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Looking for advice on my homebrew campaign setting
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<blockquote data-quote="Eosin the Red" data-source="post: 4329579" data-attributes="member: 168"><p>Let's see...</p><p></p><p>I like the ideas. You know the realms well which is, in my opinion, where you should start. Maybe something in the spirit of Ashabenford (?). It seems a little small (well, very small) for your stated goal but it meets most of the criteria.</p><p></p><p>I'd work on some backstory ideas - such as wandering barbarians and monsters. Maybe there was some kind of "last Battle" that occurred 200-300 years ago. The armies of the gods met the legions of hell and the earth was rent. Mankind faltered, empires broke, and the survivors of both armies scoured the countryside.</p><p></p><p>Cities disappeared. Entire towns were slaughtered by demonkin. Three Rivers shuttered her doors and began the long siege. Last summer for the first time in a generation the town received a visitor. A paladin dedicated to Scooby Doo told tales of new kingdoms and new kings. He spoke of harrowing threats undrempt of by the citizens of Three-Rivers. In fact, he is on a mission given to him by the High Poobah of the Mystery Machine. Divinations done by the high priestess Velma warn of a grave danger growing in the mountains/swamps/desert/forest near here. Paladin Shaggy plans to investigate and return by summers end. He never does. The guilds (more on those in a minute) are fearful that some canker festers and that it will soon poison the land. Or worse destroy Three-Rivers. Someone needs to find out what happened to Shaggy.</p><p></p><p>From here you have a metric ton of directions...</p><ul> <li data-xf-list-type="ul">Shaggy was killed by the evil. Players follow in his path encountering friends and foes before finding the Radiation Monster.</li> <li data-xf-list-type="ul">After finishing the mission the players need to return to the Mystery Machine to warn Velma. [insert half a dozen different encounters including a town that shuttered its walls 200 years ago and they are the first to visit in a generation... maybe the town now serves Orcus and is afraid that the forces of Light are lurking out there in the light of the bright summer]</li> <li data-xf-list-type="ul">Velma tells the party that the evil was only partially destroyed... It served a master who has now gazed upon Three Rivers.</li> <li data-xf-list-type="ul">Return to Three-Rivers [what has changed - new towns folks, someone died, someone missing, another wandering paladin come through leading someones little brother out into the wilderness]</li> <li data-xf-list-type="ul">Fight for Three Rivers - evil wants the town. A nice horde of Flinds plan on making it his. </li> </ul><p></p><p>There. The party is now lurking into Paragon path and you have uncovered a lot more about the world and the players (hence their enemies) during the actual play.</p><p></p><p></p><p>I am interested in the guilds based on the size of the town. Even at 10,000 people (way too much for a base of ops in a PoL setting in my opinion) the guilds will be pretty tiny.</p></blockquote><p></p>
[QUOTE="Eosin the Red, post: 4329579, member: 168"] Let's see... I like the ideas. You know the realms well which is, in my opinion, where you should start. Maybe something in the spirit of Ashabenford (?). It seems a little small (well, very small) for your stated goal but it meets most of the criteria. I'd work on some backstory ideas - such as wandering barbarians and monsters. Maybe there was some kind of "last Battle" that occurred 200-300 years ago. The armies of the gods met the legions of hell and the earth was rent. Mankind faltered, empires broke, and the survivors of both armies scoured the countryside. Cities disappeared. Entire towns were slaughtered by demonkin. Three Rivers shuttered her doors and began the long siege. Last summer for the first time in a generation the town received a visitor. A paladin dedicated to Scooby Doo told tales of new kingdoms and new kings. He spoke of harrowing threats undrempt of by the citizens of Three-Rivers. In fact, he is on a mission given to him by the High Poobah of the Mystery Machine. Divinations done by the high priestess Velma warn of a grave danger growing in the mountains/swamps/desert/forest near here. Paladin Shaggy plans to investigate and return by summers end. He never does. The guilds (more on those in a minute) are fearful that some canker festers and that it will soon poison the land. Or worse destroy Three-Rivers. Someone needs to find out what happened to Shaggy. From here you have a metric ton of directions... [list] [*]Shaggy was killed by the evil. Players follow in his path encountering friends and foes before finding the Radiation Monster. [*]After finishing the mission the players need to return to the Mystery Machine to warn Velma. [insert half a dozen different encounters including a town that shuttered its walls 200 years ago and they are the first to visit in a generation... maybe the town now serves Orcus and is afraid that the forces of Light are lurking out there in the light of the bright summer] [*]Velma tells the party that the evil was only partially destroyed... It served a master who has now gazed upon Three Rivers. [*]Return to Three-Rivers [what has changed - new towns folks, someone died, someone missing, another wandering paladin come through leading someones little brother out into the wilderness] [*]Fight for Three Rivers - evil wants the town. A nice horde of Flinds plan on making it his. [/list] There. The party is now lurking into Paragon path and you have uncovered a lot more about the world and the players (hence their enemies) during the actual play. I am interested in the guilds based on the size of the town. Even at 10,000 people (way too much for a base of ops in a PoL setting in my opinion) the guilds will be pretty tiny. [/QUOTE]
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