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<blockquote data-quote="Jer" data-source="post: 8588371" data-attributes="member: 19857"><p>My current campaign is a 13th Age campaign set on a continent that is loosely inspired by Eberron and the inspirations for Eberron (Indiana Jones, the pulps, noir fiction, early 20th century history, etc.) The continent is currently in an "interwar truce" period following a brutal war between the countries of the Free State Alliance on one side and an alliance of the Demon Empire (to the west of the Alliance) and the Queen of the Deathless Wastes (to the north). The world has roughly early 20th century "magical tech" (a functional train system, flying dirigible-type ships, etc.) and the war was particularly brutal because of it.</p><p></p><p>The Demon Empire is a human/elf ethnostate whose economy revolves around slavery, summons demons to do their dirty work, and views non-humans and non-elves as lesser beings who should either be enslaved or killed outright (depending on whether they are suitable for slave labor or "just monsters" in their view). Roughly half of the Free States are inhabited by the descendants of a successful slave revolt that kicked off the century-long war with the Demon Empire (and many continue to work to smuggle people out of the Demon Empire despite the truce). Some of the other half are the Vampire Kingdoms who broke the hold of the Wraith Queen of the Deathless Wastes after she allied herself with the Demon Empire and they joined the Free States during the war in what is still a fairly uneasy alliance.</p><p></p><p>The players in this scenario are "archeologists of the arcane" - they have been hired by the Archchancellor the Collegium in Freehold (one of the Free States) to delve into the places where rumors, myths and legend suggest that "True Magic Items" can be found to bring them back to the Collegium so they can be studied for the war effort. In practice what that means is that I used it as an excuse to rework some "classic" dungeons for them to do some dungeon crawling in as a more pulp archaeology sort of focus. Over the campaign they explored the Sunless Citadel, Forge of Fury, and Whiteplume Mountain (when orcs show up in those adventures they get replaced by members of the Infernal Legion as appropriate - the Legionnaires make great orcs in practice, like Nazis in an Indiana Jone movie). They were just realizing that their next mission was taking them into the Tomb of Horrors (and the look on one of my player's faces was priceless when he figured out what crypt they were actually entering) when the whole dungeon got swallowed by the Stone Thief. </p><p></p><p>it's been a lot of fun - we were originally just going to do an Eberron game but we did this instead so folks didn't feel tied to existing lore and everyone's been really enjoying it. I've also been having fun DMing some classic dungeon crawling with a twist after our previous 13th age campaign which didn't involve much dungeon crawling at all. I suspect that we'll do another campaign in the same world when this one wraps up unless the players manage to destroy it before we're done (the archeologist setup has been great for my table's play style - they really prefer a "mission" framework over other models of play, so I tailored it to them).</p></blockquote><p></p>
[QUOTE="Jer, post: 8588371, member: 19857"] My current campaign is a 13th Age campaign set on a continent that is loosely inspired by Eberron and the inspirations for Eberron (Indiana Jones, the pulps, noir fiction, early 20th century history, etc.) The continent is currently in an "interwar truce" period following a brutal war between the countries of the Free State Alliance on one side and an alliance of the Demon Empire (to the west of the Alliance) and the Queen of the Deathless Wastes (to the north). The world has roughly early 20th century "magical tech" (a functional train system, flying dirigible-type ships, etc.) and the war was particularly brutal because of it. The Demon Empire is a human/elf ethnostate whose economy revolves around slavery, summons demons to do their dirty work, and views non-humans and non-elves as lesser beings who should either be enslaved or killed outright (depending on whether they are suitable for slave labor or "just monsters" in their view). Roughly half of the Free States are inhabited by the descendants of a successful slave revolt that kicked off the century-long war with the Demon Empire (and many continue to work to smuggle people out of the Demon Empire despite the truce). Some of the other half are the Vampire Kingdoms who broke the hold of the Wraith Queen of the Deathless Wastes after she allied herself with the Demon Empire and they joined the Free States during the war in what is still a fairly uneasy alliance. The players in this scenario are "archeologists of the arcane" - they have been hired by the Archchancellor the Collegium in Freehold (one of the Free States) to delve into the places where rumors, myths and legend suggest that "True Magic Items" can be found to bring them back to the Collegium so they can be studied for the war effort. In practice what that means is that I used it as an excuse to rework some "classic" dungeons for them to do some dungeon crawling in as a more pulp archaeology sort of focus. Over the campaign they explored the Sunless Citadel, Forge of Fury, and Whiteplume Mountain (when orcs show up in those adventures they get replaced by members of the Infernal Legion as appropriate - the Legionnaires make great orcs in practice, like Nazis in an Indiana Jone movie). They were just realizing that their next mission was taking them into the Tomb of Horrors (and the look on one of my player's faces was priceless when he figured out what crypt they were actually entering) when the whole dungeon got swallowed by the Stone Thief. it's been a lot of fun - we were originally just going to do an Eberron game but we did this instead so folks didn't feel tied to existing lore and everyone's been really enjoying it. I've also been having fun DMing some classic dungeon crawling with a twist after our previous 13th age campaign which didn't involve much dungeon crawling at all. I suspect that we'll do another campaign in the same world when this one wraps up unless the players manage to destroy it before we're done (the archeologist setup has been great for my table's play style - they really prefer a "mission" framework over other models of play, so I tailored it to them). [/QUOTE]
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