Hello!
I'm a college student who hasn't gotten to play much DnD since high school, but after reading through the new 5th edition materials, I've gotten the urge to start worldbuilding and prepping a new campaign to introduce some of my college friends to the game. I've got some broad ideas, but I'm struggling a little with where to go next.
The campaign world (or at least the region the campaign will take place) was once dominated by a powerful race of magic-wielding giants called the Jottun. Their lands were vast, and they performed great magical and architectural feats. They were also incredibly proud and enslaved smaller races (most famously the dwarves) to work for them. The largest opposition to their reign was the Voraki Empire, a decadent human political unit that delved deep into alchemy and sorcery (based on ancient Middle East and Eberron). Eventually, the Voraki opened a portal to the Abyss/Nine Hells (not sure which--I might fold them together) in the hopes of controlling the fiends to beat back the Jottun, but the fiends predictably turned on the Voraki attacking both them and the Jottun. The Jottun used the last of their magical might to banish the fiends back to their home plane, but their expenditure also resulted in a cataclysm that destroyed the Voraki capital (the site of the portal) and the surrounding region for miles.
The cataclysm had other unintended effects. It brought about the ordning, splintering the once united race of Jottun into the more familiar giant subspecies based on their personalities and environments. It also brought divine magic into being; while still not understood, it's most commonly believed that the sheer magical power unleashed in banishing the fiends also transformed common, powerfully held ideals like Life and Death into actual divine beings, giving rise to gods and modern priesthoods. While the giants had their own religion (which holds that everything in the world is shrinking/diminishing and that eventually it will simply shrink out of existence), evidence of their gods' existence was hard to prove. Giants still believe in their Old Gods and some races also have their own beliefs. Elves, for example, engage in spirit/ancestor worship because after living so long, they find it hard to believe that death is actually final. Most modern people (chiefly humans) follow the new pantheon.
That's the main background. I've spent a lot of time brainstorming places mainly and thinking about how the different giant subspecies fit into the campaign:
Storm: Live in an underwater Atlantis with high tech/magic. They are the closest to the old Jottun empire. Their oldest enemy is the Kraken, though they also frequently clash with sahuagin who ritually worship the Kraken and periodically try to summon it.
Cloud: Live in a cloud castle in the sky filled with delights and gardens, an echo of older eras. Accessible by flying or giant beanstalk Perhaps patrolled by aarakocra. I've also toyed with the idea of it being a dream-like realm where nothing is as it seems, filled with illusion (or perhaps a nightmarish flawed paradise).
Fire: Live in a moutainside above hot springs. Use fire elementals for their forges and craft mighty arms and armor. Slaves do the farming and dangerous mine work. They use hobgoblins as taskmasters and enforcers (decked out in fantastic fire giant equipment, of course).
Frost: Live in a timeless ice palace chiseled out of a glacier. Time actually moves more slowly here, or even freezes completely--the jarl is old beyond measure and does not venture forth any more. Features wrestling, drinking, boisterous activity. Area inhabited by winter wolves, mammoths. Draugr (zombies) are common, their features preserved by the cold. I'm thinking that necromancy is big among the frosts along with the chronomancy elements above.
Stone: Live near an underground mountain cavern that extends endlessly downward. The greatest of them engage in religious pilgrimage of introspection into the depths, never to be seen again. Where they end up is a mystery and the subject of many of their legends. Communicate by stone tapping (like Morse code, but more sophisticated) and dwell among some of the finest stonework in the world.
Hill: Generic brutes as of right now. Usually solitary, sometimes conscripted by other giants (especially fire) and orc bands as a source of muscle.
Sprinkle ogres, ettins, trolls, and athachs to taste.
