AFGNCAAP
First Post
ENWorld has proven to be a great place for brainstorming, so I'd figure I'd ask y'alls help with a project I'm working on.
I'm working on developing villainous threats/organizations for my homebrew campaign setting. So far, here's what I have:
So far, I've got quite a few monster-oriented threats in the game. However, I was looking to develop some things that are more organization-based (akin to the Zhents, Emerald Claw, Scarlet Brotherhood, etc.).
I'd like any ideas/suggestions you may have. There's just a few campaign-based rules to keep in mind:
I'd appreciate any ideas/feedback you could provide.
I'm working on developing villainous threats/organizations for my homebrew campaign setting. So far, here's what I have:
- Various savage orc tribes in the uncharted northern lands under the not-so-perfect rulership of an ettin "god-king."
- A (yet-to-be-revealed) massive goblinoid army, commanded by the world's 1st lich (who's also the world's 1st warlock).
- An evil city-state on a volcanic island (which is the only place that openly worships the major Evil religion of the setting).
- An insane death slaad who harasses adventurers for reasons that make sense only to him.
- A pirate city-state (not totally villainous, but some residents can be antagonists from time to time--it's more along the lines of a wretched-hive-of-scum-and-villainy sort of place).
- A hive of aberrations and oozes just outside of an isolationist psionics-heavy city-state.
- Various nomadic xvart tribes.
So far, I've got quite a few monster-oriented threats in the game. However, I was looking to develop some things that are more organization-based (akin to the Zhents, Emerald Claw, Scarlet Brotherhood, etc.).
I'd like any ideas/suggestions you may have. There's just a few campaign-based rules to keep in mind:
- No such thing as drow, duergar, etc. in the setting. Those races have died out and been replaced by the derogar.
- No such thing as kobolds, troglodytes, or kuo-toa: they all have been merged/reworked/renamed into one amphibian-like race that worships slaads.
- Religions aren't based on deities, but philosophies: the Path of Light, the Path of Darkness, the Path of Nature, and the Path of Knowledge. These are the only religions with divine spellcasters; there are other smaller religions/cults in the setting, but no follower can be a member and have divine spellcasting ability. This is world-wide, and not just a feature of the main realm.
- Other than well-established/defined city-states, there is only one major nation in the known/mapped area. There's an OA-style massive empire to the (unmapped) south, and barbarian & orc tribes in the (unmapped) north. What lies beyond the western and eastern seas is unknown.
I'd appreciate any ideas/feedback you could provide.