Spread the Scarred Lands Gospel (MASSIVE SPOILERS)

Samnell

Explorer
I have a PBEM that's got a TPK looming and once it's over I'm going to be looking to start a new campaign. The setting has been suggested to me and I actually have a fair number of the books (both monster books, R&R, Divine & Defeated, Ghelspad, and Hollowfaust) but it's been a while since I've really opened them and I didn't consider running a game in SL when I did.

So help me out here. What's the draw? What kind of things make Scarred Lands so special? What kind of campaigns do you run there and how does that SL goodness make them better?

Let me say here that I'm not interested in what's wrong with other settings, just what's right with SL. :)
 
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You'll definitely want Nightfall to answer this one, he's the resident Scarred Lands fanboy :)

I've been pretty impressed by the Scarred Lands products I've seen, and I really like the overall tone of the setting. It seems like a very dark and gritty setting. But, you've got more of the books than I do, so you'd probably know more than I would :)

If you're looking for a player, though, let me know ;)
 

MeepoTheMighty said:
You'll definitely want Nightfall to answer this one, he's the resident Scarred Lands fanboy :)

Somehow I was vaguely disappointed that he hadn't replied instantly. I've been around the boards long enough to know he's the man. :)

I've been pretty impressed by the Scarred Lands products I've seen, and I really like the overall tone of the setting. It seems like a very dark and gritty setting. But, you've got more of the books than I do, so you'd probably know more than I would :)

I recall intellectually that it's dark and so forth, but it doesn't have that gut-level resonance with me right now. Maybe I just need more time with the books. ;)
 

Gritty.

Room to drop in anything else I want or like, without having to explain how it effects the world.

Getting ready to start a new campaign in a modified SL.
 

Yummy

I personally enjoy the Scarred Lands because the flavor is very different. The setting is quite horrifying with some of the monsters etc. It is also thought out and sort of post apocalyptic. There are only a few nations, and only two heavies. The detail is just enough to intrigue and not so much as to overwhelm. It is not about good vs. evil, but about Titanspawn vs. Everyone else. You are just as likely to find a Paladin of Corean and a cleric of Belsameth working together as you are to find me working with someone I don't like. My next DnD campaign is taking place in the Scarred Lands and I even run an email list that is more active than the other list called Scarntalk over at yahoo. My plans currently involve converting Return to the Temple of Elemental Evil in the Scarred Lands for my next campaign with Tharizdun as a forgotten god similar to That WHich Abides. COme on over to SCarntalk and read the archives to get an idea of the kinds of things you can do in Scarred Lands that you really can't do in other settings. I also suggest reading Forsaken by RIchard Lee Byers which is the first novel in the Scarred Lands line. So far very good reading. If the novel doesn't sell you I don't know.

Do you like Mad Max?

Jason

http://groups.yahoo.com/group/scarntalk/
 

Samnell said:
Somehow I was vaguely disappointed that he hadn't replied instantly. I've been around the boards long enough to know he's the man. :)


I'm only semi-divine fellas! :) I've been busy hanging out with the crew here so I haven't had that much time or need to check out postings JUST yet. :)


Anyway back to what's GOOD about the Scarred Lands:

8 easy to remember and rather important gods. :)

Druids aren't always nature lovers! :) Some times some can be nautral born killers! :D

Magic items are rare, but spells are still in effect. :)

Titanspawn is a relative term, but even so, it's a useful one!

Necromancy isn't always bad. It did preserve Hollowfaust!

Paladins and clerics have a lot more sway in civilized societies. Plus some times the good guys and the bad guys CAN work together!

Finally, my favorite, the ability to just have fun with it! :) It's your world guys! Enjoy it.
 

So help me out here. What's the draw? What kind of things make Scarred Lands so special? What kind of campaigns do you run there and how does that SL goodness make them better?

Is it a deja vu?

Anyway back to what's GOOD about the Scarred Lands:

8 easy to remember and rather important gods.

Druids aren't always nature lovers! Some times some can be nautral born killers!

Magic items are rare, but spells are still in effect.

Titanspawn is a relative term, but even so, it's a useful one!

Necromancy isn't always bad. It did preserve Hollowfaust!

Paladins and clerics have a lot more sway in civilized societies. Plus some times the good guys and the bad guys CAN work together!

Finally, my favorite, the ability to just have fun with it! It's your world guys! Enjoy it.

Hey Nightfall, I think you could paste this text whenever this question is posted here. :cool:

Well Samnell, if you've got Ghelspad, Div&Def, R&R, etc you have an overall idea about this world.

In most campaigns the "enemy" are the titanspawn, so you usually have a mix of good and evil charaters in your PC parties.
The environment of the PCs is more hostile than in other settings (take a glance at Wilderness & Wasteland), and there are not many great heroes running out there. The heroes are supposed to be the players.
 


