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Looking for Recommendations for a High Fantasy Campaign Setting


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Kingdoms of Kalamar is not for everyone. I don't think it lends it self to kick in the door slay monsters and take their stuff. With tweaking it can do this but there are other settings that do this better.

What the setting is great for is political intrigue. Causing countries to rise and fall. Dealing with secret organizations some of them bent on world wide domination. I played in a KOK game where we were all some kind of psionic character and we were trying to infiltrate then stop the Blue Salamanders from their plot to control things. The main heads of that group are nasty mind flayers.

The game also has elements of high fantasy style quests like finding the lost Sword of the KIngs and the crown and finding the last Inakas heir to put back on the throne of Kalamar and over through Kabori.

It also has a a lot of support to run a pirate style game.

What some people call mundane I call realism that adds a lot to my enjoyment of the game. Reading the setting from the setting book is dry even the people who made it admit this. The suggestion is instead of trying to read it all the way through pick an area and go from there.
 

Treebore said:
If you want to ask more specific questions these are the setting books I own (edited from the link):

Kingdoms of Kalamar (Kenzer & Company, 2001)
Scarred Lands Campaign Setting (Sword and Sorcery Press, 2002)
Mindshadows (Green Ronin Publishing, 2003)
Blackmoor (Goodman Games, 2004)
Dawnforge: Crucible of Legend (Fantasy Flight Publishing, 2005)
Iron Kingdoms World Guide (Privateer Press, 2005)
Wilderlands of High Fantasy (Necromancer Games/Judges Guild, 2005)

Based on the list you provided, I'm interested in hearing more about the settings I've left above.

I'm going to steal the questions from the setting search contest and add some of my own (setting experts please pipe up).
1. Core Ethos?
2. Who are the heroes?
3. What do they do?
4. Threats, Conflicts, Villains?
5. Nature of magic?
6. Role of dwarves and elves (and by extension non-human races) in the setting
7. What’s new? What’s different?
8. How easy is it to pick up the basics of the setting?

As mentioned before, the majority of my campaign is high/heroic fantasy, the defeat the forces of evil where they lurk type stuff. We do mix in some sword and sorcery and intrigue (not a lot of intrigue, just a taste). Can the setting handle this without a lot of shoe-horning?

I want some places ruled by good people so that my heroes have some place for respite. I'm indifferent if it's considered PoL, but I don't want overwhelming evil (i.e. evil is everywhere and you're the only good people in the world).
 
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Dark Mistress said:
Paizo is coming out with

Pathfinder Chronicles Gazetteer
http://paizo.com/pathfinder/pathfinderChronicles/v5748btpy7zda

It comes out this month and

Pathfinder Chronicles Campaign Setting
http://paizo.com/pathfinder/pathfinderChronicles/v5748btpy80ic

comes out in August. I know that might be longer than you want to wait, so far i have really liked what info they have up about it. Most of what is up is in their Pathfinder series Rise of the RuneLords books and the new series Curse of the Crimson Throne.

It is a traditional style fantasy but a little different. It might be what your looking for.

I've picked up the majority of the GameMastery adventures and I like what I see. I've avoided the PathFinder stuff as I'm not really interested in adventure paths after running the Age of Worms. The issue I've found is keeping the group interested and focused for the whole thing.

We're currently playing another DM's campaign (we rotate) so I'm not in a super hurry but I'd like to get familiar with the setting and have the basics in place when my turn to run comes again. I'll probably pick up the Gazetteer when it comes out.
 

YEah I get that, but I was pointing out that the world the Pathfinder series is set in. Sounds like it might fit what your looking for pretty closely is all I meant. That and i was pointing out that until the Gaz comes out later this month there is only the info in the Rise of the Runelords books.
 

Dark Mistress said:
YEah I get that, but I was pointing out that the world the Pathfinder series is set in. Sounds like it might fit what your looking for pretty closely is all I meant. That and i was pointing out that until the Gaz comes out later this month there is only the info in the Rise of the Runelords books.

I think we're essentially saying the same thing. 90% sure the GameMastery modules which I've been buying are in the same world. I'll definitely be picking up the Gaz.

Thanks.
 
