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<blockquote data-quote="Boarstorm" data-source="post: 6379854" data-attributes="member: 63913"><p>With the release of 5th Edition, I figure a bunch of DMs are going to be jumping back into the game and designing a plethora of new worlds for their player's to rui-- er, adventure in.</p><p></p><p>Starting from scratch isn't always easy, so I thought we could throw out some interesting setting elements to serve as inspiration. DMs can pick and choose what they like from our list, and begin thinking about how different elements would interact and viola -- a springboard toward a more fully defined campaign world.</p><p></p><p>It can be anything from locations, to organizations, to strange ways that magic works (or doesn't), or anything else that might make a setting unique.</p><p></p><p>I'll throw out a few to get the ball rolling.</p><p></p><p>-- A nomadic horde of worg-riding halflings who control a vast area of steppe-lands and mount lightning raids against nearby settlements.</p><p></p><p>-- An order of dark wizards with silvered eyes (a-la Riddick) who manipulate things behind the scenes and are said to be in league with Outer Powers.</p><p></p><p>-- A vast underground empire of Mind Flayers with enormous economic power that openly influences trade on the surface.</p><p></p><p>-- Resurrection magic only brings back the departed to complete one final task, after which their soul is burned away -- the fuel needed to power the spell.</p></blockquote><p></p>
[QUOTE="Boarstorm, post: 6379854, member: 63913"] With the release of 5th Edition, I figure a bunch of DMs are going to be jumping back into the game and designing a plethora of new worlds for their player's to rui-- er, adventure in. Starting from scratch isn't always easy, so I thought we could throw out some interesting setting elements to serve as inspiration. DMs can pick and choose what they like from our list, and begin thinking about how different elements would interact and viola -- a springboard toward a more fully defined campaign world. It can be anything from locations, to organizations, to strange ways that magic works (or doesn't), or anything else that might make a setting unique. I'll throw out a few to get the ball rolling. -- A nomadic horde of worg-riding halflings who control a vast area of steppe-lands and mount lightning raids against nearby settlements. -- An order of dark wizards with silvered eyes (a-la Riddick) who manipulate things behind the scenes and are said to be in league with Outer Powers. -- A vast underground empire of Mind Flayers with enormous economic power that openly influences trade on the surface. -- Resurrection magic only brings back the departed to complete one final task, after which their soul is burned away -- the fuel needed to power the spell. [/QUOTE]
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