Ace32
Explorer
Howdy ENWorld,
So I'm DMing with a new group (well, the salvaged remains of my old group along with at least half new players) and we've decided to start up a new campaign that isnt meant to be too complex. At first, I started to cobble together a homebrew setting that featured some astrological stuff and had a somewhat celtic/norse feel to it (nothing specific) - the campaign guide I wrote left things vague (nonhumans claimed to have descended from spirits, gods were thought of as just 'big spirits', faeries & elementals play a slightly more prominent role than in standard D&D compared to the alignment outsiders, etc). However, I haven't really clicked with the setting yet and I just don't know if I can motivate myself to make it feel unique without totally ripping something off...
As a result, I'm thinking of moving the campaign to another world. This shouldn't be hard as the general storyline is simple: a man is attempting to resurrect a lost evil human empire that he can claim ancestry to - and so far all he has done is stir up the descendents of orc tribes once loyal to said empire. With that said, I figure the Realms is a safe place because some of the players (about half) have experience with them.
What should I do?
Also, if I do go with the Realms, where should I put the campaign that might evoke some of those familiar themes (I was thinking the North)?
**Edit** Forgot to mention: It needs to be temperate and have nearby mountains (as those have already been introduced as the source of the orcs).
The party includes: Human Favored Soul, Human Wizard (Star Mage from Encyclopaedia Arcana - Star Magic), Dwarf Fighter, Dwarf Sorcerer (Earth Bloodline from Dragon 311), Half-Orc Barbarian (plus two undecideds that have yet to be introduced). They currently have no particular attachment to their 'home' as it hasn't come up in the course of adventure (they've fought orcs and drank in a tavern).
So I'm DMing with a new group (well, the salvaged remains of my old group along with at least half new players) and we've decided to start up a new campaign that isnt meant to be too complex. At first, I started to cobble together a homebrew setting that featured some astrological stuff and had a somewhat celtic/norse feel to it (nothing specific) - the campaign guide I wrote left things vague (nonhumans claimed to have descended from spirits, gods were thought of as just 'big spirits', faeries & elementals play a slightly more prominent role than in standard D&D compared to the alignment outsiders, etc). However, I haven't really clicked with the setting yet and I just don't know if I can motivate myself to make it feel unique without totally ripping something off...
As a result, I'm thinking of moving the campaign to another world. This shouldn't be hard as the general storyline is simple: a man is attempting to resurrect a lost evil human empire that he can claim ancestry to - and so far all he has done is stir up the descendents of orc tribes once loyal to said empire. With that said, I figure the Realms is a safe place because some of the players (about half) have experience with them.
What should I do?
Also, if I do go with the Realms, where should I put the campaign that might evoke some of those familiar themes (I was thinking the North)?
**Edit** Forgot to mention: It needs to be temperate and have nearby mountains (as those have already been introduced as the source of the orcs).
The party includes: Human Favored Soul, Human Wizard (Star Mage from Encyclopaedia Arcana - Star Magic), Dwarf Fighter, Dwarf Sorcerer (Earth Bloodline from Dragon 311), Half-Orc Barbarian (plus two undecideds that have yet to be introduced). They currently have no particular attachment to their 'home' as it hasn't come up in the course of adventure (they've fought orcs and drank in a tavern).
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