Quickleaf
Legend
I'm writing a campaign setting I've always dreamed of, and I'm curious what suggestions you folks have about how to make a setting suit 4e (based on what we know so far)?
My tendency is to make the system suit the setting, which is why I ask. I'm not wedded to any particular system, just want to see if I could do this in 4e without too much difficulty...
Setting: Karathia is a fallen magocracy, whose human only population lived under the oppression of the Witch-Finders of Suleistarn, dogma of the Imperial Church, and greed of the Emperor's war tax. Now, trade routes are being reclaimed by nature and monsters, packs of unpaid soldiers turned mercenary raid villages, ghosts of the uprising haunt the land, and petty warlords cling to imperial dreams. Neighboring nations are ready to pounce when the empire heaves its last gasp. The elder races are a distant memory, magic is rare and mysterious, and the Otherworlds exist. Outsiders are restricted from entering the world by the Veil. Wizards (indoctrinated to be loyal to the empire) are governed by a body of rights & limitations known as the Compact.
Campaign: Prophecies of the Phoenix Age are whispered by hearths, and carried from village to village by bards. With the rebirth of the Phoenix the elder races will return, magic will blossom, tyrants will be deposed, and the slumbering fires within the earth will purify the land. The heroes face off against shadow fey, ghosts, mercenaries, the thieves' guild, templars & inquisitors, witch-finders, foreign invaders, monster cults, and rakshasa to resurrect the Phoenix.
My tendency is to make the system suit the setting, which is why I ask. I'm not wedded to any particular system, just want to see if I could do this in 4e without too much difficulty...
Setting: Karathia is a fallen magocracy, whose human only population lived under the oppression of the Witch-Finders of Suleistarn, dogma of the Imperial Church, and greed of the Emperor's war tax. Now, trade routes are being reclaimed by nature and monsters, packs of unpaid soldiers turned mercenary raid villages, ghosts of the uprising haunt the land, and petty warlords cling to imperial dreams. Neighboring nations are ready to pounce when the empire heaves its last gasp. The elder races are a distant memory, magic is rare and mysterious, and the Otherworlds exist. Outsiders are restricted from entering the world by the Veil. Wizards (indoctrinated to be loyal to the empire) are governed by a body of rights & limitations known as the Compact.
Campaign: Prophecies of the Phoenix Age are whispered by hearths, and carried from village to village by bards. With the rebirth of the Phoenix the elder races will return, magic will blossom, tyrants will be deposed, and the slumbering fires within the earth will purify the land. The heroes face off against shadow fey, ghosts, mercenaries, the thieves' guild, templars & inquisitors, witch-finders, foreign invaders, monster cults, and rakshasa to resurrect the Phoenix.