So I only recently got into D&D beginning of this year thanks to CR. Watched about half of the 2nd campaign and decided; Why not! Lets just write a homebrew! Learned how the game works played a few session with a friend as a PC and got the books and just started rolling with ideas.
Currently I am DMing a game with family and friends, 4 players total and we are doing Dragon of Icespire Peak (Speckled with Homebrew ideas from their backstories to more fleshed out ideas already presented in the adventure) From the climax of that I want to launch into a homebrew right from the Sword Coast into a region of my own I created within the Forgotten Realms, I need opinions on if this sounds interesting or too crazy, I have no one IRL to ask about this without spoiling it to the afore mentioned players so here it goes.
History
15 years ago, a flash of vibrant magical light erupted far west of the Sword Coast, revealing a previously undiscovered continent. Given the name Thazil-Noa by the Dragonborn sailor that discovered it. (It's a play on the draconic translation of 'Land of Wealth') since it seemed to shimmer like gems and jewels from a distance. This land was shrouded in powerful magic that protected it from discovery for centuries. In these 15 years, Amn The Merchants Domain had laid claim first to the land as the Dragonborn was of their merchant fleets, they settled a town 'Mexod' on the coast, in respect of the name of this Dragonborn. Since then two more cities have popped up on this new land on this new coast 'The Dragon's Coast' on a mining expedition helm by dwarfs to the south near a vast mountain range. To the north an Elvish town of historians and wizards settled into a bay near the northern swamp lands.
During this time of colonization, A Dynasty came across the 'Dragonspine Mountains' (DSM) that separates the continent into two separate sides, with an envoy of peace and proof of their technological/magical might. A Warforged people with many gifts and offers of peace for their new neighbors came to Mexod and brokered a peace. Since then traders from this Dynasty come caravan with some means to cross the near impossible to scale mountains every so often. None from the Dragon's Coast have ever seen witness to how they are able to cross the mountains or seen any towns or cities of this 'Dynasty' as they claim to come from beyond the mountains. The Sea's to the north and south are extremely treacherous and filled with roaming icebergs the size of mountains that seem to have a mind of their own for any ships that approach them.
This land is filled with perils and dangers, ancient ruins of a long lost civilization, (different than that of this Dynasty to the West) dot the landscape. Presumed destroyed by the Dynasty in ages past. The Dragon's Coast people do as much as they can to not upset their possible war-like neighbors. Few have come here but those that have are given a new lease on life, history, crime, past; all forgiven and forgotten for being a citizen of this new land. Towns and Villages fraught with danger, the need for adventurers for many tasks is at an all time high.
To the Southwest is a wasteland alongside the DSM, that is a stark departure from the snow-capped mountains SE of that and the ever-green forests and plains north of it. There is a massive crater deep within it (the size of a large city) with a swirl of rainbow magic storms that prevent anyone from staying here too long. Storywise, this was the first explosion 15 years ago that destroyed whatever magic kept this continent hidden
Present
The plan is; as soon as they slay the dragon of Icespire, the ground will begin to quake beneath them, another violent light will erupt from the west and any adventurers that look at the light in this time will be greeted by an ethereal voice in the back of their mind saying "The wish has been granted, come... seek your adventure..." Upon returning to town, none of the villagers or commoners felt a quake or saw a light. It was a beacon to all adventures to come to Thazil-Noa. What it actually was a massive rift tore into the center of the DSM in Thazil-Noa and quite literally split them apart with divine force, making a valley to the western half (unexplored home of the dynasty) Lining the valley with dangerous volcanoes and rampant wild magic.
Story
Basic Idea of the story is that within this Dynasty there is a civil war being lead by one side by an evil cult and the other the previous government (or whats left of it as their capital was destroyed 15 years ago) They have kept this hidden from their new neighbors thanks to the mountains and by one side of this war greeting them and made peace with them while keeping the other faction away. The tear in the mountain was the cults doing to open up these newcomers into this conflict. The plot will revolve around helping their factions side of the continent become more stable and prosperous with opportunities of dungeon delving, town protecting, monster slaying and uncharted exploration for new towns and settlements that they get to choose where to build and whom to help while there. Eventually heading into the Dynasty to be the Heroes or Villians they wish to be, this could be a good or evil campaign very easily
Be Honest
I want to know if this sounds like something that would work as a good homebrew or not, tell me what I'm not understanding about how to setup for homebrew ect, I do know "There are no rules!" but I want to give my players an adventure they'll remember
Yea the plan is kinda a Manifest Destiny of Adventurers, I'll present several quests at them at a time but limit to selecting one and the others might be gone when they return because other parties have picked it up, and maybe those parties die or fail so then they can pick up where they left off.