Old ruins from the Voraki or Giant empires are inhabited by orcs. Fiend-worshipping gnolls (hated by almost all) dwell near old stone circles and menhirs erected by the giants in the past era. The underground chambers beneath them house unknown horrors. The Barrowlands are a hilly region constantly covered in fog where the Voraki used to bury their dead in the hopes that they would eventually learn how to resurrect them; ironically, Raise Dead is now available because of the gods (though rare and expensive), though the Voraki never got the chance to bring back their buried loved ones. This region is bleak and desolate with scattered villages and bands of restless undead. A giant aqueduct built by the giants snakes its way from the lake near the portal/old Voraki capital to the fire giant area, but it's in disrepair due to age; now, different monsters dwell in its shadows and on its heights (harpies, Lovecraft?, bandits). The Great Road, once so grand, is likewise neglected with old graffiti and weeds growing through it.
I'm thinking that the campaign will begin when a treasure-hunting/ancient-relic-seeking organization uncovers an old giant artifact, the Manacles of X (placeholder). Legend tells that the Jottun used the Manacles to bind Moradin himself before he led the dwarves out of bondage and then reached apotheosis during the Cataclysm. A group of cultists murders/plots against the relic group to claim the Manacles in the hopes of summoning forth fiends once more, only this time with the power to bind them for good with the Manacles. They believe that fiends should be used as a tool to bring back the old human empire in all its glory, but their methods are dangerous. This is around where the PCs will come in I think.
I know that was long, and I appreciate your time reading it. I'm first looking for any comments on the campaign background itself, but also what to do next. I have some ideas for elves and a fey realm that I didn't include for brevity, but I'm not sure where to start the PCs out. I'd like a suitably cool starting town/area to go with the rest of the region (maybe an old giant ruin repurposed as a city?). I'm also looking for ideas on factions/organizations and NPCs to draw on. I have the barebones of (maybe?) an initial adventure with the Manacles being uncovered, but not much else. I also wonder how to make the giant theme relevant at low levels without actually pitting the PCs against giants in combat (maybe ettins, ogres, etc?). Lastly, I was wondering if anyone knows of anywhere I might get some ideas for runecasting--the dwarves in my world practice it instead of normal magic.
A big thank you for comments or help!
I'm a college student who hasn't gotten to play much DnD since high school, but after reading through the new 5th edition materials, I've gotten the urge to start worldbuilding and prepping a new campaign to introduce some of my college friends to the game. I've got some broad ideas, but I'm struggling a little with where to go next.
The campaign world (or at least the region the campaign will take place) was once dominated by a powerful race of magic-wielding giants called the Jottun. Their lands were vast, and they performed great magical and architectural feats. They were also incredibly proud and enslaved smaller races (most famously the dwarves) to work for them. The largest opposition to their reign was the Voraki Empire, a decadent human political unit that delved deep into alchemy and sorcery (based on ancient Middle East and Eberron). Eventually, the Voraki opened a portal to the Abyss/Nine Hells (not sure which--I might fold them together) in the hopes of controlling the fiends to beat back the Jottun, but the fiends predictably turned on the Voraki attacking both them and the Jottun. The Jottun used the last of their magical might to banish the fiends back to their home plane, but their expenditure also resulted in a cataclysm that destroyed the Voraki capital (the site of the portal) and the surrounding region for miles.
The cataclysm had other unintended effects. It brought about the ordning, splintering the once united race of Jottun into the more familiar giant subspecies based on their personalities and environments. It also brought divine magic into being; while still not understood, it's most commonly believed that the sheer magical power unleashed in banishing the fiends also transformed common, powerfully held ideals like Life and Death into actual divine beings, giving rise to gods and modern priesthoods. While the giants had their own religion (which holds that everything in the world is shrinking/diminishing and that eventually it will simply shrink out of existence), evidence of their gods' existence was hard to prove. Giants still believe in their Old Gods and some races also have their own beliefs. Elves, for example, engage in spirit/ancestor worship because after living so long, they find it hard to believe that death is actually final. Most modern people (chiefly humans) follow the new pantheon.
