Nevermore FAQ
This post includes a number of frequently asked questions about the Nevermore campaign setting. If you have any other questions feel free to ask them below and I'll answer them ASAP:
How would you sum up the Nevermore campaign setting?
Nevermore is an ever-changing world where reason fades into the mists of slumber and imagination emerges into a land of fanciful dreams and dreadful nightmares. It is a world where exotic and unpredictable encounters are as common as eddies swirling along a rocky shore. It is a realm of surreal landscapes awash with dramatic deeds and teeming with creatures both beautiful and bizarre.
Nevermore offers a plethora of possible and even improbable adventures for those who traverse its strange domains. It pushes its inhabitants and visitors beyond the mundane and into a fantastic realm of near boundless potential for both good and evil. Nevermore amplifies and accentuates, twists and skews, it is a place where nothing remains the same for long and all who walk its lands are changed forever.
What genre is the Nevermore campaign setting?
Nevermore assumes Narrators are using it as a fantasy campaign setting, however, the setting can be used for any genre or time period with a few tweaks of the background material. In light of this, the rules have been designed in such a way as to fit whatever genre and time period a Narrator sets his campaign in, whether it is Horror, Modern Fantasy, Future Fantasy, or something else entirely.
What kind of adventures can a Narrator run in Nevermore?
One thing about running adventures in a dreamland is that virtually anything is possible from grim and gritty horror-based encounters to high-flying wuxia action-adventures. Now it must be admitted that Nevermore has a fantasy bent due to the central role of the fey, but even that genre is not hard and fast. The descriptions given in the campaign material are designed to allow a wide range of interpretations and there are vast areas in Nevermore where anything is possible even modern and science fiction settings. In addition, Nevermore has a number of built in adventure hooks, storylines, subplots, and antagonists to drive a wide range of campaign types.
How do you interest and engage players in a dreamscape setting in such a way to keep them from saying, "So its all just a dream?"
Once a decision on genre and time period have been made, it is important to make the world live and breathe by developing the adventure hooks, story lines, and subplots presented in this material into a unique vision of the dreamlands. Make sure from the moment the campaign starts that players understand that this is not just another dream. Their actions have consequences for the world around them as well as themselves. Nevermore should have real effects on those who adventure and invest themselves in it. Life and death should be just as genuine in the dreamlands as they are in the mortal realms.
If using Nevermore in tandem with another setting make sure the events within the dreamlands foreshadow those within the other world, grant hints to the main storyline, or prove to be an integral part of foiling the adversary’s plans. This is where the ingenuity of a Narrator is needed most, the occasional side-trek to Nevermore is all well and good, but it is of greater importance to find a way to incorporate these side-treks into the main plotline of a campaign and thereby create a tangible benefit to the players’ successes within the world of Nevermore.
How modular is the Nevermore campaign setting?
Nevermore is designed to be run as a campaign in its own right or as an add-on to another campaign setting. In the latter case, narrators can determine how much affect Nevermore has on their own campaign worlds. It could be used as a simple plot device or it could be an integral part of the plot of an adventure. The dreamscape setting also allows adventures to occur while the heroes are asleep in their own world meaning that the "rest" period can be put to use by a Narrator without impeding the course of a "real" campaign. Also what might seem like "days" in the dreamlands could all take place in the span of an evenings rest.
What products do you have planned for the future of the Nevermore campaign setting?
Currently, Expeditious Retreat Press will be releasing a series of short pdf products after the release of the Worlds of Adventure book in July. These products will provide more in-depth knowledge on the five domains within Nevermore and include: The Eye: Land of Hope, The Hedge: Land of Refuge, The Heartlands: Land of Reverie, The Wyrd: Land of Myth, and The Dreadlands: Land of Nightmares. There are also plans an introductory adventure and other support materials that focus on providing Narrators and players with unique ideas for their campaigns.
In addition, I'm currently designing a quick item creation system for True20 entitled Liber Artefactorum. This product will also include an "Items of Nevermore" section.
Could you give a short description of each of the five domains?
One of the key design concepts behind the Nevermore campaign setting was to provide a world, which is designed to do whatever the Narrator needs it to do. In light of this core concept, I developed five distinct domains within the dreamlands, each with its own unique features and themes. These domains offer Narrators the flexibility to run whatever genre and type of adventure they want in the world of Nevermore.
