Chaldfont
First Post
Here's the setting for the Three Lakes campaign, which has been going on since just before 3.0 was released.
Rip off the creation myth from The Silmarillion, but say that the Creator had many children (what PCs think of as gods). That way, any player can bring in any god from any supplement or make up new ones. The Creator imprisoned the Destroyer in the moon and took up residence in the Sun to watch over things.
I stole the map from a Dungeon Magazine Map of Mystery and modified it to add three "Great Lakes"-type freshwater lakes. The campaign takes place there so we call it the Three Lakes campaign.
300 years ago the region was ruled by Circle of Darkness, a cabal of evil spellcasters much like The Lady and The Taken from the Black Company Books. No one has seen an Elf since the elves defeated the CoD and they retreated to the frozen north. Most people think the elves are just a myth.
1000 years ago the whole continent was ruled by an empire. The seven main cities are built on the ruins of the empire's provincial capitols. No one knows what the empire was called or why it fell but it had great and powerful magics. The Seven Cities are named and placed on the map, but the PCs have only ever been to two of them.
The cosmology is just like core D&D but it doesn't really matter--the PCs have only ever gone to the astral plane. If I had to change it to include new material they wouldn't ever know.
Most everything else is left undefined so I can plop down a published adventure pretty much anywhere.
No house rules except that we use Action Points from Eberron and I am much more generous as to what you can do with them.
Basically I try to define the starting area, let the players use their PCs' background to define a little more and only add on when it comes up in the game. That way I don't do more work than needed.
Rip off the creation myth from The Silmarillion, but say that the Creator had many children (what PCs think of as gods). That way, any player can bring in any god from any supplement or make up new ones. The Creator imprisoned the Destroyer in the moon and took up residence in the Sun to watch over things.
I stole the map from a Dungeon Magazine Map of Mystery and modified it to add three "Great Lakes"-type freshwater lakes. The campaign takes place there so we call it the Three Lakes campaign.
300 years ago the region was ruled by Circle of Darkness, a cabal of evil spellcasters much like The Lady and The Taken from the Black Company Books. No one has seen an Elf since the elves defeated the CoD and they retreated to the frozen north. Most people think the elves are just a myth.
1000 years ago the whole continent was ruled by an empire. The seven main cities are built on the ruins of the empire's provincial capitols. No one knows what the empire was called or why it fell but it had great and powerful magics. The Seven Cities are named and placed on the map, but the PCs have only ever been to two of them.
The cosmology is just like core D&D but it doesn't really matter--the PCs have only ever gone to the astral plane. If I had to change it to include new material they wouldn't ever know.
Most everything else is left undefined so I can plop down a published adventure pretty much anywhere.
No house rules except that we use Action Points from Eberron and I am much more generous as to what you can do with them.
Basically I try to define the starting area, let the players use their PCs' background to define a little more and only add on when it comes up in the game. That way I don't do more work than needed.