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<blockquote data-quote="Zardnaar" data-source="post: 7259168" data-attributes="member: 6716779"><p>I am working on a new campaign setting for a post Xanather Guide for a 2018 campaign (currently running 2E). D&D worlds often have some sort of magical catastrophic event in the distant past with perhaps the exception of FR that had the Time of Troubles after effects in 2E. Even then the effects were limited in scope. My idea is roughly that the gods have died in a magical apocalypse (Desecration Wars) and the PCs are navigating a world where survival is difficult with dead and wild magic zones all over the place. The environment has 4 main effects.</p><p></p><p>1. The shroud. I think I need a new name but this effects the entire world. Effects that restore hit points are halved regardless if it is from magic, a hit dice or the healer feat. Overnight heal rates are back to 3E's rate (1/hp level, compromise between OSR 1-3 hp and 4E+ healing rates). The shroud infuses the world although parts of the world are exempt (I'm thinking hallowed ground areas).</p><p></p><p>2. Dead magic. More or less what it says with the biggest area about the size of a US state like Colorado. </p><p></p><p>3. Wild magic. Most of the world is a wild magic effect with major cities generally being located in areas where this effect doesn't apply. While in a wild magic effect you have disadvantage on concentration roles. While magic zones will otherwise be similar to 2E and Magic of Faerun (3.0) ones using the 5E wild magic table. </p><p></p><p>4. Storms of magical energy that wash over the wild magic areas randomly inflicting 2d8 necrotic/force or radiant damage if you are caught in one. Con save for half damage (its in the air, not lightning strikes).</p><p></p><p>5. Core 4 races are the default, at least when it comes to established cultures, AD&D races exist in smaller numbers, everything else is rare . The wild magic has mutated things though so anything goes for organic races (Volos guide and 3pp races are fine). Organic being living beings no undead or construct races though (magic went boom). Probably have a new race added that is important to the events that caused the devastaiton. </p><p></p><p>6. Clerics exist but draw their powers from the power of dead gods infusing their blood, the shroud or whatever I end up calling it does that.</p><p></p><p>7. Alignment restrictions. Either AD&D ones or 3.5 ones are coming back, Druids being true neutral and rangers being good aligned though is attractive. This is mostly to return classes to ye olde roles (Rangers protectors of the wilderness, Druids serve the balance and want to fix the wild magic effects, Paladins are ye olde LG Paladins).</p></blockquote><p></p>
[QUOTE="Zardnaar, post: 7259168, member: 6716779"] I am working on a new campaign setting for a post Xanather Guide for a 2018 campaign (currently running 2E). D&D worlds often have some sort of magical catastrophic event in the distant past with perhaps the exception of FR that had the Time of Troubles after effects in 2E. Even then the effects were limited in scope. My idea is roughly that the gods have died in a magical apocalypse (Desecration Wars) and the PCs are navigating a world where survival is difficult with dead and wild magic zones all over the place. The environment has 4 main effects. 1. The shroud. I think I need a new name but this effects the entire world. Effects that restore hit points are halved regardless if it is from magic, a hit dice or the healer feat. Overnight heal rates are back to 3E's rate (1/hp level, compromise between OSR 1-3 hp and 4E+ healing rates). The shroud infuses the world although parts of the world are exempt (I'm thinking hallowed ground areas). 2. Dead magic. More or less what it says with the biggest area about the size of a US state like Colorado. 3. Wild magic. Most of the world is a wild magic effect with major cities generally being located in areas where this effect doesn't apply. While in a wild magic effect you have disadvantage on concentration roles. While magic zones will otherwise be similar to 2E and Magic of Faerun (3.0) ones using the 5E wild magic table. 4. Storms of magical energy that wash over the wild magic areas randomly inflicting 2d8 necrotic/force or radiant damage if you are caught in one. Con save for half damage (its in the air, not lightning strikes). 5. Core 4 races are the default, at least when it comes to established cultures, AD&D races exist in smaller numbers, everything else is rare . The wild magic has mutated things though so anything goes for organic races (Volos guide and 3pp races are fine). Organic being living beings no undead or construct races though (magic went boom). Probably have a new race added that is important to the events that caused the devastaiton. 6. Clerics exist but draw their powers from the power of dead gods infusing their blood, the shroud or whatever I end up calling it does that. 7. Alignment restrictions. Either AD&D ones or 3.5 ones are coming back, Druids being true neutral and rangers being good aligned though is attractive. This is mostly to return classes to ye olde roles (Rangers protectors of the wilderness, Druids serve the balance and want to fix the wild magic effects, Paladins are ye olde LG Paladins). [/QUOTE]
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