Stormonu
NeoGrognard
If you were to write a "big ten" list of features or conceits to introduce or set the tone for Greyhawk, what would they be? This was done in the 4E campaign books, and I think its a good idea to summarize what the campaign means to you.
I don't have ten, but what I'm thinking is something along the lines of this:
I don't have ten, but what I'm thinking is something along the lines of this:
Kingdoms In Decline. Powerful kingdoms, like the Suel and Baklunish Empire ruled over most of the land in the past. Even the powerful Great Kingdom that holds most of the eastern Flaness together is disintegrating under its own corruption as petty kingdoms pop up and raiders move against the edges of civilization. For the common man, it feels like greatness is in the past and the best one can do is hold fast to keep such glory days from fading away.
Monsters Everywhere. Tied to the slow decline of powerful kingdoms, evil humanoids and powerful creatures creep into civilized areas or take up residence in abandoned ruins and remote areas. Most people are familiar with the sight of strange and deadly monsters seen in passing or gossiped to exist just outside of patrolled lands.
Humans Dominate. Though there are enclaves of elves, dwarves and even gnomes, most of the Flaness is populated by one or more human tribes. The Flan, Oeridians, Suel and Baklunish ancestries have spread humanity far and wide across the continent. Yet despite the distinctive appearance and culture of each ethnic group, intermingling is commonplace and humanity mostly thrives as an indifferent brotherhood - with the unfortunate exception of the xenophobic Suel-descended agents of the Scarlett Brotherhood.
War Looms. Each of the growing kingdoms marshals armies as it cautiously or enviously eyes it neighbor. Eyes turn to easy conquest of weaker realms or the assertion of might against invasion. Lawless frontiers spawn powerful bandit and slaver lords that test a nation's ability to respond in force to their swift hit-and-run raids.
Ruins Abound. Lost and forgotten ruins litter the continent, as do strange and powerful areas of wonder, ripe for the exploration and looting of bold adventures and dubious mercenaries. Even the kingdoms carefully watch with interest the looting of abandoned ruins, for one never knows when some powerful ancient artifact or great wealth may be unearthed that gives local leaders an edge over their neighbors.
Ancient Magic. While most rely on a strong arm and a steel blade, ancient secrets of magic and the gods abound, willing to give up their secrets to those daring enough to delve into their ancient mysteries and power. Powerful artifacts and long-forgotten relics surface from time to time, their strange powers wrecking havoc in their wake. Even lesser items of magic power - few of which can be reproduced in this age of iron and steel - abound in the lost places of the world, flowing through adventurer's hand as a mighty river of power.
The Gods Move. Powerful though they may be, the gods are not distant. Clerics can call upon strange and powerful miracles in battle and for the benefit of their believers. While some dieties lay trapped in ancient, forgotten ruins other secretly assume mortal forms to involve themselves in mortal affairs and sometimes even battles. Demigods openly roam the land, performing great deeds but also drawing dire threats to oppose them. It is not uncommon for these gods-in-secret to draw upon mortal protectors or to find themselves opposed by powerful heroes.
Monsters Everywhere. Tied to the slow decline of powerful kingdoms, evil humanoids and powerful creatures creep into civilized areas or take up residence in abandoned ruins and remote areas. Most people are familiar with the sight of strange and deadly monsters seen in passing or gossiped to exist just outside of patrolled lands.
Humans Dominate. Though there are enclaves of elves, dwarves and even gnomes, most of the Flaness is populated by one or more human tribes. The Flan, Oeridians, Suel and Baklunish ancestries have spread humanity far and wide across the continent. Yet despite the distinctive appearance and culture of each ethnic group, intermingling is commonplace and humanity mostly thrives as an indifferent brotherhood - with the unfortunate exception of the xenophobic Suel-descended agents of the Scarlett Brotherhood.
War Looms. Each of the growing kingdoms marshals armies as it cautiously or enviously eyes it neighbor. Eyes turn to easy conquest of weaker realms or the assertion of might against invasion. Lawless frontiers spawn powerful bandit and slaver lords that test a nation's ability to respond in force to their swift hit-and-run raids.
Ruins Abound. Lost and forgotten ruins litter the continent, as do strange and powerful areas of wonder, ripe for the exploration and looting of bold adventures and dubious mercenaries. Even the kingdoms carefully watch with interest the looting of abandoned ruins, for one never knows when some powerful ancient artifact or great wealth may be unearthed that gives local leaders an edge over their neighbors.
Ancient Magic. While most rely on a strong arm and a steel blade, ancient secrets of magic and the gods abound, willing to give up their secrets to those daring enough to delve into their ancient mysteries and power. Powerful artifacts and long-forgotten relics surface from time to time, their strange powers wrecking havoc in their wake. Even lesser items of magic power - few of which can be reproduced in this age of iron and steel - abound in the lost places of the world, flowing through adventurer's hand as a mighty river of power.
The Gods Move. Powerful though they may be, the gods are not distant. Clerics can call upon strange and powerful miracles in battle and for the benefit of their believers. While some dieties lay trapped in ancient, forgotten ruins other secretly assume mortal forms to involve themselves in mortal affairs and sometimes even battles. Demigods openly roam the land, performing great deeds but also drawing dire threats to oppose them. It is not uncommon for these gods-in-secret to draw upon mortal protectors or to find themselves opposed by powerful heroes.