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<blockquote data-quote="Xarlen" data-source="post: 587555" data-attributes="member: 1060"><p>Some ideas about my campaign.</p><p></p><p>I'm approaching it like Middle Earth meets the Scarred Lands. The world was tainted, a long time ago. Areas still have lingering aspects of Evil, but they're not huge. But things may be getting a bring-back.</p><p></p><p>I'm taking an ideal from Terry Pratchett's Small Gods. Gods start out very small, and grow with the number of believers. But the god in the book's religion screwed him because people worshipped the structure and ceremony, and not the God. They didn't Believe. So the PCs' church may be doing some bad things due to some rather nasty priests high up, and then the PCs may run across a small god (Not THIER God, mind you). Or the ideal of Spirits, like in Princess Mononoke.</p><p></p><p>Also. Magical items in my world Don't work when you first get 'em, unless they are minor magics. I follow the (Insert Xp to make it grow with you), Create it yourself, or Lore. </p><p></p><p>Basicly Lore means that you must learn about the item, or do deeds to unlock its' magic. Some things like simply learning the name of a suit of armor's creator. Where as to make a sword holy, the recepient must lead an honorable life, and do righteous things against evil. Or the weapon takes on a Merciful property if the PC stops a large conflict non-violently. Or it could just Happen in a moment of need; PC falls off a cliff, that Ring suddenly becomes a Ring of Featherfall (This is AFTER he's set up with it).</p><p></p><p>Magical items may offer different things, because there's not a LOT of them; ergo a sword may offer a +1 to Nat Armor to its' weilder.</p><p></p><p>EVIL magical items are a lot simpler, but cause a price. </p><p></p><p>And then there are magical items that are created Spontaniously; they become magical due to emotions or actions done with it. A dagger used to sacrifice thousands will likely be a Dagger of Wounding, even if it's not enchanted; a weapon picked up and used by criminal after murderer after executioner will grow in malevolence (Think 'The Gun' from Showtime, about the evil gun that gets passed around).</p><p></p><p>I plan on getting the sword into the Paladin's hands, Somehow. </p><p></p><p>Also, a villain I plan on implimenting: A fighter (or fighter/rogue), who in some climactic fight with the PCs, something Magical and Bad goes wrong (He gets shoved over something with a Bad Mojo magical item rammed in his ribs), or something that the PCs do to him, that make him an Intelligent Skeleton (Bone Creature from BoVD). </p><p></p><p>The BBEG will gain an ability to let him basicly, after killing someone, crawl into their skin and 'wear' the body, while looking like an emaciated human. He'll become a recurring villain.</p><p></p><p>Now, how to set all this UP... That's the hard part.</p></blockquote><p></p>
[QUOTE="Xarlen, post: 587555, member: 1060"] Some ideas about my campaign. I'm approaching it like Middle Earth meets the Scarred Lands. The world was tainted, a long time ago. Areas still have lingering aspects of Evil, but they're not huge. But things may be getting a bring-back. I'm taking an ideal from Terry Pratchett's Small Gods. Gods start out very small, and grow with the number of believers. But the god in the book's religion screwed him because people worshipped the structure and ceremony, and not the God. They didn't Believe. So the PCs' church may be doing some bad things due to some rather nasty priests high up, and then the PCs may run across a small god (Not THIER God, mind you). Or the ideal of Spirits, like in Princess Mononoke. Also. Magical items in my world Don't work when you first get 'em, unless they are minor magics. I follow the (Insert Xp to make it grow with you), Create it yourself, or Lore. Basicly Lore means that you must learn about the item, or do deeds to unlock its' magic. Some things like simply learning the name of a suit of armor's creator. Where as to make a sword holy, the recepient must lead an honorable life, and do righteous things against evil. Or the weapon takes on a Merciful property if the PC stops a large conflict non-violently. Or it could just Happen in a moment of need; PC falls off a cliff, that Ring suddenly becomes a Ring of Featherfall (This is AFTER he's set up with it). Magical items may offer different things, because there's not a LOT of them; ergo a sword may offer a +1 to Nat Armor to its' weilder. EVIL magical items are a lot simpler, but cause a price. And then there are magical items that are created Spontaniously; they become magical due to emotions or actions done with it. A dagger used to sacrifice thousands will likely be a Dagger of Wounding, even if it's not enchanted; a weapon picked up and used by criminal after murderer after executioner will grow in malevolence (Think 'The Gun' from Showtime, about the evil gun that gets passed around). I plan on getting the sword into the Paladin's hands, Somehow. Also, a villain I plan on implimenting: A fighter (or fighter/rogue), who in some climactic fight with the PCs, something Magical and Bad goes wrong (He gets shoved over something with a Bad Mojo magical item rammed in his ribs), or something that the PCs do to him, that make him an Intelligent Skeleton (Bone Creature from BoVD). The BBEG will gain an ability to let him basicly, after killing someone, crawl into their skin and 'wear' the body, while looking like an emaciated human. He'll become a recurring villain. Now, how to set all this UP... That's the hard part. [/QUOTE]
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