Ongoing Campaign Setting Development by Reynard

Reynard

aka Ian Eller
Supporter
NOTES: I am not saure if this is the right forum for this, so if there's a better one, mods please feel free to move it there.

I decided I wanted to fully develop a campaign setting before I run my next D&D campaign. So this thread is going to be the place where I do that. Feel free to comment, good or bad, or ask questions -- especially the latter, since people asking questions usually means something was forgotten or glossed over.

Hopefully, we are in for th elong haul on this (though I did buy and X-Box 360 today...)
 

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The Beginning: Broad Strokes

Geography: Antarctica. Using composite topographic maps of Antarctica – both with and without ice sheets and at varying sea levels – I will create the continent on which the campaign is set. Even though it is probably more trouble than it is worth, I am going to maintain the polar location – figuring out how to do directions should be interesting. However, the entire continent is not artic. The outer, coastal band – where most civilization is found – is cool and temperate with relatively normal seasonal changes. As one travels pole-ward, however, it gets colder and more forbidding and the usual long periods of winter darkness are found. The pole area itself is an eternally frigid and cold mountain range where dragons dwell (see below).

History: Up until a few thousand years ago, the continent was home to wild beasts, dragons and orcs and giants only. Then, catastrophe on the rest of the world led to a mass migration – over a period of a century or so – of peoples and races of many different lands to the continent. In time, these migrants formed new civilizations along the coast. They interacted with one another the way all civilizations do: through trade, cultural exchange and war. Despite regular raids by savage races and monsters from deeper within the continent, most of these new civilizations flourished. After a time – one thousand years or so – one city state came to dominate the rest. It was a magocracy, ruled by powerful wizards who used their mastery of the arcane to build a powerful and decadent civilization. This city state dominated the continent for a thousand years, growing ever more powerful, decadent and ambitious. At first, it sought to control only the coastal belt, but in time began to push inward. It was this that was their undoing. The wizard-kings made one too many forays into the depth of the continent and sparked the ire of the great dragons that dwelled there. The dragons and their minions warred with the wizard kings, their armies and their demon servants. The war lasted generations. Eventually, much of the great arcane empire lay in ruins. Perceiving no more threat from the mortal races, the dragons retreated pole-ward once again.

Civilization: The draconic war ended centuries ago. Even so, the mortal races never fully recovered. When the wizard-kings were destroyed, the empire shattered and remains so to this day. There are no real nations on the continent. Rather, city-states are the most powerful political and military forces, with wide expanses of wilderness between them. Most trade is done via coastal sailing vessels, but the seas all around the continent are notoriously dangerous – due to both weather and the sea dragons that dwell beneath the surf. Huge, claustrophobic metropolises are surrounded by small farming hamlets and the estates of the wealthy and powerful, but only as far out as the local military can keep the wilderness at bay. Beyond that, there are few settlements – mostly outposts for mining, lumbering or an attempt to clear land for farming. Each city-state has its own unique flavor, language and possibly even dominant race. The long rule of the wizard-kings, however, provided some standards that live on, however: a trade tongue (“common”), weights and measures, and mutually agreeable coinage.

Magic: Magic might as well be the magnetic field – it is everywhere and is always working, even if it is hard to notice on a day to day basis. It feeds into everything. The setting also has a llong history with arcane magic – both the inherent magic of the land (and its dragon masters) and the academic magic of the wizard-kings. Even though I am going for a sword and sorcery vibe – one where blades can be as valuable as spells – magic will still play an important role in the setting, and so will magic using PCs. Magic may get something of a makeover – I am going to look into alternate magic systems such as those presented in Magic of the Incarnum and Tome of Magic. In addition, magic items are going to get a major overhaul. I will probably apre the system from Earthdawn regarding powerful items – their power is directly linked to that of their user and the connections the user has made to the item, rather than being static and “throw-away”. This isn't to say that there won't be one shot items like potions and scrolls, but I do not want every fighter running around with a +1 sword or every character wearing a Cloak of Resistance just because they are cheap and useful.

Religion: The many different peoples that migrated to the continent brought with them innumerable faiths. Every flavor of worship can be found among the city states of the continent. The gods themselves, however, are not present in the world (though there are powerful extra-planar beings such as demons and elemental lords that set themselves up as gods). Religion is the artifice of mortal minds and while divine magic exists, and priests and clerics believe it to be bestowed upon them by the gods, the truth of the matter is uncertain.

