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Help me flesh out my idea for a campaign world...
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<blockquote data-quote="Croesus" data-source="post: 5341262" data-attributes="member: 35019"><p>Some random ideas:</p><p></p><p>The world the player(s) are coming from is very advanced technologically and magically. However, a secret group (a government, a cabal, a temple) experimented with forces beyond their control, unleashing terrible magical vortexes. Nothing can stand against these vortexes, which seem to be gaining power as more of the world is destroyed. Seeing no other hope, some of the survivors choose to open a portal to another world to which they can flee.</p><p></p><p>Whether by design or accident, the portal is opened onto a world where magic functions differently. Many of the refugees' spells do not function at all, others at much reduced efficacy. They find themselves having to re-learn magic in their new home. Fortunately, the world is lush and bountiful, a seeming Eden awaiting the refugees.</p><p></p><p>However, very quickly the refugees realize that their new world has experienced a cataclysm of its own. Stone ruins dot the land, with virtually all natives living in small farming or hunter/gatherer communities. Family and clan are the primary societal bonds. What little magic is practiced among the natives tends to be nature-based. In addition, there are strong taboos against certain types of magic, and in exploring some ruins.</p><p></p><p>The natives have legends of a time when mortals possessed the power of gods, but misused such power to enslave and oppress. The legends say one day the world itself rose up and cast down these warlords and all their creations - their towers and castles, their cities and palaces. The warlords' magic failed them, suddenly not responding to their will, and they were destroyed.</p><p></p><p>----------------------</p><p></p><p>1) Magic functions, but is limited in raw power. Further, due to having to learn their new world's "rules", the refugees do not start with high-level casters.</p><p>2) The natives have well-defined culture, including strong taboos around ancient magic. The refugess will need to adapt or find themselves opposed at every turn.</p><p>3) A significant number of refugees pass through the portal before it is destroyed, but not enough to simply conquer their new world. They have to form alliances with the locals, trading knowledge and skills, and occasionally participating in their wars (perhaps as neutral arbitrators).</p><p>4) The ruins can posses secrets, wealth, needed technology, and clues to the past. However, searching them incurs risk - releasing a trapped creature, attracting the attention of the "world spirit" that legend claims destroyed the earlier civilization, disturbing the balance of power among the local tribes, even being attacked by locals. </p><p>5) At least some of the refugees could belong to the group responsible for destroying their original world. They would have their own agenda, perhaps seeking the very power that caused the previous cataclysm.</p></blockquote><p></p>
[QUOTE="Croesus, post: 5341262, member: 35019"] Some random ideas: The world the player(s) are coming from is very advanced technologically and magically. However, a secret group (a government, a cabal, a temple) experimented with forces beyond their control, unleashing terrible magical vortexes. Nothing can stand against these vortexes, which seem to be gaining power as more of the world is destroyed. Seeing no other hope, some of the survivors choose to open a portal to another world to which they can flee. Whether by design or accident, the portal is opened onto a world where magic functions differently. Many of the refugees' spells do not function at all, others at much reduced efficacy. They find themselves having to re-learn magic in their new home. Fortunately, the world is lush and bountiful, a seeming Eden awaiting the refugees. However, very quickly the refugees realize that their new world has experienced a cataclysm of its own. Stone ruins dot the land, with virtually all natives living in small farming or hunter/gatherer communities. Family and clan are the primary societal bonds. What little magic is practiced among the natives tends to be nature-based. In addition, there are strong taboos against certain types of magic, and in exploring some ruins. The natives have legends of a time when mortals possessed the power of gods, but misused such power to enslave and oppress. The legends say one day the world itself rose up and cast down these warlords and all their creations - their towers and castles, their cities and palaces. The warlords' magic failed them, suddenly not responding to their will, and they were destroyed. ---------------------- 1) Magic functions, but is limited in raw power. Further, due to having to learn their new world's "rules", the refugees do not start with high-level casters. 2) The natives have well-defined culture, including strong taboos around ancient magic. The refugess will need to adapt or find themselves opposed at every turn. 3) A significant number of refugees pass through the portal before it is destroyed, but not enough to simply conquer their new world. They have to form alliances with the locals, trading knowledge and skills, and occasionally participating in their wars (perhaps as neutral arbitrators). 4) The ruins can posses secrets, wealth, needed technology, and clues to the past. However, searching them incurs risk - releasing a trapped creature, attracting the attention of the "world spirit" that legend claims destroyed the earlier civilization, disturbing the balance of power among the local tribes, even being attacked by locals. 5) At least some of the refugees could belong to the group responsible for destroying their original world. They would have their own agenda, perhaps seeking the very power that caused the previous cataclysm. [/QUOTE]
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