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<blockquote data-quote="Look_a_Unicorn" data-source="post: 2046954" data-attributes="member: 11886"><p>I checked this thread out in the hopes that people would be mentioning bits and pieces of story elements that they'd created- the discussion is all well and good, but that was mostly what I wanted to read. With that in mind, I'll practice what I preach and note down a few ideas I've had that I'd like to build into a campaign one day.</p><p>I won't go into NPC's, as making ones with your own personalities/goals/quirks is more fun than trying to interpret someone else's thoughts anyway <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><p></p><p>********************</p><p>Arcane Magic Source:</p><p>Members = "Hands of the Tower"</p><p>A mage guild, source of MOST standard spells- obviously a political power- keeps close tabs on people's access to magic in (insert realm name here). Primarily funded through utalitarian/entertainment angles. Fears to become a major power as (realm leaders) are very wary of them.</p><p>Each outpost would have a library with all <= 3rd lvl spells.</p><p>Performing quests for this guild allows them to trust you more with higher level and more dangerous (evocation/necromancy) spells.</p><p></p><p>There is one central bastion- The Tower, artifact class bulding.</p><p>Has much larger interior than exterior- classrooms are created demi-planes with specific rules to aid teaching. Demi-planes sustained by incredibly secret power source (invent your own...) This power source is also a key vulnerability if it is removed.</p><p></p><p>Students rae always taught to make backup spell books and to immediately report newly discovered spells to the central Guild (new spells (in my world) would be very tricky/dangerous things to create)</p><p>*****************</p><p></p><p>A form of Divine Template (mostly for NPC's)</p><p>In my world there are few real gods, fake religions still gain power through human belief... eventually forming new gods, a major event.</p><p>Every "real" divinely promoted religion has divine agents- that's divinely inspired and enhanced as compared to half-celestial/demon, although templates may be similar. The existance and identity of these agents is VERY secret- generally limited to higher ranks in the clergy of specific faiths- as they can generally only carry out their behind-the-scenes subtle work when they are not being monitored and interfered with by rivals.</p><p>This template would be upgradeable over levels/quests, and is one of the only ways that special celestials/demons are added to heavenly/demonic hosts. (Saints/Forsaken).</p><p></p><p>Obviously agents of "evil" gods could be the enemies that the PC's unknowingly thwart the plans of... or the plans of the good agents could require the PC's to help execute.</p><p></p><p>************************</p><p></p><p>World flavour- druids and "natural" magic</p><p></p><p>Druidic powers don't come from a nature god or even an overall "power of nature"- but rather from FLOWS of nature (leyline theory?). These currents are generated by natural areas- under or above ground- but are diluted by the hands of sentients reshaping the environment to their own needs (cities/sculpted caverns).</p><p>Any druid can access these ley lines to invoke lower level powers, but for the higher level spells must be "attuned" to a specific type of region (marsh, forest, tundra, desert).</p><p>The type of terrain chosen by the druid could either grant a bonus like a familiar, maybe a penalty (-1 caster level) on opposing terrains.</p><p>For a bit more effort you could even slightly modify a druid's spell list per terrain chosen to reflect a theme more appropriately.</p><p></p><p>Finally a "sentience" druid could be a druid of the city- one who's powers come from the powers generated by many sentients/souls crammed into close proximity. A modified spelllist for this kind of druid would include more mind-affecting spells.</p><p></p><p>******************</p><p></p><p>Campaign backstory/plothook source</p><p></p><p>A number of scattered monasteries that live in relative seculsion but are known to be havens to those of goodwill. Superficially they espouse a worship of "The Faces of Goodness"- whereby all the Good gods worshipped throughout the Realm are seen as equal aspects of a greater good.</p><p></p><p>Secretly, these monastaries are the remnants of a fabled force of good that once rose up to defeat a time of great evil. (make this evil whatever is suitable- undead, demons, evil cults, mindflayers, Rakoth Maugrim...)</p><p>Once the evil was defeated, this group led the lands for a time, but the leaders were given a choice. They could continue to lead as they had been, or hand over leadership to secular authorities. The Joined Gods preferred that it be handed over to secularism, as they knew that over centuries the group's leaders would eventually lose sight of their holy mission and become corrupt/human, and the Joined Gods also knew that a time would come once again when the evil would need to be faced.</p><p></p><p>I plan on having an otherwise tranquil world start to suffer minor planar invasions and "creatures of nightmarish legend" begin to appear from nowhere, as a precursor to the time when the great evil will return.