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Last night I dreamt up a campaign setting... help me flesh it out!
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<blockquote data-quote="squibbles" data-source="post: 8509886" data-attributes="member: 6937590"><p>I'm afraid I skimmed a lot of the other long posts, but responding to the OP:</p><p></p><p>That setup screams <em>post-</em>post-apocalypse to me. There was a horrible disaster, but people are past it now and the world has been rebuilt in the shadow of said apocalypse's consequences. Maybe the undead are only ONE of those consequences. This setup is also perfect grist for adventuring since apocalypses tend to leave behind a lot of valuable merch in miscellaneous underground facilities.</p><p></p><p>The idea of having one giant walled centerpiece city as [USER=7017304]@jmartkdr2[/USER] suggested makes sense and has lots of antecedents. One that comes to mind, which you might steal from/mine for inspiration, is Green Ronin's <a href="https://greenroninstore.com/products/the-lost-citadel-roleplaying-5e-pdf" target="_blank">The Lost Citadel</a> setting, given its similar walled city surrounded by undead setup. The other thought is, oddly, the barrier cities from <a href="https://en.wikipedia.org/wiki/Final_Fantasy:_The_Spirits_Within" target="_blank">Final Fantasy: The Spirits Within</a>, with their technological defenses against incorporeal undead.</p><p></p><p>Speaking of, it seems like undead apocalypses always go straight for zombies and such. It might be worthwhile to lean more on how incorporeal undead fit into all of this. If a swarm of zombies is attracted to cleric magic, but the city has high walls and mechs to defend it... no big deal. But if cleric magic attracts wraiths and ghosts that can fly over/through the walls and past the defenders, then that ban on clerics is more important. Maybe as a balancing element mechs do better against zombies, while wizards, clerics, and fighters with magic swords do better against ghosts</p><p></p><p>Finally, the Warlock patron makes me think of HR Giger; a shady pact signing warlock patron probably isn't all sunshine and rainbows with its cybernetic grafting.</p></blockquote><p></p>
[QUOTE="squibbles, post: 8509886, member: 6937590"] I'm afraid I skimmed a lot of the other long posts, but responding to the OP: That setup screams [I]post-[/I]post-apocalypse to me. There was a horrible disaster, but people are past it now and the world has been rebuilt in the shadow of said apocalypse's consequences. Maybe the undead are only ONE of those consequences. This setup is also perfect grist for adventuring since apocalypses tend to leave behind a lot of valuable merch in miscellaneous underground facilities. The idea of having one giant walled centerpiece city as [USER=7017304]@jmartkdr2[/USER] suggested makes sense and has lots of antecedents. One that comes to mind, which you might steal from/mine for inspiration, is Green Ronin's [URL='https://greenroninstore.com/products/the-lost-citadel-roleplaying-5e-pdf']The Lost Citadel[/URL] setting, given its similar walled city surrounded by undead setup. The other thought is, oddly, the barrier cities from [URL='https://en.wikipedia.org/wiki/Final_Fantasy:_The_Spirits_Within']Final Fantasy: The Spirits Within[/URL], with their technological defenses against incorporeal undead. Speaking of, it seems like undead apocalypses always go straight for zombies and such. It might be worthwhile to lean more on how incorporeal undead fit into all of this. If a swarm of zombies is attracted to cleric magic, but the city has high walls and mechs to defend it... no big deal. But if cleric magic attracts wraiths and ghosts that can fly over/through the walls and past the defenders, then that ban on clerics is more important. Maybe as a balancing element mechs do better against zombies, while wizards, clerics, and fighters with magic swords do better against ghosts Finally, the Warlock patron makes me think of HR Giger; a shady pact signing warlock patron probably isn't all sunshine and rainbows with its cybernetic grafting. [/QUOTE]
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