Shootamidget
2013-12-03, 03:51 PM
So i decided i would post my Homebrew Campaign setting for you all to either scream at my genoius or scoff at my stupidity :p
First a little about me. I have been playing D&D 3.5 since i was 8 years old. Makeing me a veteran player of under 12 years. I started with my step-dad and his buddies (Who were all in their late 30's). So i grew up gaming with a very serious and epic group. Getting mature content and adventures along the road.(they still joked that i was to young to play a character that could drink). Growing up i started getting my friends to play and found myself shoved into the role of DM for all of our games. This is were i found i had a real writers touch and imagination. So with my experience and limited life events i crafted my own world for my campaign of Crack in the Wall.
Now to the Campaign setting. The world is split into 5 known continents. Each of the common race's society developed upon there own continents with a few having to share.
The World of Devonis
The very center Continent was accupied by both Dwarves and Humans. The two races managed to get along actually pretty well and birthed the Rhonaten Empire. Which has a cultural image of a late Rome. Eventually the Empire grew to such a length due to there prosperity of the equal partnership of the Human's and Dawrves, that they decided to spread their magnificence to the rest of the world. Which lead to the invasion of the Southern Continent. Which was naturally inhabited by the short races of the gnomes and haflings. Due to the Suprior Military of the Empire and the peaceful nature of the haflings the Empire absorbed the loose hafling communities into the greatness of the Empire. The gnomes had more time and greater ingenuity to fight of the Empire well enough to hold them at bay for over 13 years. Eventually the Empire lost interest in having the gnomes join the Empire and went for a full geneocide of the race. Leaveing the gnomes only a myth in the legends of the Victors history. Though there is folk tales amongst the farmers of the Southern Continent that there are some Gnomnes that managed to survive and hide in wait for the eventual fall of the Rhonaten Empire. It was during the time of the Empires purge of the gnomes a great deal of racial superiority took place among humans. Leading to the eventual secondary citizenship of all races not human. Although Dwarves are generally left along. Halfings and elven travelers tend to be treated poorly.
The Eastern Continent is home to the elves. Where their culture developed with an Oriental styled image. To the Elves honor and family are held in the highest of reguard. Where the noble families are generally the leaders it is not impossible for a low born elf to develop enough renown and honor to transend his families beginings. The elves being a naturaly magically gifted race developed a unique combat style that also aloud the ability to cast magic in armor. Eventually developing the name of the Order of Duskblades. Named after the founder's weapon. Which was forged out of a rare mineral only found in the elven continent.
The Western Continent is an unexplore and dangerous jungle. Very few ever venture there, and none ever return in one piece. The few who have survived the jungle and lived long enough to share their tale speak of blue skin creatures of imennse strength and brutality.
The Northern Continent is were the party will be begining their journey. It is a rocky and cold land, where orcs and humans have warred since time of creation began. The kingdoms of the men of this land have a very Scotish cultural image. While the Orcs appear to be in a Scotish caln cultural society. 2/3 of the land has been cut off by a range of mountains simple refured to as the Wall of Gods. The Wall of Gods has only three known passes and each have been blocked of by a great wall. Standing over a thousand feet high and 3 miles long each pass is guarded by guardians larger than any dragon that the. Made from the same imprenatable stone the walls are made of the Guardians stand watch over the great walls. The legend behind these is that in a time before creation of the known world a battle of god and creatures unknown to history warred. The god's eventually won and threw these beings in a prison so great that escape was impossible. These great walls and guardians stand watch over this prison and have not moved since first created.
