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[4e] Nevermore Campaign Setting Discussion/FAQ


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jaldaen

First Post
I am very intrigued by your campaign. I am wondering if you could give some more examples on how the setting "works", especially the "imagination is the source of all magic"-part. Because I am not quite grokking it.

Let me know if my answers to darjr cover your questions or if you need some more info.

As an added tidbit, here's something else you can do with dreaming surges:

You may call upon the assistance of Nevermore when in need, especially in desperate and dire situations. The following are three types of assistance Nevermore might offer to you:

Plausible Assistance: An item, location or creature turns up that is both appropriate to the encounter and needed by you, such as a cart spilling its contents behind you as you are pursued down a busy street and therby slowing your pursuers down. Alternatively, you can lower the Difficulty Class for a Hard or Moderate skill or ability check by 5.

Other types of assistance include implausible assistance (like having a bottle of holy water appear on top of a nearby gravestone you while you're in the middle of a graveyard infested by undead) and desperate assistance (used when you're hopelessly trapped/outnumbered; costs a lot of dream surges).
 

darjr

I crit!
What would be an example encounter?

How much combat?

Are there dungeons?

What are the adversaries like?

Is it a twist on a points of light kind of setting?

That kind of stuff. I've read some of the preview and I love what I've read so far.
 


tsadkiel

Legend
That's okay, most of the rules are just add-ons, which are easily subtracted without much effect on the overall system. You might also want to drop the hit point kickers as well (everything gets a slight increase in hps due to the power increase from giving out aspect encounter powers at first level). Not to mention the ability to recharge powers.

Ooh, hadn't even noticed the kickers. I'll keep an eye on that.

And the dreaming surges are golden - I'll certainly be using them.
 

jaldaen

First Post
What would be an example encounter?

Depends on where in the campaign setting you are. If you are in the Eye (where the world is stabler), then encounters might have a normal feel to them because dreaming surges are less effective and the landscape is stable. However, if you're in the Wyrd, then the landscapes you might be fighting on and the creatures you might encounter could be quite strange, as in surrealist painting bizzare. On the other hand, if you're in the Dreadlands, then you might find yourself in a forest of night elms, trees that emanate darkness or come across a canyon covered in dread bushes that sap a person's strength and make them flee in terror. Worse yet, you might run into a patrol of diaboli, infernal undead that each embody one of the seven deadly sins.

How much combat?

However much the DM desires... though of course there are areas of the world that are more dangerous than others, like the Sea of Lost Souls (where many a foolish hero has disappeared), the Fomorian Foothills (where the evil-eyed King Balor rules), Nightwood (where Queen Mab and the Unseelie court holds sway).

Are there dungeons?

Yes, and dragons, too. ;)

Pretty much anything that has appeared in classic literature or that is a classic fantasy trope. In fact, for those who like to mix their fantasy with a bit of science fiction... I leave that possibility open in regards to the unclaimed lands (those portions of Nevermore not claimed by a dreamlord), especially in the Dreadlands and Wyrd.

What are the adversaries like?

The adversaries range from secret organizations like the Unseen (an organization of thieves and information brokers who have a knack for uncovering the impossible and acquiring the unobtainable) to the outright evil Nightspinners (a group of Unseelie fey dedicated to helping demon-queen Lilith to reweave the world in her own image). There are also the unpredictable Weavers of the Wyrd, a group of powerful wizards who long ago were driven insane by the dreamlord Diabolus, the Horned Lord, ruler of the country of Brimstone, and master of the volcanic city of Bal.

Is it a twist on a points of light kind of setting?

Yes, one of the key concepts behind the setting is the idea that some humans and ethereals have become "dreamlords." These dreamlords claim a portion of the world of Nevermore as their own and remake it in their own image. As more lands are claimed, Nevermore grows larger, keeping a portion of the world always open to further expansion.

Of course in order to create there realms the dreamlords need a substance called "neverite," which is the only stable substance in the world. Over time, the dreamlords learned how to harness this stability to create permanent settlements in the ever-changing world of Nevermore. As such, neverite is a highly sought after commodity, but also the only form of currency that has any worth in this world. Some dreamlords have easy access to neverite, others do not and this creates a great deal of tension between the haves and the have nots. Oddly, most neverite seems to appear in areas controlled by the "good" kingdoms, which of course makes the evil dreamlords all the more envious.

That kind of stuff. I've read some of the preview and I love what I've read so far.

I'm glad you like what you've seen so far. It was a blast writing this setting and I really do hope people enjoy playing in it.
 

jaldaen

First Post
I am interested in this now. Looking for more reviews or comments about what sets it apart. And I don't mean mechanics.

If you spot any reviews, let me know. I'm a feedback junkie and love to find out what people liked/disliked about a certain product. It helps me to know what I'm doing well and what I can improve on. ;)

As for what sets this campaign setting apart from others... I think the top three things are:

1) This is a truly imaginary world where pretty much anything can happen. If your DM wants to have airships fighting in a sky full of solid clouds where giants live... well go ahead and do it! It makes complete sense to me and it works within the setting's theme of exploring the worlds of imagination.
2) It draws upon myths, legends, and classical literature to create a world that is both familiar and strange. In this world the land of Oz exists, the Tin Woodsman (who may or may not be a warforged) might hire adventures to travel to Shangri-la and speak to the High Lama and bring back a book from the Library of Enlightenment.
3) The villans (and allies) of this world are larger than life and unique. In a way, this campaign setting harkens back to the elements I really enjoyed in the Birthright setting for 2nd edition. I loved how Birthright's major villains not only had personal power, but also political power. In addition, I liked how no two villains were the same. They had a unique appearences or powers and that appealed to me. I tried to mimic these elements with the addition of aspects (1st level paragron paths) that could change a creatures appearence or reflect their deeper pyche.

Anyways those are the top three reasons I enjoyed designing this setting... I also suppose another reason it might be appealing to DMs and players is that it is designed to be a flexible setting that allows DMs and players to use it as much or as little as they want and however they want (epic quests, dark fantasy, light-hearted side-treks, etc.).

If a DM wants to use Nevermore as a dreamland that reflects/effects his current campaign, then that's great. If they just want to use it for a one time event, then that's good, too. In fact, I love the idea of integrating Nevermore into a campaign setting cosmos where it is used as a sort of gateway between worlds.

The important part is to use the setting in whatever way best fits your game and your player's styles.
 

jaldaen

First Post
And the dreaming surges are golden - I'll certainly be using them.

Glad you like them... I know I've had fun with the concept.

Nothing like having a bad guy wave her hand and have the hillside the heroes were using to ambush her turn into rubble beneath their feet. ;)
 


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