The Dreadlands are a domain of living nightmares where the landscape and its inhabitants are almost all bent toward some evil end, especially the three terrible dreamlords who live here. This area of the dreamlands lends itself to horror campaigns and can include any genre (fantasy to science fiction).
The Wyrd is the foil of the Dreamlands where fantastic locales and creatures can be discovered and explorered and the only limit to adventure is the imagination. This domain is a place of endless possibilities and as such any genre (fantasy to science fiction) or adventure type (mystery, exploration, etc.) can be found here.
The Heartlands, where the fey rule, are split between the Seelie and Unseelie Courts, the former led by King Oberon seek a peaceful existance with the growing number of mortals entering Nevermore, while the latter led by Queen Mab want to cleanse the world of the taint of mortals and their Seelie kin. This region of the dreamlands is great for fairy and folk tale type storylines (the Brothers Grimm, Hans Christian Anderson, etc.), which can be quite fantastic, but also have elements of horror.
The fey have played an important role in the development of Nevermore's history, but mortals have grown in power ever since their arrival centuries ago and have changed the face of the land forever. As evidence of this power, the humans have joined the ranks of dreamlords founding their own realms and even establishing two new domains within Nevermore, the Hedge and the Eye.
The Hedge was created to protect the Eye from incursions by the various nightmarish and chaotic forces within Nevermore and does so with extremely dangerous and difficult natural and unnatural obstacles. This area of Nevermore has a frontier feel. There is a great deal of unexplored wilderness and hidden dangers within this domain and constant incursions by the forces of evil, from the malicious fey to the nightmarish diaboli.
The Eye, on the other hand, is the most populous and stable of Nevermore's five domains. Four of the most powerful dreamlords dwell here. Allied together their cities have prospered since Nevermore's last great war, the War of Songs, but the hard won peace is slowly drying up as the fires of old hatreds flare and new ones are sparked. This region is the most urbanized of all the settings and there is great opportunity for adventures of mystery and intrigue here.
What's your take on the fey?
I drew heavily upon "historical" fey, especially the Scottish concept of the Seelie and Unseelie courts, the blessed and unblessed fey. This concept is core to the presentation of the fey in Nevermore. This dualism is mirrored by Nevermore in its fanciful and nightmarish landscapes and inhabitants. Both opposing courts fight a subtle war against each other allying or using the mortals to bring about their vision of Nevermore. As such the history of the world ebbs and flows from darkness to light, good to evil, winding its way towards a doom both courts fear will be realized by the mechanations of the mortals.
Most members of the Seelie court range in personality from the playful prankster to the solemn councilor and all are guided by a genuine concern for the future of the world and its inhabitants. The Seelie are the noble protectors and benefactors of the Nevermore's mortal races seeking to guide them and bring them hope.
As for the Unseelie court, there may be a few baby stealing elves with pointy teeth, but most members are skilled in the arts of deception and cruelty and regard Nevermore as their rightful inheritance. The Unseelie are deceivers and malcontents ceaselessly crusading against mortals and their allies.
What inspired the Nevermore campaign setting?
Nevermore was inspired by the work I did on Dreamscapes for Adamant Entertainment. While exploring the unique elements of running a dreamscape campaign, I was inspired to start writing a campaign setting based on the twist that it existed as a dream... the collective dreamland of the fey to be exact. Then I imagined what could happen in such a place and sarted to play the "What if" game:
What if the fey split into two opposing courts (Seelie and Unseelie) with different visions of what the dreamland should be like? What if mortals entered the world? What if the Unseelie attempted to drive these mortals out? What if to protect the mortals one of the Seelie opened a channel into the waters of forgettfulness, which surround Nevermore causing the dreamlands to enter into a Forgotten Age? What if by the time this age ended the mortals had learned the secrets of dream weaving and become powerful dreamlords? What if the Unseelie used their powers of deception to lead the mortals into an Age of War? What if the world was wounded so deeply by these conflicts turned into a land of nightmares? What if the blood of a god and the tears of a child drowned the flames of war and brought about an Age of Serenity? What if the agents of evil are again stoking the forges of war and revenge?
How long could this pool of peace last against the forges of hatred and revenge? What would the next age of Nevermore bring? Would it be an Age of Dreams or Nightmares, or both?