MrSeth
2006-03-10, 11:55 PM
I'm working on a new campaign setting for... well, for no real reason whatsoever. I actually come up with ideas for `em all the time, but I'm trying to come full circle with this idea. But I digress -
The setting is a post-Godfall D&D world. The reader's digest condensed version of the origin story is that the source of all magic was running dry, so some moderately insane mages tried to link the source to the Fountain of Life, the source of all existence. It worked for about three seconds; the strain of the spell drained all the remaining magic from the world... and sucked the Fountain dry. The result was interplanar chaos; the Plane of Law shattered, sending an echo effect outwards that obliterated all the outer planes, the Gods themselves were warped and twisted into amalgamated beings - those that survived, anyhow - and it only stopped with the return of the uber-distant Overgod.
Cutting to the "present day" of the campaign - there are only five planes. The Celestial plane, the Infernal plane, the Ethereal plane, and the Material Plane - which is huge. All the other, shattered planes (such as the Elemental planes, the Plane of Mirrors, the Plane of Shadows, the Beastlands, et al) exist as scattered islands on the Material plane's surface.
Oh, and lest I forget... the Fifth plane, the one I didn't mention above, is the Other Plane. It lurks on the periphery of existence, and only the greatest of mages know of it. The fact is that no one can get there, and not even the Gods rightly know what it contains.
The basic idea of this setup is to create a world where exploration and swashbuckling action are the center stage... as well as one where players actually get to use the rules from the "Stormwrack" supplement.
Comments? Questions? Cheese nips?
The setting is a post-Godfall D&D world. The reader's digest condensed version of the origin story is that the source of all magic was running dry, so some moderately insane mages tried to link the source to the Fountain of Life, the source of all existence. It worked for about three seconds; the strain of the spell drained all the remaining magic from the world... and sucked the Fountain dry. The result was interplanar chaos; the Plane of Law shattered, sending an echo effect outwards that obliterated all the outer planes, the Gods themselves were warped and twisted into amalgamated beings - those that survived, anyhow - and it only stopped with the return of the uber-distant Overgod.
Cutting to the "present day" of the campaign - there are only five planes. The Celestial plane, the Infernal plane, the Ethereal plane, and the Material Plane - which is huge. All the other, shattered planes (such as the Elemental planes, the Plane of Mirrors, the Plane of Shadows, the Beastlands, et al) exist as scattered islands on the Material plane's surface.
Oh, and lest I forget... the Fifth plane, the one I didn't mention above, is the Other Plane. It lurks on the periphery of existence, and only the greatest of mages know of it. The fact is that no one can get there, and not even the Gods rightly know what it contains.
The basic idea of this setup is to create a world where exploration and swashbuckling action are the center stage... as well as one where players actually get to use the rules from the "Stormwrack" supplement.
Comments? Questions? Cheese nips?