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Need help devising threats for my homebrew
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<blockquote data-quote="AFGNCAAP" data-source="post: 3552931" data-attributes="member: 871"><p>ENWorld has proven to be a great place for brainstorming, so I'd figure I'd ask y'alls help with a project I'm working on.</p><p></p><p>I'm working on developing villainous threats/organizations for <a href="http://wladvrealtv.pbwiki.com/" target="_blank">my homebrew campaign setting</a>. So far, here's what I have:</p><ul> <li data-xf-list-type="ul">Various savage orc tribes in the uncharted northern lands under the not-so-perfect rulership of an ettin "god-king."</li> <li data-xf-list-type="ul">A (yet-to-be-revealed) massive goblinoid army, commanded by the world's 1st lich (who's also the world's 1st warlock).</li> <li data-xf-list-type="ul">An evil city-state on a volcanic island (which is the only place that openly worships the major Evil religion of the setting).</li> <li data-xf-list-type="ul">An insane death slaad who harasses adventurers for reasons that make sense only to him.</li> <li data-xf-list-type="ul">A pirate city-state (not totally villainous, but some residents can be antagonists from time to time--it's more along the lines of a <em>wretched-hive-of-scum-and-villainy</em> sort of place).</li> <li data-xf-list-type="ul">A hive of aberrations and oozes just outside of an isolationist psionics-heavy city-state.</li> <li data-xf-list-type="ul">Various nomadic xvart tribes.</li> </ul><p></p><p>So far, I've got quite a few monster-oriented threats in the game. However, I was looking to develop some things that are more organization-based (akin to the Zhents, Emerald Claw, Scarlet Brotherhood, etc.).</p><p></p><p>I'd like any ideas/suggestions you may have. There's just a few campaign-based rules to keep in mind:</p><ul> <li data-xf-list-type="ul">No such thing as drow, duergar, etc. in the setting. Those races have died out and been replaced by the derogar.</li> <li data-xf-list-type="ul">No such thing as kobolds, troglodytes, or kuo-toa: they all have been merged/reworked/renamed into one amphibian-like race that worships slaads.</li> <li data-xf-list-type="ul">Religions aren't based on deities, but philosophies: the Path of Light, the Path of Darkness, the Path of Nature, and the Path of Knowledge. These are the only religions with divine spellcasters; there are other smaller religions/cults in the setting, but no follower can be a member and have divine spellcasting ability. This is world-wide, and not just a feature of the main realm.</li> <li data-xf-list-type="ul">Other than well-established/defined city-states, there is only one major nation in the known/mapped area. There's an OA-style massive empire to the (unmapped) south, and barbarian & orc tribes in the (unmapped) north. What lies beyond the western and eastern seas is unknown.</li> </ul><p></p><p>I'd appreciate any ideas/feedback you could provide.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 3552931, member: 871"] ENWorld has proven to be a great place for brainstorming, so I'd figure I'd ask y'alls help with a project I'm working on. I'm working on developing villainous threats/organizations for [URL=http://wladvrealtv.pbwiki.com/]my homebrew campaign setting[/URL]. So far, here's what I have: [list] [*]Various savage orc tribes in the uncharted northern lands under the not-so-perfect rulership of an ettin "god-king." [*]A (yet-to-be-revealed) massive goblinoid army, commanded by the world's 1st lich (who's also the world's 1st warlock). [*]An evil city-state on a volcanic island (which is the only place that openly worships the major Evil religion of the setting). [*]An insane death slaad who harasses adventurers for reasons that make sense only to him. [*]A pirate city-state (not totally villainous, but some residents can be antagonists from time to time--it's more along the lines of a [I]wretched-hive-of-scum-and-villainy[/I] sort of place). [*]A hive of aberrations and oozes just outside of an isolationist psionics-heavy city-state. [*]Various nomadic xvart tribes. [/list] So far, I've got quite a few monster-oriented threats in the game. However, I was looking to develop some things that are more organization-based (akin to the Zhents, Emerald Claw, Scarlet Brotherhood, etc.). I'd like any ideas/suggestions you may have. There's just a few campaign-based rules to keep in mind: [list] [*]No such thing as drow, duergar, etc. in the setting. Those races have died out and been replaced by the derogar. [*]No such thing as kobolds, troglodytes, or kuo-toa: they all have been merged/reworked/renamed into one amphibian-like race that worships slaads. [*]Religions aren't based on deities, but philosophies: the Path of Light, the Path of Darkness, the Path of Nature, and the Path of Knowledge. These are the only religions with divine spellcasters; there are other smaller religions/cults in the setting, but no follower can be a member and have divine spellcasting ability. This is world-wide, and not just a feature of the main realm. [*]Other than well-established/defined city-states, there is only one major nation in the known/mapped area. There's an OA-style massive empire to the (unmapped) south, and barbarian & orc tribes in the (unmapped) north. What lies beyond the western and eastern seas is unknown. [/list] I'd appreciate any ideas/feedback you could provide. [/QUOTE]
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