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What flavor do you use to make your gameworld unique?
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<blockquote data-quote="MoogleEmpMog" data-source="post: 2807388" data-attributes="member: 22882"><p>I've just started a new Spelljammer campaign. To account for 3e's changes (and to emphasize my favorite parts of Spelljammer <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />), I've advanced it 50 years from the end of the 2e Spelljammer timeline. Within it, the central conflict is non humanocentric, though there's a few who'd like to make it so.</p><p></p><p></p><p>Elves vs. Goblinoids vs. Everybody</p><p></p><p>The Second Unhuman War has been in full swing for half a century, and neither the Scro nor the Elven Imperial Navy much care who gets in the way of their epic struggle. Even major world powers seemed paltry compared to these interstellar superpowers, so human, dwarven, halfling - even draconic! - casualties have been quite high. Non-elven and non-goblin trade suffered, in some cases to the point of starving out entire colonies.</p><p></p><p>Roughly 35 years ago (the same period I set the events of The Astromundi Cluster in), a third power stepped in: the magic-item-crafting, ever-scheming Red Wizards of Thay. Now, the Red Wizards have done nothing to lose the E in their alignments, but they've also proven to be the only non-elven, non-goblin power with the resources and vision to mount any kind of resistance. They also produce their own spelljamming helms, rather than buying them from the Arcane. Almost all the spacefaring human powers, and eventually most of the other non-aligned races, have banded together in a Confederation of Spacegoing Races - headed by the Red Wizards.</p><p></p><p>Behind the scenes, the Red Wizards secretly want to put humanity in the top slot and themselves atop humanity, but for the moment they mostly keep their racialism in check because they need the other races' power to compete with the elves and scro. Several of the non-human leaders (and all of the dragons <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) <em>know</em> the Red Wizards want to off them when they're done with the scro and elves, but go along with <em>them</em> because they consider the scro and elves more dangerous.</p><p></p><p>I think this central conflict (as opposed to orcs = bad, elves, humans et all = good) could be transported to a non-Spelljammer setting fairly easily, although you wouldn't have the built-in players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="MoogleEmpMog, post: 2807388, member: 22882"] I've just started a new Spelljammer campaign. To account for 3e's changes (and to emphasize my favorite parts of Spelljammer ;)), I've advanced it 50 years from the end of the 2e Spelljammer timeline. Within it, the central conflict is non humanocentric, though there's a few who'd like to make it so. Elves vs. Goblinoids vs. Everybody The Second Unhuman War has been in full swing for half a century, and neither the Scro nor the Elven Imperial Navy much care who gets in the way of their epic struggle. Even major world powers seemed paltry compared to these interstellar superpowers, so human, dwarven, halfling - even draconic! - casualties have been quite high. Non-elven and non-goblin trade suffered, in some cases to the point of starving out entire colonies. Roughly 35 years ago (the same period I set the events of The Astromundi Cluster in), a third power stepped in: the magic-item-crafting, ever-scheming Red Wizards of Thay. Now, the Red Wizards have done nothing to lose the E in their alignments, but they've also proven to be the only non-elven, non-goblin power with the resources and vision to mount any kind of resistance. They also produce their own spelljamming helms, rather than buying them from the Arcane. Almost all the spacefaring human powers, and eventually most of the other non-aligned races, have banded together in a Confederation of Spacegoing Races - headed by the Red Wizards. Behind the scenes, the Red Wizards secretly want to put humanity in the top slot and themselves atop humanity, but for the moment they mostly keep their racialism in check because they need the other races' power to compete with the elves and scro. Several of the non-human leaders (and all of the dragons ;) ) [I]know[/I] the Red Wizards want to off them when they're done with the scro and elves, but go along with [I]them[/I] because they consider the scro and elves more dangerous. I think this central conflict (as opposed to orcs = bad, elves, humans et all = good) could be transported to a non-Spelljammer setting fairly easily, although you wouldn't have the built-in players. :) [/QUOTE]
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