D&D 4E Homebrew setting I'll use for 4e

Rel

Liquid Awesome
This is meant as a companion thread for my "How I Fixed 4e" thread to gather feedback and share ideas for my upcoming campaign. Feel free to chime in with any ideas or suggestions that come to mind.

I've recently been reading some of the Ethshar books by Lawrence Watt-Evans (all of them are stand-alone, fun reads if you haven't read them) and one of them mentions "The Edge of the World". I was kind of intrigued by that idea as well as the region called "The Small Kingdoms" where there are a couple of hundred tiny kingdoms crammed into a relatively small geographic area. Each kingdom has its own laws and customs and, in some cases, language.

There is another book in my collection, this one by Larry Niven as part of his Known Space series, called A Gift From Earth about a planet colonized by humans. The trick with this place is that the entire planet was uninhabitable because of the very dense atmosphere, except for one VERY high plateau that sticks up high enough that the air there is breathable. It provides a habitable area roughly the size of California. They have a litteral edge to their world.

These ideas collided in my brain in a sort of "got chocolate in my peanut butter" kind of way that has me envisioning the following:

What if my world is like that where the habitable portion is up high enough that the air isn't poisonous. But instead of one big plateau, it is a series of smaller ones. Perhaps dozens or hundreds of smaller ones. Some of them comprise their own kingdoms and each has a different name. Some of them are big enough to be home to multiple kingdoms that may or may not be at peace with one another.

Not all are at the same height. Some are down in "The Mist" where the air is hot and thick. And they are not uninhabited because that is where "The Mist Demons" live. These are, literally, demons. Nobody is sure whether Tieflings are Mist Demons who discovered a way to survive at higher altitudes or if they are a species created when some of the Mist Demons bred with humanity. But they came from the lower altitudes of some of the habitable plateaus and they seem to have a higher tolerance for The Mist.

Higher plateaus have thin air and are colder. This is were the Dwarves hailed from. Most of their people still live up there "In The Thin" but some have migrated down to lower altitudes where their stout frames, adapted for the cold, serve them with extra toughness. There are plateaus even higher than the Dwarves can tolerate and that is where the Angels (some say even the Gods) dwell.

Transportation between plateaus happens in a lot of different ways. Some are connected by narrow land "bridges". Some of these bridges dip down into The Mist or arch up into The Thin where only those who are tough or have magical or alchemical assistance dare travel. Caravans move along these paths where they are often in jeopardy of attack from barbarians, monsters, Mist Demons or Drakes.

In other places the way to get from one plateau to another is by flying. Sometimes this is done with mounts like Wyverns or tamed Drakes. Sometimes on the backs of the enormous Mist Whales. In other places the Eladrin use their Winged Ships to sail across these expanses. In any event, it is a risky, dangerous business where one might come under attack from Sky Pirates, dangerous creatures or even be forced by a storm to land upon a normally uninhabitable plateau.

For the Kingdoms where magic is more prevalent, the Wizard's Guild maintains strict control over trade and travel by use of their Linked Portals (as per the Ritual). They take a very dim view of those who try and circumvent their Portals and have been known to burn Airships and Mounts for daring to challenge their monopoly.

For the average peasant the whole of their lives goes by without them ever setting foot upon another plateau. But for others, they dream of what lies beyond the horizon where the cliffs fall away into The Mist. Intrigues and exploration may take them to foreign plateaus or even those that have never been discovered at all. Legends tell of places far, far to the west where there are gigantic plateaus the size of a hundred Kingdoms where one can walk for weeks without ever leaving the same plateau. Could those legends be true? Perhaps the PC's will find out...
 

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Khuxan

First Post
Hi Rel,

It's certainly an interesting premise for a campaign setting. I wonder, however, if you're getting carried away with the fresh ideas. For example, Rich Burlew wrote about his campaign setting taking place on a cube - which he thought was a great idea at the time, but it never actually had an impact on the world. If an "expedition into the Mist" is just like an "expedition into the Wild", why not just have the Wild?

So I guess my question is, how will this actually make the game different?
 

Fallen Seraph

First Post
Cool setting, I think if you emphasize the Mist as the main overarching frame-work for the setting, development of culture, etc. it could work quite well.

Some ideas/questions:

-How did the plateau races develop? If these are small plateaus and only some have land bridges how did Humans and other races develop, ie: did they develop Island Syndrome?

-Are Tieflings going to have instead of Fire Resistance going to have Poison or whatever you will define the poisonous property of the Mist as?

-Instead of just land bridges and flying could there be types of essentially "sky lifts" to ferry people and supplies back and forth between nearby plateaus?

-Have you seen The Mist? Could generate some ideas on how the Mist looks, what the Monsters are like, general atmosphere, etc, etc.

-Final Fantasy: Crystal Chronicles uses poisonous mist and magical means to walk through it. Some ideas could be gathered from there.

-Where do I sign up to play :p

Also, I know drawings that could have lots of inspiration/be used for examples for your players that I can post if you wish :D
 

Rel

Liquid Awesome
Hi Rel,

It's certainly an interesting premise for a campaign setting. I wonder, however, if you're getting carried away with the fresh ideas. For example, Rich Burlew wrote about his campaign setting taking place on a cube - which he thought was a great idea at the time, but it never actually had an impact on the world. If an "expedition into the Mist" is just like an "expedition into the Wild", why not just have the Wild?

