No more than 100 words (maximum). Describe the setting you play in (city or kingdom or world or plane, whatever is the best summary). What makes it cool and interesting and worth playing in over other ones?
We're doing our own book on Kickstarter! It's going to be amazing--300 pages, art, and so much high quality content you'll be drownin' in it... Click here to check it out and sign-up!
Baetor and Yah'Suul are two kingdoms in an uneasy peace, trading goods across the desert city of Dunespire between them. Meanwhile the Web controls Dunespire, and has agencies in every major city. They seek to sow discord and reap the benefits that would come of the two kingdoms at war. With Dunespire seen as a neutral city, there is plenty of chance for political intrigue. And ever since the human Mel ascended to godhood 200 years ago, adventurers have flocked to Yah'Suul to see the Tower of Ascension for themselves. Will the lines of faith and kingdoms be redrawn?
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
You start your adventure in a small town on a large continent. In the center of this continent is a place known as the Swamp of the Damned. Taking weeks to traverse, the Swamp is growing larger and larger by the day. 3 empires, tasked with halting the progression of the swamp and the undead hordes it contains, border this great Swamp. To the northwest, is Myland: A country of adventurers with a government revolving around the Quest Guild whos task is to oversee the proper rewarding and verification of quest completion. To the northeast is The Thenis Empire: A country that is governed by some sort of Royalty that my players haven't met and so haven't been invented yet. Finally to the south, is a country that also has not been created yet for the same reason as above lol. The entirety of the continent revolves around different groups whose goals are either to destroy the swamp or destroy the outlying countries that border the swamp.
Æthercoil starts off like any other classic D&D campaign world, with one twist: Nobody remembers what happened before a given cataclysm. All History has become a Dark Age. What the people--and the player characters--don't know if that this world is on top of the ashes of the modern world. The treasures that they find in their adventures are inventions that we, the players, are used to. What would they do with them? What changes would they make? And what on earth caused the former world to fall?
As a child, you lived in a bountiful world. As you grew, however, the people began to die; a few here and there, but as the years went by, the sky turned black not with industry, but with the coiling smoke of the burning dead. You fought your way through sickness, or the plagues left you untouched. Perhaps only one in a hundred survived, and those left began to move in roving bands, trying to pick through settlements for food or viciously fighting other survivors for the right to eat one another. You spent years trying to live on your own, living off the remnants of your proud people and cities. The world around you is beginning to rebuild. You have made a life as well as you could for yourself.
One day, you heard news from the beaches to the east. Ships have come, as big as central mounds, they say! The strange men aboard them speak of gold and precious gems.
They are all men, and they walk among spirits of wood and stone, commanding them with iron tools.
No one is certain what it means, but the beach this night is burning.
Aesca is an animistic post-apocalyptic fantasy sandbox Ameripunk setting. Expect to see magician stereotypes based off Glooscap and Pecos Bill and fighter stereotypes based off Jack Churchill and Little Turtle. Druids are considered evil, having stolen their magic from other animals. Humans are the most magically powerful and toughest of all races, and it is their industrial power that has dominated the world. This is a setting based more on Great Depression and Cold War Americas (North, Central, and South) than medieval Europe. There are a diverse lot of cultures and countries, and countless backgrounds from which to choose. Magical theory is well-known, and thus technology abounds - people drive cars powered by awakened spirits and primitive computing devices with ritual circuits take up whole rooms of a home. Monsters still stalk in the wilderness, and the nature of the dreaming land allows adventurers to travel time and space in search of dangers and spiritual riches.
The old world chased a man too strong for their people to marry. They awoke from their dreams of the future to seas of ash, and from the ashen statues and valueless rings grew a splendid hanging garden. Come and hear the stories of our ancestors! Come and hear how our people warred against one another with spears of fire, and how the Teachers came when the spears had run out! Hear how the Teachers told our ancestors they would help us repair our world! Hear the story of how we learned the truth, and the Flayed took us before Babylon, and we became the Forsaken. Come and hear how we may yet still live, and how we may yet whisk the Teachers away! Today we will cross the Bleed and take from the Chimera the power to take back our lives!
