I plan to use this thread to solicit ideas, post NPCs, and gain feedback on various elements of the campaign I am currently developing/running. So first a bit of background.
I am currently running a heavily homeruled campaign that centers on an area that has been dominated for the past two hundred years by an overseas empire. That empire began pulling troops out about five years ago and has had no presence in the area for two years now. Since the empire was good at suppressing brigands, magical beasts and such there is a growing problem in these areas now. The vibe I was going for was a growing darkness upon the land, but not an organized takeover by one force. So villages are being raided, contact between cities is becoming more and more limited, vampires, were-creatures and such are starting to establish themselves more, etc. I wanted the PCs to both feel that they are fighting against a growing indeterminate evil (kindofa post-apocalyptic world without the apocalypse!) and worry that the more they act out in the open the bigger targets they become (I felt this concept would tempt too many players into being paladin/fill-in-the-blank). The world itself is a mashup of original content, favorite content from a variety of supplements (WOTC and non-WOTC), and modified historical material. I'm using the world map from Exalted as the geography and filling in my own stuff for the cities and towns (the Empire is from beyond the western ocean). The gaming group is a collection of friends that I've known anywhere from 10-25 years. They are a very flexible bunch so when we experiment with a new concept they run with it and if it is unbalanced they understand when I have to modify it. So I went in a bunch of different directions with this campaign (as we are getting older I don't know how many more campaign worlds I'll have a chance to run so I combined quite a few different things in this world).
One of the first things I tweaked was the exactness of spellcasting. I've never really like the flavor of tactical spellcasting where the PCs (and the baddies of course!) drop spells in the best possible spot and know exactly whether their spell can reach and how powerful it is. So I've randomized some of the affects to keep the players on their toes. I'm also limiting how much magic is in the world in terms of items and such, making the items mysterious in terms of players knowing exactly what powers said items have, and having items grow over time and circumstance (I forget where I saw the post but the article discussed the issue of Elric getting rid of Stormbringer because he found a better magic sword and I hate the disposable element of DnD items where you are constantly trading up-which means your family heirloom is out the door when you find a higher plus item). I have also set up a system where spellbooks tend to be individualized (again, the DnD system of every wizard has access to the same spell list thing annoys me) and there is a tension between hoarding personalized magic spells and trading with other wizards (basically I allowed the PH spells and then the player and I looked at other resources for some individual spells, which means that they sometimes cast something and other players are like 'What the hell was that?'). I have it built into the world history that magic has shut off at least three times in the known history. I also have it built in that various magical and religious groups believe that there is too much magic being practiced out there and that it might be causing these 'blackouts'. There is also a group out there that combines elements of the Eldreth Veluuthra and the Iron Kingdoms elves and are basically hunting down and slaying non-elven magic users.
There are a variation of the guns used in Iron Kingdoms sprinkled about (We have them hitting as a touch attack but slow to reload, which gives them a different vibe than bows or even crossbows-they tend to be close range fire then drop weapons). They are playing 6th level gestalted characters and about half have a template. I am controlling the level progression (we gave up on the standard system years ago) to keep the players in the 5-10th level range as long as possible (we prefer that power level) but am periodically slipping a player a feat, skill points, or magic to represent what their character has been going through (we all played Champions for years).
The last major element will also lead to my first major question. For gods I chose five classic pantheons and made them regional. They are Norse (Northern), Celtic (Eastern), Greek (Island), Egyptian (Southern), and DnD Core (Imperial). Nothing fancy there but I had an idea for making it different that I haven't fully developed. I introduced the concept of a godwar (that I call the Manifestation Wars-similar to the Forgotten Realms storyarc), but not specifically between pantheons. Prior to the Manifestation Wars (the gods have appeared in their various aspects[a manifestation that embodies one aspect of their portfolio], attributes[a lesser manifestation of one special ability, often projected onto a human follower] and hosts[generally extraplanar followers] during this time of upheaval) the various pantheons were generally geographically divided, with some small incursions into other lands. As time went by the various pantheons generally attempted to expand into other areas prompting clashes, especially between worshippers of overlapping or conflicting portfolios. Some interpantheon alliances, mostly shifting, have also occurred. This has become magnified as the manifestations take place.
Luckily, most of the deities have been working indirectly (those that have acted directly-slaughtering opposing gods’ worshippers, for example-have found themselves opposed by a collection of gods and there is a belief that some Aspects of certain gods have been destroyed) to stabilize their power bases and reach some agreement or realignment. The likely result is that once this is achieved, certain gods may have shifted from major to minor while some demigods may have achieved full godhood. This generally concerns mortals only if they have the misfortune of either having or seeking that which a god covets (whether magic or knowledge) or if they find themselves too close to a godclash (when two or more aspects, attributes, or hosts collide). The GM goal was to again tweak the magic system so that divine magic is subject to your god's current needs ("Sorry, Thor is currently using all storm magic. Please try again later" or 'The Aspect of Fire is nearby, your flamestrike is automatically maximized!') and explore making the gods a very real part of players lives and unpredictable. However I'm not sure where I want to go with this and wonder if it isn't a bit too much with all the other things I've got going on.
So the first thing I'm looking for is (are) suggestions/feedback on whether this should quickly right itself, whether it should slowly dissolve into a single pantheon (possibly of new gods that are amalgams), or even lead to a non-divine time when there are no true gods. Of course other feedback is welcome as well! We are about a dozen sessions into the campaign so as I get time I'll backfill storyline, NPCs and such.
