A few weeks ago I just ended my campaign, and now I am slowly working on ideas for a new one which I hope to start sometime in July. I know the mood I want to conjure, as well as most of the people and the politics in the region, but I'd like to get some ideas from the masters here at ENW.
This is the gist: the region is one penisula formally controlled by one empire, which is based in one city which is at the centre of a magical node. Most clerics and sorcerers never leave the city because all of their spells are enhanced by the node. Rangers, paladins and druids are majorly needed because of the constant threats from the hinterlands...they have no standing army because there are no official military threats. Monks are rarely found in the city, as they have monasteries at scattered sites throughout the region. The vast majority of rogues are mobsters called the under-houses, which are self-recognized "noble families" that become legit if they bribe the right people enough money.
The city is essentially Rome, as it is the heart of both the magical, clerical, financial and political events, but as the PCS will eventually discover, it is ripe for abuse as the under-houses manipulate many of the important events, especially with the religious houses. Officially the city temples are not allowed to use violence agaisnt each other, but that is where the mob comes in. They do at night what can't be done during the light of the day.
The major enemies are several types of lesser and more powerful goblins, which are not living creatures, but spawned aberations. Think of the earth, spewing forth vile, rotten impurities which if left to coalesce eventually forms gobs and hob-gobs, or if in infects living creatures, turning it into a protean scourge type creature (see the MM3). Druids fight these dangers but there are waves of goblins every dozen or so years, and soon a new wave is about to hit.
What ideas do the pros here at EN World have for me. Any intersting thoughts that jump to your heads? What protections should the rangers/paladins have?
Thanks All,
dren
This is the gist: the region is one penisula formally controlled by one empire, which is based in one city which is at the centre of a magical node. Most clerics and sorcerers never leave the city because all of their spells are enhanced by the node. Rangers, paladins and druids are majorly needed because of the constant threats from the hinterlands...they have no standing army because there are no official military threats. Monks are rarely found in the city, as they have monasteries at scattered sites throughout the region. The vast majority of rogues are mobsters called the under-houses, which are self-recognized "noble families" that become legit if they bribe the right people enough money.
The city is essentially Rome, as it is the heart of both the magical, clerical, financial and political events, but as the PCS will eventually discover, it is ripe for abuse as the under-houses manipulate many of the important events, especially with the religious houses. Officially the city temples are not allowed to use violence agaisnt each other, but that is where the mob comes in. They do at night what can't be done during the light of the day.
The major enemies are several types of lesser and more powerful goblins, which are not living creatures, but spawned aberations. Think of the earth, spewing forth vile, rotten impurities which if left to coalesce eventually forms gobs and hob-gobs, or if in infects living creatures, turning it into a protean scourge type creature (see the MM3). Druids fight these dangers but there are waves of goblins every dozen or so years, and soon a new wave is about to hit.
What ideas do the pros here at EN World have for me. Any intersting thoughts that jump to your heads? What protections should the rangers/paladins have?
Thanks All,
dren