what is now Imperial Gawn. Many tribes yet remain, some still staunchly at war with the Imperium, others plying for truce or alliance, other survive as second class citizens under the yoke.
Players may play Tanrii elves (use PHB Elf template) under the rule of the Imperium. Tribes in early contact with the Imperium may have folded into the Gawnese community without bloodshed; others may have been enslaved or subjugated by force. The PC could have experience either of these first hand, or be descendants who have grown up within the Imperium (use the Half-Elf template if appropriate). In either case, they will likely face a certain degree of discrimination, particularly from Gawnese locals who would have fought against your kin in recent wars.
Tanrii are slightly shorter than humans, with tanned skin tones ranging from a caramel yellow to bronze and darker hair colours. They live to about 110 years. The Tanrii speak Tanra, a derivation from High Speech (High Elven). The Tanrii draw inspiration from Native American and the Celts of antiquity.
PathoriaPathoria is considered by many as the military capital of the Imperium. Indeed, Pathoria's disciplined legions and innovative commanders have brought many victories for the Imperium, winning a number of holdings all over the Imperium's borders. Her successful campaigns have been a great boon to the province's economy and a continued source of prestige for its influential senate. While geographically remote, Gawn has become Pathoria's latest proving ground for her legions.
Warfare is a respectable, even noble, vocation within Pathoria. Some would consider a tour as an officer of a legion is prerequisite to a successful political career. Pathorians far from home are typically ambitious soldiers or commanders, or powerful battle casters from the Academy or War Church. A vaulted career choice is that of the
retenerii (RET-ten-nee-ree-eye), the adventuring legionary. While still officially considered a soldier or officer within the legion, the retenerii often acts as an independent agent for the interests of the Imperium.
AmbriageDeep in the heartlands of the Imperium, bordering the grand city of Temenos, lies lush river valleys of
Ambriage (UHM-bree-ahj). Alternating between sprawling villas, lush hillsides and ripe vineyards, Ambriage culture both predates and was instrumental in the founding of the Imperium. Today, powerful _Houses_ partition virtually all aspects of the entire province, fiercely competing with each other for prestige and power behind a curtain of manner and civility. Overt violence and action are frowned upon, often causing other houses to unite in retaliation. Houses often sponsor artists, musicians, explorers, legionary ventures and adventurers as a matter of extending an exerting their influence throughout the empire. Just as often, they send their own agents to enjoy their interests are secured.
The ancestral language of Ambriage is Briagi (BREE-ah-gee), rendered as French. It is proudly practiced by the nobles in Ambriage and studied at the Polytechnique. Ambriage draws inspiration from pre-revolutionary France.
MinosaThe city state of
Minosa holds a special status within the Imperium. Renouned as the City of Mages, Minosa is a magocracy run by the eccentric
Minosan gens, families whose blood course with supposedly ancient magics. The gens' obsession with magic is twofolds: to them, the purity of their bloodlines is paramount, judged by the strength of the manifestation of certain magical abilities; this first obsession leads to their second, one with the nature of magic itself. It is perhaps for this reason that historically, Minosa hosts some of the most inquisitive minds of the Imperium. The Minosan University, actually a collection of laboratories, armillaries, libraries and vaults run by individual gens, has only recently received any competition risen from institutions from other provinces.
NoriscaHistorically,
Norisca was a bitter enemy of the Imperium, raiding outlying imperial settlements, particularly in the highlands and valleys of western Arylon. Their culture has always been very militaristic, modeled on individual valour and a feudal system where warriors were loyal to local chiefs, who were then loyal to regional warlords, who then pay tribute to a king.
The events surrounding the incorporation of Norisca into the Imperium during the Second Goblin War vary between accounts. Some say Norisca capitulated under the combined might of the Pathorian and Arylon legions; others insist the two nation put aside their differences to face a common foe. The aftermath, is undisputed: Imperial laws were imposed and the warrior-state struggled to adapt to these foreign ways laws.
But new generations of ambitious leaders begin to take the political reigns; they begin to engage in political powerplay within the Imperial councils. They see the Imperium as a land to be conquered, from within. Their historical bitterness towards Pathoria has won them a quiet alliance with Ambriage, where some of the houses seek to curb Pathoria's dominant military power.
