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700 years later... (my players stay out)
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<blockquote data-quote="Nareau" data-source="post: 2178249" data-attributes="member: 969"><p>Indeed. The overall world-history is divided into 700-year chunks (which correspond to the Phoenix's Resurrection).</p><p>2800BC: Gods imprison the Ancient Elemental Lords, populate the world with animals and plants</p><p>2100BC: Elves from the southern jungle migrate north, driven out of their homes by some unknown evil. As they travel through the northern deserts, they come into conflict with the Orisha--the spirits and monsters of the deserts. 700 years of war ensue.</p><p>1400BC: Burgeoning elven wizards discover Ogremoch's prison, and then use its magic to slay one of the immortal gods; this act, like Hiroshima, forces a peace between the opposing forces. A golden age, 700 years of peace ensue, with the gods ruling over the elves.</p><p>700BC: These same wizards, under Ogremoch's guidance, slay all the remaining gods. They try to resurrect Ogremoch, but are thwarted by the PC's. 700 years of technology, science, and order ensue.</p><p>0BC: The "modern" campaign. The PC's have to restore the gods, overthrow the wizards, and destroy Ogremoch once and for all.</p><p></p><p>The wizards were able to take control because the 700 years of peace had made everyone "soft". The current-day PC's will be able to disrupt the wizards' rule because they've become corrupt, complacent, etc.</p><p></p><p></p><p>I'll certainly use some political maneuvering in the modern campaign...but I don't want the whole thing to turn into a Vampire: The Masquerade game. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I much prefer games where the political negotiations involve axes and fireballs.</p><p></p><p></p><p>Interesting...I had originally thought to have divination magics be the one school the wizards' hadn't discovered yet. A big weakness, and an interesting way to distinguish them from the "generic wizard". I hadn't thought much about planar travel. That and summoning spells. I'll have to think about that one.</p><p></p><p></p><p>I think this will be a world where debate is essentially absent. All wizards follow the will of Ogremoch to some degree or another. Only 3 or 4 actually know who's in charge. If someone does try to challenge the status quo, they're Crowned (the term for being magically enslaved).</p><p></p><p></p><p>Sorcery is a sign that you're impure--you're probably the spawn of a demon.</p><p></p><p></p><p>Ultimately, only a very few wizards know about Ogremoch at all. Those that do believe they're doing their race a great service. Ogremoch has promised them a new homeland. Ever since being driven out of the Southern Jungles, the elves have had prophecies predicting that they will find their holy land "far to the north". Ogremoch has promised that when he is freed, he will help the elves conquer the continent to the north (essentially Greyhawk, where the original campaign went through Return to the Temple of Elemental Evil). Ogremoch will take the desert wasteland of Najobani as his own.</p><p></p><p>That said, I think elementals will be the only "spirits" allowed to exist. They're essentially mindless automatons, absolutely under the will of the wizards. I think fire elementals especially will be used to power various steampunk devices.</p><p></p><p></p><p>Yeah, especially since elves in this world have the same lifespan as humans. While I don't ever want to run a campaign where "liches are popular," I definately agree that at least a few wizards would be pursuing immortality in this form.</p><p></p><p>Thanks for all this feedback--you have to understand, all of my "gaming friends" are involved in this campaign, so I don't have *anyone* to bounce ideas off of. This is very helpful!</p><p></p><p>Spider</p></blockquote><p></p>
[QUOTE="Nareau, post: 2178249, member: 969"] Indeed. The overall world-history is divided into 700-year chunks (which correspond to the Phoenix's Resurrection). 2800BC: Gods imprison the Ancient Elemental Lords, populate the world with animals and plants 2100BC: Elves from the southern jungle migrate north, driven out of their homes by some unknown evil. As they travel through the northern deserts, they come into conflict with the Orisha--the spirits and monsters of the deserts. 700 years of war ensue. 1400BC: Burgeoning elven wizards discover Ogremoch's prison, and then use its magic to slay one of the immortal gods; this act, like Hiroshima, forces a peace between the opposing forces. A golden age, 700 years of peace ensue, with the gods ruling over the elves. 700BC: These same wizards, under Ogremoch's guidance, slay all the remaining gods. They try to resurrect Ogremoch, but are thwarted by the PC's. 700 years of technology, science, and order ensue. 0BC: The "modern" campaign. The PC's have to restore the gods, overthrow the wizards, and destroy Ogremoch once and for all. The wizards were able to take control because the 700 years of peace had made everyone "soft". The current-day PC's will be able to disrupt the wizards' rule because they've become corrupt, complacent, etc. I'll certainly use some political maneuvering in the modern campaign...but I don't want the whole thing to turn into a Vampire: The Masquerade game. :) I much prefer games where the political negotiations involve axes and fireballs. Interesting...I had originally thought to have divination magics be the one school the wizards' hadn't discovered yet. A big weakness, and an interesting way to distinguish them from the "generic wizard". I hadn't thought much about planar travel. That and summoning spells. I'll have to think about that one. I think this will be a world where debate is essentially absent. All wizards follow the will of Ogremoch to some degree or another. Only 3 or 4 actually know who's in charge. If someone does try to challenge the status quo, they're Crowned (the term for being magically enslaved). Sorcery is a sign that you're impure--you're probably the spawn of a demon. Ultimately, only a very few wizards know about Ogremoch at all. Those that do believe they're doing their race a great service. Ogremoch has promised them a new homeland. Ever since being driven out of the Southern Jungles, the elves have had prophecies predicting that they will find their holy land "far to the north". Ogremoch has promised that when he is freed, he will help the elves conquer the continent to the north (essentially Greyhawk, where the original campaign went through Return to the Temple of Elemental Evil). Ogremoch will take the desert wasteland of Najobani as his own. That said, I think elementals will be the only "spirits" allowed to exist. They're essentially mindless automatons, absolutely under the will of the wizards. I think fire elementals especially will be used to power various steampunk devices. Yeah, especially since elves in this world have the same lifespan as humans. While I don't ever want to run a campaign where "liches are popular," I definately agree that at least a few wizards would be pursuing immortality in this form. Thanks for all this feedback--you have to understand, all of my "gaming friends" are involved in this campaign, so I don't have *anyone* to bounce ideas off of. This is very helpful! Spider [/QUOTE]
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