Join Adam as he builds out the DireLands fantasy campaign setting organizations. This is the continuation of a series of livestreams which will see the development of the DireLands fantasy campaign setting. You can learn more about DireLands here: https://reverendcampbell.com/direlands/
About DireLands Fantasy Campaign Setting
DireLands is a system agnostic, dark fantasy tabletop roleplaying campaign setting. It was created by Adam P. Campbell in 2024. DireLands is set in a land that is in the final century of an ice age that saw the rise of the Witch-Queen who subjugated the three realms’ populations and cast out the demi-human races. The Triumvirate rose in the last century and liberated two of the three nations, but after their victory, they have become corrupt themselves.
Episode Content
Intro
Welcome to this continuation of my DireLands system agnostic, dark fantasy campaign setting episode! My name is Adam and in this episode I will be outlining the DireLands Fantasy Campaign Setting organizations. I will also be discussing the concepts of the DireLands setting.
Details
- Organizations of Ciar-mhonadh
- There are many organizations both governmental, private, public and private. Some run entire nations, while others operate in secret, or are believed absent. In all cases, those listed below have had or will have dramatic effect on the developing world and campaign setting.
- Public Organizations
- There are more public organizations than what is listed below. You are encouraged to develop as many as you find appropriate for your home games. What you will find below are the primary national and magical organizations.
- Biel Gos
- This is the name of the Caelia tribal collective composed of representatives of the five major tribes. They are at a contentious truce with each other due to the threat posed by the Witch-Queen. Now the alliance is faltering. They meet monthly in Yurtheq, the capital of Caelia.
- Gaullix (gaw-lex)
- The remnant forces of the Witch-Queen after having been defeated by the Triumvirate. They have a foothold in the ice-realm of Locaston. They are garrisoned in and around Vuurghnum, the capital of Locaston.
- Hace Aecention
- This order of female wizards are mistrusted after the fall of the witch-queen. They are located in the nation of Bressus. They practice arcane magic and are consulted by the Triumvirate. They are believed to have a grotto located in Valcaston.
- Krollus Kar
- This order of female witches is mistrusted after the fall of the witch-queen. They are located in Caelia and practice the primitive ritual magic of the first nation. Their coven is located in the ruins of Cahalutu, north-west of Querel.
- Order of the Fist
- This order of female monks are mistrusted after the fall of the witch-queen. They live in the monasteries of Locaston and joined the Triumvirate to overthrow the Witch-Queen. Their monastery of Vulqua is located high in the Carst Range.
- Triumvirate (tri-um-ver-ut)
- This knighthood is located in Bressus. It is composed of three branches, the diplomatic branch is led by the Master of Shields and the militaristic branch is led by the Master of Arms, and the hermetic branch is led by the Master of Books. They are located in the capital city of Triniius.
- Xalsion (zal-shun)
- This order of female sorceresses is mistrusted after the fall of the witch-queen. They are located in the wildlands of the three nations and focus on cosmic ritual magic.
- Secret Organizations
- There are more secret organizations than what is listed below. You are encouraged to develop as many as you find appropriate for your home games. Below are the forbidden organizations outlawed by the Witch-Queen.
- Graullen’s Fist
- This order of male magic-wielding warriors was banned by the Witch Queen from practicing. It went underground and practices to this day. They are located in Locaston. The Graullen’s Fist order is believed to be located in the hills outside Szesz.
- Order of the Eyes
- This order of male magic-wielding monks were banned by the Witch Queen from practicing. It went underground and practices to this day. They are located in Bressus. The Order of the Eyes is headquartered in the forests of the Ruike Range.
- Wasting Walkers
- This order of male magic-wielding druids were banned by the Witch Queen from practicing. It went underground and practices to this day. They are located in Caelia. The Wasting Walkers wander the fey jungle of Efelius.
- Aeriof Waters
- These were an obscure order of warlocks who removed their eyes, claiming to be able to commune with cosmic beings. They were the first to be hunted down and their tongues removed by the Witch-Queen, prompting all men to be banned from practicing magic. They were known to dwell in the wildlands.
- Races of Ciar-mhonadh
- As with any fantasy setting, DireLands features an incredible array of races and subraces. As this is a system agnostic setting, you should feel welcome to include any fantasy races no matter how exotic. You should consider the tone of Direlands when you do, keeping the following in consideration:
- Humans are the default race, but all others are represented, both fantastical and traditional.
- There are racial biases and assumptions. Most of the traditionally darker races are seen as evil.
- Unfamiliar races are seen as monstrous and may be attacked on sight, or run from.
- Below are the more common DireLands races:
- Humans: civilized, tribal and primitive
- Elves: high, wild and dark
- Halflings, civilized, tribal and deep
- Dwarves: hill, mountain and dark
- Half Races: half-elf, half-orc and half-ogre
- Gnomes: mountain, wild and deep
- Deep and dark subraces may be encountered above ground, but their homes are below the surface of the planet or moon(s).
- As with any fantasy setting, DireLands features an incredible array of races and subraces. As this is a system agnostic setting, you should feel welcome to include any fantasy races no matter how exotic. You should consider the tone of Direlands when you do, keeping the following in consideration:
- Classes of Ciar-mhonadh
- There are many classes that exist in DireLands. As this campaign setting is intended to be system agnostic, regardless of your favorite system, you should feel free to import any class you like as long as you remember a few important notes, and adjust them in play or structure for the DireLands setting:
- Magic is mistrusted by most people. The Witch-Queen banned men from practicing it, and after her downfall, women are mistrusted to wield it.
- There are national biases and assumptions.
- Anyone from Locaston is seen as evil.
- Caelia has inter-tribal conflicts in addition to national animosities.
- Bressus sees themselves as superior and mistrusts anyone from Caelia or Locaston.
- Classes
- Below are some setting specific classes for your consideration. As with everything in Direlands, they are broken down in a contrasting trinity of refined, primitive and adventurous. The primary role defines the traditional fantasy class trope, while the role’s disciplines help specify the style of the role that fits into DireLands. Details for each class will be outlined in the DireLands game system, for now, use them as in setting inspiration for your own characters.
- Role: Warrior
- Warriors are the backbone of any adventuring party. They face off against the enemy without fear, and stand up for the party members.
- Disciplines: Knight, Barbarian & Swashbuckler
- Role: Thief
- Thieves operate in shadows and monetise secrecy. They will help safely navigate a dungeon as well as be the go-to character to collect a hidden artifact.
- Disciplines: Rogue, Assassin & Tomb Raider
- Role: Priest
- Every fleshed out party needs someone to support their efforts whether through blessings from their god, or recovering from battle.
- Disciplines: Cleric, Shaman & Missionary
- Role: Magi
- Even though magic was outlawed or is mistrusted, there are both public and secret societies which study and practice this most ancient of mysteries.
- Disciplines: Wizard, Sorcerer & Occultist
- There are many classes that exist in DireLands. As this campaign setting is intended to be system agnostic, regardless of your favorite system, you should feel free to import any class you like as long as you remember a few important notes, and adjust them in play or structure for the DireLands setting:
Outro
Thank you for watching today’s DireLands Fantasy Campaign Setting nation episode. Please consider subscribing to this YouTube channel and liking and commenting on this video. Always remember that evil spelled backwards is live, so get out there and be evil!