This thread a week ago did some of this. But we like talking about SL's goodness.
<http://enworld.cyberstreet.com/showthread.php?s=&threadid=18618>

Scarntalk is good too, though the list has been peaceful recently, save some basic arithmatic lessions.

To delve deeper into the postive aspects of roleplaying in SL.

Classic Fantasy + lots of new stuff and derivations of classic fantasy
The setting is classic D&D with an extra layer or two of depth thrown in. All the usual culprits are floting around mostly as is. WhicSo your favorite supplement/cool game idea is adapable to the setting with minimal fuss. One of my PCs picked me up the secret college of necromancy and most of it can be plugged in without too much work.
My group has just stumbled on the Banewarrens (the MC adventure) while I was initally tearing my hair out working it into Hollowfaust but now that its in I don't think the PCs have noticed the difference.
They also took some risky (though very good imho) changes:
They ditched gnomes and sent the main branch of the elves back to the woods. Dwarves are now just as magical as everybody else. Halflings are little criminalsbecause everyone treats them like :):):):)e (sorta like real life).
A lot of key D&D monsetrs Dragons, Dark Elves, Beholders, Mind Flayers aren't major fixtures of the general world. They don't rule cities or appear in every other page of the campaign book.
There are a small number of gods which basically all the races worship oriented around belief & religious views (as oposed to region you're from, etc). These gods get a huge amount of fleshing out and have an intricately woven back story which links them into the world extremely concretely. They're also pretty different from each other, except possibilty for Corean and Goran but that's addressed.

Teit & others mentioned gritty and post apocalyptic. I really like the Mad Max analogy for how the world works. In terms of how concrete setting design decision feeds that feeling I can offer the following.
1. Most individuals and groups primary modivation is survival. The countries and people of whom that isn't true are predominantly evil. So the "good" places are just getting by while the bad places are thriving. Its not stated in a book somewhere but I see it as an underlying theme.
(The gleaming valley is a notable exception, as might be hollowfaust. Both of those places are very weird and ruled by groups who, while certainly being relatively benevolent, aren't normal).
2. Much of the contient is simply inimical to life. The rest of it is ruled by evil poeple.
3. There is a sense that "praticality is king" in the books. Much of the time an event occurs the primary driving force behind the decision is simply particality. Hollowfaust is a good example: the Seven Pilgrims realized after the first siege that they needed a standing army. The refugees had no-where else to go. Thus Hollowfaust.

The last reason I would say the setting is great is just the product cycle stage its in. There are are enough products out that you have a wealth of material. A fan base has been built up so you can ask questions (or if you have trouble with doing basic math you can get help :rolleyes:); but the setting is still so new that there is no "cannon" about what's happened. While i personally beleive that we'll see S&S "advance" the metaplot (king Virduk dies, Durrover falls to the hegemony, Glivid Autel masterminds a 5th siege of Hollowfaust; That Which Abides returns to life) right now the setting pure and non-contradictory. The world exists solely to be played in by you and you're players.

Its a great time to be playing D&D; so live it up.
 

To answer your question, what kind of campaigns you could run on Scarrn, her is mine in a nutshell:

Certain informations in the Creature Collections lead to the conclusion, that the Slacerians were a psionic talented race. being independent from the arcane magic of the titans, and the divine magic of the gods, they were able to challenge them both for the dominion over Scarrn. The gods and the titans teamed up,and destroyed the Slarecians.
In a last desperate move the Slarecians sealed one of their underground fortresses, so that only a psionic creature could enter the place, and build a psionic powered machine, that could breach the barrier between the dimensions. They intended to use this gap in reality to suck the very essence of the gods and the titans into oblivion. But as soon as they opened this gap, something cthulhloid came through, and took over the complex. Unable to return to its dimension, it still sits in this fortress, served by a caste of psionic liches. Some fifty Slacerians could escape to the astral plane. Knowing, that their return to Scarrn would mean their immediate death, they are so far content with watching the events from afar, and acting through their githyanki henchmen.

Nearly a thousand years later queen Galeeda of Calastia, a halfhag and follower of the titan Mormo learned of the existence of this facility, and its purpose. She also learned of the existence of slarecian teaching devices, that could turn a person into a psion, if they are charged with the proper ritual. She remembered, that one of this devices was in the possession of the druids of Khet, who didn`t knew the purpose of the device. She figured, that if she could take control of the facility, she could bundle the essence of Mormo, revive her, and use the device as a weapon against the gods. Of course she don`t know of the THING, that lurks in the slarecian fortress.
In order to get the key, Galeeda sent a few of her agents to Khet, to obtain the teaching device at all costs. They stole it and fled east, hoping to shake of their pursuers by moving as close as possible along the borders of the ganjus, where natives of Khet are not welcome. One of the agents, a bloodwitch succumbs to the influences of the teaching device, murders his companions, and travels to a place of power near Amalthea in order to carry out the ritual necessary to charge the teaching device fully.