Noriscans mainly speak Lumanum (Common), but traditionalists continue to keep their historic tongue, Old Noriscan, alive. It should be noted Old Noriscan is considered a relic of the past by many, include most leaders in Norisca. Norisca is loosely based on Vikings, with medieval Germanic influences. Old Noriscan is rendered in the style of German.
LofwyrLofwyr was once a great Gray Elven nation, one of the earliest contacted by the humans unfortunately represented by the warlike province of Kurrusk. Tensions were immediate and war soon followed, the wily and resourceful elves crushed by the steady and steely might of the Kurruskan and allied legions. Occupied Lofwyr became Lower Kurrusk, the inhabitants enslaved or subjugated and the land parcelled out to the victors. But Lofwyr would not simply lay down and die. Rebellion fermented, some say with intrigue and sabotage, and a violent uprising occurred ending in a bloody stalemate. However, Lofwyr had regained its independence. In an unexpected stroke of political genius, free Lofwyr immediately petitioned the Archoni, converting wholesale to the imperial religion, and ceding into the Imperium as its own province.
The price of independence, however, was high. Entire generations of Lofwyrran elves were lost, and the community now find themselves leaderless, without a past. Some Lofwyrran elves would throw their lot in with the Imperium, eventually winning the begrudging trust of other provinces, some even becoming important military leaders within the legions. Others sought to rediscover their lost past, sponsored often by factions elsewhere in the Imperium, these scholars seek to recover what their ancestors fought so hard to protect. Kurrusk, however, would never forget their feud with the elves, and bitter hatred ferment to date between these neighbours.
Lofwyrran elves speak a dialect (some say a crude bastardization) of High Speech called Lofwyrran. The citizen-elves are slightly shorter than humans, with a pale complexion and a variety of hair colours. The expected lifespan varies from 90 to 125, depending on their heritage. Lofwyrran elves may use the Half-Elf template even if are full-bloodedly elven.
KurruskIn the mountains above Temenos sits stoic
Kurrusk, a province whose rocky terrain harbored a trove of ores and minerals. It is no idle boast the Kurrusk was home to the finest armorsmiths in all of the Imperium. The combination of broken, rocky landscape and metal resources shaped early Kurruskan culture: a hardy and solitary people with a strong ascetic streak, whose devotion is channeled into militaristic expansion into the forests and open plains at the the-fringes of the Imperium. It was this expansion that brought them into contact with elves of Lofwyr, an event that would spark a blood feud to last the ages.
After centuries of conflict escalating to total war, Kurrusk finally defeated the great elven nation, assimilating its lands into Lower Kurrusk; the former province renamed as Upper Kurrusk. But victory would sour before the taste faded from Kurruskan lips. Through cunning and subterfuge, the elves staged a rebellion, brewing into full scale civil war that brought the province close to ruin. While elven forces never breached the mountain strongholds of Kurrusk, the civil war would eventually bog down to a stalemate, eventually leading to a truce that afforded Lofwyr its bid for independence and subsequent status as its own imperial province.
Kurrusk never truly recovered from the civil war and the separation of Lofwyran. While losses from war is no strange in Kurrusk, this one had shattered the Kurruskan economy. Wary of outsiders and outright hostile to those outside the Imperium, Kurrusk still fields some of the most well equipped legions in the Imperium. Their rigorous training and hardy spirits can be found wherever their troops tread. Many travel the land of the Imperium, seeking to rekindle the province's former glory.
Races of the ImperiumMain Player Races:Human - The vast majority of the citizens of the Imperium are humans. Indeed, may within the Imperium are contemptuous of other races. Citizens of the Imperium vary greatly in their attitudes and world views, depending on their province of origin. The PC's may also be noncitizens, hailing from a number of friendly (or not so friendly) neighbouring tribes. Humans are
recommended for this campaign as they provide a good starting perspective.
Elves - The Imperium recognize five races of elves, two of which are available for play: the belligerent
Tanrii and the citizen-elves of
Lofwyr. Both use the PHB Elf or
Half-Elf as appropriate. Elves sleep like other races, though require only 4 hours of it and retain the awareness of trancing.
Other Possible RacesWhile I strongly encourage player characters to be human, or maybe elven of the two listed varieties, I am prepared to allow a number of other races as well for exceptional concepts.
Shifters will be heavily featured in the campaign. I want the exploration of Shifter culture to be one of the focal points of the game, so I do not wish the players to play shifters native to the Mirelnds. Shifters are rarely found outside of the Mirelands, however, though some may have been brought away as slaves or bodyguards. All would feel a kind of longing to return to their homeland.
