Advice needed for Homebrew Campaign- Rebirth of Time

Arctic Wolf

First Post
Crap I added the updated monster I was working on to the wrong thread, so ignore this update atm xD.


Hello all. I am finally wrapping up a friend's campaign for heroic tier and going to start my own within a month or so, so I wanted to try to get advice for how to accomplish it. First off, I have a few questions I want to ask:

1. Which setting do you think sounds better to use? (vanilla aka PHB infor, Forgotten Realms, Eberron, etc.)
2. How do I make it seem less linear? (I have a few ideas but ultimately I need help)
3. Do you think it is a good idea to start at paragon? (personally I am think I am better for this type of play since I find it hard to build up characters)
4. How does everything sound story and plot-wise?

And now I will start with the current back-story behind the world and the main antagonist.

Setting
After a few centuries in the 11th era, humans have finally been able to build up 6 kingdoms even though they are mere infants compared to their holdings from before they made their infernal pact. They have managed to push other races out of these territories and guard them fairly well. They are listed below from the most powerful to the least:

1) The Kingdom of Camelot. They are very powerful and have the most holdings on the continent everyone is at, Trimcutar (a good 3/10 of the total land), and small colonies on islands and the other continent, Falssen.

History- Founded in the 10th era (each era is 1000 years), they are the main reason humanity was able to finally settle down. They first conquerored any tribes on the continent and enjoyed a good rule for 300 years until the Tarrasque awoke and casued massvie destruction. This is the destruction is what caused the country to break into smaller countries.

Religion: They worship all of the good aligned gods and this is where most avengers, clerics, invokers, monks, paladins, and runepriests come from since they have the best schools.

Leader: King Arthur Cammol. A 62 year old human and a mighty paladin of Bahamut. He has been leading for 24 years and has brought great prosperity and peace to the land as well as well as having the Dragonborn and Dwarves make peace after their 10 year war.

Current Threats: On their holdings to the west, pirates are stealing their supplies and stopping them from reinforcing their other threat, which is the undead from Dethorres.

Main Races: Pretty much every race in the PHBs.

2) The Kingdom of Dethorres- They were the second strongest nation only because they put their fullest into their navy and magical ships. Now they have been invaded by an unknown undead threat and have since all retreated to Camelot.

3) The Kingdom of Harmonia. They have recently risen in strength mainly because of the undead threat being so close to Camelot.

History: Founded by Sir Hyoth Buzius, a mighty warrior, 25 years after the Tarrasque attack, this nation blames all ills on the other races for prying into the affairs of the mortal realm and especially hates tieflings for their infernal bargain even to this day.

Religion: They revere Bane as their top god a long with Erathis and Tiamat. They only train humans who believe in their views and have one of the strongest armies made of warriors and a few swordmages since they believe in brute strength.

Leader: Oyitis Grende Buzius. A 37 year old human fighter at the peak of his power. After the *mysterious* death of his father which happened to be after he showed some mercy to a tiefling family for not paying taxes, he taken over and is now massing an army.

Current Threats: Pretty much any place that has non-humans in their minds.

Main Races: Humans, Dwarves and Halfings are second class citizens but still percieved as inferior. Any other race is likely a slave.

4) Kingdom of the Blackbloods. Another nation that has also risen in strength recently but from a different reason other than Harmonia. They have added many races to their fold and thanks to all these different people working together, have managed to conquer most of the Northern territory in the continent (1/10).

History: Founded by Amaria Bel Blackblood 50 years after the Tarrasque attack, she had to go through a long process to finally make this territory a country, mostly due to the Buzius nobles. When they did manage to claim it the Buzius threatened to attack them but was stopped by the other countries which made them sign a pact that if any infernal business was going on, all peoples in the Blackblood kingdom would be wiped out, no matter young or old. Even with the Buzius attempting to give false evidence, the Blackbloods have kept their Kingdom clean of infernal threats and in recent years have been redeemed by The Raven Queen for helping her add Psionic power to her portfolio along with the dreadful mind flayers. These mind flayers are different from their far realm brothern though thanks to a secret potion the current queen, Kisha Kathrine Blackblood found when she was an adventuerer. They don't require brains and have a specific sex so they reproduce by mating, which makes them easy to recognize assuming you live long enough to see certain parts...ahem.

