Wizard's Wrath is tabletop game set in a growing fantasy world. This world has been in
development for nearly twenty years, undergoing various stages and rule sets.
The 4th edition D&D rules are easy for beginners, so
we're sticking with it, with a few minor house-rules to make things
interesting.
So here is an introduction to
Archanon, the world of Wizard's Wrath. It's a big world, I'll try to
make this succinct. Okay, you know what? Screw that! It's just a
long-ass back-story.
Twin Worlds
Archanon is a parallel world to
Earth, where magick is much more potent. (wizards write magic with a
“k” at the end to distinguish The Art from parlor tricks). It is
said that long ago, just before the rise of Egypt as a civilization,
powerful magi erected portals between Earth and Archanon. Mystics
traveled back and fourth, establishing a secret network of hidden
knowledge, science and religion. Tales of a hidden world of orcs,
elves, fairies, dragons and gryphons spread throughout the Earth
world in the form of myths. Yet, no one had ever witnessed these
fantastic creatures on Earth. The sages of Archanon theorized that
the heavy un-magickal nature of Earth was toxic to all but humans,
who could come and go as they pleased.
Folklore was not the only way Archanon
influenced our world. All of Earth's most ancient pantheons shared
gods of different names, but similar attributes. The god Thoth in
Egypt was Hermes in Greece. In the North, the vikings crowned this
deity as king and named him Odin the All-Father. Similarly, the gods
of Archanon are essentially the same as the ones of Earth, sometimes
even sharing the same names. Of these gods and goddesses, two ruled
supreme during Archanon's Age of Myth – Johvan the Father
and Gaia the Mother. Together they maintained peace, justice
and prosperity in the growing Archani kingdoms.
The Fall of Johvan
At some point during the Age
of Myth, Johvan fell ill and his temperament changed for the
worst. He became a tyrant, toying with the fates of mortals and
demanding exclusive worship. He became mad with power, and waged war
on the lesser gods and their mortal worshipers for control of the
people of Archanon. Gaia, could stand his madness no longer. She
birthed a human son named Aleph Wraith and taught him the ways
of High Magick - a method of spiritual ascension allowing mortals to
enter the God Realm. Only by this magick, could mortals challenge the
gods in their own turf. Wraith would later teach and lead mortals to
battle against Johvan and his allies. Johvan knew of Gaia's betrayal.
After all, It was him, in human guise who impregnated her human form
and conceived Wraith. He watched her patiently over the years as the
boy grew, believing her efforts to be futile. However, when he found
a powerful relic missing from their bedchamber, he confronted her in
a fit of rage. This relic was none other than the Holy Grail.
They had inherited the golden chalice from the Supernal Realm – a
place beyond the gods, where Johvan and his siblings were born before
the creation of Time and Space. Any mortal who drank from this cup
would be as one of them. She intended to deliver it to “the little
savior” as he mockingly called the young mage. In a murderous
rampage, he hurled Gaia, his once beloved Queen, down to the mortal
realm with a lightning strike. The Grail slipped from their struggle
and fell against the Archanon's tallest peak, breaking the relic into
six fragments scattered throughout the world. To this day, Gaia's
spirit is said to dwell in the very planet of Archanon.
Wraith's Pact
When Aleph Wraith learned of his
mother's demise, he knew his studies were over. It was time to
practice what he'd learned. He set out with a group of brave heroes
and retrieved all six fragments of the Holy Grail. In the end, he
solved the mystery of the Grail and challenged Johvan to a duel.
Johvan revealed himself as Wraith's true father, but the wizard was
unmoved. They made a wager. If Wraith could best Johvan in a magick
battle, all gods were to cease their meddling in mortal affairs. If
Johvan won, Wraith's life would be forfeit, never to reincarnate in
the world of Archanon. A cosmic battle ensued. The wizard and the
patriarch god destroyed one another. All gods, friend and foe, were
bound by this pact. With Johvan gone, they never again interfered
with mortals. The denizens of Archanon have celebrated Wraith as
their savior ever since. This brought about a new era, the Age of
Reason. Man was no longer bound to honor the Old Gods. There rose
a new form of spirituality independent of gods, where men and women
of all races sought their own Inner Light. These events took place
just over two thousand years. Today, some scholars doubt that the
gods ever existed in the first place. In contrast, there are small
fringe groups of cultists who actively trying to summon The Old Gods
back into the world.
