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Help me flesh out my idea for a campaign world...
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<blockquote data-quote="Lendro_Furioso" data-source="post: 5342695" data-attributes="member: 79242"><p>I agree that a nomadic people would make more sense. You only settle if you have the means to grow seeds and herd livestock. In this case, it would be the hero's job to get a small population to settle a land, and thus begin civilization anew.</p><p></p><p>The cataclysm should be at least within a few generations of the current populace for them to have forgotten their way of life. The locals should be a mixed people, maybe descendents of the survivors of the apocalypse and more primitive folk. This would allow you to create a plethora of myths, mostly amalgamated versions of whatever pantheon had originally existed (think of the pantheon presented in the PHB, then take only small bits of information, and mix with stuff you can observe every day). The inhabitants would adopt things as they came across them, so you get to have totally skewed religious views which to an outsider (the hero) seem obvious, but which he can't point out for fear of the locals' wrath. This means he should rather try to change their beliefs, rather than prove them wrong.</p><p></p><p>Religion should indeed be nature-based since those are the most useful. Still, you might get problems with nature-worshipers, who think settling permanently will lead to downfall as before. This is an instant quest: the player settles a land, convinces other people to plant seeds, but they do not grow because of the actions of a druid who opposes them. Well, you get the idea... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p>Another thought might be for the gods themselves to be absent from the world. Perhaps they all died, or have gone simply dormant for lack of worship (you tend to forsake the gods when the apocalypse comes). Establishing religion and worship itself is important (what with the spiritual well-being of the masses and all), but perhaps getting the attention of the gods is an epic tier quest in and of itself.</p><p></p><p></p><p>Regarding where the player comes from, I kind of like the idea of another world. Perhaps a cosmic event with planetary alignment that only happens every so many years came about and brought the PC here. This could even work out later on if you switch from GM to player: you can jump as many or as few years as you like. Settling civilization isn't something that happens overnight, but over the course of entire generations. This way, when you switch, you can jump ahead a few generations, and your current player can make things more his own: his PC has passed, but left a legacy that grew. Perhaps increased exploration of the ruins has brought an increase to monster activity, or no new knowledge can gain from the ones accessible. Again, instant adventures!</p><p>The occasional planetary alignment thing can of course bring danger, as well: evil-inclined characters, etc, etc, etc. If you go this route, I would suggest a balancing of some sort into neutrality: if a great force of order comes through, so should a force from chaos to counterbalance it.</p><p></p><p></p><p>One last topic, regarding your idea of no wizards, no dragons: I like it. If some event wiped out the entire world, no old dragons exist: only young ones. It's... elegant after a fashion. Anyway, good luck with the game, and have fun!</p></blockquote><p></p>
[QUOTE="Lendro_Furioso, post: 5342695, member: 79242"] I agree that a nomadic people would make more sense. You only settle if you have the means to grow seeds and herd livestock. In this case, it would be the hero's job to get a small population to settle a land, and thus begin civilization anew. The cataclysm should be at least within a few generations of the current populace for them to have forgotten their way of life. The locals should be a mixed people, maybe descendents of the survivors of the apocalypse and more primitive folk. This would allow you to create a plethora of myths, mostly amalgamated versions of whatever pantheon had originally existed (think of the pantheon presented in the PHB, then take only small bits of information, and mix with stuff you can observe every day). The inhabitants would adopt things as they came across them, so you get to have totally skewed religious views which to an outsider (the hero) seem obvious, but which he can't point out for fear of the locals' wrath. This means he should rather try to change their beliefs, rather than prove them wrong. Religion should indeed be nature-based since those are the most useful. Still, you might get problems with nature-worshipers, who think settling permanently will lead to downfall as before. This is an instant quest: the player settles a land, convinces other people to plant seeds, but they do not grow because of the actions of a druid who opposes them. Well, you get the idea... ;) Another thought might be for the gods themselves to be absent from the world. Perhaps they all died, or have gone simply dormant for lack of worship (you tend to forsake the gods when the apocalypse comes). Establishing religion and worship itself is important (what with the spiritual well-being of the masses and all), but perhaps getting the attention of the gods is an epic tier quest in and of itself. Regarding where the player comes from, I kind of like the idea of another world. Perhaps a cosmic event with planetary alignment that only happens every so many years came about and brought the PC here. This could even work out later on if you switch from GM to player: you can jump as many or as few years as you like. Settling civilization isn't something that happens overnight, but over the course of entire generations. This way, when you switch, you can jump ahead a few generations, and your current player can make things more his own: his PC has passed, but left a legacy that grew. Perhaps increased exploration of the ruins has brought an increase to monster activity, or no new knowledge can gain from the ones accessible. Again, instant adventures! The occasional planetary alignment thing can of course bring danger, as well: evil-inclined characters, etc, etc, etc. If you go this route, I would suggest a balancing of some sort into neutrality: if a great force of order comes through, so should a force from chaos to counterbalance it. One last topic, regarding your idea of no wizards, no dragons: I like it. If some event wiped out the entire world, no old dragons exist: only young ones. It's... elegant after a fashion. Anyway, good luck with the game, and have fun! [/QUOTE]
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