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<blockquote data-quote="chintznibbles" data-source="post: 5091796" data-attributes="member: 72881"><p>I'm fond of re-doing race fluff myself. I usually write up big, unnecessarily elaborate campaign setting documents full of the stuff that I'm fairly sure none of my players ever really want to read all that much of. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>For my 4e game, which has entered a sort of perpetual "might start sometime soon!" state, I'm going with a sort of Fantasy Kitchen Sink approach (since the preponderance of 4e books appearing all at once sort of has that effect anyway), so I figured I might as well make the world a literal melting pot. A string of Planescape-y worlds, each reflections of each other, collapsed suddenly into one massive, chaotic world, blending together innumerable races, cultures and geographies.</p><p></p><p>Now, some twenty-odd years later, the world has finally begun settling down, social order reemerging around mysterious quasi-elemental entities known as the Powers. These Powers have sort of shaped the reality around them, defending it against chaos incursions, creating stable bubbles of city-state in which the multitudes of different races feel comfortable congregating. </p><p></p><p>Elves and humans come from the Middle Realm, the old boring Forgotten Realms-y Material Plane that no one really cared about. The Hyllken (Halflings) once dwelled there as well, but are now extinct.</p><p></p><p>The two worlds flanking it on the magical axis were the Wildlands, stuffed full of ley line power and home to Eladrin, Gnomes and Beastmen (shifters), and the Grey World (erff), almost magic-free and home to Dwarves, Orks (half-orcs) and Dragonborn. Yes, Dragonborn; you see, even lacking the magic that allowed them to thrive on other worlds, Dragons were too proud to just die out like they should. Over time, they trended smaller and smaller, eventually (perhaps subconsciously) coming to resemble the form of man.</p><p></p><p>Two other worlds flanked these two. Bordering the Grey World was Narvandier, a hellish, unfinished world, home to tieflings and their Demon employers, as well as a race of hardy mountain-dwelling Giants (Goliaths). Next to the Wildlands was Empyrea, a plane stuffed full of an overabundance of raw power, home to Devas, Angels, and eventually the Spellborn (Genasi), who were the result of standard mortals breeding in the overcharged atmosphere of Empyrea.</p><p></p><p>The campaign is going to be primarily exploration-focused, with such exotic locales as a long-lost three-foot-tall Hyllken ruin suddenly appearing in the middle of their city, a ruined Grey World office building (full of zombies, naturally), a malfunctioning tiefling technomantic transference station and more. The players may also get to work to gain the favor of one of hte Powers (or indeed, perhaps fight against them), settle disputes between warring factions of druids (Reclaimers, who want to undo the convergence, versus Wilders, who embrace the new chaos-infused version of nature) and maybe, just maybe, find out more about the mysteries behind their new world and the dark secrets let loose by the Convergence.</p><p></p><p>(If by some chance anyone wants to read it, here's my obsidian portal site: <a href="http://www.obsidianportal.com/campaign/convergence" target="_blank">http://www.obsidianportal.com/campaign/convergence</a> )</p></blockquote><p></p>
[QUOTE="chintznibbles, post: 5091796, member: 72881"] I'm fond of re-doing race fluff myself. I usually write up big, unnecessarily elaborate campaign setting documents full of the stuff that I'm fairly sure none of my players ever really want to read all that much of. ;) For my 4e game, which has entered a sort of perpetual "might start sometime soon!" state, I'm going with a sort of Fantasy Kitchen Sink approach (since the preponderance of 4e books appearing all at once sort of has that effect anyway), so I figured I might as well make the world a literal melting pot. A string of Planescape-y worlds, each reflections of each other, collapsed suddenly into one massive, chaotic world, blending together innumerable races, cultures and geographies. Now, some twenty-odd years later, the world has finally begun settling down, social order reemerging around mysterious quasi-elemental entities known as the Powers. These Powers have sort of shaped the reality around them, defending it against chaos incursions, creating stable bubbles of city-state in which the multitudes of different races feel comfortable congregating. Elves and humans come from the Middle Realm, the old boring Forgotten Realms-y Material Plane that no one really cared about. The Hyllken (Halflings) once dwelled there as well, but are now extinct. The two worlds flanking it on the magical axis were the Wildlands, stuffed full of ley line power and home to Eladrin, Gnomes and Beastmen (shifters), and the Grey World (erff), almost magic-free and home to Dwarves, Orks (half-orcs) and Dragonborn. Yes, Dragonborn; you see, even lacking the magic that allowed them to thrive on other worlds, Dragons were too proud to just die out like they should. Over time, they trended smaller and smaller, eventually (perhaps subconsciously) coming to resemble the form of man. Two other worlds flanked these two. Bordering the Grey World was Narvandier, a hellish, unfinished world, home to tieflings and their Demon employers, as well as a race of hardy mountain-dwelling Giants (Goliaths). Next to the Wildlands was Empyrea, a plane stuffed full of an overabundance of raw power, home to Devas, Angels, and eventually the Spellborn (Genasi), who were the result of standard mortals breeding in the overcharged atmosphere of Empyrea. The campaign is going to be primarily exploration-focused, with such exotic locales as a long-lost three-foot-tall Hyllken ruin suddenly appearing in the middle of their city, a ruined Grey World office building (full of zombies, naturally), a malfunctioning tiefling technomantic transference station and more. The players may also get to work to gain the favor of one of hte Powers (or indeed, perhaps fight against them), settle disputes between warring factions of druids (Reclaimers, who want to undo the convergence, versus Wilders, who embrace the new chaos-infused version of nature) and maybe, just maybe, find out more about the mysteries behind their new world and the dark secrets let loose by the Convergence. (If by some chance anyone wants to read it, here's my obsidian portal site: [url]http://www.obsidianportal.com/campaign/convergence[/url] ) [/QUOTE]
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