Now to the party that will be the heros of this tale:
Jane Everstar-Fighter level 5 human- An ex-legionair of the empire released from her manditory servitude now looks to adventureing to make his wealth in the world. A first class Crossbowmen with deadly skill with her heavy repeating crossbow. (brand new player)
Mercer Weylin-Rogue level 5 human- A quick handed and sneaky man. Mercer travels to the north in hope of gaining wealth beyond his wildest dreams and he has some wild dreams. (Veteran)
Leonidas Calderon-Barbarian level 5 dwarf- Having fought in the legion as an axe for hire. has little care for anything else other than the cries of battle and the gold he can make for it. Taking an easy job to the north made no difference to him so long as he gets paid. (brand new player)
Romahn Adrecus-Cleric of St. Cuthbert level 5 human- After serving in the legion as an officer he returns to the life as a priest. Believing that he would serve the faith of his god best in the north. His church sends him as a missionary of the law. (Veteran)
Aaryk -Sorcerer level 5 half elf- After managing to disguise himself as a human and running from his homeland to the Empire he served a legion magus. Eventually attracting to much attention to himself he is forced to flee once again. This time to the north where he hopes he can finally find peace and hide from those of his homeland. (Veteran)
The Campaign setting and plans of the DM
The Party will have all been hired one way or another to accompany a ship as it travels to the Northern Continent Kingdom of Keltan. As they travel to the north a kraken attacks the ship (They are not suppost to fight it, hopefully they don't). They all wash up on the shores of Ruin Bay and can see a village of to the east. Cold wet and tired they will one way or another make their way to the village. Once there they have a range of things that can happen. Since they were unable to accomplish their job they will not be getting the second deposit of the gold they were promised. Hopefully this will force them into eithor looking for a new job or simply a place to rest for the night. In the village they will either meet one of three people. two of these people will give them a quest to travel to the Starforge Falls and do somthing based upon who they talk with. The last person will give them a note that will be asked to be delivored to a man in the city of Astmer. This person will in turn send them on a quest to travel to the Starforge as well. Upon dwelving into the dungeon found at the Falls they will discover that they can not leave the way they came and must move forward deeper into the dungeon. After they accquire the quest item they will continue on and come out at the other end of the dungeon. Here the Party will find themselves at the feet of the crumpled Guadian. With its head facing them is telepathically warns them "There is a crack in the wall!Call to arms! Soon the evil will escape!" Sending the players on the main quest line. To hopefully prevent the collapse of the great wall or to fight off the evil, whatever it maybe.
Hope you find this enjoyable enough to follow and sorry for the long shpeel. I'll let you know what happens after the first session :)
Sorry for any errors in this i'll try to catch them all. eventually i'll have them all fixed.
Please don't be afraid to leave any comments about the setting or me and the players in general.
First a little about me. I have been playing D&D 3.5 since i was 8 years old. Makeing me a veteran player of under 12 years. I started with my step-dad and his buddies (Who were all in their late 30's). So i grew up gaming with a very serious and epic group. Getting mature content and adventures along the road.(they still joked that i was to young to play a character that could drink). Growing up i started getting my friends to play and found myself shoved into the role of DM for all of our games. This is were i found i had a real writers touch and imagination. So with my experience and limited life events i crafted my own world for my campaign of Crack in the Wall.
Now to the Campaign setting. The world is split into 5 known continents. Each of the common race's society developed upon there own continents with a few having to share.
The World of Devonis
The very center Continent was accupied by both Dwarves and Humans. The two races managed to get along actually pretty well and birthed the Rhonaten Empire. Which has a cultural image of a late Rome. Eventually the Empire grew to such a length due to there prosperity of the equal partnership of the Human's and Dawrves, that they decided to spread their magnificence to the rest of the world. Which lead to the invasion of the Southern Continent. Which was naturally inhabited by the short races of the gnomes and haflings. Due to the Suprior Military of the Empire and the peaceful nature of the haflings the Empire absorbed the loose hafling communities into the greatness of the Empire. The gnomes had more time and greater ingenuity to fight of the Empire well enough to hold them at bay for over 13 years. Eventually the Empire lost interest in having the gnomes join the Empire and went for a full geneocide of the race. Leaveing the gnomes only a myth in the legends of the Victors history. Though there is folk tales amongst the farmers of the Southern Continent that there are some Gnomnes that managed to survive and hide in wait for the eventual fall of the Rhonaten Empire. It was during the time of the Empires purge of the gnomes a great deal of racial superiority took place among humans. Leading to the eventual secondary citizenship of all races not human. Although Dwarves are generally left along. Halfings and elven travelers tend to be treated poorly.
