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<blockquote data-quote="tombowings" data-source="post: 4234370" data-attributes="member: 56324"><p>I'm working on a homebrew campaign for a post apocalyptic setting. That way I don't really to flesh out too much before and can jump right into the game and tailor the setting to my player's needs.</p><p></p><p>In case anyone is curious, here is what I have given my players:</p><p></p><p><em>The year is 731 in the second age of Vantir. The republic is growing steadily, Eladrin are making groundbreaking arcane discoveries, including the construction of sentient constructs, at the greatest of universities the world has ever seen. The Dwarves have just established forms of primitive musketry and banking. In just the last eight year we have adopted halfling merchant city-states into the empire, reunited with the ruminants of the Tiefling Empire, and put an end to the Hobgoblin raids in the west. The powers of the church, nobility, and guilds have been slowly Hobgoblin in favor of a rising middle merchant class. Or at least that’s the way it was two years ago, the end of the Golden Age.</em></p><p><em></em></p><p><em>In just two short years, everything changed. The thought that the Hobgoblin raids ceased was only partially true. During their eight years of silence, a powerful warlord, by the name of Kah’rend, united every tribe in the west under a single banner. The strike can out of the blue, swift and merciless. Not only were there Hobgoblin, but hordes of demons as well; no longer were they locked in the abysses of the Elemental Chaos, free to pillage and burn as they chose.</em></p><p><em></em></p><p><em>Survivors are few and lonely, five hundred at most. The Arch-Mage Ariel has put together a ritual to tear a hole into another world, allowing us to escape from this desolate wasteland. The world we travel to will be a fresh start, free from the monstrosities of this age. Over the course of the next three long days, every man woman and child is to take what belongings we have left and journey to the unknown land, and into new age.</em></p><p><em></em></p><p><em>Here is where the adventure really begins, in Ah’rem (literally meaning “uncharted lands”), a world that has never known empires, seen kingdoms, forged steel, or written laws. You and the rest of the refugees stand on the threshold between the marvelous blue glaciers of the mountain peaks a sweeping jungle of emerald green sweeping down the mountainside into a bright sapphire sea. </em></p><p><em></em></p></blockquote><p></p>
[QUOTE="tombowings, post: 4234370, member: 56324"] I'm working on a homebrew campaign for a post apocalyptic setting. That way I don't really to flesh out too much before and can jump right into the game and tailor the setting to my player's needs. In case anyone is curious, here is what I have given my players: [I]The year is 731 in the second age of Vantir. The republic is growing steadily, Eladrin are making groundbreaking arcane discoveries, including the construction of sentient constructs, at the greatest of universities the world has ever seen. The Dwarves have just established forms of primitive musketry and banking. In just the last eight year we have adopted halfling merchant city-states into the empire, reunited with the ruminants of the Tiefling Empire, and put an end to the Hobgoblin raids in the west. The powers of the church, nobility, and guilds have been slowly Hobgoblin in favor of a rising middle merchant class. Or at least that’s the way it was two years ago, the end of the Golden Age. In just two short years, everything changed. The thought that the Hobgoblin raids ceased was only partially true. During their eight years of silence, a powerful warlord, by the name of Kah’rend, united every tribe in the west under a single banner. The strike can out of the blue, swift and merciless. Not only were there Hobgoblin, but hordes of demons as well; no longer were they locked in the abysses of the Elemental Chaos, free to pillage and burn as they chose. Survivors are few and lonely, five hundred at most. The Arch-Mage Ariel has put together a ritual to tear a hole into another world, allowing us to escape from this desolate wasteland. The world we travel to will be a fresh start, free from the monstrosities of this age. Over the course of the next three long days, every man woman and child is to take what belongings we have left and journey to the unknown land, and into new age. Here is where the adventure really begins, in Ah’rem (literally meaning “uncharted lands”), a world that has never known empires, seen kingdoms, forged steel, or written laws. You and the rest of the refugees stand on the threshold between the marvelous blue glaciers of the mountain peaks a sweeping jungle of emerald green sweeping down the mountainside into a bright sapphire sea. [/I] [/QUOTE]
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