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What flavor do you use to make your gameworld unique?
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<blockquote data-quote="Hurtoc" data-source="post: 2812331" data-attributes="member: 3893"><p><strong>My 2 capaign worlds</strong></p><p></p><p>I've been playing in my new gameworld for over a year, but first let me tell you about the previous campaign that lasted 4 years or so. Both campaigns I submitted ideas to the WOTC Campaign search that resulted in Eberron instead of my idea heh.</p><p></p><p>My previous campaign was based in my somewhat generic fantasy D&D world that I created in 2nd Edition days. However, this particular campaign was centered in a region in the extreme southwest, covered by huge mountains to the north with violent thunderstorms, and surrounded on other sides by stormy seas that could not be crossed. This large peninsula was populated by Elves, Dwarves, and Humans. And...goblinoids. Kobolds, Goblins/Hobgoblins, Ogres, and Giants represent a powerful Horde bent on destroying all others. Every hundred years or so they surge in huge numbers and completely wipe out all but a few Elves/Dwarves/Humans. The free peoples have come together and formed 3 cities, learning the extremes of military tactics, survival, and defense to form a military-centered society that has eroded racial and regional differences. It's these 3 cities versus the Horde, a seemingly endless array of humanoid foes.</p><p></p><p>The party helped defend the cities against the Horde in big battles, discovered a fourth city way to the south, governed by the Red King and his lizardmen. The party infiltrated the Horde and dealt them a massive blow from the inside, uncovered a great conspiracy and saved the world-they-knew, then they liberated the fourth city from the Red King (yes he was also a Red Dragon).</p><p></p><p>They knew only this region, but the conspiracy they uncovered was that four powerful figures (the Red King, a powerful wizard the party defeated, a mad wizard who tried to help them, and a fourth that died years ago) came together 1000 years before and made a pact with the gods to keep the region isolated and to pit the free peoples vs the goblinoids in relentless battle after battle until the most powerful army every created resulted -- an army of the survivors that have learned the utmost in tactics, defense, magic, and survival. Then, this army would be unleashed to the rest of the gameworld for conquest. Well the party put an end to this and one character ventured forth to the wider world to learn more, the others (those that survived) returned to help shape the future of the region. (Based on Frank Herbert's The Dosadi Experiment.)</p><p></p><p>The current game is baed on a gameworld of 4 planes: the material world (a traditional fantasy world), Heaven, Hell, and Purgatory. Each of these last 3 planes have their gods of good, evil, and neutrality respectively. When you died, based on your life and worship, you went to one of these 3 planes to serve your gods. But one day a powerful wizard on the material plane completed a ritual of massive power, in his attempt to ascend directly to the afterlife as a god himself. Unfortunately, this Sundered the Worlds, combining all 4 planes into one. Heaven/Hell/Purgatory/the World became a shattered place, combining aspects of all 4 planes. Gods, demons, and angels walk the World with humans, dwarves, and elves. Some of the gods have died (or are they resting?) and the others are in hiding after centuries of war.</p><p></p><p>The party has been assembled by a team of a demon and angel (nowadays, being an angel doesn't mean you are nice, and demons may not be evil -- they've learned to be as varied as the other races.) The party is tasked with collecting powerful artifacts and securing them from being used in a new ritual that would Sunder the World again. Evil powermongers wish to try to complete the mad wizard's work and become a god themselves, or to Sunder the World back into 4 pieces. But the truth is a second Sundering would shatter the World altogether! And there is another mystery/twist to be solved by the party, which I won't reveal here just yet since it is underway.</p><p></p><p>The cool thing here are the races:</p><p>- Human</p><p>- Dirtblood Human, Skyblood Human: Half demons or Half angels with demonic or angelic traits.</p><p>- The Mad: Elves as a community found their energies and minds exhausted and shattered by the Sundering. They are now quite Mad, suffering fits of delusion, insanity, or insight.</p><p>- Dirtblood Mad, Skyblood Mad: Half demon elves, or Half angel elves.</p><p>- The Cursed: When the God of Curses died, he unleashed his power to curse everyone in the World. But the Dwarves took on the burden of all of these curses themselves. Now the Dwarves bear mutliple inhibitions/curses and the rest of the World is thankless.</p><p></p><p>And the religions: do you continue to trust in a mortal god? Do you pray to a dead god? Do you simply trust no one anymore?</p></blockquote><p></p>