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So I only recently got into D&D beginning of this year thanks to CR. Watched about half of the 2nd campaign and decided; Why not! Lets just write a homebrew! Learned how the game works played a few session with a friend as a PC and got the books and just started rolling with ideas.
Currently I am DMing a game with family and friends, 4 players total and we are doing Dragon of Icespire Peak (Speckled with Homebrew ideas from their backstories to more fleshed out ideas already presented in the adventure) From the climax of that I want to launch into a homebrew right from the Sword Coast into a region of my own I created within the Forgotten Realms, I need opinions on if this sounds interesting or too crazy, I have no one IRL to ask about this without spoiling it to the afore mentioned players so here it goes.
History
15 years ago, a flash of vibrant magical light erupted far west of the Sword Coast, revealing a previously undiscovered continent. Given the name Thazil-Noa by the Dragonborn sailor that discovered it. (It's a play on the draconic translation of 'Land of Wealth') since it seemed to shimmer like gems and jewels from a distance. This land was shrouded in powerful magic that protected it from discovery for centuries. In these 15 years, Amn The Merchants Domain had laid claim first to the land as the Dragonborn was of their merchant fleets, they settled a town 'Mexod' on the coast, in respect of the name of this Dragonborn. Since then two more cities have popped up on this new land on this new coast 'The Dragon's Coast' on a mining expedition helm by dwarfs to the south near a vast mountain range. To the north an Elvish town of historians and wizards settled into a bay near the northern swamp lands.
During this time of colonization, A Dynasty came across the 'Dragonspine Mountains' (DSM) that separates the continent into two separate sides, with an envoy of peace and proof of their technological/magical might. A Warforged people with many gifts and offers of peace for their new neighbors came to Mexod and brokered a peace. Since then traders from this Dynasty come caravan with some means to cross the near impossible to scale mountains every so often. None from the Dragon's Coast have ever seen witness to how they are able to cross the mountains or seen any towns or cities of this 'Dynasty' as they claim to come from beyond the mountains. The Sea's to the north and south are extremely treacherous and filled with roaming icebergs the size of mountains that seem to have a mind of their own for any ships that approach them.
This land is filled with perils and dangers, ancient ruins of a long lost civilization, (different than that of this Dynasty to the West) dot the landscape. Presumed destroyed by the Dynasty in ages past. The Dragon's Coast people do as much as they can to not upset their possible war-like neighbors. Few have come here but those that have are given a new lease on life, history, crime, past; all forgiven and forgotten for being a citizen of this new land. Towns and Villages fraught with danger, the need for adventurers for many tasks is at an all time high.
To the Southwest is a wasteland alongside the DSM, that is a stark departure from the snow-capped mountains SE of that and the ever-green forests and plains north of it. There is a massive crater deep within it (the size of a large city) with a swirl of rainbow magic storms that prevent anyone from staying here too long. Storywise, this was the first explosion 15 years ago that destroyed whatever magic kept this continent hidden
Present
The plan is; as soon as they slay the dragon of Icespire, the ground will begin to quake beneath them, another violent light will erupt from the west and any adventurers that look at the light in this time will be greeted by an ethereal voice in the back of their mind saying "The wish has been granted, come... seek your adventure..." Upon returning to town, none of the villagers or commoners felt a quake or saw a light. It was a beacon to all adventures to come to Thazil-Noa. What it actually was a massive rift tore into the center of the DSM in Thazil-Noa and quite literally split them apart with divine force, making a valley to the western half (unexplored home of the dynasty) Lining the valley with dangerous volcanoes and rampant wild magic.
Story
Basic Idea of the story is that within this Dynasty there is a civil war being lead by one side by an evil cult and the other the previous government (or whats left of it as their capital was destroyed 15 years ago) They have kept this hidden from their new neighbors thanks to the mountains and by one side of this war greeting them and made peace with them while keeping the other faction away. The tear in the mountain was the cults doing to open up these newcomers into this conflict. The plot will revolve around helping their factions side of the continent become more stable and prosperous with opportunities of dungeon delving, town protecting, monster slaying and uncharted exploration for new towns and settlements that they get to choose where to build and whom to help while there. Eventually heading into the Dynasty to be the Heroes or Villians they wish to be, this could be a good or evil campaign very easily
Be Honest
I want to know if this sounds like something that would work as a good homebrew or not, tell me what I'm not understanding about how to setup for homebrew ect, I do know "There are no rules!" but I want to give my players an adventure they'll remember
Sounds ok. If only adventurers can see/feel/hear this beacon, make sure you add something in to do with that. Like competitions or something.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
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Yea the plan is kinda a Manifest Destiny of Adventurers, I'll present several quests at them at a time but limit to selecting one and the others might be gone when they return because other parties have picked it up, and maybe those parties die or fail so then they can pick up where they left off.