Wik
First Post
So, I was asked to describe my campaign world, and I got super excited and started blathering on. Then I figured, why not post it here? And then, all you GMs out there that never get a chance to discuss your own worlds can post your own, ask questions about others, and steal ideas as you see fit.
But let's keep things relatively short - brevity is usually a good thing, after all. Focus on the unique, cool stuff!
Wik's Campaign World - The Shattered Isles
The shattered isles are, geographically speaking, based off British Columbia, with the exception being that instead of there being a Vancouver Island, there is a series of small islands. Each island is surrounded by half-submerged reefs and crags that constantly shift due to the tides, making sailing very difficult. Because of this, the place was barely settled (except for the nautical orc raiding tribes in the north, halfling gypsy sailors, and runaway slave shelters in the south) until a little over a century ago.
That was when the Kaellian Empire, a roman-esque empire, really started to crumble. the imperial ruling families (collectievely known as Tiefs) had been making deals with devils and demons for the last century or so. Then, in an nice cataclysmic touch, the devils took their share of the bargain. All the imperials with Tief blood were changed into Tieflings, and devils and demons of all sorts were unleashed upon the world.
Most of the slaves and mercenary armies made their way west, battling the rugged climate until they settled on the large islands of the Shattered Isles - places like Tasker's Island (ruled by a crimelord Gladiator), Bronze Shore (named after the mysterious bronze arrowheads that wash up on the beach), Slave's Landing (the oldest island kingdom, and a place where the military and the guilds constantly clash), and Drogas (a mainland kingdom ruled by dwarves, though flooded by decades of refugees).
The only safe mainland areas are the cities of Ravenglas (ruled by a selfish king and protected by a thick sea wall patrolled by highly-paid mercenaries and bribes of human sacrifice), Kael Baerin (built around a central lake, and slowly decaying under the clashing feuds of Tiefling aristocracy) and Kael Turath (the remnants of the Imperial Strength, and the big bad nation of the setting).
The feywild gets a lot of attention in this setting, with many PCs races being refigured to fit the plane (which is also heavily modified). In it, the central city, Mithrendain, is a land of perpetual day. As one moves outward, the time gets darker and darker - and once you hit around midnight, bad things start lurking in the shadows.
The races of the Feywild are all actually one species, but as one's political leanings change, their body changes to match. The races are Eladrin (who believe in dealings with mortals, and a central bureaucracy based around Mithrendain), Drow (who believe in dispersed living within the Feywild, and protect the borders of the Eladrin lands) and Shadar-Kai (basically, half-drow/half-eladrin, and hated by both sides).
The major arc of my campaign has been pretty muddy, with two seperate PC groups exploring the isles before merging together, and running through some modified adventures and dungeon delves. Currently, however, they're in the Feywild, as both sides prepare for the death of the Eladrin king Cunen and the political wars that are about to erupt. And someone seems to be poisoning the drow, which means the borders are no longer patrolled - and the perpetual night at the edges of the feywild are creeping in...
There is also a side arc involving the lost city of Kael Tessera, also known as the "Mazeworks", which was a minotaur city forcibly colonized by old Imperial troops, and now is supposedly a demon and ghost breeding ground somewhere in the north (roughly where Fort St. John would be in B.C.). The PCs want to get there sometime in the summer, and find an artefact that is related to all those demons being unleashed upon the world... of course, there's also an expeditionary force from Kael Turath that wants the same artefact. Luckily, the winter months make getting that artefact impossible right now. (The players know that this event will be the end of the campaign).
Anyways. It's a 4E setting, and it was put together with a few sentences originally as a "let's use this setting while we figure out 4e". As players started accumulating, we added detail as necessary - the Feywild was developed because I had an Eladrin and Drow PC in one group, and now there's a Shadar-Kai as well. Tieflings were a major enemy because I had multiple Tieflings in one group (At least for a short while), and Ravenglas was created to give the original Dragonborn Paladin (who was involved in a TPK very early on) someone to fight against.
