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Where have your favorite campaign ideas come from?
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<blockquote data-quote="bedir than" data-source="post: 7446902" data-attributes="member: 6789971"><p>My campaign is based on a few ideas.</p><p></p><p>The first occurred to me when my dog died. I'd never had a dog, so I didn't understand the relationship, but then I realized that a magical version of this relationship, but taken to the point where every sentient race on the primary continent had an animal companion could help me learn more about our love affairs with dogs/cats/etc.</p><p></p><p>Every great setting needs at least two defining factors. The other is a lack of controlled/understood magic. On that same continent magic is reappearing only a generation earlier. There are no wizards or warlocks. Divine spells are only rituals. Casting is extremely nerfed. As the campaign progresses the group has discovered there are two entities that do have magic. One is The Scholars. These people seek to limit magic on the continent, but are themselves Tier 4 spellcasters representing every school, domain and partial-caster. They take apprentices, but rarely and have magical means of keeping them from unleashing great power around the world. One of these, Chorl, did just that and caused a second Awakening. The other group are the Proctors of Grace. These fey beings object to humans/halflings/goliaths knowing how to magic, and feel that every scholar and in fact every spellcaster has broken the Grace, and must die. At least the largest faction thinks that.</p><p></p><p>And then we proceed</p></blockquote><p></p>
[QUOTE="bedir than, post: 7446902, member: 6789971"] My campaign is based on a few ideas. The first occurred to me when my dog died. I'd never had a dog, so I didn't understand the relationship, but then I realized that a magical version of this relationship, but taken to the point where every sentient race on the primary continent had an animal companion could help me learn more about our love affairs with dogs/cats/etc. Every great setting needs at least two defining factors. The other is a lack of controlled/understood magic. On that same continent magic is reappearing only a generation earlier. There are no wizards or warlocks. Divine spells are only rituals. Casting is extremely nerfed. As the campaign progresses the group has discovered there are two entities that do have magic. One is The Scholars. These people seek to limit magic on the continent, but are themselves Tier 4 spellcasters representing every school, domain and partial-caster. They take apprentices, but rarely and have magical means of keeping them from unleashing great power around the world. One of these, Chorl, did just that and caused a second Awakening. The other group are the Proctors of Grace. These fey beings object to humans/halflings/goliaths knowing how to magic, and feel that every scholar and in fact every spellcaster has broken the Grace, and must die. At least the largest faction thinks that. And then we proceed [/QUOTE]
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