Creating An OGC Setting

schporto said:
I like this idea. I like the maps. Instead of having the creatures off on an island how about having the down on the lower left area (fire mts) and that city at 13 'stands eternal watch that no hordes of evil may ever escape' (except for the occasional one for the adventurers to beat up on ;) ).

How about a combination of the two?

The creatures still come from another continent. However, they have been sending "seeds" with eggs from many of their species with the ocean current that wash up on the coast of that lower left area, and now that area is almost overrun with them...
 

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Phil's idea of planes AS gods is an interesting one. We don't have to take it to the extreme - having completely inhuman gods, or completely unintelligent forces of 'nature' - but simply tie each deity so strongly to their own plane that the two are essentially the same. For example, I have this really cool image of a Cuthbert-esque deity who's missing legs and is fused to his own throne.

I like Phil's other idea, that each wizard is a 'reincarnated' demiplane, but it isn't very generic. What if each wizard could access their own demiplane, moulded in their image and with their priorities?

The idea that every cleric is their own god is an interesting one, but probably doesn't fit the framework of the setting. What if we had clerics of many different things, for example:
1. 'Human'ists
2. Standard-god worshippers
3. Totemists
4. Animists
5. 'Small God'-worshippers (very specific, low-powered gods)
6. Hero worshippers (a la the Ancient Greeks)
7. Different philosophies
8. Themselves
9. The planes
10. Outsiders

I have a few cultures I've made and haven't used, and I'll try and dredge them up for you.

EDIT: I'd read Rich Burlew's <www.giantitp.com> advice on creating a campaign setting as well.
 

I've thought about all this some more, and here is what I came up with:

- "Above" the Material Plane are the "Higher Realms" - the Astral Plane and the various planes and demiplanes floating in it.

- The planes and demiplanes are all sapient to some degree, and most are composed of a multitude of individual intelligences. A plane that has a strong "dominant personality" is often called a "deity", but there are many planes where no single personality predominates. Stil, even in these cases the compound intelligences must have something in common - like a common philosophy - or else the plane would fracture over time.

- Planes are able to grant mortals divine spellcasting powers, as long as the convictions of the mortal strongly resonate with the plane. If the cleric becomes truly powerful, he can become the "living avatar" of a plane and eventually merge with it while still alive, becoming the dominant personality of the plane in the process.

- Ordinarily, the souls of the dead float around in a special section of the Astral Plane for some time (a couple of decades, usually). They are then reincarnated into the Material Plane.

- To become a wizard, you must incorporate parts of various planes or demiplanes into your own soul during wizardly initiation. Normally, wizards avoid tying themselves to the bigger planes (unless they want to become mystic theurges or the like) and swallow parts of many different demiplanes and planes to make them less dependent on a single source. Casting arcane spells draws on the power of these planes, but unlike clerics, they don't ask for these powers, they take it. The planes and demiplanes tolerate this (and some even encourage this) because the rituals used during the spellcasting process increase their own power by small amounts.

- Incorporating parts of planes through wizardly initiation means that your soul won't enter the normal cycle of reincarnation when you die. Instead, you will become a demiplane upon your death whose size depends on your power in life. The typical apprentice will only become a tiny demiplane which will soon be absorbed by bigger demiplanes and plans, and whose intelligence will have little say in the larger compound intelligence. Archwizards, on the other hand, will become huge demiplanes, and should they become part of a compound intelligence plane, they have a good chance of becoming the dominant personality thanks to their power.

This is why most wizards are obsessed with becoming more powerful, and why they take such pains to prolong their lives...

- Sorcerors come into being when a fractured plane or demiplane becomes tangled up with their souls when they are reincarnated into their current bodies. They, too, will become demiplanes when they die, but unlike wizards, they did not choose to do this.


How does all this sound?
 

I also have an idea for the general political situation.

To be blunt, I think that a mutitude of small realms, kingdoms and city-states each doing their own thing and occasionally engaging in border wars is... boring. We should aim for a more epic scale, while still leaving room for more generic stuff. The following is loosely inspired by the excellent Heavy Gear setting (which does political intrigue really well):

Let's say that there are two relatively large and powerful kingdoms on the main continent. In keeping with our "neutral" tone, neither is truly "good" or "evil". Each has some rather admirable aspects, and each has some dirty secrets about which it is not polite to talk in pubic.

And both hate each other's guts.

Whether it is because of different religions, different political structures, different economic systems or the numerous wars they have fought against each other, most people in either country see the other only as an enemy that must be crushed. There has been relative peace for a few decades now, but warmongers on both sides are agitating for a renewal of the conflict. A return to war seems all but inevitable.

