Defense of Cormyr
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Cormyr is a land from Forgotten Realms, that I have adapted for use in my new homebrew campagin. The campagin is mostly based on ideas from my players, which I combine with my own sense of fairytale and fantasy logic. I don’t like rational magic systems, and prefer stories where many things about the fantasy universe don’t operate according to laws. Think Howl’s Moving Castle, judiciously seasoned with Lord of the Rings-style magic and you have some idea.
Other interests include the Dune series. Because my players are mostly into science fiction (being biochem or compsci undergrads) and I am mostly into fantasy, we frequently mash up the two genres. Dune is a perfect backdrop for this.
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Defense of Cormyr Comments
Right, so the illithids, are here to enslave humanity, which is represented by the aling king Azon III. So, they do this by maniuplating psyhonic energies, and doing the mind blast thing. Their goal is to build a spelljammer helm, but to do so they need a power source. Human souls, elven ley energies, dwarven runes, or undead magic would be able to provide power. Thus, the illithids are essentially against all, though they will dominate mind to bend some races to their will. Many of the misfortunes of the past 30 years are due to subtle ilithid manipulation, in the best tradition of paranoid conspiricy stories. One of the relatives of the main character was abducted by ilithids, but nobody believes in the main character’s story. The official story remains that he was killed in a power struggle in the thieves guild. Perhaps both are true. There is one ilithid leader, however, who believes that a new approach may be taken.
They are aliens from outer space much like the zerg, except that they are of course more cerebral. They want to enslave the human race because of the qualities that they find in humans that they themselves do not possess. This can also tie into Call of Cthulhu type scenarios, because the illithids are naturally going to wantto stayt in the shadows, being physically weak. If humanity bands together, they can defeat the illithids and repulse them from the Empire. However, the question of who is being mind dominated by the illithids and who is not is a hard one to answer.
The illithids arrived many eons ago on a the great mothership Cthulhu, which they need to refuel and resupply. The whole operation is a test from the illithid homeworld. If the colony can find a way to refuel and repower their ship, and get off the planet, then they can use this new power source to rescue the dying ilithid home planet. So the illithids, despite their advanced technology, mind control, and all of their vast power, are actually few in number and quite physically weak.
The undead are interesting as enemies because they represent the triumph over death, and of course over the magic that keeps the abominations alive.
An idea for the campagin is not to allow any magic, but to allow only priests for the campagin. Priestly magic works on the basis of a relationship with a kind of NPC. The god or demon that the priestdraws power from has a relationship with the player that is just like any other NPC relationship. In GURPS terms, the god or demon is an ally or Patron.
Necromancer- This is the major force for evil in the world. The Necromancer was the former master of the Wizard Guild, but when he tried to conquer a backwater province using his magic, he created a rift in the kingdom and in teh Wizard’s Guild itself. After a small civil war, the Necromancer was killed, betrayed by his own men under Lord Ravenholm. However, Ravenholm has decided that the Necromancer will make a worthwhile pawn in the struggles to come, and so has decided to ressurect his former master. To do this, he needs the soul of one that is good and pure. The victim need not be alive. Dwarves- The Dwarves love nothing so much as hard work and good mithril ore. However, after the dragons betrayed them in the War of the Beard, the resulting devastation to their empire brought many great Halls into ruin and disuse. Now they stand filled with Orcs, goblins, and hobgoblins of the worst description. The dwarves are a fallen race, whose dwindling numbers and slow reproduction have brought them to the edge of extinction. Their chief importance is in their vast ruins, as well as the skill that the remaining dwarves have in making magical weapons. Elves- The elves have lived long, and seen many empires rise and fall, including their own. The empire of the elves stretched thrughout the entire great valley, with the capital of Myth Drannor at its center. After the Dwarves allied with the dragons in the War of the Beard, the elves saw their forests burned to the ground. They have in recent times saought to expand their forests and dominions, and find their lost city, but with no success. They are led by a great Elf Queen. The elevs are immortal, though eventually they grow laden with grief and retire to one of their White Trees. Previously, a White Tree grew in Myth Drannor as well as on the isle of Evermeet, but after the War of the Beard, the White Tree was sundered, and now Elves depart the world of men when they reach a certain age. Wizards- The good wizards who rebelled against the necromancer’s bid for power, they saw the practice of their art outlawed after the war, and the Wizard’s Guild declared illegal. Once court advisors, the wizards have retreated to the backwater province where the civil war was fought, to heal the land and aid the peoples of these villages by the mystic lake.