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Elodan said:
Based on the list you provided, I'm interested in hearing more about the settings I've left above.

I'm going to steal the questions from the setting search contest and add some of my own (setting experts please pipe up).
1. Core Ethos?
2. Who are the heroes?
3. What do they do?
4. Threats, Conflicts, Villains?
5. Nature of magic?
6. Role of dwarves and elves (and by extension non-human races) in the setting
7. What’s new? What’s different?
8. How easy is it to pick up the basics of the setting?

As mentioned before, the majority of my campaign is high/heroic fantasy, the defeat the forces of evil where they lurk type stuff. We do mix in some sword and sorcery and intrigue (not a lot of intrigue, just a taste). Can the setting handle this without a lot of shoe-horning?

I want some places ruled by good people so that my heroes have some place for respite. I'm indifferent if it's considered PoL, but I don't want overwhelming evil (i.e. evil is everywhere and you're the only good people in the world).

Dawnforge

1. The world is young and a mostly blank slate. Who has the courage to venture forth and shape it accordingly.

2. The heroes are Heroes. They are Hercules, Gilgamesh, Rama - legends whose stories will echo in eternity.

3. Heroes can work to end the conflict between the Dawn Elves and Night Elves, explore the recently discovered Tamerland inhabited by Lizardfolk and Dragons, mediate between the dwarf kingdoms and the giants, battle the evil Tieflings bent on world domination, discover what the dormant Yuan-Ti have been up to, unite the Kingsmarch under one banner to become one of the strongest kingdoms in the world, or rally former slaves of the giants - ogres and minotaurs - to form from the remnants a great people. On their way, they will become the strongest, fastest, toughest, smartest, wisest, and most charismatic persons the world has ever seen.

4. The Yuan-Ti empire, the most ancient in the world, is awakening from its slumber and looks north for new conquests. The Tieflings have been pushed back onto a volcanic island, but plot their return to the mainland. A dark immortal is tempting the Night Elves to worship her and break away from their cousins, the Dawn Elves. The giants and dwarves are not in open warfare at the moment, but the slightest mistake could send them into a bloody conflict. Explorers moving through the pristine Tamerland could awaken an ancient, slumbering dragon. Immortals, those mighty creatures who will someday become gods, are plotting and scheming to increase their power.

5. Magic is still young and has not taken the shape it will someday. The schools of magic have not been developed. In their place are four aspects - life, entropy, dreams, and dominion. Wizards bond themselves to one of these aspects. Most of their spells must come from within their aspect. Sorcerers are not restricted in this way. Around the land are eldritch wells, places of arcane energy where a spellcaster may bolster his spells beyond his normal ability.

6. Non-humans are prototypes of what they will become in later years. Dwarves are prototypical miners and crafters. Their conflict with the giants is still young and could go a different route depending on the direction the game takes. Elves are recent immigrants from their fey home. The divide between Dawn Elves and Night Elves is just beginning to take shape. The world is very cosmopolitan with many non-human playable races including minotaurs, ogres, dopplegangers, lizardfolk, orcs, and thinblood yuan-ti.

7. All of the races are beefed up to befit their legendary status. This also allows players to play more powerful races such as ogres and minotaurs. Legendary classes are available which are short, very powerful prestige classes that reflect the unique status of each PC. Their are no clerics because their are not yet any true deities. They are replaced by disciples which are followers of the immortals who will someday ascend to godhood. Druids are replaced by shamans, monks by spirit adepts.

8. It is very easy to pick up the basics of the setting because it uses most of the standard D&D tropes. It just tweaks them to better reflect the Age of Legends setting.

Dawnforge is one of my favorite settings. I think it is perfect for running a wide variety of epic, heroic campaigns.
 

Starman said:
Dawnforge
...snippage...

This is excellent. Gave me a real feel for the setting. Any ideas of where I can go to get a peek at the books or its content legally (the previews on FFG seem to be lacking)?

Looks like I may have a tough time picking one.
 

Elodan said:
This is excellent. Gave me a real feel for the setting. Any ideas of where I can go to get a peek at the books or its content legally (the previews on FFG seem to be lacking)?

Looks like I may have a tough time picking one.

I think DriveThruRPG has previews for many of the books they sell. You might try there. You might also try JoeGKushner's review of the main book.
 