But this time, leaders on both sides have realized that they can't win this war alone. Thus, both sides are trying to build a "Grand Alliance" to crush the other. Whether through subtle diplomacy or outright threats, promises of economic favors or war spoils, arranged marriages between ruling houses and ancient treaties or propaganda and sabotage, the number of nations and city-states that have flocked to one side or another has grown fast in recent years. There are still a large number of neutral realms, but it is gradually dawning on them that the "neutral" side in any war is often the first to suffer.

In the meantime, the war of words has boiled over into actual warfare on the Northeastern continent, which holds valuable resources of strategic interest to both sides, and they are engaging a "proxy war" between the various communities fought by mercenaries and occupational armies. So far, there have been numerous "incidents", since neither side feels it is ready to declare an outright war... yet. But surely, this is only a matter of time.


This setup would have the best of both worlds: The PCs can travel from country to country, explore the wilderness, and engage in all sorts of "classical" adventures. Or they can get involved in the ongoing politics and intrigues - and finally, in the war when it finally breaks loose. This allows each DM to make the setting truly dynamic when he needs it to for his campaign...

I've also thought of an appropriate name for the world if we should use this scenario:




TEMPEST

Tagline: "A Storm is brewing on the Horizon"


What do you all think?
 


Turanil said:
I am willing to contribute them for this OGC setting.

It's important to note that if you contribute them as OGC then it's not just for the setting's use -- anyone can use them in any way that they wish.
 

philreed said:
It's important to note that if you contribute them as OGC then it's not just for the setting's use -- anyone can use them in any way that they wish.
I don't think I will lose much there. I can't believe someone could make thousands of dollars just by selling those maps into a printed book or what not. If other gamers want to use the maps (especially the raw one) for their internet websites and homebrew, I am okay with that. In fact it's an old map of mine, and better have it being used by somebody than gather virtual dust in the hardrive forgotten by all.

By the way, I wont contribute them as "OGC", since OGC relates to game rules, and I find strange the idea of an OGC art. However, I will release the three maps as copyrights free clip-arts.
 
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Turanil said:
By the way, I wont contribute them as "OGC", since OGC relates to game rules, and I find strange the idea of an OGC art. However, I will release the three maps as copyrights free clip-arts.

I've only seen a few instances where someone specifically contributed artwork as OGC.
 

Yair said:
I would want the setting to be similar enough to FR or GH so that nearly any adventure for them would be easily accomodated. I want to have deities that will be sufficiently close to the PH deities so that translations between them would be trivial, for example.
Khuxan said:
The idea that every cleric is their own god is an interesting one, but probably doesn't fit the framework of the setting. What if we had clerics of many different things, for example:
1. 'Human'ists
2. Standard-god worshippers
3. Totemists
4. Animists
5. 'Small God'-worshippers (very specific, low-powered gods)
6. Hero worshippers (a la the Ancient Greeks)
7. Different philosophies
8. Themselves
9. The planes
10. Outsiders
I also prefer to keep the traditional way of gaining divine spells. Plus with such classes as shamans and various prestige classes, it's easy to have standard deities-priests along animists and what not.

Then, the cleric who is his/her own god should rather be the odd (epic) prestige class of renegade cleric who has decided to become a god of his own rather than continue to serve one. (Maybe the prcl would be similar to becoming a dragon or avangion in old Dark-Sun?) There could be a major villain in the setting exemplifying this. Maybe he would have enticed (even if unwillingly) other priests to try to do like him. This would be seen as a major blasphemy, adding to the confusion of opposing faiths (good vs evil). Such renegade priests who would be universally reviled and hunted down by witch-hunters appointed by various churches... I think this can make an original aspect to the setting.


Psionics : I would like to see a place specifically allowed to psionics. What are psionics in relation to arcane magic and divine magic. What do represent psionic-users?


Other than that, because of Nostalgia I would rather see the setting inspired by Greyhawk instead of FR. I would love to see a Scarlet Brotherhood type of monks-psions order. (I recently bought an old AD&D 1e Greyhawk book, and was thrilled while reading it...)
 
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Jürgen Hubert said:
Personally, I prefer the "thaumivore" explanation in "Magical Society: Ecology and Culture" - magic energy gets into the food chain, and the predators accumulate enough of it to give them an extra energy burst, reduce their food requirement, and power their supernatural abilities. This allows you to fudge these things as much as you want. Nice and simple.

That is so yoinked. Especially because my current setting has cultures that would've started wondering about that...

Jürgen Hubert said:
EDIT: We could also assume that regions that have lots of monsters have a larger "base amount" of magical energy in the environment, perhaps because of ancient magical disasters and civilizations in the region, perhaps for natural reasons.

Plot bunnies galore!
 

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