The Great Sorcery
Remember the
gates between Earth and Archanon I mentioned earlier? It is no more.
How so? Shortly after Wraith's sacrificial victory, there were still
many servants loyal to Johvan. A small elite group of zealot magi
evoked their patron god. A wounded Johvan could only be heard as
feint whispers in their minds. Under his direction, they infiltrated
The Great White Brotherhood – a secret order of mystics
devoted to the enlightenment of all races in many worlds. An order of
White Brothers known as Nexus Guardians served as inter-dimensional
gate keepers, veiling their location from the masses. They governed
the flow of people and information across the worlds. Only a select
few could pass. Having attained the needed clearance, the Dark
Brothers (as the loyalists would late be called) escaped their
native world and regrouped on Earth. This time period coincided with
Earth's first century, during the height of the Roman Empire.
They saw a world
of devout pagans, with initiatory rites similar to those of Archanon
before Johvan's Fall. Somehow Earth had remained untouched by the
ravages of Archanon's holy wars. That wouldn’t do at all! So they
watched and waited for an opportunity to revive their creed in this
new world. They became fond of Paul of Tarsus, and his brand of what
he called “Christianity.” The Dark Brothers deemed it close
enough to the worship of Johvan, and secretly helped him rise to
prominence. Still the time wasn't right. Pagans rejected the notion
of salvation through Christ and his clergy. They waited. After all,
wizards could live for centuries. Time was on their side. With the
rise of Constantine the Great in 306 CE, when the empire became
officially Christian, they knew the time was right. They launched a
magick attack against the White Brotherhood from within their own
ranks. Even the Church Fathers were mere pawns in this Great Sorcery.
The Dark Brothers weaved a curse so powerful, the people of Earth
bowed without needing evidence that their god actually existed. They
destroyed pagan temples, the art and sculptures therein, and
persecuted all heathens. They enslaved Earth's Western hemisphere
under a faith almost identical to that of Johvan, whom they now
called Jehovah.
Earth's Great
White Order was nearly decimated. Brothers scattered throughout the
world, living in secrecy as hermits in forests, deserts and
mountains. Superstitions and dead rituals ruled the land. With the
power they now amassed, the Dark Brothers planned to march back into
Archanon with an army of Christian warriors. Only one man was
powerful enough to foil their march. Merlin, one of Earth's
greatest wizards, managed to escape persecution and flee to the Great Pyramids in Cairo, where the gate still stood, hidden from the
world. He battled and killed the Dark Brothers posing as Nexus
Guardians and severed the link between worlds, crossing to Archanon
before closing the gate permanently. Now the Dark Brothers wanted
holy war, they would have to settle for the Crusades in the eleventh
century.
The Arcanum Arcanorum
The
nations of Archanon prospered without gods. That didn't mean they
automatically became peace-loving. Nations such as the Kingdom
of Lothaire expanded their
borders and conflict was inevitable. The wizard became an elite force
in any military conflict, disproportionately more powerful than
troops of armored soldiers. However, not everyone had the gift for
The Art. Magick training was a rigorous process, with few graduates
from a sea of neophytes. Nevertheless, many common folk began to
distrust magick users. The Great White Brotherhood had to intervene.
They instituted The Conclave as
a ruling body in order to prevent magick users from abusing their
powers. The holy order became publicly known as The Arcanum
Arcanorum (Mystery of
Mysteries), or The Great Order.
Initiation into their ranks was open to men and women of every race
through a series of ten degrees. These were designed to invoke
progressively higher levels consciousness in the initiate. The Order
gave it's members a moral compass by which to exercise their wills in
harmony with the will of The Universe. They called this discipline
True Will.
Under
the Great Order the study of magick grew into various branches,
informing the natural sciences. Alchemists learned to tap into the
planet's natural mana springs and create mana crystals.
