An idea I got while watching one of the Disnee TV shows with my daughter. Thought their set-up as not magical, not historic and not exactly fantastical is a decent set-up, then I started writing it up and found it worked. The base idea is that a separated section of a mundane world (think of Switzerland or even a small island) has connections to D&D style outer planes.
Tranzania (often called Mundania)
Tranzania (often called Mundania)
This is a small sized, little recognized country that has multiple advantages. A long ruling and stable nobility, advanced technology, and many allies. But it has terrible
secrets and connections to other worlds which constantly provides terrible dangers.
Like most mortal worlds, magic exists but here it is practiced by a small number of users, with very few high level users. It is not that it is illegal but it is highly centralized and controlled. Users must prove themselves before they are given access to advanced spells. There are a only a few higher levels and they are mostly used as teachers, who teach a rare few students every generation. While there are limited number of officially sanctioned casters, there are many more hedge wizards and circles of secret practitioners. They are not officially restricted but they are constrained because of the strict control of both training & components.
Like most mortal worlds, magic exists but here it is practiced by a small number of users, with very few high level users. It is not that it is illegal but it is highly centralized and controlled. Users must prove themselves before they are given access to advanced spells. There are a only a few higher levels and they are mostly used as teachers, who teach a rare few students every generation. While there are limited number of officially sanctioned casters, there are many more hedge wizards and circles of secret practitioners. They are not officially restricted but they are constrained because of the strict control of both training & components.
The country has been lead by the Von Trazen family for more than 200 hundred years - noble and sophisticated,
they lead by example. Their family has been involved in the military
and enterprise pursuits for hundreds of years. While not officially a
democracy there are elections to determine speakers, official positions and the nobility listen to the results
and polls. They are no longer interested in expanding the nation as they once were. Now, they wish to keep peace and stability. They
heavily encourage trade, travel and communication between their
subjects and the world. (This world might be a known fantasy world,
our own real world or something else entirely.
What
is little understood by all but a few nobles is there is
a working Gate to the Fey lands, and use this to keep monsters out of
their lands. Fey are key allies and friends, they help maintain the
magical obelisks. The Trazenites use the Fey to ensure magic is
active and to keep the devils out of their lands.
An
occasional giant or Pegasi may be tolerated but everyone in the
Trazen Empire understands that there are threats and they must
contained at all costs. The warrior classes keep outsider beasts at
bay, and priests keep warriors safe by having the protections in
place. The primary reason warriors work with the Empire is to pay the
high taxes, the common hope is to work on watch for ten years then be
given freedom and nobility. Nobles do not have to pay taxes but they
get a small stipend, most still need to work to survive. Depending on their
distinction, their titles may not be passed down to their progeny.
Like
the regular world, guns and technology exist, but the problem is that
anything magical killed by machines will return, so their use is limited a stop-gap measure at best. Magic creatures are warded by magic and killed by
anthril (magical silver) or other magical weapons.
Their peace and their success is used to maintain peace and stability but there is a hidden truth - Trazenites are not human. Perhaps they once were, but their intermingling with the outer planar friends (especially fey) has changed them. Now they must continually resist the lure of the Wild if they want to keep the portion of humanity they still have. They are the perfect neighbours & allies, keeping the fully human friends safe, keeping their fey and other-worldly allies happy but secreted away and the dangers of the other worlds away from this non-magical earth.
Adventurers
Their peace and their success is used to maintain peace and stability but there is a hidden truth - Trazenites are not human. Perhaps they once were, but their intermingling with the outer planar friends (especially fey) has changed them. Now they must continually resist the lure of the Wild if they want to keep the portion of humanity they still have. They are the perfect neighbours & allies, keeping the fully human friends safe, keeping their fey and other-worldly allies happy but secreted away and the dangers of the other worlds away from this non-magical earth.
Adventurers
Any fighter or rogue classes that do not have magical abilities - use standard campaign level wealth
If up to 10th level, adventurers usually do not reside on the mortal or prime world, but after that they may find themselves in the Outer Worlds.
If up to 10th level, adventurers usually do not reside on the mortal or prime world, but after that they may find themselves in the Outer Worlds.
TrazEN - Capital
LG large city
Corruption +0; Crime +2; Economy +3; Law +5; Lore +3; Society +2
Qualities Insular, Academic, holy site, prosperous, strategic location, tourist attraction
Danger +10
DEMOGRAPHICS
Government autocracy
Population 1.000,000 (98% human; other half-human)
Notable NPCs
Captain of the Guard Uranda Hollis (LN female human fighter 5)
High Priest Mallor Rollux (LG male human cleric 10)
Lord Mayor Zalton Valderac (N male human aristocrat 4)
MARKETPLACE
Base Value 12,800 gp; Purchase Limit 75,000 gp; Spellcasting 9th
Minor Items 2d4; Medium Items 314; Major Items Not available
Arcane Magic does work but has a higher cost to utilize. Every spell higher than third has an energy multiplier. 3rd level as 5th level. 4th level as 7th level, 5th as 9th level. Higher level spells are incredibly rare, but through co-operative spell-casting can be cast.
Technology : The world is stuck at late 16th century technology. While their sciences have evolved, many pieces of equipment like their magic is severely limited. Guns, explosives and any 18th century technology isn't available on this world. Even if brought into the world, within days it will break down and cease working.