Balancing Chaos Primer

The world relies on the balance of elemental magic. Failing to maintain the balance of magic triggers catastrophes and natural disasters—and potentially—irreversible changes to the land. For centuries, Paritet has controlled this balance as a universal governing body. They dictate which element needs to be channeled more at which times.   But people make for poor magic filters. All who channel magic slowly go insane until the use of it kills them. Those who help keep the elemental balance are revered for their sacrifice, becoming martyrs for the lives of all.   Yet many wish this wasn't the case. There are those who wish lives didn't need to be used to keep the world stable. Isn't there some way to prevent loved ones from going insane before they've even started their own families? Isn't there some way to save them before they succumb to the erosive magic? Isn't there some other way to keep the world balanced?  
  "Shift the price, preserve lives. Litenhavon lighthouse tonight," the mysterious letter reads.   Is there another way? There's only one way to know.
 

Contents

 

Setting Overview

Welcome to the World. It's turbulent and chaotic; the prevalent magic often warping the land around it. Five major continents make up the land mass, each with characteristics unique to the elements that stem from them. Constant chaos and the abundance of magical energy has hindered mechanical and technological development. The average person relies on using magic-infused items for convenience.   Guilds run operations in the world, with Paritet at the lead. For over 100 years now, Paritet has kept the elements of the world balanced, preventing many earth-rending catastrophes. To this day, everyone gives their thanks to Vira for her historic efforts establishing Paritet and fighting to bring the world into balance.   Paritet works tirelessly to manage elemental magic and its users. This has resulted in a cycle of calling upon casters to expend their magic of the needed element—bringing them closer to Release. Though many accept this sacrifice as necessary, an underground group believes there is a way to keep balance without the cost of lives. Joining this group is dangerous. It's illegal. Traitors to Paritet's efforts always mysteriously vanish.   And you've just been invited to this group's secret meeting.
I'm interactable! Click on points!
 

Starting Location

  The meeting is in the lighthouse of Litenhavon, on the icy continent of Isfeljor.   Isfeljor sits in a state of permanent winter. While the western side of the continent is covered in a permanent layer of ice and snow, the eastern side often remains thawed. Isfeljor is littered with rivers, starting in the tall peaks of its mountains and cutting through the land to the ocean. Though the land is bitterly cold and unforgiving, it is the source of hardwood, ice blocks, fish, and intricate craftsmanship for the World.   Litenhavon is a small, snowy port town with a view of Riner Is on the horizon. It is always cold; the snow never melts so close to the towering mountain. Residents are often quiet but lighten up while gathering in taverns littered throughout town. Litenhavon is the premier stop for the merchants of Fellbe, as it provides easy port access to the rest of the continent instead of the treacherous Isvey Pass.  

Other Locations

  Vira's Aspiration rests in the center of the continents, across the waves of the ocean.   East of Vira's Aspiration is Grewlheyde, known for its rolling hills and large vineyards.   Tucked just south of Grewlheyde is Ildsletten, the small island responsible for most of the world's crop production due to incredibly fertile soil.   Gulgrennjor, south of Vira's Aspiration and west to both Grewlheyde and Ildsletten, is the largest of them all. A massive desert claims the northern half of this landmass, while a dense jungle consumes the southern half.   Isolated south of Gulgrennjor's desert and west of its jungle is Klipafand, a small island made of sheer, slick cliffs and whose inhabitants remain reclusive.  

Guilds

  The World is run and governed by the five guilds:
  • Paritet - The main governing body. They operate on the bigger picture. Coordinate keeping the elements in balance.
  • The Enforcers - Law enforcement and mercenaries. Responsible for keeping things civil, both on a continent and town scale.
  • The Keepers - Archivists, archaeologists, and historians. They uncover, restore, and preserve artifacts, knowledge and historical sites.
  • The Laborers - The workforce. Any job is run and managed through the many branches of this guild.
  • The Operators - Handlers of the fine details, specifically the financial details. They manage banks, tolls, taxes, wages, etc.
  Nearly every aspect of life is handled by the guilds. Looking for work? Head to the nearest Laborers outpost and take up a listing. Need someone to guard you and your crew as you dig up relics at a historical site? Hire mercenaries from the Enforcers. Interested in digging up the mysteries of the past? Study with the Keepers. The Operators collect tolls and taxes to provide the funding and investment for nearly every endeavor in the world—from paying mercenaries in the Enforcers to helping a baker start his business.   Each of these guilds report to Paritet. Paritet was established over 100 years ago in order to bring and maintain balance in the world. At first, this was just magic elemental balance but as time passed, they established the other guilds as branches to balance more mundane matters. Paritet still contains a bit of each other guild within its own ranks, albeit in more specialized forms. Keepers who specialize in the study of elemental magic, exceedingly skilled Enforcers stationed as commanders, Laborers to keep the headquarters running, and Operators collecting and then reallocating funds can all be found on Vira's Aspiration with Paritet proper.  

