Tuesday, 14 November 2017

New D&D campaign 2

Turning your setting that you dreamed up in high school into a D&D or any roleplaying game setting has a few troubles.  The things that I thought were cool don't necessarily translate very well into a game; some sound great and neat in your head, but just get in the way of game play.  Like having a world with six moons and three suns and a opposite direction of rotation all sounded cool to my sixteen year old mind, well they still sound cool to my mind now, but they mostly mean nothing or make things complicated and only that.  So, maybe, just maybe I need to de-clutter the game setting.  For example, maybe three suns will work, since only two are ever visible, but dropping the moons down to three, allows each of the suns to have a opposite, because the gods are the moons and the suns.  Rotation direction is not important except for me, so drop it entirely.  

Sometimes things sound great in your head, and writing them out they still sound great, but when you tell someone about them, then you realize that you have been talking inside your head too long.  Far, too, long.

So, let's work with the changes.

Three Goddesses and three Gods.  The goddesses will represent Law, Chaos and Neutrality.  The Gods will represent Good, Evil and Neutrality.  

The Goddess of Light is Lawful (Green) Light, Forge, Protection
The Goddess of Magic is Neutral (Blue) Arcana, Knowledge, War
The Goddess of  Weather is Chaotic (Red). Tempest, Nature, Trickery

The God of Health is Good ( Small and White, 1/4 year rotation, eclipse every five rotations) Life, Protection, City
The God of Nature is Neutral (Medium and Blue, monthly rotation, eclipse every nine rotations) Nature, Grave, Life
The God of War is Evil (Large and Green, bi-weekly rotation, eclipse every 27 rotations) Death, Tempest, Forge

List of domains
Arcana.    Forge.            Life.         Protection.  War. 
City.           Grave.            Light.      Tempest.      
Death.       Knowledge.   Nature.   Trickery.   

Those six Deities are universal, but have many names but they always are portrayed similarly.

Each Lesser God is culturally dependent, gets two domains, but one must come from one of the two major gods, example: LG goddess of Righteousness, has one Domain of (Life, Protection, City, Light and Forge) and one other domain.  There could be a dozen different gods of Righteousness, that are LG and each could have different domains.  One might be the Bright Sword, Light and War, another might be Righteous Raven, Protection and Trickery.  

An Orc Pantheon would be culturally Orcish, but have possibly a similar list of gods as a nearby human pantheon.  A city might have many different Pantheons sharing a single temple, as long as the alignment and purview were similar, and a non human god could have human worshipers too.  

Languages.  Every character will have the minimum of Common and a racial language.  Racial languages are not just the typical Elvish and Dwarven, they are regional dialects.  Typical games, the characters know Common, but in this game world there are several Common Languages and they are all easy to understand and may have a full language underlying them.  For example, along the Great River, they use a simple form of River Elvish as a common language, but each region has a language that remains apart from that common tongue.  In the region of the characters start the common tongue is quite similar their starting language with words from many languages, cosmopolitan creatures of the area understand it and speak it, human and non-human alike.  The Main language they know is Jadanese and it is used in varying forms for hundreds of kilometers from Jarda, even Orcish and Goblin languages of the area is similar.  

Character Classes

Barbarian. There is a lot of rough terrain in the area so this is possible

Bard. There is a town and a number of villages in the area with a number of inns so there is a lot of employment. Good choice

Cleric. There are two primarily important sects in the area, and Agricultural Deity, and a forest deity, in the town there are other religions which can be invented

Druid.  Lots of nature.

Fighter, most common class

Monk, select a deity, must be Lawful, because discipline 

Paladin/holy warrior select a martial deity

Ranger lots of nature

Rogue . . ..  Smugglers not a lot of urchins or city style rogues but they could be escaping the city . . ..

Sorcerer.  Possible

Warlock.   Difficult, Elder Dragon, First One.  Often begins as an attempt to summon one of the outer plane creatures or inner plane creatures and results in a cosmic rift and something getting through, eager to enter new territory and exploit it, ie the character.  It ends in blood as a shadow leaps upon it and destroys it in one blow.  And the thing that destroyed it looks over the character and determines its worth and it's importance to the world, before it kills the character out of hand, or more rarely, it takes it on as an apprentice.

Seeking the elder gods they acquire a dragon of the Pact and it eats the character and moves on, or rarely he gives them a drop of its blood to drink.  Usually the blood kills that character, but rarely they survive and they are given knowledge and power.  

Wizards. 


Races

Dwarves. Mountain dwarves are rare have a good story

Elf. High elf, wood elf, river elf, drow are very rare, have a good story.
RiverElves don't get dark vision, but can breathe under water.

Halflings are more common than other non human races, they prefer the plains which dominate the region

Humans dominate the region.  Racially they have specific ability increase and use variant rules

Dragon Born/Tiefling.   Both represent a mutant race that comes from a land far away.  It could be that you   Replace breath weapon with a bonus spell related to your appearance

Gnome. Not common at the best of times, is there a secret settlement in the area good story

Half elf, which elf, with which race?

Half Orc, with which Orc race and which other race?

()()()()()()()()

Other Races:  these races are listed in the monster manual and many of them are listed as evil, but in this world free will is granted any intelligent species.  It is their choice to be good or evil.  Let each person be judged by the actions that they make!  Just as there are evil and good humans in the world, so can there be good and evil of each of the following.  You must learn to trust what you see before you and not what you were told in the crib.

()()()()()()()()()

The region that the game is set in has a few notable features.  There is the Wild River that runs through the region.  It is navigable just to the town of Greysteel, and then barely, further down river it becomes more navigable at the village of Saltmarsh. further downriver it joins with the Jarda river.  

There is a small spur of low mountains in the East, just about ten miles long and a mile wide.  They were mined by some race of dwarves at one time and most of the minerals ha e played out.  

The Salt Marsh, located outside the village of the same name.  There is a salt mine located there, the residents discovered it as the source of the briny marsh.  The Wild River is slightly salty down river of here, but it quickly becomes sweet.  

The River Run is too small to support boats, runs from Hommlet to Saltmarsh.

The Temple of Elemental Evil, destroyed a century ago, has been rumoured active ever since its destruction.  Surrounded by three forts that have long since fallen into ruin themselves.  

The Tower.  There is no door, no window, and no one can claim to have scaled it.  It is old, very old, but it looks new with no wear and tear.  No moss, lichen or vines grow up its walls.  Old maps claim that it sat near Greysteel when it was built, but now it sits far from there.  

Rumours in Greysteel:

The Tower has been known to move because it has legs and every once in a while it needs to get up for a stretch.  

There is a Ghost Haunting the village of Saltmarsh.

The Downs has been cursed and is suffering a horrible drought caused by the Tower.

Smugglers are rampant on the river particularly in Saltmarsh and Nulb.

Hommlet is a under suspicion by the Lord, because his family was ambushed by orcs near there long ago.  

The Temple of Elemental Evil is up and running, and it was responsible for the Lord's Family's death.

The Temple of Elemental Evil has been quiet for the last century because it was destroyed by the Tower as an example of its power.  

The village or Orlane is so prosperous because of a evil pact that is due to be called in soon.  

The Lord was affected with a debilitating curse that has disfigured his body and that is why he is never seen.  

Fishmen are living in the river downstream of Saltmarsh. 

Or s are gathering near The Downs, to capture the people and enslave them.

The Lord is slowly gathering forces because he knows that there is a huge nation of Orc marauders just to the south, if he gathers his forces too quickly, they will attack before he is ready.

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