Thanks in advance for any comments or suggestions!
I am currently running a heavily homeruled campaign that centers on an area that has been dominated for the past two hundred years by an overseas empire. That empire began pulling troops out about five years ago and has had no presence in the area for two years now. Since the empire was good at suppressing brigands, magical beasts and such there is a growing problem in these areas now. The vibe I was going for was a growing darkness upon the land, but not an organized takeover by one force. So villages are being raided, contact between cities is becoming more and more limited, vampires, were-creatures and such are starting to establish themselves more, etc. I wanted the PCs to both feel that they are fighting against a growing indeterminate evil (kindofa post-apocalyptic world without the apocalypse!) and worry that the more they act out in the open the bigger targets they become (I felt this concept would tempt too many players into being paladin/fill-in-the-blank). The world itself is a mashup of original content, favorite content from a variety of supplements (WOTC and non-WOTC), and modified historical material. I'm using the world map from Exalted as the geography and filling in my own stuff for the cities and towns (the Empire is from beyond the western ocean). The gaming group is a collection of friends that I've known anywhere from 10-25 years. They are a very flexible bunch so when we experiment with a new concept they run with it and if it is unbalanced they understand when I have to modify it. So I went in a bunch of different directions with this campaign (as we are getting older I don't know how many more campaign worlds I'll have a chance to run so I combined quite a few different things in this world).
One of the first things I tweaked was the exactness of spellcasting. I've never really like the flavor of tactical spellcasting where the PCs (and the baddies of course!) drop spells in the best possible spot and know exactly whether their spell can reach and how powerful it is. So I've randomized some of the affects to keep the players on their toes. I'm also limiting how much magic is in the world in terms of items and such, making the items mysterious in terms of players knowing exactly what powers said items have, and having items grow over time and circumstance (I forget where I saw the post but the article discussed the issue of Elric getting rid of Stormbringer because he found a better magic sword and I hate the disposable element of DnD items where you are constantly trading up-which means your family heirloom is out the door when you find a higher plus item). I have also set up a system where spellbooks tend to be individualized (again, the DnD system of every wizard has access to the same spell list thing annoys me) and there is a tension between hoarding personalized magic spells and trading with other wizards (basically I allowed the PH spells and then the player and I looked at other resources for some individual spells, which means that they sometimes cast something and other players are like 'What the hell was that?'). I have it built into the world history that magic has shut off at least three times in the known history. I also have it built in that various magical and religious groups believe that there is too much magic being practiced out there and that it might be causing these 'blackouts'. There is also a group out there that combines elements of the Eldreth Veluuthra and the Iron Kingdoms elves and are basically hunting down and slaying non-elven magic users.
There are a variation of the guns used in Iron Kingdoms sprinkled about (We have them hitting as a touch attack but slow to reload, which gives them a different vibe than bows or even crossbows-they tend to be close range fire then drop weapons). They are playing 6th level gestalted characters and about half have a template. I am controlling the level progression (we gave up on the standard system years ago) to keep the players in the 5-10th level range as long as possible (we prefer that power level) but am periodically slipping a player a feat, skill points, or magic to represent what their character has been going through (we all played Champions for years).
The last major element will also lead to my first major question. For gods I chose five classic pantheons and made them regional. They are Norse (Northern), Celtic (Eastern), Greek (Island), Egyptian (Southern), and DnD Core (Imperial). Nothing fancy there but I had an idea for making it different that I haven't fully developed. I introduced the concept of a godwar (that I call the Manifestation Wars-similar to the Forgotten Realms storyarc), but not specifically between pantheons. Prior to the Manifestation Wars (the gods have appeared in their various aspects[a manifestation that embodies one aspect of their portfolio], attributes[a lesser manifestation of one special ability, often projected onto a human follower] and hosts[generally extraplanar followers] during this time of upheaval) the various pantheons were generally geographically divided, with some small incursions into other lands. As time went by the various pantheons generally attempted to expand into other areas prompting clashes, especially between worshippers of overlapping or conflicting portfolios. Some interpantheon alliances, mostly shifting, have also occurred. This has become magnified as the manifestations take place.
Luckily, most of the deities have been working indirectly (those that have acted directly-slaughtering opposing gods’ worshippers, for example-have found themselves opposed by a collection of gods and there is a belief that some Aspects of certain gods have been destroyed) to stabilize their power bases and reach some agreement or realignment. The likely result is that once this is achieved, certain gods may have shifted from major to minor while some demigods may have achieved full godhood. This generally concerns mortals only if they have the misfortune of either having or seeking that which a god covets (whether magic or knowledge) or if they find themselves too close to a godclash (when two or more aspects, attributes, or hosts collide). The GM goal was to again tweak the magic system so that divine magic is subject to your god's current needs ("Sorry, Thor is currently using all storm magic. Please try again later" or 'The Aspect of Fire is nearby, your flamestrike is automatically maximized!') and explore making the gods a very real part of players lives and unpredictable. However I'm not sure where I want to go with this and wonder if it isn't a bit too much with all the other things I've got going on.
So the first thing I'm looking for is (are) suggestions/feedback on whether this should quickly right itself, whether it should slowly dissolve into a single pantheon (possibly of new gods that are amalgams), or even lead to a non-divine time when there are no true gods. Of course other feedback is welcome as well! We are about a dozen sessions into the campaign so as I get time I'll backfill storyline, NPCs and such.
Thanks in advance for any comments or suggestions!