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The Prehistoric Campaign
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<blockquote data-quote="demiurge1138" data-source="post: 3431581" data-attributes="member: 7451"><p>In the current thread on <a href="http://www.enworld.org/showthread.php?t=192470" target="_blank">cursed objects</a>, I brought up the prehistoric campaign I ran a few years back, and was requested to elaborate. So I did.</p><p></p><p>I never came up with a better name for the setting than "The Prehistoric Campaign", but the world was strongly hinted to be a Mesozoic version of Toril. And then Serpent Kingdoms came out and kind of screwed that up. So my current view of it is of yet another alternate prime world. </p><p></p><p>Geographically, Gaea is loosely based on <a href="http://www.scienceclarified.com/images/uesc_08_img0458.jpg" target="_blank">Mid-Jurassic Earth</a> (the lower of the two maps), with two main continents, Laurasia to the north and Gondwana to the south, a large island to the south-east, and a shallow sea between them. My additions were the Cold Wastes, a northern continent above Laurasia, and Nublar, another island similar in size to India.</p><p></p><p>Northern Gondwana was tropical, with the Wyvernspine Mountains running through it. South of the mountains were large deserts and savannas. The majority of Laurasia was ruined landscape, vast tainted marshes and forests of unhealthy trees. The island directly corresponding to India was Surtsey, a volcanic landscape inhabited by firenewts. Nublar was mainly tropical cloud forests. Dinosaurs were the dominant life-form, with giant vermin common and mammals being seen as mostly a curiosity.</p><p></p><p>In terms of major players, the setting's theme was of Cold War between law and chaos, good and evil. Gondwana was the domain of the Kobold Empire, which ruled with an iron fist. They loathed the Troglodyte Hegemony to the north in Laurasia, and the trogs hated them back. Few races were neutral in this conflict - sivs, asabi and insectile ogres (the "big-bigs") sided with the kobolds, and the trogs were renowned demon-binders and had cloakers and armies of the walking dead on their side. The archipelago between the two continents was inhabited by sivs and bullywugs recreating larger conflicts in a small scale, and lizardfolk mystics and shamans trying to stay out of the way.</p><p></p><p>What neither empire knew was that another war was being fought under their noses. On one side were the metallic dragons of the Cold Waste, who had been pushed back in the Wyrm Wars some 2000 years before the campaign began, and the denizens of Nublar, such as monoclons - triceratops men - and ratlings, the only sentient race of mammals in the world. Their opposition were the cruel and nihilistic ophidians, who had officially been destroyed by the only alliance the trogs and kobolds ever had. These ophidians weren't the ones from the Fiend Folio (those I redubbed squams), but were a homebrew based on yuan-ti and Call of Cthulhu's serpent men. They were fleshwarpers and were primarily responsible for the pathetic state of Laurasia's ecology.</p><p></p><p>The game itself had a loose metaplot of the party being secret agents sent to stop the war between the two empires. Being kobolds to start with, the party thought it was an assassination attempt, although the true goal was peace (their boss was the secretive Six, the son of Kurtulmak and a trickster quasi-deity, although they didn't know that). After a disaster with the Deck of Many Things where pretty much the entire party got alignment shifted to Chaotic Good, however, the goal became escaping to the Cold Wastes and joining the fight against the ophidians.</p><p></p><p>It was easily my most ambitious homebrew (the rest of which tended towards Greyhawk with the serial numbers filed off), and I'd definately run it again. I did recently, actually, in a high-level sequel one-shot that didn't go quite as well as I hoped. </p><p></p><p>So... has anyone else done something similar? As in, an Age of Dinosaurs or Lost World game?</p><p></p><p>Demiurge out.</p></blockquote><p></p>
[QUOTE="demiurge1138, post: 3431581, member: 7451"] In the current thread on [URL=http://www.enworld.org/showthread.php?t=192470]cursed objects[/URL], I brought up the prehistoric campaign I ran a few years back, and was requested to elaborate. So I did. I never came up with a better name for the setting than "The Prehistoric Campaign", but the world was strongly hinted to be a Mesozoic version of Toril. And then Serpent Kingdoms came out and kind of screwed that up. So my current view of it is of yet another alternate prime world. Geographically, Gaea is loosely based on [URL=http://www.scienceclarified.com/images/uesc_08_img0458.jpg]Mid-Jurassic Earth[/URL] (the lower of the two maps), with two main continents, Laurasia to the north and Gondwana to the south, a large island to the south-east, and a shallow sea between them. My additions were the Cold Wastes, a northern continent above Laurasia, and Nublar, another island similar in size to India. Northern Gondwana was tropical, with the Wyvernspine Mountains running through it. South of the mountains were large deserts and savannas. The majority of Laurasia was ruined landscape, vast tainted marshes and forests of unhealthy trees. The island directly corresponding to India was Surtsey, a volcanic landscape inhabited by firenewts. Nublar was mainly tropical cloud forests. Dinosaurs were the dominant life-form, with giant vermin common and mammals being seen as mostly a curiosity. In terms of major players, the setting's theme was of Cold War between law and chaos, good and evil. Gondwana was the domain of the Kobold Empire, which ruled with an iron fist. They loathed the Troglodyte Hegemony to the north in Laurasia, and the trogs hated them back. Few races were neutral in this conflict - sivs, asabi and insectile ogres (the "big-bigs") sided with the kobolds, and the trogs were renowned demon-binders and had cloakers and armies of the walking dead on their side. The archipelago between the two continents was inhabited by sivs and bullywugs recreating larger conflicts in a small scale, and lizardfolk mystics and shamans trying to stay out of the way. What neither empire knew was that another war was being fought under their noses. On one side were the metallic dragons of the Cold Waste, who had been pushed back in the Wyrm Wars some 2000 years before the campaign began, and the denizens of Nublar, such as monoclons - triceratops men - and ratlings, the only sentient race of mammals in the world. Their opposition were the cruel and nihilistic ophidians, who had officially been destroyed by the only alliance the trogs and kobolds ever had. These ophidians weren't the ones from the Fiend Folio (those I redubbed squams), but were a homebrew based on yuan-ti and Call of Cthulhu's serpent men. They were fleshwarpers and were primarily responsible for the pathetic state of Laurasia's ecology. The game itself had a loose metaplot of the party being secret agents sent to stop the war between the two empires. Being kobolds to start with, the party thought it was an assassination attempt, although the true goal was peace (their boss was the secretive Six, the son of Kurtulmak and a trickster quasi-deity, although they didn't know that). After a disaster with the Deck of Many Things where pretty much the entire party got alignment shifted to Chaotic Good, however, the goal became escaping to the Cold Wastes and joining the fight against the ophidians. It was easily my most ambitious homebrew (the rest of which tended towards Greyhawk with the serial numbers filed off), and I'd definately run it again. I did recently, actually, in a high-level sequel one-shot that didn't go quite as well as I hoped. So... has anyone else done something similar? As in, an Age of Dinosaurs or Lost World game? Demiurge out. [/QUOTE]
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