***
Well, that's my world. Now, show me yours. And feel free to ask any questions and whatnot. Sharing campaign worlds is fun!
But let's keep things relatively short - brevity is usually a good thing, after all. Focus on the unique, cool stuff!
Wik's Campaign World - The Shattered Isles
The shattered isles are, geographically speaking, based off British Columbia, with the exception being that instead of there being a Vancouver Island, there is a series of small islands. Each island is surrounded by half-submerged reefs and crags that constantly shift due to the tides, making sailing very difficult. Because of this, the place was barely settled (except for the nautical orc raiding tribes in the north, halfling gypsy sailors, and runaway slave shelters in the south) until a little over a century ago.
That was when the Kaellian Empire, a roman-esque empire, really started to crumble. the imperial ruling families (collectievely known as Tiefs) had been making deals with devils and demons for the last century or so. Then, in an nice cataclysmic touch, the devils took their share of the bargain. All the imperials with Tief blood were changed into Tieflings, and devils and demons of all sorts were unleashed upon the world.
Most of the slaves and mercenary armies made their way west, battling the rugged climate until they settled on the large islands of the Shattered Isles - places like Tasker's Island (ruled by a crimelord Gladiator), Bronze Shore (named after the mysterious bronze arrowheads that wash up on the beach), Slave's Landing (the oldest island kingdom, and a place where the military and the guilds constantly clash), and Drogas (a mainland kingdom ruled by dwarves, though flooded by decades of refugees).
The only safe mainland areas are the cities of Ravenglas (ruled by a selfish king and protected by a thick sea wall patrolled by highly-paid mercenaries and bribes of human sacrifice), Kael Baerin (built around a central lake, and slowly decaying under the clashing feuds of Tiefling aristocracy) and Kael Turath (the remnants of the Imperial Strength, and the big bad nation of the setting).
The feywild gets a lot of attention in this setting, with many PCs races being refigured to fit the plane (which is also heavily modified). In it, the central city, Mithrendain, is a land of perpetual day. As one moves outward, the time gets darker and darker - and once you hit around midnight, bad things start lurking in the shadows.
The races of the Feywild are all actually one species, but as one's political leanings change, their body changes to match. The races are Eladrin (who believe in dealings with mortals, and a central bureaucracy based around Mithrendain), Drow (who believe in dispersed living within the Feywild, and protect the borders of the Eladrin lands) and Shadar-Kai (basically, half-drow/half-eladrin, and hated by both sides).
The major arc of my campaign has been pretty muddy, with two seperate PC groups exploring the isles before merging together, and running through some modified adventures and dungeon delves. Currently, however, they're in the Feywild, as both sides prepare for the death of the Eladrin king Cunen and the political wars that are about to erupt. And someone seems to be poisoning the drow, which means the borders are no longer patrolled - and the perpetual night at the edges of the feywild are creeping in...
There is also a side arc involving the lost city of Kael Tessera, also known as the "Mazeworks", which was a minotaur city forcibly colonized by old Imperial troops, and now is supposedly a demon and ghost breeding ground somewhere in the north (roughly where Fort St. John would be in B.C.). The PCs want to get there sometime in the summer, and find an artefact that is related to all those demons being unleashed upon the world... of course, there's also an expeditionary force from Kael Turath that wants the same artefact. Luckily, the winter months make getting that artefact impossible right now. (The players know that this event will be the end of the campaign).
Anyways. It's a 4E setting, and it was put together with a few sentences originally as a "let's use this setting while we figure out 4e". As players started accumulating, we added detail as necessary - the Feywild was developed because I had an Eladrin and Drow PC in one group, and now there's a Shadar-Kai as well. Tieflings were a major enemy because I had multiple Tieflings in one group (At least for a short while), and Ravenglas was created to give the original Dragonborn Paladin (who was involved in a TPK very early on) someone to fight against.
***
Well, that's my world. Now, show me yours. And feel free to ask any questions and whatnot. Sharing campaign worlds is fun!