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<blockquote data-quote="arwink" data-source="post: 272823" data-attributes="member: 2292"><p>Yeah, it's a home-brew, but it has had some pretty strong influences in its make-up, particularly given the reliance on published adventures for the first few sessions. It's not really my prefered way of doing things, but at the time I was trying to clean up the old campaign and do a lot of stuff for work. Things got more involved and hands on after everyone got together as one party. </p><p></p><p>I'm also a borrower, liberating cool ideas that I really want to use in my campaign and altering slightly. Both the Heldann Freeholds and Thengian Archipelago are concepts taken from an old Mystara campaign, altered by my own notes from a campaign I ran in the setting a good decade ago. The Aventine Aliance is also loosely based on that settings Galantri.</p><p></p><p>The maps aren't really in a publishable format, being either very roughly drawn, non-existent or borrowed and edited from other settings and aventures, depending on what you're after. They're really not all that useful anyway. It's been a little over a year, and the party still hasn't gone any further from the city than the nearby town of Ambertyn, a little over a days journey from the city. Hell, they've managed to get this far without ever heading into the demon-mouth and the depths below. They're having to much fun making trouble in the city. </p><p></p><p>Still, I've included the basic outline of the various Old-Kingdom nations below. The country details were left intentionally vague from the beginning, as I wanted the campaign to have as much player influenced drive as possible. In a couple of cases, this has worked unbelievably well.</p><p></p><p>Essentially, the game takes place in the old kingdoms. Despite the brevity of the descriptions, most of them are quite large. Tyria and Sabbinn control a region roughly half the size of Europe, and most of the other regions are only slightly smaller. </p><p></p><p>The Old Kingdoms</p><p></p><p>A brief background of the various old kingdoms. The layout of these kingdoms has no real bearing on the game at start, except for the fact that Tyria is at the centre of all of these. The closes kingdoms to Eaglespire are, in order, The Spires of Blood, The Sabinn Empire and The Tangled Forest. Most of the long-term PC's chose to create their own city-states of minor kingdoms in the Bloodspires, and the others came from the local campaign area.</p><p></p><p>Tyria</p><p>(The Dragon Realm)</p><p></p><p>The campaign begins in Eaglespire, a stronghold that lies on the fringes of the Empire of Tyria. </p><p></p><p>Tyria is a feudal magocracy, ruled by a family of half-dragon sorcerer nobles who trace their ancestry to the great gold dragon Selisperrin, who founded the realm. One of the most important places in the realm is the city of Tyria itself. The city covers and connects seven rocky spires that jut up through the ocean, and remains an impressive feat of engineering with its many rope bridges, stone walkways and ariel docks for skyships as well as the dwarf-designed building, Wyrmkin palace and the more mundane sea ports built into the edges of the seven spires below the city, with the dwarf-carved tunnels leading up to the city streets.</p><p></p><p>The Spires of Blood</p><p>The Spires of blood are not so much a kingdom as a collection of wild, anarchistic settlements amongst monster infested spires and islands. Long the haven for pirate clans, the Spires of Blood are dangerous and uncivilised. The best known locations within the Spires are the Pirate-Isle of Drakkar, ruled by the Half Orc Pirate King of the same name, and the Necromancers Tower. </p><p></p><p>The Heldannic Freeholds</p><p>A confederation of independent settlements, united by an extensive worship of the war-goddess Vanya. The tall, blond people of the Heldannic territories are only barely civilised, and the people of Tyria are only familiar with the southern edge of the vast territories. </p><p></p><p>The Thengian Archipelago</p><p>A tropical line of islands full of thick jungles and swamps. The Thengian Archipelago has only been discovered in the past hundred years, and is the home of the wild dwarves and several savage human and humanoid tribes. The Aventine Alliance has sent numerous expeditions to chart and settle the islands, but thus far the only settlement to survive the dangers has been Fort Hope, run by a small group of monks. </p><p></p><p>The Aventine Alliance</p><p>A collection of Principalities who have formed an alliance under the guidance of the wizard-god Baccob. There are numerous colleges of magic through-out the Alliance, and there is an edict outlawing clerics of any god except Baccob through-out the region. </p><p></p><p>The Beyjarn Skykingdoms</p><p>A small collection of lightly inhabited spires. The largest settlement is the roving sky-city of Beyjarn, ruled by the Cloud Giant Lord Bey. Most of the nobles in this area are Giants as well, and floating cloud-castles are common. A number of gnome clans are native to this region, and it is home to most of the technological advances that have swept through the old kingdoms in recent years, including the development of crude firearms. </p><p></p><p>The Sabinn Empire</p><p>A large monarchy that controls the most land-mass of all the old kingdoms. Easily the regions super-power, Sabinn is ruled by Emperor Theold and his Aventine-born wife Telail, a powerful psion. All Sabinn nobles are magically and psionically altered, making them almost superhumanly strong and intelligent. </p><p></p><p>The Tangled Forest</p><p>A forest of giant, misshaped vines and mangrove trees grown by ancient elven magic. The xenophobic grey elves allow few visitors into their land, but all grey-elf adolescents are required to spend five years surviving in the world beyond the forests borders. Most of the information known about this region is hear-say from these elven youths. </p><p></p><p>I'll post some more information on the City and its various districts once I get it together.</p></blockquote><p></p>
