Sell me a campaign setting! Now!

The Cardinal

First Post
A friend and former player of mine (who is currently living in NYC) has decided to start his first own campaign in October 2003 (i.e. when he will be back here in Germany) - and I get to play! :D
And it gets better: he's asking the players (to be precise: the 2 players who are his old D&D GMs) what campaign setting they want to play in!!! Alas, I'm not quite sure about the details of many published settings, and I also don't know what settings will be out until this summer...

...so: I need help!


I like (but do not require):
- gritty or dark fantasy
- lots of different cultures for PCs
- exotic and dangerous wilderness areas "where no man/orc/dwarf/whatever has gone before" (or at least for the past 300+ years)
- high compatibility with "standard" WotC stuff (spells, PrCs, etc.)
- interesting "toys" (magic items, steampunk stuff, flying ships, whatever...)


I hate (with very rare exceptions):
- strong metaplots
- Elminster-type NPCs
- Kender
- certain gnomes...


He (the soon-to-be GM) could use:
- good pre-made adventures, especially if they form a series or part of a campaign.



now: What the §!$& is the right setting for us? And why?
 

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I'll just say Scarred Lands, I won't bother to try and sell it to you (though it does meet most if not all of your criteria), because I'm sure Nightfall will be along soon enough to do that (and far better than I could).
 




Oni said:
I'll just say Scarred Lands, I won't bother to try and sell it to you (though it does meet most if not all of your criteria), because I'm sure Nightfall will be along soon enough to do that (and far better than I could).

Thank you Oni. :)

So you want some grit. Don't want a lot of High level NPCs mucking up your plots or causing strife? Don't want gods too involved? Well I think the Scarred Lands can manage that.

Firstly, what I say helps the Scarred Lands is that not everything is what it seems. I say that not in a tongue in cheek way, but in truth. For in world where the gods and titans clashed, where the whole world was remade over who would have dominance over this small world formerly known as Scarn, truth was probably the first casuality. For both sides had their reasons. But even if you look past that, thanks to the Divine War there are forces at work that serve neither god nor man. From the Necromancers of Hollowfaust, runing a city of both living and dead citizens (mindless undead mind you. They don't like intelligent undead working as their guards), who are more scientist than megalomanic villains. (They leave that up to their former Brethern, the city-state of Glivid Autel.) To the Jack of Tears, defacto ruler of over the western half continent of Termana. (There are three major continents, Termana and Ghelspad and Asherak. Termana is kind of the Jungle meets the very edge of cilivization. Ghelspad was were much of the Divine War accorded, and where many died. Asherak is rumored to have been untouched by the Divine War...but you know rumors...) The Jack, ruler of the mad, the lost and the unwanted, who runs a twisted little carnival like state in the Blood Bayou. The Jack, who is rumor to be less than human but more than man. Or his precedessor, the Ghoul King, who reigns unchecked on the Isle of the Dead. Of course some do serve the gods or the titans. The wild, madmen of Vangal, the Horsemen, the God of Destruction, Pestilence, Earthquakes and Bloodlust, rid out under the command of a few of his trust followers, bring death, chaos and destruction in their wake. The Calastian Hegemony, probably the mightiest human empire since the Divine War, is rumored to be helped by many followers of Chardun, the God of Slavery, Warcraft and Despotism. But there are also those that serve the titans, from the wild fire loving Sutak in the Ukrudan Desert, where the Father of Fire, Thulkas, supposed made many in his hardy fire loving image, to the Dar al Annot, a cabal of witches, true hags, and other fearsome creatures live in the depths of the Hornsaw, a once mighty and proud wood now tainted by the blood of Mormo, the Queen of Hags, The Mother of Serpents, when the gods fought and dismembered her there. Then there is the magic, free wild, untamed, learned and controlled by a few, sorcerers whose blood runs with the linages of titans, dragons, and other strange magical creatures, and wizards who have learned to tap into the power of Mesos, the Sire of Sorcery, the first Titan to be undone by the Gods, since he was the most powerful. But now some believe thanks to the gods, arcane magic is tainted, for it now generates a strange heat for these fellows. Of course clerics and Paladins worry little about this. Druids...well druids are strange lot, some working with the Earth Mother Denev to restore the land...and other still yearn for the return of their true inheritors of the earth, the titans.