Magic

  The use of magic slowly drives its user insane. The more powerful the spell or increased frequency of usage brings insanity faster. Those with elemental magical talent are often referred to as "parrs". Parrs are revered, as they are necessary for the world's survival. As they near their absolute limits of sanity, they are "Released" (mercy killed). Families and communities honor their loved one's sacrifice in various ways.   Due to Paritet's diligence in regulation, elemental magic cycles through peaks of each element. This steady rotation is the basis for the calendar and measure of the year.  
The elemental magics with damage type conversion and domains are as follows.
Ice Wind Water
Damage Type: cold
Domains: Protection, Knowledge
Damage Type: thunder
Domains: Tempest, Trickery
Damage Type: none
Domains: Arcana, Death
Fire Energy Nature
Damage Type: fire
Domains: Forge, War
Damage Type: necrotic, radiant
Domains: Grave, Light
Damage Type: acid, poison
Domains: Nature, Life
  Even non-elemental magic is dangerous. However, since it's not a part of the world's magical balance, casters who use purely non-elemental magic are often snubbed.   The World is full of so much magic that even those who aren't gifted with magical talent feel its affects. People—particularly the elderly—become Taxed. Their bodies are physically changed by the magic that has surrounded them for decades.  

Off-Limits Magic

  There are two elements that no one has ever been able to manipulate—earth and lightning. They are also not a part of the elemental balance.   Any spell or ability that would use these damage types will instead have their damage types changed.   Any spell or ability that would use these elements in their description will be flavored differently.   In either case, we will work together to adjust these for your character.  
 

Deities

  Gods do not exist in the World. If you need a god or patron, try and think which element would work instead (consult the chart in the "Magic" section) and let's chat.  

Character Creation

  Life in the World is not gentle and your characters weren't born yesterday. You will be starting with Level 3 characters. We will be using Sanity in this campaign.   For level 1:  
  • Point-buy: You have 30 points total to spend.
  • Array: 15, 14, 13, 12, 11, 10, 8
 

Races

  Here are the common races found in the World, with a brief description of their general status:
  • Centaur- Found in the hills of Grewlheyde and the sands of Gulgrennjor, mainly working labor-intensive jobs. Many are great smiths.
  • Elf- Found all over the world in various fields of life, though many aristocratic positions are filled by elves.
  • Half-elf- Found all over the world in various fields of life. Many find themselves as scholars and tinkers.
  • Halfling- Found all over the world running many taverns and other entrepreneurial businesses.
  • Human- Found all over the world in various fields of life. Typical human stuff.
  • Firbolg- From Ildsletten, where most of the farmers and miners there are firbolgs. Many also join The Keepers.
  • Kenku- Found all over the world in various fields of life, though many are craftsmen that have passed down their master's techniques.
  • Lizardfolk- From the desert of Gulgrennjor. They work various positions, from craftsmen to miners to mercenaries.
  • Tabaxi- Great hunters found mainly in Isfeljor and the jungle of Gulgrennjor.
  • Triton- Found primarily in port cities. Many own ships and run aquatic trade routes.
 

Special Consideration

  Neither Dragonborn or Warforged exist in the World.   While those races are the only ones off-limits*, the other races in D&D handbooks are rare in the World. If you choose to play one of these races, be aware that you will be a bit of an oddity.
*There are likely other off-the-wall races included in official material that won't be in the world, I just didn't want to look through everything. Just let me know what you intend on playing.
  For many reasons, even questioned in universe, your character cannot be older than 148 years old.

