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GURPS

Campaign Plan

Campaign name: Elenium/Tamuli
Starting year: 2974-5 EY, 12-18 months before the events of The Diamond Throne
Known nonhuman races: Trolls, Ogres, Darmoks, Seekers
Campaign base area: The Zemoch Border

Political Background

Elenia, Thalesia, Deira and Arcium: These four kingdoms are the strongest nations on the Eosian continent. They are ruled by strong monarchies with few checks on the power of the monarch. The will of the monarch is expressed in the army, the Church Knights and the various regional magistrates. Most of these monarchs are also advised by Royal Councils representing various interests in the kingdom. Each kingdom has a vigorous aristocracy but they do not have the power to challenge the monarch and his army. In the past generation, these kingdoms have been plagued with weak and erratic kings resulting in the aristocracy and the Church having more influence in these kingdoms.

Pelosia, Lamorkand, Cammoria and Rendor: These nations are kingdoms that rule in various degrees at the suffrage of their aristocracies. The nobles of these kingdoms maintain their own armies and occasionally wage their own internal wars of honor and power. Typically, the king is the most powerful of these aristocrats. By tradition (and from threats from the Church and the more powerful neighbors to the west) the internal wars must stay within the kingdom and not involve the nobles of their neighbors. Lamorkand is the most notorious of this type of internal warfare.

The Elene Church: The Church is one of the unifying forces of the Elene people. Their primary purpose is to care for the spiritual needs of their people, however, in pursuing this purpose they have amassed a great deal of temporal power. They maintain their own military in the form of church soldiers and the Church Knights, maintain monasteries to administer church lands in the Elene kingdoms and are based in the richest city in Eosia, Chryellos. The Church is ruled by an Archprelate who is advised by the Hierocracy, which is made up of patriarchs representing various districts in the Elene kingdoms.

The Zemoch Empire: A brutal theocracy run by the god Azash and his high priest Otha. The Zemoch people are terrorized into obedience by the priesthood of Azash. These magicians have the power of life and death over all the Zemoch.

The Styrics: The Styrics of the west are a scattered people that live in rude villages throughout Eosia. They do not have much direct political influence in the west except as targets for Elene demagogue and as the teachers of the Church Knights. The Western Styrics wait for the time they must use their magic to help the Elenes fight the Zemoch.

The Church Knights: Elenia, Thalesia, Deira and Arcium each maintain an order of knights, the Pandions, Genidian, Alciones, and Cyrinics, respectively. These knights serve the interests of both the state and the Church. It is unclear who has the ultimate authority over the knights. Both Church and secular law allow the command of the Knights to go to either the state or the Church in times of emergency.

The Thieves' Council: This body is composed of the heads of the various Thieves' Guilds of Eosia. They meet to settle guild borders, fence stolen goods and exchange information. The council is often unified but sometimes there are very nasty fights over the leadership and future of the council. The Thieves Council is very wealthy and very well informed about events around the world.

Can weapons be carried in public? Yes
Tech Level: 3, Elene society is a semi-literate society

Magic Rules

General mana level: High with some very high level mana areas such as the valley of the Shining Ones or Ghwerig's cave.
Magic type: Unlimited mana, use the standard THRESH or 15 and RR of 15. Both scores can be increased as per the Increased Power modifier. Two changes to the standard umana rules are THRESH can't be exceeded when casting spells so there are no calamities (there were never any spell related calamities in the books) and the Option to Spend expansion is available (Sparhawk and the other knights became tired maintaining illusions during the seige of Baron Olstrom's castle).
How common are magic and mages? Uncommon. Only Styrics and the Church Knights are allowed magic.
Where are mages likely to be found? Styric villages and in the chapterhouses of the Church Knights
What legal and social restrictions are there on magic? Only the Church Knights are allowed magic. Witchcraft is a capital crime among common Elenes. Styrics often have magic but have a reaction penalty to Elenes.
How common are magic items? Very rare, only a handful are known to exist.
Are there any active deities or Higher Powers? Yes, the Elene God, the Styric Younger Gods, the Styric Elder Gods are a part of this campaign.
Is there any special clerical magic? All magic is clerical magic.
Are teleportation and telepathy common enough to affect communications? No
How common is healing magic? No direct healing magic (Minor and Major Heal are not allowed)
What magical or fantastic creatures are common? Trolls and Ogres in Thalesia and Seekers and Darmoks in Zemoch

PC Information

PC races allowed: Human only (Elene, Styric, Atan)
Starting social levels allowed for PCs: Knights must have a status of at least 2
Languages the PCs will need: Elene (default), Styric, Zemoch
Appropriate Patrons: Orders of the Church Knights
Appropriate Enemies: Renegade wizards and knights


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