So this is the Scarred Lands, where friend might be foe or foe friend. Where rats that feasted on the flesh of the fallen titans, now run rampant and are feared by many. The place where demons and long lost treasure of the "old world" Scarn lie along side the ruins of the Slacerians, rumored proginators or perhaps sibilings of sort to the vicious mind flayers. Whose power of the mind, many gods and titans feared... For there was no defense against such power...But in the end the Slacerians were undone...but not entirely left forgotten. A land where dragons, TRUE dragons, lie deep in the ground or far from most mortals eyes...and one who slays them best be ware...This is the Scarred Lands, where gods and titans clashes, where armies fought and died. Where magic weapons, even the smallest ones, can spell victory or defeat. A land in need of heroes as well as villians. Where spells might save you, and good strong arm always a help, but where wits and charisma might also ensure victory. So come to this world. But remember. You were warned.
 

Oh and one more thing. S&SS, the company that makes the Scarred Lands, will by the time your player gets back, have at least Three if not FOUR players guides for the core classes:

Wizards, Bards, Sorcerers
Fighters and Barbarians
Clerics and Druids
and (hopefully) Rangers and Rogues

Unlike the WotC "splatbooks" each of them will be focused, having not only new feats, some new spells in some, and other "goodies" they will also NOT go the route of "Well wizards like Fighters" but examine more like guilds, groups, and other various facets related to each class, as well as favored regions and other keen ideas.

Just in case you're curious...
 

Ravenloft

I like (but do not require):
- gritty or dark fantasy
- lots of different cultures for PCs
- exotic and dangerous wilderness areas "where no man/orc/dwarf/whatever has gone before" (or at least for the past 300+ years)
- high compatibility with "standard" WotC stuff (spells, PrCs, etc.)
- interesting "toys" (magic items, steampunk stuff, flying ships, whatever...)

That sounds like Ravenloft to me. A bizarre mix of different cultures (a bit too bizarre mix for some I wager), lots of exotic locales and lots, and lots of dark fantasy.

I like the gothic horror feel of Ravenloft, and the ways they are dealing with good and evil. Also the bag of tricks is endless for a DM, who can incorporate almost any type of setting in the overall campaign (some like this, some don't). I find that really appealing, as I also do/did with Planescape.

Hmmm, it's difficult to make a follow up to Nightfall's post, so I'll just quote the FAQ from kargatane.com.

1.1 What is Ravenloft?

Ravenloft is a campaign setting for the Dungeons & Dragons roleplaying game, which combines elements of the basic D&D game with the trappings of gothic horror. To quote from the original Ravenloft boxed set:

"Dark, gloomy castles, desolate landscapes, black clouds racing against the moon - these are the trappings of the Gothic tradition. Early Gothics were stories of mystery, fear, and desire - of heroines imprisoned in a fortress, their purity and sanity assaulted by the evil lord of the manor. Later novels, such as 'Dracula' and 'Frankenstein', toss the heroine to the sidelines, and "evil" takes center stage. This is the classic horror in which Ravenloft has its roots."

The Ravenloft setting is often also referred to as the Demiplane of Dread or the Land of Mists. It is standard to refer to the RAVENLOFT product line in caps; if Ravenloft is merely capitalized, it refers to the setting itself.

1.2 What do I need to play?

To begin with, you must have the D&D Player's Handbook and Dungeon Master's Guide, which provide the basic rules for running an D&D roleplaying game. Then, you will need one of the versions of the Ravenloft campaign setting. If you're using 2nd Edition D&D, the latest (and best) of these is the Domains of Dread hardback, released in 1997. If you're using 3rd Edition D&D rules (i.e. the d20 system), you need Ravenloft Third Edition.

Other products that would prove useful in beginning a campaign in Ravenloft include:

* One of the Monstrous Compendium appendixes (for 2nd Edition D&D), or the Denizens of Darkness book for d20 rules.
* Secrets of the Dread Realms if you're using 3rd Edition D&D.
* One or more of the Van Richten Guides or Van Richten's Monster Hunter's Compendiums

The link to the faq:

http://www.kargatane.com/sotk/faq/faq.html

That's it for Ravenloft tips from me!

Maggan
 

....which means you'll have to invest a ton of money to play in Scarred Lands. ;)

Really, homebrew is the way to go.

You can augment that with a lot of small supplements, like Bluffside, or Freeport for the city, and lots of modules out there are setting independent.

The world you described is almost exactly like the world Bluffside is set in. Unfortunately, it's not published yet. :(
 

*smirks* Don't worry Klugie. I'm not saying "Don't buy Bluffside" Hell I'd be the first to say "DO buy Bluffside!" However I guess I'm just not in favor of home brew RIGHT now. But believe me, I will say now and say it proud "BUY BLUFFSIDE!!! It's a GREAT book, and I'm GLAD it's in my collection!"
 

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