Religon: The Raven Queen is the main goddess here and it is possible to see this everywhere from the clothing to music and even the architecture. Other gods are Erathis, Kord, Ioun, and oddly enough Pelor. This country is one of the largest collections of raw knowledge in the entire world and they protect it with their life. Most Arcane power source classes study here along with Psionic classes and monks.

Leader: Kisha Kathrine Blackblood: Extremely young for a leader at the age of 29, as stated above she helped The Raven Queen out with getting Psonic power under her name. Since there are a lot of different races living here, there are a lot of clans and she has to play the power game to get anything done since some of them are corrupt, at least for now.

Main Races: Everything including Yuan-Ti and Mind Flayers.

5) The Lunis Kingdom

History: Founded around the same time as The Harmonia Kingdom, they never quite grew in strength since they prefered getting a long with nature compared to the cities of most countries. To this day, they still live in tribes and their biggest city is Naturen, and is made by some of the biggest trees on the planet.

Religion: Avandra and Melora are mainly worshipped here, along with Corellon. This is where most primal powered people go to find themselves and to talk with spirits of the world since they gather on this sacred land.

Leader: RunningWolf. She is a wise, 54 year old elf shaman, whose bloodlines can be traced back to when the kingdom was under the Cammols. She is one of the best cheiftains and has helped many find their true path, especially the minotaur Most dare not cross her since she can summon many spirits to aid her as well as her allies. At the moment, she is all preoccupied with helping out King Arthur with the undead invasion so that they cannot steal the spirits that rest on her lands.

Main Races: Elves, Minotaurs, Shifters, and Tieflings.

6) The Kingdom of Shi-Kar

History: The most recent Kingdom to form. It was over a dispute with the Kingdom of Harmonia that lead to this facture. The Harmonians offended the leader of the shifters who in turned broke away with protection promised by the Camelot Kingdom.

Religion: Zehir, Sehanine, Erathis, and The Raven Queen are the major gods worshipped here. The best assassins are trained here and many thieves guilds have strongholds within this country.

Leader: Grandfather Assassin Ti'git Siffen Zafi. At the age of 76, most would assume this old male shifter is harmless but that is far from the truth. He is so skilled that he could be right in front of you in a moment and disappear the next. Since he is leader of all the guilds that are within his domain, he soley works to increase the wealth no matter what as long as it doesn't give him away.

Main Races: Shifters, Halflings, Gnomes, Yuan-Ti, and Humans


While all this background information is helpful, it is not the main idea of this campaign. It will all focus around the Consort-General Nihail Herald Obyrin who is a 28 year old *human*. Here is the back story for him:

Eons ago before the races started speaking their own languages and all knew Supernal, Nihail was known as Nihilious, an Obyrith, and also held the title Prince of Time. During the battle between the gods and these demons and elementals, he decided to betray the Queen of Chaos because she is the reason that his power destroyed their previous universe/realm. He decided to strike just when the demons were about to win and managed to seal the Queen of Chaos to one of the lost Abyssal planes (the one where they meet now). The only reason he could seal her away was because while he hid his true power, so did she and he figured this was the least he could do to get back at her. This distracted the forces enough to where the wind dukes of aaqa could craft the Rod of Seven Pieces which provided another victory by sealing Miska the spider-wolf away too.

Before Nihilious managed to lose his body, he used a special ritual to seal his power into four gems which represent the four foulest events that appear throughout time: False leaders, War, Famine, and Death. Then after his body finally gave, his soul wondered around aimlessly for thousands of years until a very interesting event happened: his soul fused perfectly with a human soul. So when he was finally concieved, all his memories were gone of his life as an Obyrith. Only when he started studying magic did his *natural* knack for it show and thus started his adventuering days to find out what he was and boy did he do just that.

Only when he broke into an abandoned temple did he manage to find out who he was after recovering the Gauntlets of the Timelord. As soon as he put them on he recovered most of his memories and realized what he needed to do: get back at the Queen of Chaos by killing Miska and kill Juiblex, The Faceless Lord so he could not be controlled since he has used his time magic to go back as an observer and sense that he knows his true name. Nihail has managed to gather a lot of consorts who inform him of almost every move that any power takes, whether it is in the mortal world or any other realm, he has a sense of what is going on. Now this brings me to the campaign idea.

