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The untilted campaign - A DM's adventure
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<blockquote data-quote="tool" data-source="post: 5310138" data-attributes="member: 94749"><p><strong>Campaign introduction narrative</strong></p><p></p><p>At the foundation of the world, the Elemental Chaos churns like an ever-changing tempest of clashing elements - fire and lightning, earth and water, whirlwinds and living thunder. Just as the gods originated in the Astral Sea, the first inhabitants of the Elemental Chaos were the primordials, creatuers of raw elemental power. They create worlds, most of which are torn apart and returned to their raw elements. Some worlds catch the eyes of the gods who value them as a place to increase worshippers so that their power can grow. Thousands of years ago the gods fought the denizens of the Elemental Chaos over such a world, and eventually lost. During that process, the most powerful magic-users of that place came together, in an attempt to find a solution. The only viable one was escape. The gods and the worshippers that loved them slowly lost the world piece by piece. The magic-users sent a call to the leaders of the humans, elves, halflings, and dwarves to march into a giant portal they created, leading to another world which the gods succeeded in securing.</p><p> </p><p>The other races we know today were the original inhabitants of this world. Scattered about in (mostly) isolated cities. They did not have the hunger to make the land theirs, like the newcomers. Eventually a bloody war erupted between the newcomers and the Dragonborne. The Tieflings joined against the newcomers, more out of perceived opportunity for conquest than out of desire to aid. The newcomers won. Centuries of integration have cooled the aggressive, militaristic attitudes toward each other down to racism normal to society with so much diversity.</p><p> </p><p>Centuries more passed, the civilized races of the world dominated the land and made it theirs. In the earlier centuries it had been discovered that the land they lived on was but a giant island (think australia), but it was not their mentality to leave and branch out during that epoch. It is theorized that this is in large part due to the intense feelings brought about by the newcomers lack of control on their old land carrying on in their subconscious. The way the native races lived before made them weak and conquerable. A collective will formed to conquer the land, to feel safe. </p><p> </p><p>Now the Mainland of Alta Sheed is indoctrinated. Its time to branch out. The land you are on now, the land of Alta Feroq is the next step of the civilized races. There are two cities here, the port city of Caane and the inland city of Organo. Original plans were to build another port city, but a rare resource was discovered and a central location had to be developed to support (and tax) the companies after it. There was a suitable location found with other resources required to sustain a city, and Organo was formed.</p><p> </p><p>Alta Feroq is the definition of untamed. Much is unknown about it. The cultural psyche from the races of Alta Sheed remains intact and the desire for slow, methodical indoctrination of the land is preferred over rapid expansion. Organo is neighbored (geographically speaking, i.e. far away) by two hobgoblin tribes. Much is still to be learned about them but we know their names. The larger of the two is the Chipped Tooth Tribe, The smaller are the Fell Claws. They are of course aware of our presence, but ancient feuds keep them at each others throats. While they attack each other, Alta Feroq's new inhabitants make themselves strong. The immediate lands surrounding Organo are forests and fields, and farmland. Further out are some smaller mountains and hills. The hills and mountain regions to the northeast are where the hobgoblins populate. There is a large bog and swamp area which is theorized to have formed from an ancient lake that was lost to the vegetation.</p><p> </p><p>You've come to this land. For reasons that are your own, you travel to Organo.</p><p> </p><p>-------------</p><p>DM's notes</p><p>-------------</p><p> </p><p>I found the 'points of light' mentality didn't sit well with me. As if a thriving city would be content to just keep to itself and not expand or take more of the surrounding area. I imagined people forming new cities in triangular-fashion. Would any monster, dungeon, or tribe of evil humanoids be allowed to flourish within the confines of that triangle? My conclusion was no. The civilization would root them out. Each city after the first 3 would create a new triangle, and a new area to secure. That is how I came to having one 'finished' continent, and one new one. With Alta-Feroq being the 'wild wild west' anything goes as potentially anyone or everyone is rushing to get a foothold in the new world.</p><p> </p><p>This ends up making Erathis a big player on the new continent. That's a story-line that I have touched on in my notes, but haven't completely fleshed out. </p><p> </p><p>Since Erathis is now a big player I feel that druids and other primal-types could form an opposing faction to Erathis (followers of Melora or not, haven't decided). We have a ranger and druid in the group already so I plan on attempting to bind Rhizar (a Dragonborne) to Erathis during his personal quests. I might try for a second but i'm not sure. I think creating some tension amongst the PC's in this regard will make the game interesting. One of these two factions will end up rising over the other, it'll be up to the players to decide who.</p><p> </p><p><u>Creating tension</u> - I'm far away from this potentially happening. I know its not wise to potentially have players harboring angst with each other. I do feel that introducing some conflict creates more of a 'cinematic' or 'story' aura to the game though. We can't *always* be holding hands can we? I guess I'll find out.</p></blockquote><p></p>