Welcome to Station, a colossal diamond shaped rock floating in space. The world exists in a small pocket plane with a large amount of magic. A group of gods decided to use this world as a Hub for getting between worlds. They set to work creating this world, pulling in mortals to help construct it. Thanks to the gods different preferences all sorts of creatures were brought here and now co-exist. So you might see a werewolf selling hotdogs. Now have fun, as you can't leave till you complete what you were brought here to do.
The Gods - The Pathfinder Golarian gods as this campaign was originally going to be run in pathfinder but we decided to swap to 5e as it's a big group (7 people).
The Cast - As their characters were getting pulled from their original world they were given the choice to play characters from TV, shows, films, games etc or characters from previous campaigns. But the PC's are as follows.
Leyli - A human cleric of Sheyln (A character from a previous campaign)
Jeaklin - A half Elf paladin based on the players WoW character
Blackfish - Brynden Tully from Game of thrones who is a Fighter
Theodore Phillius Wordsworth - A writer/wizard of great renown in his original world (previous campaign character)
Helikoan - Halfling Rogue with a strong sense of greed. Died after attempting to sneak into a camp of over 40 mercenaries to kill someone.
Sir Digby Chicken Caesar - Wild Magic Sorcerer from a Mitchel Webb Look sketch
Od - A low INT gnome Ranger. Still covered in blue ink and thinks the brains are out to get her.
Robbie Rotten - Pteranodon animal companion to Od. Died in a hail of crossbow bolts when Od tried to save Helikoan from his own fate.
I found it surprisingly difficult but fun haha. Though I felt the need to list the players. As they are the ones making the world I made so great at the mo.
My world is Bliss, it was created by two gods as a wedding present for each other. They had a number of children which they allowed to create life on the planet. As life grew, the realm attracted the attention of the evils of the realms. Eventually the gods made a treaty with Azmodeus. This caused a rift between the gods and nearly caused a civil war. The father of the gods locked his wife away in the last circle of hell.
In the early years of human civilization, a group of heroes are hunting a lich and fallen paladin.
VERANTHEA (sorry folks, Pathfinder only) Veranthea's three continents--steampunk and sorcery Grethadnis, wuxia Urethiel, and the land where the monsters won, Trectoyri--are separated by divine tempests and endless winding subterranean caves known as the Forever Dark (a wild west realm of psychic horrors and forgotten technology). Across all of this on the bed of the ocean are massive crawling automaton crustacean cities, their true purpose as obscured as the tesseract seas of The Veil at the top of the world and even deadlier than the cutthroat robot pirates of that sail its waters.
HYPERCORPS 2099 (both PF and DnD5e) Cyberpunk. Superheroes. Hypercorporations. A gritty future as cutthroat as it is magical. A world as different as it is familiar. This vivid and exciting world is predicated on bringing an element of high-octane adrenaline to the table. Turn a fighter into a super strong meganaut, make the charismatic bard a hyper rock star, and take control of the narrative with cinematic crescendoes! In the futuristic world of Hypercorps 2099 anything is possible and to make it as a successful operator, you’ll have to pull off heists, thefts, sabotage, and worse while playing the hypercorporate masters of the planet against one another to fill your bank account!
MISTS OF AKUMA (DnD5e; spoilered because I can't bring myself to cut it down to 100 words)
An oppressive occupation has ruled over Soburin for a century and a half, breaking the proud warriors of the Imperial Clans and drafting them into a conflict across the edge of the world. Six decades have passed since contact with Ceramia or Ropaeo and Hitoshi Masuto’s rebellion to regain control of the continent has thrown the era of foreign rule down, but all is not well: the Mists of Akuma have returned from the distant past and the ancient threat’s very presence has pushed civilization to the brink of collapse. The corrupting fog transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat. Nobles have retreated to the cities dotting the countryside leaving the common folk to face the supernatural haze alone, adding to the undead horde. Nature itself has been perilously wounded and the technology that might save the prefectures is shunned and feared by the Masuto Dynasty and Emperor Hitoshi’s subjects. Death and corruption are everywhere, and only the devious or strong prevail as the world dies around them. Can you survive the Mists of Akuma?