These multicolored crystals stored elemental magick capable of
powering many spells or even daily commodities such as light, heat,
and refrigeration. This and other advances helped improve public
relations and dissuade superstitions about the wizard community.
The Wizard Wars
In
the years 1968 and 1975 Post Wraith (32 and 25 years before the
current campaign), Archanon saw the eruption of two great wars. There
were two factions fighting secret wars through the ages. They remain
rivals to this day. Conservatives believe magick is a precious
commodity that should be reserved to an elite few. Liberals believe
magick is the birthright of every sentient being, and necessary for
the evolution of the races. Zarghos was a charismatic leader of the
conservative party. He became increasingly extremist until he went
rogue. Under the spell of Zarghos' rhetoric, there was a new breed of
Dark Brothers sowing strife within The Order. He ultimately died in
the first war, but returned as a Lich in the Second
Wizard's War. It took the
combined might of The Great Alliance
between humans, elves and dwarves of various nations to press the
offensive against his fortified tower in the Frozen Spire.
Seven
heroes were instrumental in bringing down Zarghos. This was the first
complete tabletop campaign in Wizards Wrath. This was the group's
make up:
Note: These are familiar names
throughout the realm. If you're making a character to join the
campaign, he or she may be familiar with them, depending on
intelligence/history modifiers.
Human
party leader, Controller/Range Striker: Lucius of Daleth,
a cunning and arrogant Battlemage who
was Merlin's brightest apprentice.
Human,
Striker: Raidax of Blades,
a daring wanderer who became a Blademaster.
Dwarf,
Guardian: Knog Ragefist
of the Ragefist
Clan, a family bastard with
something to prove who became a Mountain Guardian.
Human,
Striker/Heavy: Turock The Great,
a Barbarian Warrior who
later became the Nomad King.
Human,
Guardian: Sir Alterack van Orden of Lothaire,
a Knight Champion who
later became a defensive Blademaster.
Elf, Range
Striker: Lord Leetheus Rivenmyst of Khandalore, an Elven
Ranger who later became High Lord of the Elven Nation.
Troll, Striker/Heavy: Skullbasher,
a sub-intelligent Troll Berserker who was capable of reason
and moral values.
Lucius led his party on a hunt for the
Grailstone fragments to reassemble the Holy Grail, which had
been lost with Wraith's ascension nearly two millennia before. In the
final battle, when all seemed lost, Lucius retrieved the last stolen
fragment from Zarghos and used it to banish the Lich from the living
world. The heroes returned to their homeland as champions and kings,
each with a fragment of the Grail. All except Raidax, who was a
perpetual adventurer. They settled as keepers of their respective
Grailstone fragments. If any force threatened Archanon's future, they
could reunite once more, reassemble the Holy Grail and kick ass.
The World Archanon Now
You stand at a crucial time in the
history of Archanon. With the restoration of the United Kingdom of
Daleth under the rule of King Lucius, the world is
acquiring a taste for liberty. Medieval social taboos no longer sway
the masses as they once did. Nobles and peasants enjoy equal rights.
The commonwealth of Daleth and it's allies allow for free education
to all. An industrial revolution is in full gear, generating new
technology such as firearms and the steam engine. The mass production
of mana crystals supply clean energy to whole cities.
Not everyone is eager to embrace
change. Under the rule of King Alterack van Orden, the Kingdom
of Lothaire proclaims itself an empire. Lucius and Alterack, once
friends in the Second War, have grown apart with differing
ideologies. Towns under the rule of Lothaire are rife with
discrimination and racial tension between civilized orcs and their
human “overlords.” By clinging to the status quo of old draconian
values, Lothaire is on the bring of economic meltdown. Whole squads
of loyal paladins have been laid off from public service, replaced by
questionable mercenaries called the Black Guard. Organized
crime and political corruption is rampant. As if that wasn't bad
enough, you hear rumors of cultists coming ever closer to summoning
the Old Gods.
With tensions growing between these
two nations, and robed fanatics running around in old temples, you
feel as though even you could play a part in tipping the scales and
making a difference in the world.
Welcome to Wizard's Wrath: Ascension.