Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
How do you make a campaign world come to life?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Stormonu" data-source="post: 5426630" data-attributes="member: 52734"><p>Yeah, that's a big problem, I've got the "where", but nothing yet on "what do we do now we're here?"</p><p> </p><p></p><p></p><p>I'm going for arabic-style names, dress and a custom here or there. Possibly some of the split between the nomadic desert tribes and the city-dwelling people. I don't want to bog it down too much in real-world araby, though; just some trappings akin to how D&D has the trappings of european names and styles, but isn't Europe.</p><p></p><p></p><p></p><p>Rogues would fit into the "royal" lineages perhaps as spies, assassins. Among the common folk probably as a street urchin; with the sort of Lawful evil celestial bureaucracy I'm contemplating an outright thief or robber in a city could expect a short, harsh life. Inside the city, rogues might spy on rival houses, engage in covert wars (by political, economic or outright violence) against another house or commoner's work gang, deal as a fence for contraband or rare articles or even plumb the ancient works beneath century-old cities for treasure or trouble. </p><p></p><p>Outside of the city, brigands, pirates and "free thinker" rogues would be the norm. There are ancient ruins to plunder, caravans to sack, new trade routes to be opened and even caravans to be taxed, watered or resupplied for those daring enough to try.</p><p></p><p>As I am seeing them in the empire, wizards are prized among the aristocracy, often their magic is used to keep the families in power (think mentats from Dune) or even keep the city from becoming desert-like. One special thing is that the children of wizard/wizard unions create a special innately sorcerous human known as a "mageborn" - who would be akin to the "bluebloods" of the aristrocracy and are often spoiled on power and attention. Unlike most other D&Dsque worlds, wizards can use healing magic. Wizards might direct households against each other in political and/or economic matters, undergo trials to prove loyalty or worth or even travel to establish trade with other cities and siblings in far away lands. Rogue wizards (cast out for some failure) might seek mercenary work with a caravan or start his own. Some might even join in plundering the ancient works beneath their cities to regain power or seek revenge against the household that cast them out.</p><p></p><p>As for clerics/priests/druids, they're generally either considered touched in the head or plain mad. The common populace revere household spirits and ancestors and there is "something wrong" with someone who is seen as the mouthpiece of a very powerful spirit; they are tools to attract converts, avenge wrongs or otherwise proclaim the doom of sinners. They are the antipaladins of the world; only the most fanatical would want to be around them, I'm expecting to use them primarily as adversaries. With reincarnation being the norm belief it also means that when a priest brings someone back from the dead it's something to worry about; something powerful has decided to interfere in the natural order of things and has a purpose for bringing said individual back (which basically means, resurrection is extremely rare).</p></blockquote><p></p>
[QUOTE="Stormonu, post: 5426630, member: 52734"] Yeah, that's a big problem, I've got the "where", but nothing yet on "what do we do now we're here?" I'm going for arabic-style names, dress and a custom here or there. Possibly some of the split between the nomadic desert tribes and the city-dwelling people. I don't want to bog it down too much in real-world araby, though; just some trappings akin to how D&D has the trappings of european names and styles, but isn't Europe. Rogues would fit into the "royal" lineages perhaps as spies, assassins. Among the common folk probably as a street urchin; with the sort of Lawful evil celestial bureaucracy I'm contemplating an outright thief or robber in a city could expect a short, harsh life. Inside the city, rogues might spy on rival houses, engage in covert wars (by political, economic or outright violence) against another house or commoner's work gang, deal as a fence for contraband or rare articles or even plumb the ancient works beneath century-old cities for treasure or trouble. Outside of the city, brigands, pirates and "free thinker" rogues would be the norm. There are ancient ruins to plunder, caravans to sack, new trade routes to be opened and even caravans to be taxed, watered or resupplied for those daring enough to try. As I am seeing them in the empire, wizards are prized among the aristocracy, often their magic is used to keep the families in power (think mentats from Dune) or even keep the city from becoming desert-like. One special thing is that the children of wizard/wizard unions create a special innately sorcerous human known as a "mageborn" - who would be akin to the "bluebloods" of the aristrocracy and are often spoiled on power and attention. Unlike most other D&Dsque worlds, wizards can use healing magic. Wizards might direct households against each other in political and/or economic matters, undergo trials to prove loyalty or worth or even travel to establish trade with other cities and siblings in far away lands. Rogue wizards (cast out for some failure) might seek mercenary work with a caravan or start his own. Some might even join in plundering the ancient works beneath their cities to regain power or seek revenge against the household that cast them out. As for clerics/priests/druids, they're generally either considered touched in the head or plain mad. The common populace revere household spirits and ancestors and there is "something wrong" with someone who is seen as the mouthpiece of a very powerful spirit; they are tools to attract converts, avenge wrongs or otherwise proclaim the doom of sinners. They are the antipaladins of the world; only the most fanatical would want to be around them, I'm expecting to use them primarily as adversaries. With reincarnation being the norm belief it also means that when a priest brings someone back from the dead it's something to worry about; something powerful has decided to interfere in the natural order of things and has a purpose for bringing said individual back (which basically means, resurrection is extremely rare). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How do you make a campaign world come to life?
Top