World setting, and your upcoming plans...

Some very interesting plans/ideas.

I have a homebrew setting I have been working on (mostly in my head) for a long time now. It won't be ready by the time we start the campaign, but I could probably get away with what I have right now, so I suppose that is my other option. Come to think of it, the setting would work well as far as the new races go, etc.

Hmmm....
 

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I might just convert B10 Night's Dark Terror again because I just love that campaign module and it would be interesting to know how it plays with BECMI, 3e, and 4e. Afterwards I could always stick with Mystara or try something new, but that way I could at least not have to spend too much time coming up with new ideas, just the conversion process, at first.
 

For the time being, I'm basing a homebrew setting on Robert Asprin's MYTH books. By doing that, I get to specifically delineate some "points of light" as being the homeworlds of all the PC races (e.g. Tief and Elfheim) as well as a couple of other races (Orciah, Gno, and Deva so far). Everything else, plus wilderness areas on the "core worlds," will give me some nice "darkness" for adventure.

It also allows me to be lazy... I get to have a campaign setting without worrying about more than I have to. I can pull up any kind of political turmoil when I want to and not before; geography can meet my needs entirely at any time; the PCs can even fail to "save the world" and it's not necessarily a big deal from their perspective. I'll have some limitations when dealing with the Core Worlds, but then I'll have something for when I feel like being consistent, too.
 

I'll be DMing at Eberron. I'm turning the area around The Blackcaps into a PoL mini-setting. Eldeen, Breland, Aundair and Thrane will see their barriers modified by a force lead by the Daughters of Sora Kell.

It was either this or "revive" Cyre somehow.
 


Figured might as well post some other campaigns I may do after my last one:

One is based around technology again, but in a much different way. This time Necromancy.

This is a world where Necromancy and technology has grown up together and essentially mingled into one. Technology wise it is about equivalent with WWI, there are things such as:

-Telephones: A ear and mouth/tongue is kept working using necromancy within the phone as the main mechanism.

-Electrical/Telephone Wires: Are essentially rubber/copper tubbing that surrounds stretched and thinned nervous system.

-Firearms: They operate in a similar fashion, but the mechanism that moves the round into the barrel is quite different. It is a tongue wrapped in grooved metal to protect from damage.

-Tanks: Tanks operate like a normal WW1 Tank, but use legs formed from mounds of flesh that walk across the battlefield.

There is also some noticeable things about the people themselves. The culture is very used to and accepting of "alterations". Which are where people use Necromancy to alter their form, such as adding extra limbs, transplanting their brain into animals, etc.

The background to this all is well... WW1, a trench warfare front has opened up during a Civil War, this thanks to the amount of carnage and death and use of Necromancy has caused rifts to form to the Shadowfell.

This has caused both governments to create the first "Churches", these Churches use divine magic that was uncovered during excavations of a long-dead civilization. These Churches, send out Paladins and Clerics to cleanse the battlefield and rid the world of Shadowfell monstrosities.

Because of how destructive this divine magic is, there are numerous organizations watching them and actively hunting down Churches that go rogue.

Essentially the players are thrown into the world, and have to figure out the political, mystical and social ramifications of their actions.
 

A new time line on my long standing homebrew world.

Starting point: A colossal bat-golem-town. The people drag it to a high place, then launch it and glide around looking for other monster-cities to smash.
 

Cirex said:
I'm turning the area around The Blackcaps into a PoL mini-setting. Eldeen, Breland, Aundair and Thrane will see their barriers modified by a force lead by the Daughters of Sora Kell.

Sounds like a good fit for PoL. Are you thinking of re-starting the Last War? That would really PoL-ise out-of-the-way areas like the Blackcaps.
 

I hesitate between a few idea :

* Earth post-apocalypse : think shadowrun (for magic and races) mixed with Ken the survivor and traditionnal D&D. Point of light setting, of course. Don't know if my players would know that this is Earth or discover it during the campaign... (seriously, what best underdark than Paris subway and catacombs ?)

* floating islands world, à la "dragon hunters".

* a more classical D&D world
 

When the 4th edition announcement came I was working on my new campaign world. The concept was then "a world gone mad" where to make it simple it was on its way from something like Toril to something like Athas (FR and Dark Sun, for those less geeky). The important sources of power would come from the fey and the shadow realms, and a fey like race would be the rulers.

And what do they announce? Eladrin. Feywild. Shadowfell. Of course I had to move to 4th edition with this, and try to rework it so that it would be a good intro to the new edition for my prospective playing group.

More things have changed over time, and as at least one of those players reads this forum at times, I won't say too much of it. Some little things:

I have focused on one continent, which is a kingdom ruled by the Eladrin. The continent used to have a population of several millions, now there might be about 500 000 as a whole. Natural disasters, plagues, famine, monster raids and wars have claimed more victims than anyone wants to think of.

All the PH races and classes are suitable for players. Apart from openings to Feywild and Shadowfell all travel to other worlds is these days impossible for some reason. ;) Apart from player races two intelligent and reasonably civilized races are known to exist - one insectoid, one undeadish.

Most halflings live on barges, travelling the rivers and what is left of the canal system. Elves and dwarves mostly keep to their respective traditional home areas, since that seems the best way to survive these days. Eladrins rule the few cities that have survived, and also live a lot in the Feywild. Humans do most of the farming and least of the decision making. Dragonborn have lost their old kingdom and now are spread out through the land, often working as guards and mercenaries. Tieflings are generally despised, seen as thieves and murderers who are probably responsible for everything bad that ever happened. (And that is a lot!) Half-elves are generally mixed in with the elves and the humans, not really seen as having their own culture.
 

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