2099 WASTELAND (Dnd5E) NUCLEAR FIRE HAS SCORCHED THE WORLD After 130 years something has drawn away the radiation permeating Earth's surface and with every day more survivors venture from underground shelters and onto the Wasteland, an apocalyptic landscape unique to every band of adventurers that explore it. (*****Note: This is a setting generator but all the settings it generates are essentially post-apocalyptic fantasy sci-fi. I think it qualifies for our purposes here.*****)
I've got another one but it needs some more work before it's ready for widescale sharing. :)
@TheHumanJester shared worlds can be a *lot* of fun (Veranthea started that way, rotating who was running, before my old group asked me to be the only GM).
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Check out free PDFs for my designs (cyberpunk superheroic D&D 5E, eastern fantasy noir steampunk D&D 5E, and post-apocalyptic D&D 5E!) at https://mikemyler.com/ !
Greyghast is a city-state founded only forty years ago by refugees, immigrants, opportunists, and the disaffected of a dozen cultures, kingdoms, and empires at war throughout the world. The city was an ancient ruin, lost to time and built by an unknown people, and within a generation has turned into a vibrant, diverse landscape of races and interests. Dark secrets are buried under the city and around the Bay, scheming nobles, gang turf wars, threats of invasion, otherworldly phenomenon, culture clashes, crimes, and hundreds of problems large and small to take care of in the sprawling metropolis every day.
Players taken on the role of a patrol of constables, rushing around the city trying to keep the people safe and the dark things at bay wherever they pop up.
We're doing our own book on Kickstarter! It's going to be amazing--300 pages, art, and so much high quality content you'll be drownin' in it... Click here to check it out and sign-up!
The World of Mara (5e, play to start in about a month)
At the beginning of the campaign no spells higher than 5th level can be cast, no permanent magical items can be created (ancient ones still exist).
2000 years ago magic was dimmed to stop a fiendish invasion. This brought an end to the Age of Gates, just as the Age of Heroes, and the Age of Dragons ended before it.
Now the city-states of Brill and Oren have declared war on the city-state of Seaholm. The party find themselves(for various reasons) newly enlisted into Seaholm's armies.
1500 years ago, the continent was ravaged when terrible evil was unleashed. Though eventually defeated, demons still plague the countries closest to where they first stepped foot on the world, striking out from their blighted lands and ruined fortresses in vast war hordes with seemingly little to gain. At first, the hordes were few and far between, keeping to themselves for decades or even centuries until someone or something managed to bind them together; but now, these infernal crusades are becoming more and more frequent and pushing further and further north, past the frontier towns and villages towards the vast cities of the civilized lands.
1500 years ago, the continent was ravaged when terrible evil was unleashed. Though eventually defeated, demons still plague the countries closest to where they first stepped foot on the world, striking out from their blighted lands and ruined fortresses in vast war hordes with seemingly little to gain. At first, the hordes were few and far between, keeping to themselves for decades or even centuries until someone or something managed to bind them together; but now, these infernal crusades are becoming more and more frequent and pushing further and further north, past the frontier towns and villages towards the vast cities of the civilized lands.
The World of Mara (5e, play to start in about a month)
At the beginning of the campaign no spells higher than 5th level can be cast, no permanent magical items can be created (ancient ones still exist).
2000 years ago magic was dimmed to stop a fiendish invasion. This brought an end to the Age of Gates, just as the Age of Heroes, and the Age of Dragons ended before it.
Now the city-states of Brill and Oren have declared war on the city-state of Seaholm. The party find themselves(for various reasons) newly enlisted into Seaholm's armies.
