Help me build a campaign world :) [Archive] - Wizards Community

Post/Author/DateTimePost
Link_L.O.Z._Warrior

08-10-07, 12:39 PM
Hello, I would like to build a campaign world that is high in magic, but I'm having a bit of trouble.

So far this is all I have for the reason that the PCs got together, nothing else:

You stand outside the warehouse with 3 other beings, the magic hands had led them all here as they did you. With the final rays of sunset it plunges into the night, and the everburning torches, that function as lamps, light up the street. Sadly, this warehouse is to far from the street, and you find yourself immersed in shadows. Slowley the door to the warehouse begins to open and a stooped over, elderly elf stands in the doorway, beckoning for you to follow him in. With that motion he turns and totters into the darkness

I need a lot of help with this. The campaign will be done over PbP, and I promise that I'll give you proper credit (why wouldn't I?).

That starting plot hook is all that I have, and I don't know where it should go. Nor do I have anyway ideas to show that magic is very common in this world.

I am capable of using the following books:

All core (PHB, DMG, MM)
Psionics Handbook
Magic of Incarnum

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As for the first adventure, I am thinking of having an elderly mage inside the warehouse ask the PCs to go on a quest for him, to bring down a fledgling necromancer, or something.




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PS.
Although I can to some things myself, help is appreciated.
I tend to run campaigns as both equally Roll-play and Role-play.
Link_L.O.Z._Warrior

08-10-07, 01:47 PM
http://img.photobucket.com/albums/v483/tahu88810/ContinentofLockloran.jpg

I've made a map.

The continent is the Continent of Lockloran.
The players will start in the village of Dyvers, a village by the sea in the country of Shadowvale.
Tensions are running high between the The country of Shadowvale, and another country thats on the map (the name starts with an M), that I can't remember the name of right now.
queenfange

08-10-07, 09:27 PM
You've figured out your setting will be high magic. Have you decided theme, races, classes, other rule variations, cultures, geography, deities, etc? I'd like a little more of an idea of those before I make suggestions. On the other hand, are you trying to get a campaign idea out first, and then make a setting to tie it into after? Just looking for clarification.
Link_L.O.Z._Warrior

08-11-07, 04:42 PM
You've figured out your setting will be high magic. Have you decided theme, races, classes, other rule variations, cultures, geography, deities, etc? I'd like a little more of an idea of those before I make suggestions. On the other hand, are you trying to get a campaign idea out first, and then make a setting to tie it into after? Just looking for clarification.

Halflings, humans, and other races prone to travel live in the Desert area of the land of Nomads.
Dwarves (along with some gnomes) live in the Dwarven lands, most towns are situated in the mountains.
Elves along with some humans and half-elves live in the Elven Forests.
Gnomes (with a small amount of dwarves and halflings) live in the Gnome lands.
And the tribal lands are, you guessed it, Orcs, goblins, and other tribal races.

Shadowvale and Mishten are all around countries, with a variety of races. (although races of any kind can be found in any country, but a Dwarf in the Elven forests will be rare)

As for Dromites, and Three-kreen (there are psionic races)...they live in the tribal and unexplored areas.
Rilkan and Skarn live in Shadowvale and Mishten.
Dusklings live in any forest they can find, or the Nomad area.

The island of the Awakened is a place founded by a powerfull Druid for Awakened animals(and trees) to have their own society.
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Most races are very generic.


This campaign uses mostle generic v.3.5 stuff, with the exception of Incarnum and Psionics being added in.
Angorath

08-12-07, 03:02 AM
How about opening with a street/market scene that shows how magic is part of everyday life in this world? (If that's what you mean by high in magic.)

* entertainers using illusion spells to tell stories;
* stall holder selling water, it's poured out of a jug of endless water;
* labourers using gloves of ogre power (or whatever strength enhancing item) to unload carts;
* shopping bags floating along behind a person;
* a magically-powered wooden chest, it's shaped like a donkey and walks along behind the shopper (functions like a magical shopping trolley).

Sorry, can't help with actual adventure ideas.
Agnor

08-12-07, 12:13 PM
Well, I think that the world itself should make the adventures. I mean, if there's a coming conflict between tribes, you should make your players notice by showing an increasing degree of tension, by example. An high magic setting could be the result of the acts of a powerful wizards' guild, or a ruling theocracy. The use of magic can be quite common, or it can be for the upper class only. Either way, just make sure the magic doesn't demerite the other aspects of the game. as magic should be present in an important way, it shouldn't be everything.

You can use many of the hooks available, and I would use something like the party as observers of some preparations, or managing the results of an inconvenient event, or you can make them information gatherers until they can change the status quo of your world. You can make them fight a little group of undead,and then another, only to realize after a few sessions that a Necro was creating a little army for her obscure purposes. You can show your world's characteristics in the process.

Anyway, an idea that has proven very useful and fun to me is this: Start building your world with your first party, and make their acts shape your world little by little. You'll only need a few guidelines to the history of your world, and you can make something pretty flexible but coherent.

With time, your player's actions will define the relationships between the world's locations and these relationships will give your world an unique feeling

I hope it can help you.