That's the main background. I've spent a lot of time brainstorming places mainly and thinking about how the different giant subspecies fit into the campaign:
Storm: Live in an underwater Atlantis with high tech/magic. They are the closest to the old Jottun empire. Their oldest enemy is the Kraken, though they also frequently clash with sahuagin who ritually worship the Kraken and periodically try to summon it.
Cloud: Live in a cloud castle in the sky filled with delights and gardens, an echo of older eras. Accessible by flying or giant beanstalk Perhaps patrolled by aarakocra. I've also toyed with the idea of it being a dream-like realm where nothing is as it seems, filled with illusion (or perhaps a nightmarish flawed paradise).
Fire: Live in a moutainside above hot springs. Use fire elementals for their forges and craft mighty arms and armor. Slaves do the farming and dangerous mine work. They use hobgoblins as taskmasters and enforcers (decked out in fantastic fire giant equipment, of course).
Frost: Live in a timeless ice palace chiseled out of a glacier. Time actually moves more slowly here, or even freezes completely--the jarl is old beyond measure and does not venture forth any more. Features wrestling, drinking, boisterous activity. Area inhabited by winter wolves, mammoths. Draugr (zombies) are common, their features preserved by the cold. I'm thinking that necromancy is big among the frosts along with the chronomancy elements above.
Stone: Live near an underground mountain cavern that extends endlessly downward. The greatest of them engage in religious pilgrimage of introspection into the depths, never to be seen again. Where they end up is a mystery and the subject of many of their legends. Communicate by stone tapping (like Morse code, but more sophisticated) and dwell among some of the finest stonework in the world.
Hill: Generic brutes as of right now. Usually solitary, sometimes conscripted by other giants (especially fire) and orc bands as a source of muscle.
Sprinkle ogres, ettins, trolls, and athachs to taste.
Old ruins from the Voraki or Giant empires are inhabited by orcs. Fiend-worshipping gnolls (hated by almost all) dwell near old stone circles and menhirs erected by the giants in the past era. The underground chambers beneath them house unknown horrors. The Barrowlands are a hilly region constantly covered in fog where the Voraki used to bury their dead in the hopes that they would eventually learn how to resurrect them; ironically, Raise Dead is now available because of the gods (though rare and expensive), though the Voraki never got the chance to bring back their buried loved ones. This region is bleak and desolate with scattered villages and bands of restless undead. A giant aqueduct built by the giants snakes its way from the lake near the portal/old Voraki capital to the fire giant area, but it's in disrepair due to age; now, different monsters dwell in its shadows and on its heights (harpies, Lovecraft?, bandits). The Great Road, once so grand, is likewise neglected with old graffiti and weeds growing through it.
I'm thinking that the campaign will begin when a treasure-hunting/ancient-relic-seeking organization uncovers an old giant artifact, the Manacles of X (placeholder). Legend tells that the Jottun used the Manacles to bind Moradin himself before he led the dwarves out of bondage and then reached apotheosis during the Cataclysm. A group of cultists murders/plots against the relic group to claim the Manacles in the hopes of summoning forth fiends once more, only this time with the power to bind them for good with the Manacles. They believe that fiends should be used as a tool to bring back the old human empire in all its glory, but their methods are dangerous. This is around where the PCs will come in I think.
I know that was long, and I appreciate your time reading it. I'm first looking for any comments on the campaign background itself, but also what to do next. I have some ideas for elves and a fey realm that I didn't include for brevity, but I'm not sure where to start the PCs out. I'd like a suitably cool starting town/area to go with the rest of the region (maybe an old giant ruin repurposed as a city?). I'm also looking for ideas on factions/organizations and NPCs to draw on. I have the barebones of (maybe?) an initial adventure with the Manacles being uncovered, but not much else. I also wonder how to make the giant theme relevant at low levels without actually pitting the PCs against giants in combat (maybe ettins, ogres, etc?). Lastly, I was wondering if anyone knows of anywhere I might get some ideas for runecasting--the dwarves in my world practice it instead of normal magic.
A big thank you for comments or help!