Ellon is a world with a rich history. Epic wars, dark ages where books and histories were burned by religious and political zealots, and interference from the gods in larger affairs, etc. Currently, an ancient red dragon who attempted 2,000 years before to become a god and failed, having been slain, has been brought back by a cult of his followers who made a pact with the god of the undead to raise him as a dracolich. He has resumed his quest to gather magic power, stolen from items or people, and has gathered armies to his cause and overthrown governments with his infiltrators. The face of the world will soon change forever as his power grows, unless a plucky band of adventurers, prophesied and chosen by fate to save it, succeed in their quest.
In the valley of Aldgraef, of the Kingdom of Biedalond, business is booming. People are happy, fashion is bold, music plays often. The town, almost a city by many measures, boasts some of the best craftsmen on this side of the world and trade by river or road makes no difference to the Merchants Guild treasury. Of course, there is the matter of a few political marriages in need of arranging, old feuds boiling, an archfey invading the neighboring kingdom, contract disputes, a jealous Marquess, and the troubles with what lies buried deep under the land. Welcome to Wooster.
Baeogorthas calls for blood, the barbarian war-cry of the Woaden thunders across the Toras plains at the foot of the throat of the world, a roaring beast of flesh and hoof that shakes the stones of hearth and home. Gal-Korda's halls are cold and silent, the dwarf forges of Moradin have stood since the moons face was yet unstained and the virgin dells remained unmarred or named. Light the fires at the worlds crown, delve the crypt of Moradin and seek Dawnbringer, stand before Baeogorthas' centaur hordes, unite the mountain clans and reclaim the halls of Moradin.
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No more than 100 words (maximum). Describe the setting you play in (city or kingdom or world or plane, whatever is the best summary). What makes it cool and interesting and worth playing in over other ones?
manysideddice.com
+ A Table of Contents That's Better Than Nothing (hundreds of creative, storied items that are "better than nothing")
+ A Table of Contents To Worry Your Players With (dozens of weird, storied traps to make your players nervous)
We're doing our own book on Kickstarter! It's going to be amazing--300 pages, art, and so much high quality content you'll be drownin' in it... Click here to check it out and sign-up!
Baetor and Yah'Suul are two kingdoms in an uneasy peace, trading goods across the desert city of Dunespire between them. Meanwhile the Web controls Dunespire, and has agencies in every major city. They seek to sow discord and reap the benefits that would come of the two kingdoms at war. With Dunespire seen as a neutral city, there is plenty of chance for political intrigue. And ever since the human Mel ascended to godhood 200 years ago, adventurers have flocked to Yah'Suul to see the Tower of Ascension for themselves. Will the lines of faith and kingdoms be redrawn?
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
You start your adventure in a small town on a large continent. In the center of this continent is a place known as the Swamp of the Damned. Taking weeks to traverse, the Swamp is growing larger and larger by the day. 3 empires, tasked with halting the progression of the swamp and the undead hordes it contains, border this great Swamp. To the northwest, is Myland: A country of adventurers with a government revolving around the Quest Guild whos task is to oversee the proper rewarding and verification of quest completion. To the northeast is The Thenis Empire: A country that is governed by some sort of Royalty that my players haven't met and so haven't been invented yet. Finally to the south, is a country that also has not been created yet for the same reason as above lol. The entirety of the continent revolves around different groups whose goals are either to destroy the swamp or destroy the outlying countries that border the swamp.
Æthercoil starts off like any other classic D&D campaign world, with one twist: Nobody remembers what happened before a given cataclysm. All History has become a Dark Age. What the people--and the player characters--don't know if that this world is on top of the ashes of the modern world. The treasures that they find in their adventures are inventions that we, the players, are used to. What would they do with them? What changes would they make? And what on earth caused the former world to fall?