[QUOTE="tool, post: 5310138, member: 94749"] [b]Campaign introduction narrative[/b] At the foundation of the world, the Elemental Chaos churns like an ever-changing tempest of clashing elements - fire and lightning, earth and water, whirlwinds and living thunder. Just as the gods originated in the Astral Sea, the first inhabitants of the Elemental Chaos were the primordials, creatuers of raw elemental power. They create worlds, most of which are torn apart and returned to their raw elements. Some worlds catch the eyes of the gods who value them as a place to increase worshippers so that their power can grow. Thousands of years ago the gods fought the denizens of the Elemental Chaos over such a world, and eventually lost. During that process, the most powerful magic-users of that place came together, in an attempt to find a solution. The only viable one was escape. The gods and the worshippers that loved them slowly lost the world piece by piece. The magic-users sent a call to the leaders of the humans, elves, halflings, and dwarves to march into a giant portal they created, leading to another world which the gods succeeded in securing. The other races we know today were the original inhabitants of this world. Scattered about in (mostly) isolated cities. They did not have the hunger to make the land theirs, like the newcomers. Eventually a bloody war erupted between the newcomers and the Dragonborne. The Tieflings joined against the newcomers, more out of perceived opportunity for conquest than out of desire to aid. The newcomers won. Centuries of integration have cooled the aggressive, militaristic attitudes toward each other down to racism normal to society with so much diversity. Centuries more passed, the civilized races of the world dominated the land and made it theirs. In the earlier centuries it had been discovered that the land they lived on was but a giant island (think australia), but it was not their mentality to leave and branch out during that epoch. It is theorized that this is in large part due to the intense feelings brought about by the newcomers lack of control on their old land carrying on in their subconscious. The way the native races lived before made them weak and conquerable. A collective will formed to conquer the land, to feel safe. Now the Mainland of Alta Sheed is indoctrinated. Its time to branch out. The land you are on now, the land of Alta Feroq is the next step of the civilized races. There are two cities here, the port city of Caane and the inland city of Organo. Original plans were to build another port city, but a rare resource was discovered and a central location had to be developed to support (and tax) the companies after it. There was a suitable location found with other resources required to sustain a city, and Organo was formed. Alta Feroq is the definition of untamed. Much is unknown about it. The cultural psyche from the races of Alta Sheed remains intact and the desire for slow, methodical indoctrination of the land is preferred over rapid expansion. Organo is neighbored (geographically speaking, i.e. far away) by two hobgoblin tribes. Much is still to be learned about them but we know their names. The larger of the two is the Chipped Tooth Tribe, The smaller are the Fell Claws. They are of course aware of our presence, but ancient feuds keep them at each others throats. While they attack each other, Alta Feroq's new inhabitants make themselves strong. The immediate lands surrounding Organo are forests and fields, and farmland. Further out are some smaller mountains and hills. The hills and mountain regions to the northeast are where the hobgoblins populate. There is a large bog and swamp area which is theorized to have formed from an ancient lake that was lost to the vegetation. You've come to this land. For reasons that are your own, you travel to Organo. ------------- DM's notes ------------- I found the 'points of light' mentality didn't sit well with me. As if a thriving city would be content to just keep to itself and not expand or take more of the surrounding area. I imagined people forming new cities in triangular-fashion. Would any monster, dungeon, or tribe of evil humanoids be allowed to flourish within the confines of that triangle? My conclusion was no. The civilization would root them out. Each city after the first 3 would create a new triangle, and a new area to secure. That is how I came to having one 'finished' continent, and one new one. With Alta-Feroq being the 'wild wild west' anything goes as potentially anyone or everyone is rushing to get a foothold in the new world. This ends up making Erathis a big player on the new continent. That's a story-line that I have touched on in my notes, but haven't completely fleshed out. Since Erathis is now a big player I feel that druids and other primal-types could form an opposing faction to Erathis (followers of Melora or not, haven't decided). We have a ranger and druid in the group already so I plan on attempting to bind Rhizar (a Dragonborne) to Erathis during his personal quests. I might try for a second but i'm not sure. I think creating some tension amongst the PC's in this regard will make the game interesting. One of these two factions will end up rising over the other, it'll be up to the players to decide who. [U]Creating tension[/U] - I'm far away from this potentially happening. I know its not wise to potentially have players harboring angst with each other. I do feel that introducing some conflict creates more of a 'cinematic' or 'story' aura to the game though. We can't *always* be holding hands can we? I guess I'll find out. [/QUOTE]
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