[QUOTE="arwink, post: 272823, member: 2292"] Yeah, it's a home-brew, but it has had some pretty strong influences in its make-up, particularly given the reliance on published adventures for the first few sessions. It's not really my prefered way of doing things, but at the time I was trying to clean up the old campaign and do a lot of stuff for work. Things got more involved and hands on after everyone got together as one party. I'm also a borrower, liberating cool ideas that I really want to use in my campaign and altering slightly. Both the Heldann Freeholds and Thengian Archipelago are concepts taken from an old Mystara campaign, altered by my own notes from a campaign I ran in the setting a good decade ago. The Aventine Aliance is also loosely based on that settings Galantri. The maps aren't really in a publishable format, being either very roughly drawn, non-existent or borrowed and edited from other settings and aventures, depending on what you're after. They're really not all that useful anyway. It's been a little over a year, and the party still hasn't gone any further from the city than the nearby town of Ambertyn, a little over a days journey from the city. Hell, they've managed to get this far without ever heading into the demon-mouth and the depths below. They're having to much fun making trouble in the city. Still, I've included the basic outline of the various Old-Kingdom nations below. The country details were left intentionally vague from the beginning, as I wanted the campaign to have as much player influenced drive as possible. In a couple of cases, this has worked unbelievably well. Essentially, the game takes place in the old kingdoms. Despite the brevity of the descriptions, most of them are quite large. Tyria and Sabbinn control a region roughly half the size of Europe, and most of the other regions are only slightly smaller. The Old Kingdoms A brief background of the various old kingdoms. The layout of these kingdoms has no real bearing on the game at start, except for the fact that Tyria is at the centre of all of these. The closes kingdoms to Eaglespire are, in order, The Spires of Blood, The Sabinn Empire and The Tangled Forest. Most of the long-term PC's chose to create their own city-states of minor kingdoms in the Bloodspires, and the others came from the local campaign area. Tyria (The Dragon Realm) The campaign begins in Eaglespire, a stronghold that lies on the fringes of the Empire of Tyria. Tyria is a feudal magocracy, ruled by a family of half-dragon sorcerer nobles who trace their ancestry to the great gold dragon Selisperrin, who founded the realm. One of the most important places in the realm is the city of Tyria itself. The city covers and connects seven rocky spires that jut up through the ocean, and remains an impressive feat of engineering with its many rope bridges, stone walkways and ariel docks for skyships as well as the dwarf-designed building, Wyrmkin palace and the more mundane sea ports built into the edges of the seven spires below the city, with the dwarf-carved tunnels leading up to the city streets. The Spires of Blood The Spires of blood are not so much a kingdom as a collection of wild, anarchistic settlements amongst monster infested spires and islands. Long the haven for pirate clans, the Spires of Blood are dangerous and uncivilised. The best known locations within the Spires are the Pirate-Isle of Drakkar, ruled by the Half Orc Pirate King of the same name, and the Necromancers Tower. The Heldannic Freeholds A confederation of independent settlements, united by an extensive worship of the war-goddess Vanya. The tall, blond people of the Heldannic territories are only barely civilised, and the people of Tyria are only familiar with the southern edge of the vast territories. The Thengian Archipelago A tropical line of islands full of thick jungles and swamps. The Thengian Archipelago has only been discovered in the past hundred years, and is the home of the wild dwarves and several savage human and humanoid tribes. The Aventine Alliance has sent numerous expeditions to chart and settle the islands, but thus far the only settlement to survive the dangers has been Fort Hope, run by a small group of monks. The Aventine Alliance A collection of Principalities who have formed an alliance under the guidance of the wizard-god Baccob. There are numerous colleges of magic through-out the Alliance, and there is an edict outlawing clerics of any god except Baccob through-out the region. The Beyjarn Skykingdoms A small collection of lightly inhabited spires. The largest settlement is the roving sky-city of Beyjarn, ruled by the Cloud Giant Lord Bey. Most of the nobles in this area are Giants as well, and floating cloud-castles are common. A number of gnome clans are native to this region, and it is home to most of the technological advances that have swept through the old kingdoms in recent years, including the development of crude firearms. The Sabinn Empire A large monarchy that controls the most land-mass of all the old kingdoms. Easily the regions super-power, Sabinn is ruled by Emperor Theold and his Aventine-born wife Telail, a powerful psion. All Sabinn nobles are magically and psionically altered, making them almost superhumanly strong and intelligent. The Tangled Forest A forest of giant, misshaped vines and mangrove trees grown by ancient elven magic. The xenophobic grey elves allow few visitors into their land, but all grey-elf adolescents are required to spend five years surviving in the world beyond the forests borders. Most of the information known about this region is hear-say from these elven youths. I'll post some more information on the City and its various districts once I get it together. [/QUOTE]
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