Orcs from the south has terrorized the Imperium from the Age of Twilight onwards (circa 250 years before present, shortly after the Second Goblin War). Lengthy campaigns have been staged to pacify the orc threat, with mixed results. Even more so than with Elves, Orcs within the Imperium would mainly be found as slaves or manumitted slaves. *Half-Orcs* are also available. More information is available on this by request.
High Elves comprise a secretive enclave of elves encountered by the Imperium. Though there was a fear of war with the enclave, as with other elvenfolk, this fear was never realized. The high elves kept mainly to themselves, engaging in very limited trade through the Verdant Gate with the Imperium. Though, a few might seek out to explore human lands. High Elves use the PHB *Eladrin* features. More information is available on this by request.
Dwarves are reclusive moutain dweller. Jorhannen, bordering Norisca and Ambriage, is actually the province of a dwarven clan within the Imperium. Dwarves enjoy special status, though they are rarely seen. Early Imperial architecture draws heavily on Dwarven expertise.
Other allowed races with little integration into the world: Goliaths (as barbarians), Warforged (as war golems), and Deva (as sort of a living prophet).
An Important Note on AlignmentMoral ambiguity will be a significant part of the campaign. The social institution of chivalry does not yet exist. Players are encouraged to play their characters driven by their beliefs and convictions.
Within the world, absolute good and evil represent supremely supernatural elements of the world. Characters will be assumed to be neutral or good, but these will not be adjudicated strictly. Slavery, racial prejudice and other unsavory elements are regular parts of the world (within the Imperium and without), and do not necessarily constitute evil acts. Even mindless undead are not inherently evil.
House RulesOnce the game begins, we will use an "item XP" system for magic equipment progression as an alternative to creating / purchasing gear with gold. I always felt it was not in the fantasy spirit for an adventurer to replace the longsword +1 passed down his family as an heirloom with the first longsword +2 they find off some dead orc (or from some pawn shop). This system will allow a character's items to "grow" more organically with the characters. Indeed, I urge each character to have a treasured item of some sort, which may gain special abilities as they advance in level.
Most monsters you encounter will not be straight from the MM. They may be reskinned or homebrewed.
Intimidate: for threats of immediate, physical violence, you may use Str rather than Chr as base attribute
Teleportion and instant communication are not possible in this world. Abilities that allow you to teleport X squares will be changed to allow you to shift X while permitting you to shift through enemy squares (without provoking attacks of opportunity); this teleport-shift is still subject to any other shift related effects (cannot teleport-shift out of immobilization, provokes attacks if marked by a fighter, etc).
A number of rituals and items (wonderous items) will be prohibited, mainly ones that relate to teleportation, extra dimensionality and long distance comunications. Please consult me before setting your heart on magical selections.
Resurrection and healing are difficult. Resurrection spells will be changed to a sort of resuscitation; the caster has a 10 minute window after the end of the encounter to begin casting Raise Dead. The head of the creature (or equivalent) must be present. In case of multiple deaths in the party, a reasonable number of Raise Dead spells may be started simultaneously by one caster (the spells all take effect at the end of the multiplied cast time). Certain injuries are simply beyond the help of magic or medicine; mainly this will only affect NPC's.
Elves and Eladrin sleep like other races, though require only 4 hours of it and retain the awareness of trancing.
Magic in the ImperiumFor a time early in the history of the Imperium, magic was regulated and illegal use was prosecuted. In particular, the disciplines of druidism, shamanism and necromancy were deemed "evil" and outlawed, primary for the reason they were used by the enemies of the early Imperium. The
Order Hydroxopoi were created to put captured spellcasters to use within the Imperium. Time passed and these enemies were defeated, and the Hydroxopoi became more a class for second class mages within the Imperium, civil servants useful for enhancing public works. While these practitioners remain technically illegal, the law is rarely enforced. Spell casting characters may join the Hydroxopoi order to add a legitimacy to their activities, but it is by no means a necessary.
Things ArcaneEarly Minosan mages viewed arcane magic as an extension of the physical sciences. Forces exist outside the realm of the physical and visible that may be manipulated for those well versed in the Art. Modern theorists this principle extend to all manners of magic, that all supernatural phenomenon may be studied in the right environment. Naturally, to some, this last conclusion borders on heresy.