David "David Foxfire" Gonterman; 5th Edition D&D Dungeon Master
Web Page: http://foxfirestudios.net
CALPULI
As a child, you lived in a bountiful world. As you grew, however, the people began to die; a few here and there, but as the years went by, the sky turned black not with industry, but with the coiling smoke of the burning dead. You fought your way through sickness, or the plagues left you untouched. Perhaps only one in a hundred survived, and those left began to move in roving bands, trying to pick through settlements for food or viciously fighting other survivors for the right to eat one another. You spent years trying to live on your own, living off the remnants of your proud people and cities. The world around you is beginning to rebuild. You have made a life as well as you could for yourself.
One day, you heard news from the beaches to the east. Ships have come, as big as central mounds, they say! The strange men aboard them speak of gold and precious gems.
They are all men, and they walk among spirits of wood and stone, commanding them with iron tools.
No one is certain what it means, but the beach this night is burning.
__________________________________________________________________
SONGLINES
Aesca is an animistic post-apocalyptic fantasy sandbox Ameripunk setting. Expect to see magician stereotypes based off Glooscap and Pecos Bill and fighter stereotypes based off Jack Churchill and Little Turtle. Druids are considered evil, having stolen their magic from other animals. Humans are the most magically powerful and toughest of all races, and it is their industrial power that has dominated the world. This is a setting based more on Great Depression and Cold War Americas (North, Central, and South) than medieval Europe. There are a diverse lot of cultures and countries, and countless backgrounds from which to choose. Magical theory is well-known, and thus technology abounds - people drive cars powered by awakened spirits and primitive computing devices with ritual circuits take up whole rooms of a home. Monsters still stalk in the wilderness, and the nature of the dreaming land allows adventurers to travel time and space in search of dangers and spiritual riches.
-------------------------------------------------------------------------------------------------------------
OUR WAYS
The old world chased a man too strong for their people to marry. They awoke from their dreams of the future to seas of ash, and from the ashen statues and valueless rings grew a splendid hanging garden. Come and hear the stories of our ancestors! Come and hear how our people warred against one another with spears of fire, and how the Teachers came when the spears had run out! Hear how the Teachers told our ancestors they would help us repair our world! Hear the story of how we learned the truth, and the Flayed took us before Babylon, and we became the Forsaken. Come and hear how we may yet still live, and how we may yet whisk the Teachers away! Today we will cross the Bleed and take from the Chimera the power to take back our lives!
Welcome to Station, a colossal diamond shaped rock floating in space. The world exists in a small pocket plane with a large amount of magic. A group of gods decided to use this world as a Hub for getting between worlds. They set to work creating this world, pulling in mortals to help construct it. Thanks to the gods different preferences all sorts of creatures were brought here and now co-exist. So you might see a werewolf selling hotdogs. Now have fun, as you can't leave till you complete what you were brought here to do.
The Gods - The Pathfinder Golarian gods as this campaign was originally going to be run in pathfinder but we decided to swap to 5e as it's a big group (7 people).
The Cast - As their characters were getting pulled from their original world they were given the choice to play characters from TV, shows, films, games etc or characters from previous campaigns. But the PC's are as follows.
Leyli - A human cleric of Sheyln (A character from a previous campaign)
Jeaklin - A half Elf paladin based on the players WoW character
Blackfish - Brynden Tully from Game of thrones who is a Fighter
Theodore Phillius Wordsworth - A writer/wizard of great renown in his original world (previous campaign character)
Helikoan - Halfling Rogue with a strong sense of greed. Died after attempting to sneak into a camp of over 40 mercenaries to kill someone.
Sir Digby Chicken Caesar - Wild Magic Sorcerer from a Mitchel Webb Look sketch
Od - A low INT gnome Ranger. Still covered in blue ink and thinks the brains are out to get her.
Robbie Rotten - Pteranodon animal companion to Od. Died in a hail of crossbow bolts when Od tried to save Helikoan from his own fate.