[QUOTE="Hurtoc, post: 2812331, member: 3893"] [b]My 2 capaign worlds[/b] I've been playing in my new gameworld for over a year, but first let me tell you about the previous campaign that lasted 4 years or so. Both campaigns I submitted ideas to the WOTC Campaign search that resulted in Eberron instead of my idea heh. My previous campaign was based in my somewhat generic fantasy D&D world that I created in 2nd Edition days. However, this particular campaign was centered in a region in the extreme southwest, covered by huge mountains to the north with violent thunderstorms, and surrounded on other sides by stormy seas that could not be crossed. This large peninsula was populated by Elves, Dwarves, and Humans. And...goblinoids. Kobolds, Goblins/Hobgoblins, Ogres, and Giants represent a powerful Horde bent on destroying all others. Every hundred years or so they surge in huge numbers and completely wipe out all but a few Elves/Dwarves/Humans. The free peoples have come together and formed 3 cities, learning the extremes of military tactics, survival, and defense to form a military-centered society that has eroded racial and regional differences. It's these 3 cities versus the Horde, a seemingly endless array of humanoid foes. The party helped defend the cities against the Horde in big battles, discovered a fourth city way to the south, governed by the Red King and his lizardmen. The party infiltrated the Horde and dealt them a massive blow from the inside, uncovered a great conspiracy and saved the world-they-knew, then they liberated the fourth city from the Red King (yes he was also a Red Dragon). They knew only this region, but the conspiracy they uncovered was that four powerful figures (the Red King, a powerful wizard the party defeated, a mad wizard who tried to help them, and a fourth that died years ago) came together 1000 years before and made a pact with the gods to keep the region isolated and to pit the free peoples vs the goblinoids in relentless battle after battle until the most powerful army every created resulted -- an army of the survivors that have learned the utmost in tactics, defense, magic, and survival. Then, this army would be unleashed to the rest of the gameworld for conquest. Well the party put an end to this and one character ventured forth to the wider world to learn more, the others (those that survived) returned to help shape the future of the region. (Based on Frank Herbert's The Dosadi Experiment.) The current game is baed on a gameworld of 4 planes: the material world (a traditional fantasy world), Heaven, Hell, and Purgatory. Each of these last 3 planes have their gods of good, evil, and neutrality respectively. When you died, based on your life and worship, you went to one of these 3 planes to serve your gods. But one day a powerful wizard on the material plane completed a ritual of massive power, in his attempt to ascend directly to the afterlife as a god himself. Unfortunately, this Sundered the Worlds, combining all 4 planes into one. Heaven/Hell/Purgatory/the World became a shattered place, combining aspects of all 4 planes. Gods, demons, and angels walk the World with humans, dwarves, and elves. Some of the gods have died (or are they resting?) and the others are in hiding after centuries of war. The party has been assembled by a team of a demon and angel (nowadays, being an angel doesn't mean you are nice, and demons may not be evil -- they've learned to be as varied as the other races.) The party is tasked with collecting powerful artifacts and securing them from being used in a new ritual that would Sunder the World again. Evil powermongers wish to try to complete the mad wizard's work and become a god themselves, or to Sunder the World back into 4 pieces. But the truth is a second Sundering would shatter the World altogether! And there is another mystery/twist to be solved by the party, which I won't reveal here just yet since it is underway. The cool thing here are the races: - Human - Dirtblood Human, Skyblood Human: Half demons or Half angels with demonic or angelic traits. - The Mad: Elves as a community found their energies and minds exhausted and shattered by the Sundering. They are now quite Mad, suffering fits of delusion, insanity, or insight. - Dirtblood Mad, Skyblood Mad: Half demon elves, or Half angel elves. - The Cursed: When the God of Curses died, he unleashed his power to curse everyone in the World. But the Dwarves took on the burden of all of these curses themselves. Now the Dwarves bear mutliple inhibitions/curses and the rest of the World is thankless. And the religions: do you continue to trust in a mortal god? Do you pray to a dead god? Do you simply trust no one anymore? [/QUOTE]
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