Spellcoin is a homebrew campaign setting. I started it up a few months ago. Instead of throwing out everything that has happened thus far, I'm going to start out with the basic premise and some of the early happenings. I've had enough people want to join in that they split into two groups, so at some point I will start up another journal for the second party.
Spellcoin takes place on the world Korrun. About 1020 years prior to the start of the game, some wizards discovered a way to lock arcane energy into large coins inscribed with a short-hand form of the spell desired. The technology spread, mostly amongst humans. Spells could be cast directly from the coins burning MP just like regular casting does (I'm using a variant of the magic point system from Unearthed Arcana).
Casting directly from the coin was inefficient, requiring more mana per casting than a normal spell would take. The arcane community found that if they created items such as staffs, amulets, weapons, and so on, with sockets lined with precious metals, these could be used to more efficiently cast from spellcoins. This process revealed two basic types of sockets. Sockets made with silver, gold, or the like could hold coins of any spell level and allow them to be cast. Sockets made with mithral, adamantine, or the like could only hold 0th-4th level spell coins, but would convey special properties to the socketed item. A fireball coin in a socketed sword would allow it to burn those it struck. A cone of cold coin in a socketed breastplate would protect the wearer from all but the coldest of colds.
The spellcoins grew in popularity and more coin presses were made. The gods took notice, seeing that the production of these coins had a negative effect on the multi-verse. A great deal of magic was being permanently locked into the coins. The gods decided that the only thing to do was to sever the people of Korrun's ability to manipulate the arcane. About 1000 years prior to the start of the game, the deities of magic from all three of Korrun's pantheons sacrificed themselves in a ritual to make this happen. The cataclysm that occurred in the wake of the ritual is know as The Sundering. The city where the first spellcoin press was built got crushed by a mountain. Many of the wizardly institutions were destroyed. The Sundering marked the end of the second age of Korrun.
After The Sundering, clerics became scarcer as the gods became more wary of who could call on their power. Technology and alchemy began to grow in the absence of arcane magic. Then in the year 908 of the 3rd Age, spellcoins were found in some ruins. Soon others would follow and scholars would unlock their secrets. Now there are schools where people can go to learn how to cast from coins. These coincasters attract adventurers to them as they set out to find more ruins and uncover more spellcoins.
Fiore 28th, 1007 A3
Starting party: Jared Bravo (human coincaster), Dax (human fighter), Taliesin (elf bard), Tyr Blackwynd (human rogue)
The party starts out on the continent Eiropa, the country Cadlaron, in the city of Port Leaven. The coincaster Jared Bravo is about to graduate from the Beckhardt Academy. All that is left is his final exam. Near the school is the former Beckhardt College of Wizardry... underwater. All that can be seen of it in the bay is a pair of towers that extend above sea level about six stories. Bridges extend from the cliffs to the tops of the towers. The school arranges for adventures to escort Jared into the tower of his choice (though he doesn't know what will be in either). This arrangement, conveniently enough is made with the Adventurers' Guild.
To graduate, Jared merely has to make it out alive and with a new spellcoin.
1st Floor: Bedchamber. Party battles a few dire rats. They find a closet with some loot and a hidden room with some more.
2nd Floor: Personal Library. Party battles small air elemental.
3rd Floor: Gallery. Party examines statues. Rogue sets off Burning Hands trap walking to the stairs. Jared gains a Burning Hands coin from the trap.
4th Floor: Lab and Forge. Party fights fire elemental. Plenty of loot, including a Prestidigitation coin in the false bottom of a chest.
5th Floor: Ambush! The party is immediately attacked by crossbow wielding kobolds that are hiding behind barricades on the opposite side of the room. Dax charges to a gap in the barricade. The carpet in the center of the room gives way as the fighter falls down a hole to the floor below. He as to fight a snake while ankle-deep in water. Snake dies. The rest of the party has less luck with the kobolds. They cast a rope down the hole for Dax to climb up. Jared gets taken out but stabilizes. Tyr takes two to the chest, but stabilizes. Dax and Taliesin finish off the kobolds, grab the others, and climb back to the top of the tower. Jared is revived and passed... barely.
More to come later as I get this journal caught up to present.