He will use the PCs to get his gems of power back, slay Juiblex, and gather the Rod of Seven Parts to summon Miska and slay him. After this is done, he will kill Ashardalon to claim the Bastion of Unborn souls as his domain so he can imput his next scheme: kill all the other Obyriths and claim their power as his own.

The campaign will start in paragon tier where I plan to have at least 3 major plots go on: Kill the clan leaders who are trying to stop the country from getting ready for war with The Kingdom of Harmonia and the Bearers of the Famine and False Leader gems and which will start the PCs on the path to becoming strong enough to kill Juiblex. The reason Nihail can't do it himself is because if if gets found out he is still alive, he can't fulfill his missions.
The war with Harmonia will be the entry into epic tier which will net the PCs the war gem and Nihail will be able to *provide* evidence that Juiblex was behind it to frame him and get him killed. After that, the PCs will take on the undead threat which they will learn that the leader is the Fallen God of Death, Nerull and he has the death gem. Then they will kill Ashardalon and most likely face Nihilious and if they decide not to (which I would be mad about since I am trying to develop him in another thread), I will have him as a one-shot boss fight.

I would like to first state that these are my basic outline of what I want to happen and fully expect that it won't work this way and any help would be appreciated since I haven't DMed as much. The reason why I am starting in paragon is because it will go by a bit faster and I am having the players tell me what they did to become famous wherever they are from. Here is what I am asking them:

1) What did they do to become famous and known throughout their land?
2) Give me some background information about the character and 3 goals they want to accomplish and why.

If you have anymore things for me to ask them please list them and if I did not put enough information in each country please tell me. I thank you for reading all this and am putting myself in your hands to help make an awesome campaign for my friends :)
 
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These are my first impression thoughts...

Arctic Wolf said:
1. Which setting do you think sounds better to use? (vanilla aka PHB infor, Forgotten Realms, Eberron, etc.)
Uh, correct me if I'm wrong, but you're outlining your own homebrew setting. Yes? So what are you asking here?

2. How do I make it seem less linear? (I have a few ideas but ultimately I need help)
Do you want to provide the players choice or illusion of choice? I realize that is a difficult question if you dont have a group formed for this campaign yet, but it's critically important. For example, you make it clear that at the transition from paragon to epic tier the war with Harmonia has kicked off and marks the PCs entry into epic. Ok. And if the PCs take some action which would hasten this? That's a pretty major point. Leave that flexible and you are in the range of real choice. Keep it set (but allow the PCs' actions to tweak the specifics) and you've got the illusion of choice.

The illusion of choice is when you as DM have something set in your mind that you want to have happen. Say an epic combat. When you present the scene imply (or explicitly state) a couple options; parlay, combat, do nothing. If the PCs parlay then during negotiations one of the villains might flip out in an argument and make a sudden attack. If they decide to do nothin, then maybe the villains summon some monsters which then become an immediate threat to the PCs. So you get your combat, while the players have an illusion of a choice which makes a difference.

Personally I prefer real choice, but there is no right or wrong way.

3. Do you think it is a good idea to start at paragon? (personally I am think I am better for this type of play since I find it hard to build up characters)
I didn't understand that second part of your question. Could you rephrase it?

It depends on your group. If they're experienced with 4e and don't balk at complexity then starting at paragon is fine. Plus you've got loads of iconic monsters at that tier. However if they're new to 4e then I wouldn't.

4. How does everything sound story and plot-wise?
Uh...my mind goes blank with broad questions like that. It feels a little constrained.

A specific question: what's the deal with dwarves & halflings not slaves/second class citizens in Harmonia? I thought they were human supremacists?
 

I'm a bit wary of NPC-centred campaigns; as you know you cannot rely on PCs to do what you want. If you try to force them to comply with the NPC's plots, that is deleterious railroading. Be wary of a lot of GM advice, including the sample pre-plotted campaigns in DMG2 - "The PCs do this, then they find out that, then they do this..." - it may be necessary in published Adventure Paths but in general it's not a good approach for an RPG.

