Design your Setting!

Wik said:
I really like that idea. I think I might yoink it for Drasconis.

I should have mentioned at the start of this - I'm starting up my Drasconis campaign in about four, five months, and I'm trying to put the world together. I'm sort of looking for fun ideas to yoink.

Glad you like it, you're welcome to it. If you're interested, you can read what little I've written about it here.

Worth noting, there are actually good gnolls who live in the swamp and fight the undead. They travel to the glass desert to bury their dead, so that the deceased don't rise up. The acidic fog of the swamp causes them to be covered in legions, and so they usually are dressed in bandages and look like lepers.
 

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Core Book: Paths of Legend, a setting with no gods and no fate where mortals choose their own destiny.

Supplement One: The Human Lands, detailing the six human nations in detail.

Supplement Two: The Shadow Barrier, detailing the cosmology of the setting.

Supplement Three: Forging Destiny, detailing rules and information on becoming a God in the setting.

Adventure One: Broken Barrier, where the PCs must assist in repelling an invasion from the other side of the Shadow Barrier.

Adventure Two: ???? Don't have one.
 

Godspike, AKA Postapocalyptic Greyhawk/Ptolus

Supplements
1 Realms of the Divine
Lothian, the Old Faith Pantheon, Druidic Earth Shards, and Fiendish Manipulators, an exploration of Godpspike cosmology and the Planar Powers.

2 Schism War, The Empire
The monotheocratic empire is ripped by civil war, the emperor seeks unification at any cost of conquest while city state bishops declare political and religious independence from his authority. The god is unreachable and both sides receive divine support while accusing their counterparts of heresy and fiendish corruption.

3 Burn all the Witches
Witch Hunts and Crusades in the empire, the crusades against corrupt summoners, lycanthrope plagues, and fiendish cults.

Adventures

1 War of the Burning Sky ;) Adventure path amidst a war torn land. See the impressment of arcane casters into theocratic army supply workshops to create battlefield constructs. Witness the elvish counterdevelopment of awakening magic spells themselves to unleash on imperials who would try and enslave them for their own war purposes. Legions clash against imperial legions while rumors of humanoid armies massing outside of the borders under fiendish command run rampant.

2 The Shard of Flame
Tracking down evils until it leads to unraveling the mystery of what is going on with Lothian with the opportunity to tip the scales of divine power in a multitude of directions. Will evil reign? Will the old Faith ascend to power again? Will Lothian be restored and bring order to the world?
 

I have some ideas for a campaign setting. It's not much, but if I entered a contest with it and be paid fleshing it out, It would look like this:

First, the boring, mechanical details:

Elements of Magic as magic system.

There will only be three classes, with lots of feats and talents to customize: A fighter type, a roguish type, a spellcaster type. And just as everyone has a BAB, every class will have a base caster level (though that might be as low as 1/4 for the fighter)

The races will be more powerful than normal. Beyond the race, the culture and home of the character will influence its stats and choices.

No magic items per se, though there is an option to make spells semi-permanent (you'll just have the appropriate number of spell points less per day as long as you keep this magic up), and maybe a feat to make that duration cheaper if you use a token item (which takes up a body slot).


As for the setting:
Humans don't get to play the dominant race again. Instead of setting up elves to be tragic figures that had their time but were overtaken by humans later, they kept up their pace and are the dominant race (though it's not the way humans dominate in many other settings, where the other races get one realm each and the rest of the world is human with some non-humans thrown in). All the races are strong.

The multiverse is made up of three different cosmoi:
The elemental cosmos, which is made of elemental planes for all the elements (from EoM, so there's not just the usual 4).

The ideal cosmos (working name), where the planes are made up of good, evil, law, chaos (and other ideals and concepts, like Luck, Knowledge or War).