(Insert Rogues pending new character here)
"Toss a coin to your [Insert class here]"
Gotta love that 100 word limit, lol
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
"Toss a coin to your [Insert class here]"
My world is Bliss, it was created by two gods as a wedding present for each other. They had a number of children which they allowed to create life on the planet. As life grew, the realm attracted the attention of the evils of the realms. Eventually the gods made a treaty with Azmodeus. This caused a rift between the gods and nearly caused a civil war. The father of the gods locked his wife away in the last circle of hell.
In the early years of human civilization, a group of heroes are hunting a lich and fallen paladin.
VERANTHEA (sorry folks, Pathfinder only)
Veranthea's three continents--steampunk and sorcery Grethadnis, wuxia Urethiel, and the land where the monsters won, Trectoyri--are separated by divine tempests and endless winding subterranean caves known as the Forever Dark (a wild west realm of psychic horrors and forgotten technology). Across all of this on the bed of the ocean are massive crawling automaton crustacean cities, their true purpose as obscured as the tesseract seas of The Veil at the top of the world and even deadlier than the cutthroat robot pirates of that sail its waters.
HYPERCORPS 2099 (both PF and DnD5e)
Cyberpunk. Superheroes. Hypercorporations.
A gritty future as cutthroat as it is magical. A world as different as it is familiar.
This vivid and exciting world is predicated on bringing an element of high-octane adrenaline to the table. Turn a fighter into a super strong meganaut, make the charismatic bard a hyper rock star, and take control of the narrative with cinematic crescendoes! In the futuristic world of Hypercorps 2099 anything is possible and to make it as a successful operator, you’ll have to pull off heists, thefts, sabotage, and worse while playing the hypercorporate masters of the planet against one another to fill your bank account!
MISTS OF AKUMA (DnD5e; spoilered because I can't bring myself to cut it down to 100 words)
An oppressive occupation has ruled over Soburin for a century and a half, breaking the proud warriors of the Imperial Clans and drafting them into a conflict across the edge of the world. Six decades have passed since contact with Ceramia or Ropaeo and Hitoshi Masuto’s rebellion to regain control of the continent has thrown the era of foreign rule down, but all is not well: the Mists of Akuma have returned from the distant past and the ancient threat’s very presence has pushed civilization to the brink of collapse.
The corrupting fog transforms those within it into bloodthirsty adeddo-oni, monsters that seek only the rending of flesh and the taste of living meat. Nobles have retreated to the cities dotting the countryside leaving the common folk to face the supernatural haze alone, adding to the undead horde. Nature itself has been perilously wounded and the technology that might save the prefectures is shunned and feared by the Masuto Dynasty and Emperor Hitoshi’s subjects. Death and corruption are everywhere, and only the devious or strong prevail as the world dies around them. Can you survive the Mists of Akuma?
2099 WASTELAND (Dnd5E)
NUCLEAR FIRE HAS SCORCHED THE WORLD
After 130 years something has drawn away the radiation permeating Earth's surface and with every day more survivors venture from underground shelters and onto the Wasteland, an apocalyptic landscape unique to every band of adventurers that explore it.
(*****Note: This is a setting generator but all the settings it generates are essentially post-apocalyptic fantasy sci-fi. I think it qualifies for our purposes here.*****)
I've got another one but it needs some more work before it's ready for widescale sharing. :)
@TheHumanJester shared worlds can be a *lot* of fun (Veranthea started that way, rotating who was running, before my old group asked me to be the only GM).
Check out free PDFs for my designs (cyberpunk superheroic D&D 5E, eastern fantasy noir steampunk D&D 5E, and post-apocalyptic D&D 5E!) at https://mikemyler.com/ !
Greyghast is a city-state founded only forty years ago by refugees, immigrants, opportunists, and the disaffected of a dozen cultures, kingdoms, and empires at war throughout the world. The city was an ancient ruin, lost to time and built by an unknown people, and within a generation has turned into a vibrant, diverse landscape of races and interests. Dark secrets are buried under the city and around the Bay, scheming nobles, gang turf wars, threats of invasion, otherworldly phenomenon, culture clashes, crimes, and hundreds of problems large and small to take care of in the sprawling metropolis every day.