</p><p>The monastaries would be a source of information for the PC's, and if they fail to stop the reaccurance of the evil, the monastaries would be the few truly safe havens (spiritual shields on TRULY holy lands). Most of the rest of the lands would crumble and fall. The PC's can then try to fight back <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><p></p><p></p><p></p><p>I have a few more, but I reckon this might be enough to encourage others to mention in brief campaign ideas or groups they'd like to share with us <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="Look_a_Unicorn, post: 2046954, member: 11886"] I checked this thread out in the hopes that people would be mentioning bits and pieces of story elements that they'd created- the discussion is all well and good, but that was mostly what I wanted to read. With that in mind, I'll practice what I preach and note down a few ideas I've had that I'd like to build into a campaign one day. I won't go into NPC's, as making ones with your own personalities/goals/quirks is more fun than trying to interpret someone else's thoughts anyway :) ******************** Arcane Magic Source: Members = "Hands of the Tower" A mage guild, source of MOST standard spells- obviously a political power- keeps close tabs on people's access to magic in (insert realm name here). Primarily funded through utalitarian/entertainment angles. Fears to become a major power as (realm leaders) are very wary of them. Each outpost would have a library with all <= 3rd lvl spells. Performing quests for this guild allows them to trust you more with higher level and more dangerous (evocation/necromancy) spells. There is one central bastion- The Tower, artifact class bulding. Has much larger interior than exterior- classrooms are created demi-planes with specific rules to aid teaching. Demi-planes sustained by incredibly secret power source (invent your own...) This power source is also a key vulnerability if it is removed. Students rae always taught to make backup spell books and to immediately report newly discovered spells to the central Guild (new spells (in my world) would be very tricky/dangerous things to create) ***************** A form of Divine Template (mostly for NPC's) In my world there are few real gods, fake religions still gain power through human belief... eventually forming new gods, a major event. Every "real" divinely promoted religion has divine agents- that's divinely inspired and enhanced as compared to half-celestial/demon, although templates may be similar. The existance and identity of these agents is VERY secret- generally limited to higher ranks in the clergy of specific faiths- as they can generally only carry out their behind-the-scenes subtle work when they are not being monitored and interfered with by rivals. This template would be upgradeable over levels/quests, and is one of the only ways that special celestials/demons are added to heavenly/demonic hosts. (Saints/Forsaken). Obviously agents of "evil" gods could be the enemies that the PC's unknowingly thwart the plans of... or the plans of the good agents could require the PC's to help execute. ************************ World flavour- druids and "natural" magic Druidic powers don't come from a nature god or even an overall "power of nature"- but rather from FLOWS of nature (leyline theory?). These currents are generated by natural areas- under or above ground- but are diluted by the hands of sentients reshaping the environment to their own needs (cities/sculpted caverns). Any druid can access these ley lines to invoke lower level powers, but for the higher level spells must be "attuned" to a specific type of region (marsh, forest, tundra, desert). The type of terrain chosen by the druid could either grant a bonus like a familiar, maybe a penalty (-1 caster level) on opposing terrains. For a bit more effort you could even slightly modify a druid's spell list per terrain chosen to reflect a theme more appropriately. Finally a "sentience" druid could be a druid of the city- one who's powers come from the powers generated by many sentients/souls crammed into close proximity. A modified spelllist for this kind of druid would include more mind-affecting spells. ****************** Campaign backstory/plothook source A number of scattered monasteries that live in relative seculsion but are known to be havens to those of goodwill. Superficially they espouse a worship of "The Faces of Goodness"- whereby all the Good gods worshipped throughout the Realm are seen as equal aspects of a greater good. Secretly, these monastaries are the remnants of a fabled force of good that once rose up to defeat a time of great evil. (make this evil whatever is suitable- undead, demons, evil cults, mindflayers, Rakoth Maugrim...) Once the evil was defeated, this group led the lands for a time, but the leaders were given a choice. They could continue to lead as they had been, or hand over leadership to secular authorities. The Joined Gods preferred that it be handed over to secularism, as they knew that over centuries the group's leaders would eventually lose sight of their holy mission and become corrupt/human, and the Joined Gods also knew that a time would come once again when the evil would need to be faced. I plan on having an otherwise tranquil world start to suffer minor planar invasions and "creatures of nightmarish legend" begin to appear from nowhere, as a precursor to the time when the great evil will return. The monastaries would be a source of information for the PC's, and if they fail to stop the reaccurance of the evil, the monastaries would be the few truly safe havens (spiritual shields on TRULY holy lands). Most of the rest of the lands would crumble and fall. The PC's can then try to fight back :) I have a few more, but I reckon this might be enough to encourage others to mention in brief campaign ideas or groups they'd like to share with us :) [/QUOTE]
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