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Campaign setting for 4th edition: Outpost, the unknown world.
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<blockquote data-quote="FoolishFrost" data-source="post: 4297084" data-attributes="member: 24319"><p>And yes, I'm just thinking out loud.</p><p></p><p>Okay, the world premise is based on the following points:</p><p>- Everything in the players handbook is the norm. The setting reflects the races, classes, and feel of 4th edition as much as possible out of the player's handbook.</p><p>- We allowed the Warforged in, since it was the first additional rule set for DnD4, and since they just fit in the setting well.</p><p>- The setting should allow the characters to become movers and shakers, actually having an effect on the world in a unique and permanent way.</p><p></p><p>OVERVIEW:</p><p>Outpost begins about 100 years before the characters are born, with a large, translucent, fortress appearing on a bluff in a fertile valley. Less then minutes later, hundreds, and then thousands of Tiefings, Warforged, and Dragonborn rush out of the keep, setting up a defensive circle of combatants that begin to slowly work their way out, and either chase off or kill creatures unwilling to clear out. Humans, dwarves, and halflings begin to move massive amounts of supplies, while elves setup lines behind the main guard with bow and spear. Over the course of an hour, thousands upon thousands pour out of the tiny keep, utterly dependent on the battle line that keeps out a constant barrage of monstrous predators while they work to make sure everything is brought through quickly. A few creatures make it through the lines, and are able to grab a single prize before they escape or are brought down.</p><p></p><p>Finally, Eladrin begin coming through, their numbers surrounding the human Imperial family who would rule, IF they could survive long enough to forge an empire.</p><p></p><p>And with the battle still raging, they back away from the phantom keep in their center, and watch as is seems to suddenly become more solid, cracking the stone under it and making the earth shake with it's final arrival.</p><p></p><p>And now, the REAL work begins, as the new Emperor gives his first command: "Fall back to the keep, one and all!"</p><p></p><p>---</p><p></p><p>It is now 100 years later, and the local valley now is firmly in the hands of Imperial Law. The city of HighHaven, based upon the exact spot the keep first landed, now can be seen from nearly every point of the valley, and a second city has been raised by the DragonBorn and is ruled by the the Mother-Goddess of the Dragonborn, Ralgarei.</p><p></p><p>Towns and villages are scattered across the Vale, and adventurers are constantly pushing back the Wilds for civilized expansion. Most people bairly know anything of the world they came from, and the Imperium, advised by the Eladrin, are constantly pushing for more and more resources for the Factory. There, the Warforged are manufactured in numbers so great they equal the living population of the Vale, and are the arms that lift the empire. Each one learning what it is to be alive, and slowly earning their individual way to the day they free themselves and become true citizens.</p><p></p><p>Tieflings, decendants of the first 'Chained Warriors' that rushed from the keep to fight for their right to live in the new world, must now live with the distrust and ire many reserve for them as near-monsters. Once human, their ancestors were criminals sentenced to death, and offered the chance to live geased and transformed into creatures of deadly aggression. Doomed to protect the citizens of the Imperium until death. Their children, though, while still having the traits of their parents, had no geas to control them, and often reacted poorly to people trying to treat them as their parents were treated.</p><p></p><p>---</p><p></p><p>Next up, some races!</p></blockquote><p></p>
[QUOTE="FoolishFrost, post: 4297084, member: 24319"] And yes, I'm just thinking out loud. Okay, the world premise is based on the following points: - Everything in the players handbook is the norm. The setting reflects the races, classes, and feel of 4th edition as much as possible out of the player's handbook. - We allowed the Warforged in, since it was the first additional rule set for DnD4, and since they just fit in the setting well. - The setting should allow the characters to become movers and shakers, actually having an effect on the world in a unique and permanent way. OVERVIEW: Outpost begins about 100 years before the characters are born, with a large, translucent, fortress appearing on a bluff in a fertile valley. Less then minutes later, hundreds, and then thousands of Tiefings, Warforged, and Dragonborn rush out of the keep, setting up a defensive circle of combatants that begin to slowly work their way out, and either chase off or kill creatures unwilling to clear out. Humans, dwarves, and halflings begin to move massive amounts of supplies, while elves setup lines behind the main guard with bow and spear. Over the course of an hour, thousands upon thousands pour out of the tiny keep, utterly dependent on the battle line that keeps out a constant barrage of monstrous predators while they work to make sure everything is brought through quickly. A few creatures make it through the lines, and are able to grab a single prize before they escape or are brought down. Finally, Eladrin begin coming through, their numbers surrounding the human Imperial family who would rule, IF they could survive long enough to forge an empire. And with the battle still raging, they back away from the phantom keep in their center, and watch as is seems to suddenly become more solid, cracking the stone under it and making the earth shake with it's final arrival. And now, the REAL work begins, as the new Emperor gives his first command: "Fall back to the keep, one and all!" --- It is now 100 years later, and the local valley now is firmly in the hands of Imperial Law. The city of HighHaven, based upon the exact spot the keep first landed, now can be seen from nearly every point of the valley, and a second city has been raised by the DragonBorn and is ruled by the the Mother-Goddess of the Dragonborn, Ralgarei. Towns and villages are scattered across the Vale, and adventurers are constantly pushing back the Wilds for civilized expansion. Most people bairly know anything of the world they came from, and the Imperium, advised by the Eladrin, are constantly pushing for more and more resources for the Factory. There, the Warforged are manufactured in numbers so great they equal the living population of the Vale, and are the arms that lift the empire. Each one learning what it is to be alive, and slowly earning their individual way to the day they free themselves and become true citizens. Tieflings, decendants of the first 'Chained Warriors' that rushed from the keep to fight for their right to live in the new world, must now live with the distrust and ire many reserve for them as near-monsters. Once human, their ancestors were criminals sentenced to death, and offered the chance to live geased and transformed into creatures of deadly aggression. Doomed to protect the citizens of the Imperium until death. Their children, though, while still having the traits of their parents, had no geas to control them, and often reacted poorly to people trying to treat them as their parents were treated. --- Next up, some races! [/QUOTE]
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