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<blockquote data-quote="Draksila" data-source="post: 4460906" data-attributes="member: 31376"><p>I co-DMed a campaign where we took PCs from my and my friend's previous campaigns and dropped them in a whole new world. This setting had suffered an apocalyptic event that had destroyed the previous gods (the Egyptian pantheon) and wiped out civilization (as far as most people knew). Magic was wild and unpredictable, and its last guardians (the elves) had become militaristic and expansionist (leading to references of 'Nazi elves' at the game table). Humans and halflings were scattered plains nomads who operated in close-knit tribes. To the east, a large tribe of tasloi had turned away from their cannibalistic roots and were trying to create their own neutral necromantic society in opposition of the elves; they had taken in a couple of human tribes and were teaching them to live among the trees and revere the dead. The dwarves, thought destroyed in the apocalypse, had sealed all their kingdoms in the south and were the last guardians of civilization; their cities resembled Midgar from Final Fantasy VII in basic design and technology, including automatic gunpowder weapons, and were powered by captive lightning elementals (this was mid-90s in 2nd ed, so way before Eberron).</p><p> </p><p>The dragons, guardians of the world order, had summoned the PCs from their homeworlds in an effort to rebuild the world without having to destroy it. The PCs goals were to find new gods to stabilize magic and the natural order, to recover some of the equality between the races that had been lost (note this didn't mean 'defeat the elves' or 'turn the tasloi back to evil...' it just meant they had to find a balance so that no one species wiped the others out of existence), and discover what had happened to the world in the first place so that it didn't happen again (the dragons were pretty sure Set had put a plan into motion to make himself the only god, and that's what kaboomed the world).</p><p> </p><p>From a long-term view, yes, it could be said that rebuilding and stabilizing a world is, in fact, saving it. But the goal was letting the PCs have a hand in creating a setting that we could then use in future games. Unfortunately, the game was never concluded; we lost half the players to real life issues, and it just happened to be the proactive players.</p></blockquote><p></p>
[QUOTE="Draksila, post: 4460906, member: 31376"] I co-DMed a campaign where we took PCs from my and my friend's previous campaigns and dropped them in a whole new world. This setting had suffered an apocalyptic event that had destroyed the previous gods (the Egyptian pantheon) and wiped out civilization (as far as most people knew). Magic was wild and unpredictable, and its last guardians (the elves) had become militaristic and expansionist (leading to references of 'Nazi elves' at the game table). Humans and halflings were scattered plains nomads who operated in close-knit tribes. To the east, a large tribe of tasloi had turned away from their cannibalistic roots and were trying to create their own neutral necromantic society in opposition of the elves; they had taken in a couple of human tribes and were teaching them to live among the trees and revere the dead. The dwarves, thought destroyed in the apocalypse, had sealed all their kingdoms in the south and were the last guardians of civilization; their cities resembled Midgar from Final Fantasy VII in basic design and technology, including automatic gunpowder weapons, and were powered by captive lightning elementals (this was mid-90s in 2nd ed, so way before Eberron). The dragons, guardians of the world order, had summoned the PCs from their homeworlds in an effort to rebuild the world without having to destroy it. The PCs goals were to find new gods to stabilize magic and the natural order, to recover some of the equality between the races that had been lost (note this didn't mean 'defeat the elves' or 'turn the tasloi back to evil...' it just meant they had to find a balance so that no one species wiped the others out of existence), and discover what had happened to the world in the first place so that it didn't happen again (the dragons were pretty sure Set had put a plan into motion to make himself the only god, and that's what kaboomed the world). From a long-term view, yes, it could be said that rebuilding and stabilizing a world is, in fact, saving it. But the goal was letting the PCs have a hand in creating a setting that we could then use in future games. Unfortunately, the game was never concluded; we lost half the players to real life issues, and it just happened to be the proactive players. [/QUOTE]
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