Dungeons: Ruins of the age of the wizard-kings litter the landscape, both in the coastal belt and deeper pole-ward. In addition, closer to the poles the orcs, ogres and giants that are native to the land have their own ancient sites and ruins. Moreover, the dragons that are the true masters of the land, if not often seen ones, have many lairs and other secret places in the polar region. As always, there are caverns and caves and underground landscapes to explore.

Dragons: Dragons are the most powerful force on the continet. They are native to the land and have ruled it since before the mortal races were born. For eons, Dragons hunted freely of the other monsters of the land and fought wars for territory, mates and riches. When the orcs, ogres and giants came to the continent millenia ago, the dragons watched them with curiosity for centuries before deciding to lord over them. It was the same with the other races, particularly the humans, during the great migration. Assuming humans would be as thoughtless and bestial as their other subject was the dragons' greatest error. Before the dragons had decided to intervene in human affairs, the wizard-kings had already risen to power. Over the next centuries, a cold war of sorts existed between the dragons and the arcane empire. As the wizard-kings grew in power and sought to expand their influence pole-ward, the dragons' patience was spent. Over the course of only a few decades, the dragons and their thralls destroyed the arcane empire and then retreated back to the cold darkness near the pole. Dragons are immensely ancient and powerful and their minds are almost to alien for mortals to grasp fully. While they vary in Alignment and have their own agendas, most mortals view dragons much in the same way they do volcanoes, hurricanes or tsunamis – unstoppable forces of nature to be feared and fled. If the dragons have one collective weakness it is their dismissal of mortal races as inconsequential: they believe humans and their kin will never again rise to the power and audacity of the wizard-kings.

Characters: Player characters in this setting can be anything from stalwart heroes trying to reforge civilization and tame the wilderness between the city states, to mercenaries interested only in where their next gold piece is coming from, to rugged explorers delving deep into the ruins of the past and the heart of the continent in search of secrets and glory.

Rules: I am going to try and keep house rules to a minimum. First and fortemost, though, will be a list of acceptable classes and races. This setting is intended to be more Howard and Moorcock than Tolkien and Jordan. Certain classes will be removed entirely, while others may be altered to fit. In addition, some classes from various WotC sources – the Scout and the Beguiler leap to mind immediately, and there are others – will be allowed. On the subject of races, I am unsure. Part of me wants to greatly restrict access to non-human races, but doing so may lessen the appeal of the setting for some players. As with classes, there may be races from non-Core WotC supplements that fit the setting. I think I am going to disallow psionics out of hand – not because I don't like psionics, but I think they change the tone and flavor of a campaign. I will likely employ a number of minor optional rules from sources like the PHB II and DMG II and others, as I more fully develop the setting and find elements that can and should be supported by specific rules.
 

I developed (but haven't got around to running) an arctic-themed campaign, and one thing I noted when setting it up was how similar the terrain types are. Unless it's not an exploration-themed campaign, you're going to want to figure out some sort of terrain to throw into this game - I went a bit overboard with arctic forests, moors, volcanic fields, lakes, rivers.... but that's only because I couldn't think of everything else. And while my world was a magical cataclysm (the cold radiated from the centre of the continent outwards), the net effect was the same - civilization increased the further outwards you went.

Sailing will be a major form of transportation in this setting, so I think you should consider mariner cultures. I can't really see overland travel in a world based off antartica.

As for magical items, I did something similar once. Weapons improved as the characters did, with their normal sword becoming masterwork after they hit 2nd level, and then becoming +1 at 4th level. After that, I added magical abilities as the PCs progressed, depending on what they did with those items.

For example, if a PC scored three criticals in one session, and I had previously decided it was time to "level up" his weapon, his +1 sword would become a keen +1 sword. If he had instead used that sword to slay a fire salamander or something, then the hot, fiery blood of the salamander on the blood would imbue the sword with the Fire damage ability.

It's simple, but it works. You can also keep up the level of magical items (without making them seem too present) in a campaign by making their effects "invisible" - in other words, just AC boosts, saving throw boosts, ability mods, and the like. Nothing that aa character could use to gain some sort of new ability (no winged boots, for example).

I would take a look at the snow goblins from Frostburn. I think those are awesome creatures for a PC race, and they have a helluva lot of detail and "coolness" to them - their throat sac that can be used to communicate over large distances (and maybe cause avalanches?) really captures my imagination. The Neanderthal is also an interesting choice for "Deep Frost-dwellers" that might raid the coastal civiliazations.

