Cool things you remember from some setting of choice


log in or register to remove this ad

A friend of mine set a Fantasy Hero campaign in a world that had an ancient semi-abandoned city suddenly appear in the middle of a wasteland. In a chamber in the palace was a huge man who seemed to be in some sort of stasis. In another location was a fortress where time seemed to flow at different rates in different rooms. There was also a city similar to Sharn in the Eberron setting, but this was several years before Eberron was published. When the PCs at one point went to visit the elves they learned that the elven goddess resided inside an enormous ancient tree, and if the tree died magic would be lost to the world.

Another friend developed a campaign set in a vast Byzantine city, so huge that most of the residents had little or no concept of the world beyond their city. You could travel for days and never leave its confines. In one area an enormous rift ran through this metropolis. Our entire campaign never left the city; in fact most of it never left just one district of the city. We just called it the City, as if it was the only one in the world (although one of the PCs did come from someplace outside the City). It reminded me a little of the city of Nessus in Gene Wolfe's Urth of the New Sun books, always growing and leaving dead parts of itself behind as people abandoned the most distant areas to move toward the newer areas.

I was also briefly involved in another Fantasy Hero game set on a flat world. At one point the PCs went over the edge of the world and had an adventure on the other side, which was covered by a vast ocean.
 

Let's see what other cool things:

Druids aren't nature clerics.

Sorcerers don't have to have dragons for their sorcery to work.

Bloodmarks.

Paladins and Rangers became much cooler and more important.

Other than that...not much else. Oh almost forgot 18 gods. :)
 


We once did a mission that forced us to go to the bad guys lair. His entire place is surronded by a forest that casted Heart stop over and over and over. There were only 3 of us and funny enough one each round would fail the save the other two would heal check and heal then we would keep running. Most fun I have ever had.
 

I like the Tinker Gnomes of Dragonlance. I like how in Dragonlance the gods of good are truly good and actually care for you beyond just wanting to absorb you into them to gain more power. I like the Legion of steel and its focus on mortals. I love Wild Sorcery and Mysticism. :)

EDIT: I also love the concept of the balance and how even good can become too dominant, as in the time of the final Kingpriest Beldinas Pilofiros. :)
 
Last edited:

Dog Moon said:
Care to expand, or are you just trying to make a funny?


No I'm saying I like Blood Marks cause they help distinguish sorcerers.

Paladins are more useful since now they have a powerful god on their side AND one that gives them a ton of useful spells. Plus the feat selections for them are pretty decent.

Rangers are useful cause they help you survive in the wilds of the Scarred Lands.
 


Blood marks are kind of mystical birthmarks that denote bloodlines for sorcerers. Some might have titan things (like Mesosian Sorcerers have their creator's symbol some where on them), other celestial or fiendish (like horns, wings, holy/unholy glow), or some might just exude weird (like fey touched and their ability to charm people.)
 

Ok ok - back up here, you've lost us - what context are we talking about? What setting?? Scarred Lands I'm assuming just based on your sig - right?
 

Remove ads

Top