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[4e] Nevermore Campaign Setting Discussion/FAQ
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<blockquote data-quote="jaldaen" data-source="post: 4962973" data-attributes="member: 214"><p>Actually, it didn't involve a change to the core system, but rather an additional mechanic, which I called dream surges. Dream surges as you might guess from the name represent innate ability (essentially a character's imagination) to bend the dreamlands to his will and can be use to do anything from regaining used powers to creating temporary magical items. You spend them to regenerate powers, gain access to feats, even shape your surroundings. </p><p></p><p></p><p></p><p>Anything in particular that you're interested in? I suppose one of the main assumptions of this campaign setting is that it is a world where creatures fall into one of five catagories Humans (both Awakened [classed humans from the material plane], Dreamborn [classed humans born out of someone's imagination, such as Achilles, Alice [from Wonderland], Conway [High Lama of Shangri-La, etc.]), Ethereals (classed non-human creatures who are creatures from legend who fall into three camps: Seelie, Unseelie, and Glaseelie), Mythics (non-classed creatures from folklore and myth), and Progeny (minions, who are born from the very essence of imagination).</p><p></p><p></p><p></p><p>That depends upon what you want from your D&D setting. This campaign setting exaggerates and amplifies the rules and ideas behind 4e. Since this is a world where almost anything is possible (if you're willing to pay the price), it makes a great setting for a high adventure/epic campaign. It can also be a very grim and gritty place as well. I created five different "domains" within the world that lend themselves to different styles of campaigns.</p><p></p><p>The Eye is for quietier, more realistic adventures and a great place for urban/political campaigns.</p><p>The Heartlands are great for fairytale-based adventures.</p><p>The Wyrd is a wild and unpredictable land. This makes for a very surreal planescapes kind of feel.</p><p>The Dreadlands have a Ravenloft feel to them. The very land is your enemy.</p><p>The Hedge marks the boundry between these different domains. It resists teleportation through it forcing most creatures to make the journey from one domain to another by foot, which of course is more dangerous. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="jaldaen, post: 4962973, member: 214"] Actually, it didn't involve a change to the core system, but rather an additional mechanic, which I called dream surges. Dream surges as you might guess from the name represent innate ability (essentially a character's imagination) to bend the dreamlands to his will and can be use to do anything from regaining used powers to creating temporary magical items. You spend them to regenerate powers, gain access to feats, even shape your surroundings. Anything in particular that you're interested in? I suppose one of the main assumptions of this campaign setting is that it is a world where creatures fall into one of five catagories Humans (both Awakened [classed humans from the material plane], Dreamborn [classed humans born out of someone's imagination, such as Achilles, Alice [from Wonderland], Conway [High Lama of Shangri-La, etc.]), Ethereals (classed non-human creatures who are creatures from legend who fall into three camps: Seelie, Unseelie, and Glaseelie), Mythics (non-classed creatures from folklore and myth), and Progeny (minions, who are born from the very essence of imagination). That depends upon what you want from your D&D setting. This campaign setting exaggerates and amplifies the rules and ideas behind 4e. Since this is a world where almost anything is possible (if you're willing to pay the price), it makes a great setting for a high adventure/epic campaign. It can also be a very grim and gritty place as well. I created five different "domains" within the world that lend themselves to different styles of campaigns. The Eye is for quietier, more realistic adventures and a great place for urban/political campaigns. The Heartlands are great for fairytale-based adventures. The Wyrd is a wild and unpredictable land. This makes for a very surreal planescapes kind of feel. The Dreadlands have a Ravenloft feel to them. The very land is your enemy. The Hedge marks the boundry between these different domains. It resists teleportation through it forcing most creatures to make the journey from one domain to another by foot, which of course is more dangerous. ;) [/QUOTE]
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