In any case, a lot of races is probably a good idea, since you're trying to encourage the idea that people from all over the world have settled here - while describing 10 different human cultures might seem like it would work, I've noticed that players will notice mechanics first, and nothing spells "there's a lot of different people here" than players seeing non-core races all clumped together (especially if they're from different sources - dragonlance kender mixed with faerunian elves mixed with Tasloi from Oriental Adventures, or something).
Easy on the draconic races, though. You'll probably want to stress the draconic nature of the setting, but if you include too many "Draconic" character races, it'll be overkill. If half-dragons are allowed as a race, then don't include some crazy race from Races of the Dragon. Pick one race, and go with it.

Dot the land with abandoned ruins. Were it me, I'd steal a page right out of HP Lovecraft and have ancient Cyclopean ruins that were once the home of the Elder Things.... or, you could go the easy route and have these abandoned ruins be the home of long-dormant Yuan-Ti.
 

Wik said:
I developed (but haven't got around to running) an arctic-themed campaign, and one thing I noted when setting it up was how similar the terrain types are. Unless it's not an exploration-themed campaign, you're going to want to figure out some sort of terrain to throw into this game - I went a bit overboard with arctic forests, moors, volcanic fields, lakes, rivers.... but that's only because I couldn't think of everything else. And while my world was a magical cataclysm (the cold radiated from the centre of the continent outwards), the net effect was the same - civilization increased the further outwards you went.

Sailing will be a major form of transportation in this setting, so I think you should consider mariner cultures. I can't really see overland travel in a world based off antartica.

It is only Antarctica in geography, not climate. it is still polar, but figuring the planet's like 1/2 the size of Earth (pulling a number out of my keister) with a warmer, thicker atmosphere (also out of my keister), only the actual center of the continet -- the dragon ruled pole -- is anything close to Arctic.

I agree on the maritime thing, though. I think i will have to make Stormwrack my next purchase (assuming there's a decent amount of info on coastal sailing and hazrds -- is there?)
 

Reynard said:
It is only Antarctica in geography, not climate. it is still polar, but figuring the planet's like 1/2 the size of Earth (pulling a number out of my keister) with a warmer, thicker atmosphere (also out of my keister), only the actual center of the continet -- the dragon ruled pole -- is anything close to Arctic.

I agree on the maritime thing, though. I think i will have to make Stormwrack my next purchase (assuming there's a decent amount of info on coastal sailing and hazrds -- is there?)

Stormwrack is an excellent purchase, although I wish it handled old-school sailing vessels more. There's also a bit too much info on aquatic races, but that's to be expected, I guess. The narrative ship-to-ship combat system is priceless, though, and I really like how it handles sea voyages and the like. The Hadozee are the dumbest D&D race ever, however.
 

Wik is spot-on with the terrain thingy.
Also remember to include a sea of moving plaques of ice.

Overland travel: Think two Mamooths pulling a great sled the size of an inn. :cool:

I don't have Frostburn, but needless to say: it sounds like a great resource for you.

You've got to love multi-faced gods whose different faces are venerated by different groups.
The god of fire: Protector, Destructor, Healing, Harming
The god of war: Honour, Betrayal, Tactics, Berserkers
Etc....

If I had to choose an alternate system of magic, I'd choose Binders from Tome of Magic... but that's me. It just reminds me of ancestors (or spirits) entering the body of the supplicant, quite a Nordic feel to it (you know, Berserkers of Odin).
 

Land Outcast said:
Wik is spot-on with the terrain thingy.
Also remember to include a sea of moving plaques of ice.

Overland travel: Think two Mamooths pulling a great sled the size of an inn. :cool:

I don't have Frostburn, but needless to say: it sounds like a great resource for you.

One more time for the folks in the cheap seats (mostly because I don't weant to get this thing inundated with cold weather monsters, cultures, etc...): It is not an arctic setting. The geography of the continent is based off that of Antarctica, and it is located at the planet's sothern pole, but it ranges all the way from cool-temperate on the coats to near-arctic at the center.
 



Wik said:
The Hadozee are the dumbest D&D race ever, however.
Really? I didn't see an Int penalty :lol:

Stormwrack is a great purchase, along with the rest of the Enviromental books, and your cmapaign setting sounds really interesting, Reynard.
 

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