I think the best advice I can give is to see it from the PCs' POV and keep the game PC-centric. Active NPCs with agendas are great, but should not be the focus of play. IME active PCs with their own agendas are best, and this is particularly important at Paragon level. Starting at Paragon, work with the players to create cool characters with political & social resources - landholdings, realms, high-level contacts - as well as magical & physical power. Get an idea of what the PCs' general motivations are: wealth, power, status, true love etc - but I've become wary of asking for specific 'PC goals' as such, too many players have been giving me 'I've heard of a magic artifact I want' with the expectation I'll provide a path to that artifact. To this, add your NPCs' machinations, and a draft timeline if their plots proceed as expected. Then kick things off and see what happens.
 

@ Quickleaf : Well I was wondering what kind of setting resembled what my homebrew is because I figured I could gain from using it but you are right, since it is a homebrew campaign I can use whatever aspects I like.

Hmm, I would say that I am going for illusion of choice bcause I want certain events to happen, at least to some degree.

Gotcha and I think I will continue to start at paragon.

Well I do need to work on it more and well, to be honest, I came up with all that information for each country on the spot so I will edit that since it does make sense and thanks for bringing it to my attention.

@ S'mon : Thanks for the advice and I will try to do this since it does focus on the NPC too much. I will do my best to shift everything to the PCs and might change around the story to have Nihail as a villian, even though he already is lol, so that way it would make sense to face him.
 

@ S'mon : Thanks for the advice and I will try to do this since it does focus on the NPC too much. I will do my best to shift everything to the PCs and might change around the story to have Nihail as a villian, even though he already is lol, so that way it would make sense to face him.

I would keep bad, manipulative guy initially on the side of the PCs, have him be charismatic, generous and charming, and let the players decide whether and when they stick with him, turn against him etc. As far as possible the story should always be created in play, not pre-written.

You can either give him an escape contingency, or (if plausible) make him initially too powerful to defeat, so the PCs have to escape him.
 
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I would keep bad, manipulative guy initially on the side of the PCs, have him be charismatic, generous and charming, and let the players decide whether and when they stick with him, turn against him etc. As far as possible the story should always be created in play, not pre-written.

You can either give him an escape contingency, or (if plausible) make him initially too powerful to defeat, so the PCs have to escape him.

So keep him close gotcha. So I should have it where the PCs have choice when deciding whether to listen to this guy or not? So what I have planned should be on the time-line of what could happen if they continue to listen to him then?
 

So keep him close gotcha. So I should have it where the PCs have choice when deciding whether to listen to this guy or not? So what I have planned should be on the time-line of what could happen if they continue to listen to him then?

Yes - be ready for things to go one of several ways. So don't plot everything out in detail in advance; you are not writing an AP for publication.
 


[MENTION=6686199]Arctic Wolf[/MENTION]
In which country will the PCs begin adventuring? What's your first adventure about?

Since you said you're going for more of a linear adventure path style of game, there's no point in prepping stuff that won't get used.

Unless inter-kingdom politics is an important aspect of your campaign from level 1 (or 11 in your case), baving multiple kingdoms well defined forthe first adventure is probably unnecessary. If it *is* crucial to you and PCs will hail from various kingdoms, I suggest following the lead of the Neverwinter book with themes tied to your campaign story.
 

I like real choice is my games, otherwise it is just me telling a story. I like engineering key choices that matter, for instance at the end of my last adventures they had the choice of helping the bad guy who currently shares the same goals (there is no way that could end badly) or return home for a new mission. To my surprise, one of the other players convinced the other two in game to help the bad guy. The other thing with choice is to give real consequences. One pc stole from a powerful npc and was given the choice to return the money or not. He ended up losing a hand as a result of an assassination contract, but as a player he was cool with it cause he kept the money and it gives him a nemesis.

My main tip I would give you is to have some group template approach to tie pcs together. In mine, the are all members of The King's Citadel in Eberron. By being part of a common organization, it helps you feed hooks that are relevant and allows intra party conflict with lesser risk of it tearing the group apart.
 

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