Classes

  When choosing your class, keep in mind the price of spellcasting—or using magic in any way. Do you want to lean into the magic and insanity, or be totally against it? Do you want to specialize in a certain element of magic? Do you want to be a non-parr and struggle with the worth society places on you? Do you want to play someone with no magical ability and is happy for it? Or maybe envious of it?   Please do not be afraid to use magic. You nor your character will be punished for it; I promise.
  Some examples of how classes function in the world:  
  • Artificer- Most artificers will find themselves enlisted with Paritet directly—after some exemplary display of skill, or course. Other artificers will find themselves as local tinkers and apothecaries around the world.
  • Barbarian- Barbarians are rare, hailing mainly from the hills of Grewlheyde. They typically don't associate themselves with societal constructs.
  • Bard- Many bards find themselves with The Keepers, helping to gather and preserve history.
  • Cleric- Reinforces of Paritet's role in the world. Scholars and teachers who sometimes perform Release ceremonies, alongside paladins.
  • Druid- Many are farmers. Some are historians in The Keepers working in the field. Some are soldiers. Druids are a common and even spread in the world.
  • Fighter- Fighters make up the bulk of The Enforcers. If you're a fighter, you're very likely a solider, guard, or mercenary operating within the The Enforcers.
  • Monk- Rarely spotted outside of Klipafand. They are reclusive and speak little of their origin home. Most people are distrustful of monks, especially since Paritet often asks after spotted monks.
  • Paladin- Mainly found in Paritet ranks. Soldiers who work directly for Paritet and often the ones to perform Release ceremonies abroad, alongside clerics.
  • Ranger- Likely hunters helping to provide a meal to family or community—or perhaps hunting for a competition. Will also be found among The Enforcers in various positions.
  • Rogue- Though often criminals hunted by The Enforcers, they are often hired by the guilds to run special jobs. It's rumored many members of The Operators are rogues...
  • Sorcerer- The most common spellcaster with the shortest lifespan. Many sorcerers are called upon by Paritet to balance the elements. They are the most valued by society.
  • Warlock- Incredibly rare. They hide themselves among the ranks of other spellcasters, as their source of magic is unknown and—in Paritet's eyes—dangerous.
  • Wizard- They find themselves studying in The Keepers' ranks. Those very gifted and knowledgeable are promoted to Paritet's ranks, where they get the opportunity to study historical texts and participate in research to stabilize the world.

Special Consideration

  The only class that isn't allowed is the Battlesmith (Artificer). Constant chaos and the strive towards stability makes technological progression difficult.  

Background

  For mechanical purposes, still use backgrounds listed in official material. For roleplaying purposes, keep some stuff in mind:   Are you a spellcaster/magic user? How much magic do you use? Do you try to avoid using magic for fear of going insane? Do you use elemental magic? How do you feel about society's view on your role in saving the world? Are you a non-parr? Are you upset that society doesn't value you like elemental users? How close to insanity are you?   What's your character's motivation for going to dangerous means to find a different way to balance magic? Did you lose a loved one who was forced to use magic until it killed them? Are you about at your limits of sanity but don't want to be Released? Are you on a secret mission to root out these traitors who dare challenge Paritet's well-oiled machine?   Are you a member of one of the guilds? What's your role in that guild? Were you a member of a guild? What was your role? Why are you no longer in that guild?   Are you from Litenhavon? Some other town in Isfeljor? Did you take a ship from some other continent to Litenhavon just for this meeting and what lies beyond? Are you from another continent, but on the run and ended up in Litenhavon?  

Equipment

  Alongside your normal starting equipment, you can also choose 1 common magic item.   If there's a magic item that's pretty harmless and more for flavor (i.e. Heward's handy spice pouch), let me know and you can probably have it as a freebie.   Magic items that use an element (Magic chart) have a daily use limit. This will depend on the item, if it doesn't already have a daily limit.  

Campaign Rules

  All of this campaign is a pay-off to 11-year-old me. I have a story that's been in my head for 15 years and I want you to be a part of it. Therefore, storytelling and role-playing will end up trumping rules in some cases. But don't let this discourage you from reminding me about rules or mechanics, or calling out that an ability check of a certain type would be appropriate in a given situation.  

Multi-classing

  I'm not against it, but please don't powergame. Your class choices should be backed by your character actions and background.  

Feats

  If you want a Feat, your character should be making strides toward it. Please keep track of your characters efforts toward learning a feat. Then when the opportunity for you to take your next feat presents itself, we will decide if enough effort toward learning it was achieved.


Cover image: by holyflpncows

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