elrichwizard
First Post
I am starting a new campaign and want to do something DIFFERENT.
Elves: definitely not tree huggers. Over the eons, they have built majestic cities that rely heavily on magic. They seldom venture out of these cities. The leader of the houses have been around since the origins of time. They are finally starting to fade away. This is causing a lot of political maneuvering amongst those who wish to fill the power voids...
Dwarves: are also quite urban, but not being magical in nature, they have relied on their craft skills. They are starting to develop primitive steam and alchemical firearms. Different clans are known for different skill sets (mining, stonework, steamwork, weapons...). Competition among rivals is fierce. An intricate contract/alliance system has developed. It would be unthinkable to break a contract, but perhaps someone forgot to cross one of the "t"s or dot an "i"...
Humans1: envious of the longer life spans of the elves and dwarves, they delved into the necromantic arts. Their cities rely heavily on the use of undead for the workforce. This is not considered evil but is very expensive, especially for the 1000 year old leaders of the ancient houses. Necromantic magic requires very costly spell components...
Humans2: the new kingdoms. These guys are more rural and agriculturally based. Unexplored areas are laced between the kingdoms. They are just starting to mature economically. Each of the other races are trying to secure markets here to gain power at home.
I plan to start the campaign in a Human2 area.
I need to work out the profiles of the major houses and the basics of trade, create some interesting NPCs and draw the maps. I want to work up some "onion" plots that start out small (suitable for lower levels), but after you peel away a few levels lead higher and higher. I also see a number of organized crime families.
Any comments or suggestions would be very helpful. I will post more after I work this out a bit.
Elves: definitely not tree huggers. Over the eons, they have built majestic cities that rely heavily on magic. They seldom venture out of these cities. The leader of the houses have been around since the origins of time. They are finally starting to fade away. This is causing a lot of political maneuvering amongst those who wish to fill the power voids...
Dwarves: are also quite urban, but not being magical in nature, they have relied on their craft skills. They are starting to develop primitive steam and alchemical firearms. Different clans are known for different skill sets (mining, stonework, steamwork, weapons...). Competition among rivals is fierce. An intricate contract/alliance system has developed. It would be unthinkable to break a contract, but perhaps someone forgot to cross one of the "t"s or dot an "i"...
Humans1: envious of the longer life spans of the elves and dwarves, they delved into the necromantic arts. Their cities rely heavily on the use of undead for the workforce. This is not considered evil but is very expensive, especially for the 1000 year old leaders of the ancient houses. Necromantic magic requires very costly spell components...
Humans2: the new kingdoms. These guys are more rural and agriculturally based. Unexplored areas are laced between the kingdoms. They are just starting to mature economically. Each of the other races are trying to secure markets here to gain power at home.
I plan to start the campaign in a Human2 area.
I need to work out the profiles of the major houses and the basics of trade, create some interesting NPCs and draw the maps. I want to work up some "onion" plots that start out small (suitable for lower levels), but after you peel away a few levels lead higher and higher. I also see a number of organized crime families.
Any comments or suggestions would be very helpful. I will post more after I work this out a bit.