So I guess my question is, how will this actually make the game different?

Well, for starters, it obviously limits travel incredibly. That also makes trade difficult and provides a motivation for a lot of adventuring ideas (caravan guards, search for downed airships, shipwrecked below the Mistline, etc.). Also The Mist makes for an ever present threat since it is a form of Chaos and Magic. It tends to mutate those it touches but also harbors many things, both natural and supernatural, that are ingredients for magical items and rituals.

I see it as the defining feature of the whole setting.

Cool setting, I think if you emphasize the Mist as the main overarching frame-work for the setting, development of culture, etc. it could work quite well.

See above. ;)


Some ideas/questions:

-How did the plateau races develop? If these are small plateaus and only some have land bridges how did Humans and other races develop, ie: did they develop Island Syndrome?

The world wasn't always like this. It wasn't until "The Cataclysm" came that The Mist enshrouded the world. Only those quick enough to get to high ground escaped its clutches.

How's that? I just made it up. ;)

-Are Tieflings going to have instead of Fire Resistance going to have Poison or whatever you will define the poisonous property of the Mist as?

Yes.

-Instead of just land bridges and flying could there be types of essentially "sky lifts" to ferry people and supplies back and forth between nearby plateaus?

That's exactly the kind of great ideas I was hoping to get. I'm adding that.

-Have you seen The Mist? Could generate some ideas on how the Mist looks, what the Monsters are like, general atmosphere, etc, etc.

Yes. And it is a terrifying movie. But not because of what's in The Mist.

-Final Fantasy: Crystal Chronicles uses poisonous mist and magical means to walk through it. Some ideas could be gathered from there.

Never heard of it. Got links to any resources?

-Where do I sign up to play :p

Also, I know drawings that could have lots of inspiration/be used for examples for your players that I can post if you wish :D

Game will be in North Carolina. And I would LOVE any pics you care to post. Again, just the sort of thing I'm looking for with this thread.
 

Fallen Seraph

First Post
Final Fantasy: Crystal Chronicles was a obviously FF but for the Gamecube. It got beaten down for being real-time, multiplayer oriented and looking kiddy like, but it had actual interesting plot-line/gameplay elements.

From the wiki:
In Crystal Chronicles, the world is covered by a strange, invisible toxin in the air, known as miasma. It is poisonous to the four races: Selkies, Lilties, Clavats, and Yukes. Despite this, cities are located in several places, protected by magical crystals that fend off the miasma, but are fueled by a rare substance known as Myrrh. To collect the Myrrh, which can only be found on a rare breed of tree, each city recruits a crystal caravan. These caravans carry with them a "crystal chalice", a magical container with a shard of protective crystal attached. The caravans then travel around the world, seeking the trees that bear the magical essence.

Some images/ideas:

I am sure some arcanist have tried to use the magic that empowers the Winged Ships (taking the assumption it is magic here) and tried to rise whole plateaus into the sky, this is a result:
Vehicles: Island

Even the mighty Mist Whales are sometimes brought down by curses and evil sorcery, one such beast is the undead Mist Whale:
Floating Undead Leviathan

Just two images to start off.

Are you planning on having any traditonal airships, like zeppelin/baloon style?

Oh and one gameplay idea I saw on the WoTC forum that could work maybe. It would take longer time but could lead to some frightful/intense combat. This DM would blindfold each player and then move the pieces on the board to reflect what the player who becomes unfolded what his character could see, after he does his thing. He becomes re-blindfolded and this repeats.
 


JackSmithIV

First Post
FF: Crystal Chronicles was one of the first things that came to mind. Also, Final Fantasy IX had a huge "Mist" entity. Crystal Chronicles, though, definitely, right when you spoke of the journeys through the mist, which is exactly what that game is all about.

I think your world idea is excellent. I'm curious though about how the Mist got there. Was there a world below at one point? Are there ruins left there now? Could you venture to find them? I find that what helps me with mysteries such as the one you've devised, especially with world ideas, is finding out how things came to be. Creation myths and other histories are great ways of stumbling upon great themes for your world or campaigns that might take place there.

Best of luck, keep us informed!
 


Fallen Seraph

First Post
Was thinking a bit about this, in some regards the Mist shares some traits with oceans/seas. If you consider the plateaus, "land", when you go into the ocean you descend and it is a inhospitable environment for humans.

As such, I was thinking a more technologically advance culture on one of the plateaus could have invented things like; diving bells, diving suits, etc. but made for going into the Mist. They could hire out Eladrin Winged Ships or Mist Whales fly over to where something is they want and carefully descend their diving bell or suit into the Mist.
 

Rel

Liquid Awesome
Was thinking a bit about this, in some regards the Mist shares some traits with oceans/seas. If you consider the plateaus, "land", when you go into the ocean you descend and it is a inhospitable environment for humans.

All the moreso when you consider that The Mist will be effected by tides.

As such, I was thinking a more technologically advance culture on one of the plateaus could have invented things like; diving bells, diving suits, etc. but made for going into the Mist. They could hire out Eladrin Winged Ships or Mist Whales fly over to where something is they want and carefully descend their diving bell or suit into the Mist.

I think this idea is cool but would be the exception to the rule. As I've developed the idea more, I'm leaning toward the Eladrin winged ships being extremely rare. Airship travel is more often undertaken in much more fragile (and dangerous) equivalents of hot air balloons.
 
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