Finally, there's the material cosmos. The elemental cosmos provides the building blocks for all material matters here, and the ideal cosmos for all things mental. All the action takes place on Planet Earth - and Planets Air, Fire, and Water. The planets share not only the name, but also much of their features with one of the primary elements, and everyone has a special ability based on what planet he was born on.

Beyond that, there's other planets that carry the names of the gods - and are the home of the gods. So Mars (working title obviously) is the god of war, and the planet where the god of war lives. In case of servant deities, they inhabit moons orbiting their master's planet. If you die, your spirit wanders space until he gets to your god's planet, where it gets a new, idealised body. If you're an atheist, you go to the outermost planet, a black star where the god of death dwells - until he remakes you as one of the undead and sends you back.

There are countless portals combining the four basic planets, but there's no way for non-divine beings to enter or leave any of the divine planets. Many portals connect two locations on the same planet, while others combine the planets. The portals were created by the elves early on in their history, and many cities are built around the portals and therefore exist in several far-off places (or even more than one planet), but still are one city. Some of the portals are huge, and a Great Red Wyrm could fly through with its wings fully extended.


History: The oldest of the races are elves. Originally, they were from the elemental cosmos, especially from the central plane - the plane of nature, where the Seelie and Unseelie courts define life (without the idealogical baggage the gods planned to bestow upon all the sentient lifeforms in the material worlds). Since the feys were tasked with providing the "background life" (animals, plants - those things the "higher life-forms" would eat) for the material world, they figured that they needed custodians for the creatues they'd send away, so the godlings would treat them with the proper respect. The seelie court made the elves of light, which would patrol the material cosmos by day and go back to the plane of nature to sleep at night, and the unseelie court made the elves of darkness for the other shift. Unfortunately, the elves started to study and finally embrace the ideals endorsed by the gods and their ideal cosmos, and became native - they'd stay on the world longer and longer, until they didn't come back at all. Inspired by the gods, they created their own idea, their own concept: Civilisation.

While the other races all embraced this concept more or less, the elves first came up with it, and still epitomise it (except for fey elves, who went back embracing nature. Those fey elves can be of light or dark elven stock).

Dwarves hail form the elemental planes of earth and metal. Their ancestors were outsiders that felt claustrophobic in their home planes, and went to material world, where they could combine rock and steel and cavern homes with wide open spaces. They still have an affinity for their home elements, and make the best smiths.

The gnomes' origin has been lost to time, but it is generally accepted that the gods of Art, Knowledge and Progress took them under their wings and encourage them to be curious keen on experimenting. Having art and knowledge that rivals the elves', their real strength is the strange clockwork devices that combine magic and technology.

Halflings are nomads with no nations to call their own. Some live in caravans, some merely move frequently. The deities of Luck and Travel are particularly fond of them.

Finally, there are humans. While it is is said that the other races were merely found and influenced by the gods, the humans are the gods' own work. After elves, halflings, gnomes and dwarves started populating the world, the gods felt that they wanted to try to create a race after their own image. One that would embrace all the ideals the other races wouldn't, or couldn't. In the end, every deity had a hand in their creation, which makes them so unpredictable. Of course, since then, long millenia have passed, and the other races have diversified after becoming fully humanoid, but the versatility trend was started by humans. And they often needed it, for they entered the scene late, with much of the best land already taken up by the other races. They knew they couldn't stand against those races, so theyy carved out their existance where they could.

Nowadays, the 5 great races are closely allied, and many nations are mixed (though most of those still have a majority of elven folk - elves were always eager to sheir their creation - Civilisation - with everyone)
 

Let's see, I'll do this for Cthulhu Comes To Town, my campaign that suddenly infuses FR with Cthonian goodness. I'd release them in this order:

#1: "Weavereaving," about what happens when all of your magical secrets suddenly start devouring your mind, and what happens to all of FR's high-powered magic everything.

ADVENTURE PACK #1: "Mad Moon Rising" Actually released as a deck of collectible "encounter cards," briefly described encounters that can happen for levels 1-10.

