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D&D 3E
Summary -- The Seraphaeon Campaign -- Four Worlds Campaign Series 
8th-Oct-2004 09:31 pm
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The first of the Four Worlds is Seraphaeon, the Western World where the alleged beginning of the series takes place. As I might have said before, I haven't created it yet, so just note that it "would go here." Instead of detailing that campaign, I'll offer a broader summary of the world history thus far, where it leaves the Seraphaeon campaign (regardless of what actually happens in it), but most importantly offer information pertinent to the next campaign, Tyrracore, which will be detailed with adventure descriptions and materials.

To review the game world setting, the last post was here.


Creation
The story of Seraphaeon is heavily intertwined with the story of the world's creation. The world sphere was built by beings known to mortals as the Creators (how appropriate). The Creators were omnipotent beings, apparently intent on having some fun making stuff, seeing what would work and what wouldn't. (Note: The Creators were not gods. If you really want to, consider them overdeities with a divine rank somewhere around 25, though this will never become an issue.) They made the earth, sky, cosmos, and built the planes around the world sphere.

Instead of creating life themselves, however, the Creators employed an intermediate race of magical beings called Drythians. The Drythians were immortal, the first beings to walk the soil of the earth, and their creative magic (though they were given other types of magic as well) was limited to one function: the creation of living things. It is thought that Drythians were great sculptors, taking clay from the ground, giving it shape, and breathing into it life. Some ancient ruins in the world are actually Drythian dwellings that were created through the beings' fine artistry with stone.

The Drythians tinkered away, making all sorts of little creatures (no larger than Medium-size), but finally arrived at a masterpiece: the halflings. The first mortal race spread across Seraphaeon in great prosperity, and the Creators were happy with the advent of a sentient species.

One Creator, however, disliked the idea of creating races by proxy. This creator's name was Moradin. He, basically, took off on his own, to some underground lair (this lay in what will eventually be called Tyrracore), and built his own race in his image: the dwarves.

Magic is stolen
For a good number of centuries, Drythians were the only magical creatures in the world. This changed very quickly, when a mischievious clan of forest halflings, led by a particularly bold young adventurer named Garl Glittergold, snuck into a Drythian stronghold and tampered with a set of magical gems they found there. The Creators were aghast at the failure of the Drythians to protect their tools of creation, but the damage was already done, and this band of halflings was permanently affected by the taint of magic. The survivors, including Garl himself, later gave rise to a completely separate race we now call gnomes.

As punishment for the loss of their monopoly on magical power, the Creators made almost all the Drythians mortal. A few were allowed to retain immortality and their powers of life-giving, but most were given the ironic task of trying to survive as one of the mortal races they had been creating. Their descendants would be called elves.

The World Sphere abandoned
Once magic got out, things began getting crazy in the World Sphere. Sentient races began controlling forces they were never even meant to know about. Deciding this was unacceptable, the Creators sunk the realm of Seraphaeon, with everyone living on it, neither wiping clean the cosmological slate on which they'd drawn, nor making sure it would remain stable after they left.

Mass drownings occured as a result of the sinking landmasses. Luckily, many gnomes and halflings were saved thanks to the underground refuge offered by Moradin's dwarves, who were able to shut out the waters and live a completely subterrainean existence for many years. Only abnormally large halflings were able to survive on the surface; these offshoots eventually gave rise to the race of humans. The elves were the only race (thus far) advanced enough to build boats and sail to another home.

The Creator Moradin elected to remain in Seraphaeon, but in doing so, was forced to become a lower Drythian. He joined the band of the remaining Drythians, which included Corellon Larethian who become caretaker of the wayward elves (ex-Drythians), Pelor who invented new ways to keep the sun and heavens in order (Drythians, remember, only had one type of creative magic, so a solution to a non-life-related problem had to be creative indeed), and Yondalla who rather started the whole mess by fashioning halflings in the first place.

(Note: None of the listed Drythians should be considered gods at this point, although--obviously--the ones listed achieve this status as some later point. Not all the Drythians left behind after abandonment became gods. Not all gods that will eventually grace (or disgrace) the pantheon were necessarily Drythians.)

It is at this point the Seraphaeon campaign begins. No, I don't know what happens. Feel free to add suggestions for possible storylines or ask questions about the creation story above.
The full archives that detail the Tyrracore campaign are coming up, so stay tuned.
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