Elodan said:
Based on the list you provided, I'm interested in hearing more about ....
Kingdoms of Kalamar (Kenzer & Company, 2001)
Scarred Lands Campaign Setting (Sword and Sorcery Press, 2002)
Mindshadows (Green Ronin Publishing, 2003)
Blackmoor (Goodman Games, 2004)
Dawnforge: Crucible of Legend (Fantasy Flight Publishing, 2005)
Iron Kingdoms World Guide (Privateer Press, 2005)
Wilderlands of High Fantasy (Necromancer Games/Judges Guild, 2005)
...
the settings I've left above.

I'm going to steal the questions from the setting search contest and add some of my own (setting experts please pipe up).
1. Core Ethos?
2. Who are the heroes?
3. What do they do?
4. Threats, Conflicts, Villains?
5. Nature of magic?
6. Role of dwarves and elves (and by extension non-human races) in the setting
7. What’s new? What’s different?
8. How easy is it to pick up the basics of the setting?

As mentioned before, the majority of my campaign is high/heroic fantasy, the defeat the forces of evil where they lurk type stuff. We do mix in some sword and sorcery and intrigue (not a lot of intrigue, just a taste). Can the setting handle this without a lot of shoe-horning?

I want some places ruled by good people so that my heroes have some place for respite. I'm indifferent if it's considered PoL, but I don't want overwhelming evil (i.e. evil is everywhere and you're the only good people in the world).

I've got or have had all of these. I'm not going to answer all those questions, though. In short: I sold KoK and Blackmoor. Neither excited me. Nothing excited me. In fact, the "realism" that proponents of KoK celebrate was one of its drawbacks to me. It just didn't stand out. Blackmoor was nice, but nothing special.

Mindshadows: is a mini-setting from Green Ronin; it's a quasi-Indian setting focused on psionics. There's not alot of material out for it - essentially, just the one rather slim book. Doesn't sound like what you're looking for, IMO. On the other hand, you can really make it your own.

Iron Kingdoms: Quite a bit of support for this, and quite a few fans. Again, personally, it never caught for me. I can't get past the mecha. And the guns.

Wilderlands of High Fantasy: I don't have the whole boxed set, just the slender campaign guide. Wide open potential. It -is- very sword and sorcery, but you could easily make it high fantasy. Great setting. I'd love to get the set someday. Very, very, iconic - elves are elves, dwarves are dwarves, and so on.

Dawnforge - My favorite published setting, no question. I'm "eh" on the magic thing, but the setting and themes are great. Support is limited to the main book, one adventure book, and one "companion" book. That's not a problem, it's a feature! Low buy-in cost!! Customizable!!! :)

Scarred Lands - I didn't like this one either, but I've gotten back into it, and I'll admit - it's really growing on me. It's got a great central conflict - titans vs gods - that can go either way. The characters can be druids (servants of the titans) or clerics (of the gods). You can run it as high fantasy or low fantasy. There are two fairly well developed continents to explore (Ghelsphad and Termana) and three lesser ones (covered in Strange Lands, the final Scarred Lands product). There's probably more material out there for SL than any other 3e setting except FR and KoK. And if you're not afraid of buying pdf, it's cheap. EVERY Scarred Lands product except Relics & Rituals and the Creature Collections is $4.99 or less at RPGNow/ENWorld/DriveThruRPG. The Relics&Rituals books and the Creature Collections are $9.99. So you can get the Ghelspad hardcover, Termana hardcover, and Strange Lands hardcover for $15. (not the gazetteers; those are 48 page overviews for $4.48). I know I sound like a furniture salesman, but that's an incredibly good deal.
Looking back over your questions -- nonhumans in the Scarred Lands are pretty iconic. There's room for everything and then some. It's a fairly straightforward fantasy world with a really, really good hook or twist.

A few other quick notes: I have Warlords of the Accordlands; nothing special, alas. For rules tweaks and some other cool stuff, I actually like the World of Warcraft RPG. Relics & Rituals: Excalibur and Relics & Rituals: Olympus are also really good books for jazzing up the high fantasy in your world, particularly Excalibur. Neither has any relation to the Scarred Lands.
 

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