Enter the players (finally)
The characters (a halfelf druid of Denev, a halfling rogue, an elven wizard, a human fighter, and a dwarven cleric of Corean) all hail from Amalthea, and are hired by a shady merchant to help him relocate a cache of trade goods, that was hidden by his family in some ancient ruins near Amalthea during the druid war.
Here they stumble upon the blood witch and his two ratman henchman, just as the bloodwitch complets the ritual. They defeat them easily, as the bloodwitch is weakend after the ritual, and before anybody can prevent it the halfling touches the charged teaching device with her bare hands. From that moment, she has sorcerous powers.

At least she thinks, she is a sorcerer. In reality she is a psion, whose powers take a form better suited to a being normally not capable of displaying psionic powers. There is a slim chance however every time she casts a spell, that a similar psionic power manifests. The players are all new to D&D, and don`t even suspect that something like the psionic exists, so every time it happens it scares them to death.

Back in Amalthea, the Council of Elders decides, that the players must bring this artifact to a place, where it can be studied and destroyed, should it prove dangerous. I ruled that the elves of ganjus wouldn`t allow anything slacerian be brought into their realm, so the only option was, to transport it to Mithril. Now the Calastian secret service, and the cult of Belsameth both had agents in Amalthea, who reported these events to their superiors.

Chancellor Anteas was able to connect these events with the machinations of queen Galeeda, his opponent at the calastian court, but lacking further informations he instructed his spies in Vesh and Mithril just to watch the players closely.
The cult of Belsameth on the other hand knew enough of the device and its purpose to realize the danger the artifact meant for the rule of the gods, and the very existence of the world. So they decided to do something about it. The last Slacerians watched the events from their astral fortress very interested.

Meanwhile the players traveled from Amalthea south to Ontenazu, and are ambushed by the remains of the Kethian pursue party. They defeat them with the help of an elven border patrol, and continue their way through the canyon of souls into Vesh.

Here the cult of Belsameth acts. A hired band of coal goblins steal the device, and bring it to an abandoned fortress, where a priestess of Belsameth works to create surgical improved werecreatures. She has the order, to guard the device, until the cult sends a party to collect it. The players are able to track the goblins with the help of the wizards hawk familiar. They storm the tower, kill the guardian creatures and capture the priestess. Four of the characters (all true neutral) wanted to execute the priestess for her misdeeds and the cruel experiments she was conducting, but were kept from it by the party cleric (lawful good), who spoke against killing a fellow cleric, even if she was serving an evil diety.

The party, feeling save, dawdled too long in the lower levels of the tower which had a connection to Underscarrn. So they were suprised by the pickup party, six barbarian horseman, led by a shadowsorcerer. They took one player as a hostage, and traded him for the priestess, and the device. Then they rode away, with the partys horses.

The Slacerians not happy with the way the events unfolded, sent a party of githyanki assassins, to reunite the device with the living key. They ambushed the pickup party in the sleep, and butchered them. the priestess escaped, and fled to the main Belsameth temple in western Ghelspadh, to report her failure.
She was severly punished and given among other disfigurements the gift of lycanthrophy, and will resurface as a nemesis of the party later in the campaign.

The party found the device sitting in the middle of their slaughtered enemies, which led them to the conclusion, that the device itself was responsible for the carnage. So they took it to Mithril, and spent the winter there. The device, and the halfling were tested by both the wizards guild and the clergy of Corean, but so far they haven`t come to a conclusion, what to do with the device, and the halfling.

Meanwhile the cult of Belsameth has learned through a mole in the wizards guild, that the halfling was already tranformed into a living key, and has ordered her death. The party has already dealt with the first wannabe assassins, but now they are facing a real danger. Two bloodhounds (a bountyhunter prestigeclass from Masters of the Wild) have chosen our halfling as their next target. These two (a ranger and a monk) are old rivals, who do the odd job for the paladins of Mithril by bringing wanted criminals to justice. They don`t want to jeopardize their good reputation by murdering an innocent in the city of Corean, by the orders of an evil goddess. So they plan their proceedings very carefully will trying to sabotage the plans of their opponent.

That`s the Story so far. I`m planning a great showdown in the ancient slacerain facility and/or their astral fortress, with heavy participation of the Galeeda-, the Slacerian and the Belsamethparty. A kind of four way deadlock, with a lot of opportunity for roleplaying, and backstabbing. The characters are currently at level 6 or 7, and I plan to wait with this showdown until my players are level 15 to 16. So if you have some suggestions how to fill that gap, I would be most grateful
 

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