Traditionally, in the early Imperium, arcane magic was the province of the Pyrocastii, the privileged mages sanctioned by the Archoni to administer fiery death on the enemies of Lumanar. The Pyrocastii Order is greatly diminished today, though the powers its members wield is both feared and respected.
Today, arcane magic is studied at a number of institutions. The mage city of Minosa leads these pursuits, as it has in the last millenia. But many other schools have also entered the race. The Pathorian Academy (Academia Pathorii) focuses on practical applications of science and magic, from which hails the school of military engineers that supplement Pathorian legions. The Polytechnique of Ambriage studies both the Art and the arts, providing a natural home for both bards and charlatans. The University of Waterhelm, a city state and major port outside the jurisdiction of the provinces, provides a truly metropolitan exchange of cultures and ideas. Last but not least (though some would say otherwise), there is the relatively recent entrant from Gawn: far removed from the judgmental eyes of the heartland, the University of Gawn studies that which is shunned by the coreward provinces, dabbling in medicine and necromancy.
Things DivineThe gods of the world, if they indeed hear our prayers, are distant, speaking, if at all, only through signs and omens. The reality of divine magic, however, is potent as ever. The ambiguity has spawned many variations of the same gods and religions; indeed, the gods themselves seem, to a degree, be mutable.
The official religion of the Imperium worships the sun god Lumus, bringer of light and fire, as the supreme divine entity. It is administered by the Archoni, the ruling body of the Imperium, from the grand valley city of Temenos, the very seat of Imperial power. The state religion has numerous variants and denominations
Other gods are recognized and patronized by some sects, but all religions within the Imperium must defer to Lumus as the supreme ruler or face prosecution. Also popular are the worship of deitified heroes and prophets, whose priests may be charlatans or may wield true divine power.
Players who wish to consider classes that draw from a divine power source may choose to worship a denomination of the imperial religion, or model their own hero or prophet after one of the religions in the PHB. Please keep in mind that absolute good and evil are rare in this world, and so customize your deity accordingly.
Things PrimalThe early years of the Imperium saw druidism and other forms of nature-worship driven to exile from humanlands, splitting the practice roughly into two categories: the Druidic Circle of the west, driven underground into the-remote regions of the Imperium (what is Norisca and southern Pathoria today); and the nomadic groves of the east, where it would gradually merged with the culture of the Gray Elves.
Under tremendous pressure from the Imperium, the Old Circle of the west splintered, some reinventing themselves as the Solarium, a sect that views the sun as the giver of all life. Well received by the farmers of Arylon, many in the Solarium eventually joined the Hydroxopoi, earning a living caring for the farmlands and making the rare pilgrimage to the forests that was once home to the Old Circle. Those that refused to shake from their traditional believes would preserver to become what the Circle is today. Loosely based in Norisca (where they are shunned), the Circle now has members dispersed throughout the Imperium, living and caring for the forests wherever it can be found, largely remaining in the background. The Circle often carries with it traditional views, though many of its members often differ in their interpretation of those views.
The nomadic druids of the east sought refuge in the fringe tribes and elven nations from the advancing legions of Kurrusk. Over time, they became assimilated into the culture of the Gray Elves. Ironically, those living in Lofwyr would find themselves under the fist of the Imperium again, their knowledge lost as one of many casualties in Lofwyr's bid for freedom. More recently, Ambriage Houses sponsoring the rediscovery of lost elven culture and knowledge have "rediscovered" druidism, creating a new druidic school of the
Hierophonique. Cut top down from whole cloth, this druidic order shares none of the traditions associated with its ancestors, curious to find their place in the world.
An Unimportant AfterwordAbout the World of LumanarThe World of Lumanar has been a hobby of mine for the past several years. It began out of a desire to create a non-medieval D&D settling (originally for 3.0), though it eventually became system-neutral (hence some of the odd house rules). Core to the world is a key "what-if": What if the Roman Empire was transplanted to a fantasy settling, how would it grow, how would it adapt? Some of the fallout from this is a stronger sense of community, more devotion to scientific pursuits, and a disentanglement from chivalry and Catholic influences found in medieval society.
Again, I have quite a bit more information about the game world that is not presented here. If you have questions about something, or you have a concept for a character that you don't know how to quite fit into the world, please do ask! Either reply through here, or send me a PM.
About the GMI'm relatively new to 4e. I used to DM. A long time ago. I hope I haven't gone too rusty and that you'll be happy to be my guinea pigs.