Kristivas
First Post
I've had ideas floating in poor brain for years for a campaign world. However, every time I try to write it all out, I get flustered and end up quitting. I can't draw a straight line with a ruler, so making any kind of world or area map is out of the question.
But, I've ran adventures and short campaigns all from the top of my head using my own little slice of DnD, and everyone I've played with always want to know more and see a finished product and thought it was great. I, myself have always wondered what it would look like in the end.
I wrote my questions, then described a little of the world below.
The questions I have are:
1. Should I bother? Does the stuff below sound 'done too often'? Does it sound interesting?
2. If I should bother, how should I begin? Since I don't have much help, it's been quite a chore.
A few details...
On one part of the world, Kingdoms strive for dominance. Some keep their ways noble and just, preferring diplomacy and open, honorable combat if needed. Other kingdoms use subterfuge, spies, rumor-planting and double-crossing to get ahead. And still, there are those that resort to terror, burning, pillaging, and other brutal methods to vie for power.
In another land, tribes led by powerful shamans roam the mountains and plains. They train their warriors in the ways of honor, with the staff or spear, as they war against each other for resources.. and against the outsiders who encroach further onto their lands.
In ages past, Halflings were hired in times of war to smuggle goods through enemy lines, due to the 'tall races' underestimation of them. In the present day, they have adapted to becoming the skilled merchants of the world. In even the largest human cities, Halflings can be found running businesses, both legal and not so much.
The Gods may grant spells to their followers, but little can be heard from the deities themselves. Agents often act on the behalf of the Gods, with or without any divine suggestion.
Elven ruins litter the great forests of the world, overrun with many horrors. As the Elves themselves faced extinction, they turned to their human allies for aid. As it now stands, many large human kingdoms contain thousands of scattered Elven refugees. Over the past few years, due to this change, many Half-Elves have been born into the world.
To the south, Orcish necromancers continue to summon vile creatures from the Abyss to do their bidding. Defeating their Elven enemies after a centuries-long war, they now seek to bring an unholy demonic legion into the world. Their Ogre slaves rattle their chains at the prospect of bloodshed.
Giants begin to hatch their own plans to ban together, while many dragons of the world escape into hibernation.
The great Dwarven armies have crushed the tide of goblins, leaving the green skins fleeing into the darkest, most hidden areas of the world to escape execution. What they've found there may give them the revenge they so desire.
A lone island sends agents into the world to gather those with a hint of psionic gifts and to bring them back to join the fold of their brethren.. willingly or not.
But, I've ran adventures and short campaigns all from the top of my head using my own little slice of DnD, and everyone I've played with always want to know more and see a finished product and thought it was great. I, myself have always wondered what it would look like in the end.
I wrote my questions, then described a little of the world below.
The questions I have are:
1. Should I bother? Does the stuff below sound 'done too often'? Does it sound interesting?
2. If I should bother, how should I begin? Since I don't have much help, it's been quite a chore.
A few details...
On one part of the world, Kingdoms strive for dominance. Some keep their ways noble and just, preferring diplomacy and open, honorable combat if needed. Other kingdoms use subterfuge, spies, rumor-planting and double-crossing to get ahead. And still, there are those that resort to terror, burning, pillaging, and other brutal methods to vie for power.
In another land, tribes led by powerful shamans roam the mountains and plains. They train their warriors in the ways of honor, with the staff or spear, as they war against each other for resources.. and against the outsiders who encroach further onto their lands.
In ages past, Halflings were hired in times of war to smuggle goods through enemy lines, due to the 'tall races' underestimation of them. In the present day, they have adapted to becoming the skilled merchants of the world. In even the largest human cities, Halflings can be found running businesses, both legal and not so much.
The Gods may grant spells to their followers, but little can be heard from the deities themselves. Agents often act on the behalf of the Gods, with or without any divine suggestion.
Elven ruins litter the great forests of the world, overrun with many horrors. As the Elves themselves faced extinction, they turned to their human allies for aid. As it now stands, many large human kingdoms contain thousands of scattered Elven refugees. Over the past few years, due to this change, many Half-Elves have been born into the world.
To the south, Orcish necromancers continue to summon vile creatures from the Abyss to do their bidding. Defeating their Elven enemies after a centuries-long war, they now seek to bring an unholy demonic legion into the world. Their Ogre slaves rattle their chains at the prospect of bloodshed.
Giants begin to hatch their own plans to ban together, while many dragons of the world escape into hibernation.
The great Dwarven armies have crushed the tide of goblins, leaving the green skins fleeing into the darkest, most hidden areas of the world to escape execution. What they've found there may give them the revenge they so desire.
A lone island sends agents into the world to gather those with a hint of psionic gifts and to bring them back to join the fold of their brethren.. willingly or not.