A New Scarred Lands Convert

Paul_Klein

Explorer
I have decided to run my bi-weekly D&D campaign in the world of Scarn - the Scarred Lands. But I have just a couple quick questions to veterens of the campaign.

1) What is the relative magic level of the setting? (High/Medium/Low) in comparison to, say, Forgotten Relams?

From a quick cursory glance, I would say the magic level to be quite/very high, seeing as that the campaign has 2 books devoted to the subject already :) But I could be wrong.

2) Is an "epic-level" campaign viable for the setting? In that, I mean, going above and beyond level 20 using the Epic Level Handbook. Are there plenty of opportunities for extream-level play? I plan on starting my players at level 2, but I also like planning for the far-future.

Thanks :)
 

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Another question:

Whats the best way to "explain" the setting to Scarred Lands virgins?

Should I let them leaf through the Gazateer? Should I just let the world unfold around them through the adventures, only letting them know the very basics of the world at the start of the campaign?

What did you do?
 

Paul,

1. The magic level is Scarred Lands has the potential to be high, but as with any campaign, it will be as high as you choose it to be. I remember that introducing some spells from Relics & Rituals into my "generic" D&D campaign was somewhat unbalancing in terms of power.

2. While Scarred Lands sticks to the first 20 levels of classes, as per the PHB, I think that any world where the gods visit on a pretty regular basis is begging for Epic Level adventures.

Incidentally, I started a new Scarred Lands campaign last week, that will run monthly. All of my players are new to Scarn, so I gave them a brief overview of the Divine War, a very quick run-down of the different countries, and then a laundry list of all of the Gods, Demi-gods and Titans. I think that the fun part for them is going to be "filling in the spaces" as we go. Thier PCs know about as much as they should, considering there is no CNN on Scarn and most of them are barely educated.

Anyway, have a blast! I'm sure you'll do well.
 

Think Gospog's hit it on the head - I was going to say the same thing. Magic's pretty up there, considering all the different groups reveling in it, and, after all, the fact that we've recently had divine warfare on the planet. As far as Epic - yeah, same thing he said. There were gods walking around, recently, and mortals fought with Titans. I've got a feeling some of them were darned high level.

As far as introducing it to your players - I'd assume that most people know about Calastia and Virduk, that the Albandians are barbarians, and the names of the god and the basic history of the divine war. They might not know all the names of the titans, however, or specifics on any country other than their native one.
 

I tend to run my own campaign as low magic item count, but fairly high up on the scale of spellcasting itself. (True rituals man. Doesn't get much better than that! ;) )

I think there's room for epic level play. Just send them off from Ghelspad to have epic level fun though. :) Termana, Asherak and probably even the Dragon Lands could be very epic, in some ways.

For my online campaign I just gave them the specifics on the gods and let them learn through NPCs. If wasn't running an online campaign, I'd tell them "read through the Gazeeter." It works best that way, at least for Ghelspad.
 

scarred lands

Welcome to the setting!

Check out the "for those of you who run in the Scarred lands" thread I started. Nightfall, Crothian, Graf, myself and many others have already posted a lot of stuff that will probably help you.

My current game is low magic. the party is 2nd-3rd level and don't have any magic weapons and only a few low power items. That will change as they get more powerfull. The potential is there for a high level game but it doesn't have to start out that way.

________________________________________________
Another question:

Whats the best way to "explain" the setting to Scarred Lands virgins?

Should I let them leaf through the Gazateer? Should I just let the world unfold around them through the adventures, only letting them know the very basics of the world at the start of the campaign?

What did you do?
_________________________________________________

I started my guys in the forgotten realms and gated them here through a magical catastrophy. I told them ahead of time that was where I was going to run and none had played there before so this way I didn't have to give them a big history of the place ahead of time, rather I just let it come out over the course of the game. I told them not to take their languages so all they knew was Chondathan at the start. They came to the SL at the begining of winter and were able to learn Darakeene over the winter. So far its worked out well. There are so meny cool:cool:
places here that I'm sure you and your players will enjoy it for years.

Best of luck
 

1. The magic level tends to be a bit Schizophrenic in the Scarred lands. On the one hand you have dieties and powerfull spellcasters wandering around. However the average commoner rarely if ever sees magic that really effects them (unless they are being blasted by it. Magic is much costlier and much rarer in the scarred lands. Much of it was destroyed in the divine war and anyone in power tends to hoard what they can find.

It is next to impossible for the average PC to purchase anythiing magical other than a potion or a scroll, mostly because anyone capable of making magic items tends to work on commission only for the richest nobles and governments. In all honesty magic is of such value that it is really only possible to purchase magic with other magic. Who in their right mind would just sell their ring of protection +1 when it might save their life, they would only do so if they were recieving that might be as equally beneficial.

2. The current age of the Scarred lands is not well set up for Epic play. The most powerfull NPC's in the game tend to hover around 18th to 20th level. As such any truly Epic character would be literally capable of shaking nations as they would be more powerfull than the mightiest inndividual within it. In addition a group of Epic Characters would be capable of challenging the Avatars of the dieties themselves. There are almost no creatures in the Scarred lands capable of challenging epic PC's.