#2: "Those Who Remain (and what will be left of them)," a book specifically about some of the more affected regions of the world, including the current FR locations for many of the Cthulu mythos.

ADVENTURE PACK #2: "In The Fullness of Time" Another deck of collectible "encounter cards" that happen for levels 11-20.

#3: "The Last Best Hope," a book about new options for new characters in the setting, and where to go to try and pick up the pieces of the world after the main threat has been pushed aside by your adventures.
 

Kamikaze Midget said:
Let's see, I'll do this for Cthulhu Comes To Town, my campaign that suddenly infuses FR with Cthonian goodness. I'd release them in this order:

Ha, "Cthulu comes to town!" Love it!

I did something similar, running a CoC/D&D cross that was actually a lot of fun. Divine magic totally got hosed. Lotsa fun.
 

Book One: Protagonist Design Shed

The basic seven classes (Powerseeker, Fighter, Polymath, Rager, Zealot, Healer, Artillerist), explanation of the Catalyst/Action Point system and practice, introduction of the Party Leader, Party Stockpile, and "Brother And Sister, Hear!" character-replacement mechanics. Advanced section covers the Feat/Plothook character strength balancing mechanic (not entirely dissimilar to Good Stuff / Neutral Stuff / Bad Stuff, for those familiar with Amber).


Book Two: Motivators (a.k.a. "You, Hero! Get moving!")

Descriptions of the important personalities, what drives them, goals and purposes. Threats and demands they might make, deals they might be interested in (or secrets they might share), plus a quick set of statblocks for some of their usual followers/ henchmen. A list of signature traps, antivenins, and stock phrases for each organization is available in appendices, as well as what types of environments they might be encountered in.


Book Three: A Start ("We know 10% of the world.. we think.")

Description of the Ale & Whores Protocol for discovering potential adventure hooks, "new friends", and translating entire-life-stories into a good lead. Includes thumbnail sketches of several Magistrates who might be able to help the party avoid the salt mines / branding / Underground Otyugh Assistant positions.. for a certain favor.


Adventure 1: The Enemy of My Enemy.

The now-sentient Owlscorpions need two-legs to explore the presumed-abandoned base for them. You're it.

Adventure 2: There's a Whore to be Won.

Only a few surviving Giants, but she's one of them. And she's the prize in the once-a-decade Arena games.
 

Corebook would cover all the house rules for a low magic / dark ages setting (see sig)

#1 - South Mueria - land of battles - Area guide to the lands of the kara bank and the war that never ends between the various city states.

Adventure path#1 - Against the Priest-king - set in the northern lands as Gore expands and the group find themselves suddenly under gore rule. seeking freedom takes them from silvermoon down the sivis to gore itself before returning full circle back to their own town. Ultimately it might end in a heroic, doomed stand or an against the odds victory and determine the future of the north

#2 - Thousand Candles - city of magic - the last college of wizardry in the lands of the rose empire and the most interesting city to live...

Adventure path#2 - The Lost City - from Tas the group hear of treasures beyond imagining in the far off kehindran jungles, but travel by sea is perilous without the complications of pirates, treasure hunters and the true heir to the lost city .....includes The freeport of Tas - city guide to the freeport and town of tas, plus how to run shipborne adventures

#3 - Orford and the wastes - city guide based around the city of Orford and the hobgoblin
slavers that make it their home...

need more adventures......
 

Probably something like:



Corebook: Campaign Guide to the Lands of Ailioth
Supp #1: Sivaris and the Western Realms
Supp #2: The Riftlands
Supp #3: The Eastern Reaches and Beyond

Adventure Path #1 - Call of the King: A group of lowly adventurers find themselves in the service of the Kingdom of Sivaris, defeating the plots of those that seek the realm's downfall.

Adventure Path #2 - The Four Furies: The player characters must stop a mighty mage bent on the release of the greatest threat ever to face Ailioth...the Four Furies.
 

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