The Eastern Continent is home to the elves. Where their culture developed with an Oriental styled image. To the Elves honor and family are held in the highest of reguard. Where the noble families are generally the leaders it is not impossible for a low born elf to develop enough renown and honor to transend his families beginings. The elves being a naturaly magically gifted race developed a unique combat style that also aloud the ability to cast magic in armor. Eventually developing the name of the Order of Duskblades. Named after the founder's weapon. Which was forged out of a rare mineral only found in the elven continent.
The Western Continent is an unexplore and dangerous jungle. Very few ever venture there, and none ever return in one piece. The few who have survived the jungle and lived long enough to share their tale speak of blue skin creatures of imennse strength and brutality.
The Northern Continent is were the party will be begining their journey. It is a rocky and cold land, where orcs and humans have warred since time of creation began. The kingdoms of the men of this land have a very Scotish cultural image. While the Orcs appear to be in a Scotish caln cultural society. 2/3 of the land has been cut off by a range of mountains simple refured to as the Wall of Gods. The Wall of Gods has only three known passes and each have been blocked of by a great wall. Standing over a thousand feet high and 3 miles long each pass is guarded by guardians larger than any dragon that the. Made from the same imprenatable stone the walls are made of the Guardians stand watch over the great walls. The legend behind these is that in a time before creation of the known world a battle of god and creatures unknown to history warred. The god's eventually won and threw these beings in a prison so great that escape was impossible. These great walls and guardians stand watch over this prison and have not moved since first created.
Now to the party that will be the heros of this tale:
Jane Everstar-Fighter level 5 human- An ex-legionair of the empire released from her manditory servitude now looks to adventureing to make his wealth in the world. A first class Crossbowmen with deadly skill with her heavy repeating crossbow. (brand new player)
Mercer Weylin-Rogue level 5 human- A quick handed and sneaky man. Mercer travels to the north in hope of gaining wealth beyond his wildest dreams and he has some wild dreams. (Veteran)
Leonidas Calderon-Barbarian level 5 dwarf- Having fought in the legion as an axe for hire. has little care for anything else other than the cries of battle and the gold he can make for it. Taking an easy job to the north made no difference to him so long as he gets paid. (brand new player)
Romahn Adrecus-Cleric of St. Cuthbert level 5 human- After serving in the legion as an officer he returns to the life as a priest. Believing that he would serve the faith of his god best in the north. His church sends him as a missionary of the law. (Veteran)
Aaryk -Sorcerer level 5 half elf- After managing to disguise himself as a human and running from his homeland to the Empire he served a legion magus. Eventually attracting to much attention to himself he is forced to flee once again. This time to the north where he hopes he can finally find peace and hide from those of his homeland. (Veteran)
The Campaign setting and plans of the DM
The Party will have all been hired one way or another to accompany a ship as it travels to the Northern Continent Kingdom of Keltan. As they travel to the north a kraken attacks the ship (They are not suppost to fight it, hopefully they don't). They all wash up on the shores of Ruin Bay and can see a village of to the east. Cold wet and tired they will one way or another make their way to the village. Once there they have a range of things that can happen. Since they were unable to accomplish their job they will not be getting the second deposit of the gold they were promised. Hopefully this will force them into eithor looking for a new job or simply a place to rest for the night. In the village they will either meet one of three people. two of these people will give them a quest to travel to the Starforge Falls and do somthing based upon who they talk with. The last person will give them a note that will be asked to be delivored to a man in the city of Astmer. This person will in turn send them on a quest to travel to the Starforge as well. Upon dwelving into the dungeon found at the Falls they will discover that they can not leave the way they came and must move forward deeper into the dungeon. After they accquire the quest item they will continue on and come out at the other end of the dungeon. Here the Party will find themselves at the feet of the crumpled Guadian. With its head facing them is telepathically warns them "There is a crack in the wall!Call to arms! Soon the evil will escape!" Sending the players on the main quest line. To hopefully prevent the collapse of the great wall or to fight off the evil, whatever it maybe.
Hope you find this enjoyable enough to follow and sorry for the long shpeel. I'll let you know what happens after the first session :)
Sorry for any errors in this i'll try to catch them all. eventually i'll have them all fixed.
Please don't be afraid to leave any comments about the setting or me and the players in general.