World setting, and your upcoming plans...

Cirex said:
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.
Q'Barra, the Lhazaar Principalities, the The Shadow Marches, Valenar and Talenta can be nice PoL places.

If you're real mean, set the campaign in the Demon Wastes; I did this: adventure seed 3 on page 163.
 

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Fallen Seraph said:
If you get DDI, as I may. I could see about setting up a game then too (if it is open enough to let me do it).

Definitely give us some warning before that. That setting sounds amazingly fun to play in, although I doubt I'd use it for my own campaigns. I'm generally hesitant to use pre-made campaign worlds, although I don't mind stealing concepts or altering one.

Anyway, I'm going with my own take on the PoL setting for my first 4E campaign. I'm stating that the big devastating war that ruined the former world was the result of a WW1-style web of alliances made by Heironeous and Hextor, and that Vecna had manipulated the two into outright war with one another.

Bahamut claimed both their lives after deciding that they had both stepped beyond the bounds of what was acceptable, taking direct action in the way they were, and basically stole Heironeous' domain, while Vecna used the conflict to plant a pawn, one of his loyal servants, into Hextor's domain under the name of Bane.

The campaign will center around Vecna attempting to create a second threat by agitating the Far Realms, which will be a sort of counter to the Gods in this campaign world. They exist somewhere outside the realm of the God's power, and the Far Realms themselves, a set of sentient moons and worlds as horrific as the worst of their creations, will begin planting 'seeds' across the planes just before the end of my group's Heroic tier adventuring. The campaign will end with a few changes in the pantheon, possibly including Vecna's death depending on the PC's actions, but the intended final encounter will have the PC's fighting alongside the standard gods, both good and evil, against the Far Realms themselves, eventually killing the 'core' planet and putting an end to the war.

If my players agree to it, I'll make the follow-up campaign centered around the monstrous humanoids they were beating up early in the Heroic tier. Orcs, Goblins, Kobolds, Gnolls and all the rest, survivors from the destruction of their various clans, banding together to strike back at the cruel human(and elven, and halfling, etc...) hands that destroyed their society. Set 5-10 years after the first campaign, they'll fight against their former allies, and their former PC's themselves, now full-blown NPCs, will hover as the primary "villains" of the campaign. It'll end with an epic showdown between the new party of PCs and the old one, over the fate of which races should control the 'mortal plane'.
 

ZetaStriker said:
Definitely give us some warning before that. That setting sounds amazingly fun to play in, although I doubt I'd use it for my own campaigns. I'm generally hesitant to use pre-made campaign worlds, although I don't mind stealing concepts or altering one.
Shall do so :)

Will post a non-spoiler Campaign World document then on ENWorld, so those who wished to play will know what to except, without giving anything away :)
 



I'll be running a campaign of my own design in a setting that will use 60% or more of the PoL setting from the books. It will focus on more of a beacon than a point, a city-state that formed from a colony established by the human empire just before it fell, and has become one of the last trade centers in the world.

There is an "old world" continent that is a more traditional D&D experience, but I want to focus on the other continents and the various colonies that have been established on their shores. A blend of western fantasy with african, asian, arabian, native american, or any other theme I like. I'd like to think my inspirations are the old west and colonial america.
 

Rechan said:
Q'Barra, the Lhazaar Principalities, the The Shadow Marches, Valenar and Talenta can be nice PoL places.

If you're real mean, set the campaign in the Demon Wastes; I did this: adventure seed 3 on page 163.

The one with the gargoyle messenger and the visions?

I had the Demon Wastes in mind too, but I would have to some adjustments there and there.
I still don't know, I got a flow of ideas running through my mind. I may borrow the other Eberron campaign books (my friend got them) and let the inspiration flow.
 

I have my own campaign world, the Realm of Quindia, that I've been running games in for more than 25 years. Before converting it to 4e however, I want to make sure that I'm going to make the switch. My long time players are split 50/50 about the new game.

I decided to create an island far to the north of my own world that is a POL setting. I converted the old Runequest Griffin Island, which fits the POL image perfectly. I made a new map based on the original, changed some of the names to make it fit with my campaign, and added 4e fluff (such as the remnants of an outpost of the lost dragonborn empire). I'm designed as a Heroic tier setting - if all goes well with 4e and we make it to Paragon level, my PC's will set sail for Quindia. If not, I've added a bit of detail to my campaign world and I can scrap the experiment without making wholesale changes to my setting.
 

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I'll be using Scarred Lands for 4th Edition. I've found that the default "Pools of Light" setting implications work very well with the existing Scarred Lands material (with a few nations, a few city-states, and lots of deadly wilderness inbetween)... and the advancement of the timeline fills in a lot of gaps to explain dragonborn and tieflings. Plus, the history (Divine War) mirrors the default D&D history (primordials vs. gods) exactly. So, it's a lot easier to drop "generic" D&D adventures into Scarred Lands without changing much, and it gives me enough fluff already existing to build adventures with.

And it's mostly playtesting anyway.

- James
 

My intent at this point is to shoehorn the 4e fluff into my take on the Wilderlands of High Fantasy. My own take being a Wilderlands heavily influenced by Howard and some by Martin.

This is just a temporary thing, though, until Martial Power comes out. At that point, I'll be running an all (or mostly) Martial campaign in either a 4e-ified version of Midnight or the Swordlands.
 

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