Of course an Epic game could be a whole bunch of fun if set during the Titan's war itself. Fighting alonside the God's greatest champions against the migthtiest serviotors of the Titans and the Titans themselves could provide excellent material for the game. This is the time during which many of the most powerful magics were lost or corrupted so many individuals could easily have had this much power.
 

I would only add one Cavorat to Jeff's "Epic Levels don't work well in the Scarred Lands" is that there are unexplored continents such as Fenrilik and the Dragon Lands. (Hey if they blow them up Jeff, just saves you from writing about it! ;) )

Also I think while the avatars might be a bit bothered by Epic Level characters, I'd still give them the edge. (Especially since no one's errata'ed Vangal's 18 attacks. :) )
 
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My suggestion is to start people's characters off ignorant. They come from small towns, they know legends and names but not dates. Its better to discover it in game from NPCs.
Ideally give them a worn map from some source. Make it the gazateer map. So they can see the blood sea but they won't know much about it.

After they get to around 5th level they'll probably have characters who are "reading about the world" in libraries or talking to bards. etc. Give them the Gazateer.

Paul_Klein said:
1) What is the relative magic level of the setting? (High/Medium/Low) in comparison to, say, Forgotten Relams?
This is a tough question. Here's why:
Originally magic & items were rare in SL relative to FR, etc. Relics and Rituals emphasised the lack of magic items (their rational for there being no item prices in the book was that there was no market, price wasn't set because no-one would sell you a magic item, they were too rare and valuble).

So it's supposed to be relatively low magic. The average person doesn't get their hands on items, you can't buy rings of invisibilty in ye' old magic item shoppe. All but the most powerful don't/can't depend on magic to get things done.

Most magic items predate the divine war. There are great artifacts & might weapons but they're not lying on some store shelf, their either in the hands of somebody powerful or sneaky enough to keep it, or its someplace you can't go to or else you don't -want- to own it.

Paul_Klein said:

From a quick cursory glance, I would say the magic level to be quite/very high, seeing as that the campaign has 2 books devoted to the subject already :) But I could be wrong.
That's the snag isn't it.
S&S has made a name for itself publishing books with some pretty potent stuff. The books are great idea generations and 'treat' bags. I never let the players touch or read them!
As I type this I guess I sound a bit psycho but the game beneifts tremendously from finding about things in-character. and some of the stuff in R&R is a bit problematic.
[edit: basically if you find a weird item or a powerful spell is used against you its about 45 minutes of roleplaying. but if you just read it then it's 1 minute or two tops. It also encourages players to focus on solid tactics and strategies instead of trying to break the system....]

Generally I make magic feel rare in game. Rarely give people magic items without catches, backstories, powerful opponets coming to get them, etc.

Not reallly answering you question... basically having R&R woun't affect your game unless you let it, even if it "exists as written in the world". Most of the spells and items were made by somebody specific, just because there's a great first level spell that's better than MM doesn't mean that anybody but the inventor knows. Players have the right to the PH. After that it's all discression.

Maybe ina hundred 100 years this spell will have replaced MM in everybody's spell books, but it hasn't yet. Its brand new now.

I've been working on this recently but spell casting is probably also an intensely personal thing. Think about operating systems. I've noticed several traits about people who are vehmently pro one sort of operating system (and loath the others).
1. They're bright technical people who know a lot about the subject
2. They interact and use their favorite OS constantly and always tweak, discuss, ruminate on it
3. They feel passionatly that their choice is "the best".

Wizards and sorcs can be like that... and I think this provides a good model for spell casters who make sub-optimal spell preperation choices.

Paul_Klein said:

2) Is an "epic-level" campaign viable for the setting? In that, I mean, going above and beyond level 20 using the Epic Level Handbook. Are there plenty of opportunities for extream-level play?

Yes, kinda and it depends. The divine war, gods walking the earth, paradigm supports high-level play. Historical mortals have attained great power (though very infrequently). Including Valdwin (sp - from the forsaken books), Gest Ganet (sp), the Ghoul King, some of the gods heralds, etc.
At the same time epic level stuff is much less common than FR, Greyhawk, etc. Published NPCs are fairly low level. (i.e. below 20). A group of 10th level characters is likely to have a major impact on a region, especially if they're actively aligned (i.e. good divine casters working for their god, druids trying to root out evil or purify areas, etc). There are Tarrasque and Reavers (from CC) wandering around -- the tarrasque is keeping the Charduni empire partially in check in Termena (I'd love to do that to a party.... the only challenge left for you to face is the Tarrasque.... but if you kill it a horde of black hearted tyrants will come this closer to re-establishing their dark empire).
Basically IMHO to have an epic level game it would really have to be epic.... you couldn't just have a dungeon with epic level monsters wandering around without breaking the fourth wall....
[I share Night's prediction that as each contient gets explored there will be a bit of a power up.... I'm expecting the Dragonlands to be a high-level oriented area. But I couldn't back that up if I tried...]

The depends part is just: the big "will the Epic Level stuff go SRD or not?" question. S&S has a good history of creating on their terms... their gods system in Divine and Defeated included a functional god ruleset a few months before WotC got around to it. But without an SRD I think you'll see that sort of developement delayed.

just my two pentacles,
Graf
 
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Graf...please don't take offense to this, but please consider getting an editor. :) Thank you. In any case your input is always valued. Especially by me.
 

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