Players taken on the role of a patrol of constables, rushing around the city trying to keep the people safe and the dark things at bay wherever they pop up.
manysideddice.com
+ A Table of Contents That's Better Than Nothing (hundreds of creative, storied items that are "better than nothing")
+ A Table of Contents To Worry Your Players With (dozens of weird, storied traps to make your players nervous)
We're doing our own book on Kickstarter! It's going to be amazing--300 pages, art, and so much high quality content you'll be drownin' in it... Click here to check it out and sign-up!
[insert world name]: [work in progress] [classified]
Do not expect people to be smart, but do not allow them to be stupid. If there is one thing I have learned it is this.
Glad that I have a place to share the world I have been working very hard on!
Do not expect people to be smart, but do not allow them to be stupid. If there is one thing I have learned it is this.
The World of Mara (5e, play to start in about a month)
At the beginning of the campaign no spells higher than 5th level can be cast, no permanent magical items can be created (ancient ones still exist).
2000 years ago magic was dimmed to stop a fiendish invasion. This brought an end to the Age of Gates, just as the Age of Heroes, and the Age of Dragons ended before it.
Now the city-states of Brill and Oren have declared war on the city-state of Seaholm. The party find themselves(for various reasons) newly enlisted into Seaholm's armies.
https://worldofmara.obsidianportal.com/
1500 years ago, the continent was ravaged when terrible evil was unleashed. Though eventually defeated, demons still plague the countries closest to where they first stepped foot on the world, striking out from their blighted lands and ruined fortresses in vast war hordes with seemingly little to gain. At first, the hordes were few and far between, keeping to themselves for decades or even centuries until someone or something managed to bind them together; but now, these infernal crusades are becoming more and more frequent and pushing further and further north, past the frontier towns and villages towards the vast cities of the civilized lands.
Or, as I told the party
- Demons in the south
- Undead in the north
- Orcs and hobgoblins in the middle
Un**** the world.
Mrfluckoff
Do not expect people to be smart, but do not allow them to be stupid. If there is one thing I have learned it is this.
Do not expect people to be smart, but do not allow them to be stupid. If there is one thing I have learned it is this.
Ellon is a world with a rich history. Epic wars, dark ages where books and histories were burned by religious and political zealots, and interference from the gods in larger affairs, etc. Currently, an ancient red dragon who attempted 2,000 years before to become a god and failed, having been slain, has been brought back by a cult of his followers who made a pact with the god of the undead to raise him as a dracolich. He has resumed his quest to gather magic power, stolen from items or people, and has gathered armies to his cause and overthrown governments with his infiltrators. The face of the world will soon change forever as his power grows, unless a plucky band of adventurers, prophesied and chosen by fate to save it, succeed in their quest.
The Town of Wooster
In the valley of Aldgraef, of the Kingdom of Biedalond, business is booming. People are happy, fashion is bold, music plays often. The town, almost a city by many measures, boasts some of the best craftsmen on this side of the world and trade by river or road makes no difference to the Merchants Guild treasury. Of course, there is the matter of a few political marriages in need of arranging, old feuds boiling, an archfey invading the neighboring kingdom, contract disputes, a jealous Marquess, and the troubles with what lies buried deep under the land. Welcome to Wooster.
The Borderlands
Baeogorthas calls for blood, the barbarian war-cry of the Woaden thunders across the Toras plains at the foot of the throat of the world, a roaring beast of flesh and hoof that shakes the stones of hearth and home. Gal-Korda's halls are cold and silent, the dwarf forges of Moradin have stood since the moons face was yet unstained and the virgin dells remained unmarred or named. Light the fires at the worlds crown, delve the crypt of Moradin and seek Dawnbringer, stand before Baeogorthas' centaur hordes, unite the mountain clans and reclaim the halls of Moradin.