DixieDevil
2015-10-06, 02:42 AM
Hey, guys, I just thought I would share my new setting with you and see if you had any suggestions.
The PC's are from a standard campaign setting type land where people meet at taverns to fight dragons in dungeons. Kingdoms, Dragons, Orcs, etc. This is the Old World.
Well, not long ago, a new continent (obviously dubbed the New World) was discovered. The PC's are among some of the first settlers.
A big part of this campaign is competing factions. Everyone wants a piece of the pie, and each group has it's goals. Some will work together, some will clash, so on and so forth. None of these factions are inherently the "bad guys", that just depends on the PCs actions
Beyond the first settlement lies a large swamp inhabited by Grippli and Lizardmen.
The Grippli are a nomadic people, staying in one area of the swamp until they've used up every bit of it's resources, then moving on to the next one. They are led by a much larger "mother" Grippli that acts as a shaman. They're initially friendly to the settlers, but will defend their traditions with their lives.
The Lizardmen live in more permanent settlements, which they claim are the ruins of an ancient Yuan Ti civilization. They're heavy practitioners of Necromancy and believe burying the dead to be a waste. Instead, when one of the clan passes on, the head priest reanimates the body and they put it to work. While they may be a bit more hostile to the settlers, they'll be more willing to accept change. As long as no one stands between them and their Necromantic plans! (whatever they may be. Probably something about the Yuan Ti, or maybe resurrecting dinosaurs)
To the West, in the forested hills, live the Gnolls. Known as the "Beastmen" by the Grippli. The Gnolls live in large nomadic hunting bands that have large territories covering just about everywhere outside the swamp. Most wars involving the Gnolls are between different tribes, but they've been known to butt heads with Lizardfolk that try to expand their territory beyond the swamp, and any Grippli tripe that wanders to far into the forest generally becomes lunch. Their first reaction to the settlers will be violence but peace can be made if they appeal to the Gnoll's greed.
A chain of mountains stretches far behind both the swamps in the East and the forests in the West. Almost seeming to form a wall of sorts. While nobody seems to live on the mountains, a hidden world lies deep within them. A complex system of interconnected caves under the mountains forms my setting's version of the Underdark. This is where the Mindflayers come in. When the settlers encounter the Mindflayers, it won't be on an adventure, it'll be in a business meeting! While the other natives seem reluctant to change, the mindflayers see it as an opportunity. The mindflayers will attempt to team up with any faction deemed profitable. They will attempt to enslave Grippli tribes and put them to work in the new factories and mines.
While there are many already existing factions in the New World, the Old World brings some of it's own.
The Hahphet company are the first on the scene. These guys serve as the first quest-givers. They know there's money to be made here, and they're gonna make it any way they can. They've hired the party to map out the surrounding area and essentially figure out the lay of the land.
The Church of Light is a new church that is a combination of all the Good Old World gods. They've come to the New World to convert the natives.
The Goblin Terrorists (don't have a real name yet) are tired of being trampled on in the Old World. The Goblin priests say that the discovery of the New World was prophesied and call it the "Promised Land".
Okay, so that's all I've got so far. Y'all got any suggestions? I'm lookin' for anything from new ideas for factions or new races of natives to plot hooks and cool NPC ideas. Gimme everything ya got! :smallbiggrin:
The PC's are from a standard campaign setting type land where people meet at taverns to fight dragons in dungeons. Kingdoms, Dragons, Orcs, etc. This is the Old World.
Well, not long ago, a new continent (obviously dubbed the New World) was discovered. The PC's are among some of the first settlers.
A big part of this campaign is competing factions. Everyone wants a piece of the pie, and each group has it's goals. Some will work together, some will clash, so on and so forth. None of these factions are inherently the "bad guys", that just depends on the PCs actions
Beyond the first settlement lies a large swamp inhabited by Grippli and Lizardmen.
The Grippli are a nomadic people, staying in one area of the swamp until they've used up every bit of it's resources, then moving on to the next one. They are led by a much larger "mother" Grippli that acts as a shaman. They're initially friendly to the settlers, but will defend their traditions with their lives.
The Lizardmen live in more permanent settlements, which they claim are the ruins of an ancient Yuan Ti civilization. They're heavy practitioners of Necromancy and believe burying the dead to be a waste. Instead, when one of the clan passes on, the head priest reanimates the body and they put it to work. While they may be a bit more hostile to the settlers, they'll be more willing to accept change. As long as no one stands between them and their Necromantic plans! (whatever they may be. Probably something about the Yuan Ti, or maybe resurrecting dinosaurs)
To the West, in the forested hills, live the Gnolls. Known as the "Beastmen" by the Grippli. The Gnolls live in large nomadic hunting bands that have large territories covering just about everywhere outside the swamp. Most wars involving the Gnolls are between different tribes, but they've been known to butt heads with Lizardfolk that try to expand their territory beyond the swamp, and any Grippli tripe that wanders to far into the forest generally becomes lunch. Their first reaction to the settlers will be violence but peace can be made if they appeal to the Gnoll's greed.
A chain of mountains stretches far behind both the swamps in the East and the forests in the West. Almost seeming to form a wall of sorts. While nobody seems to live on the mountains, a hidden world lies deep within them. A complex system of interconnected caves under the mountains forms my setting's version of the Underdark. This is where the Mindflayers come in. When the settlers encounter the Mindflayers, it won't be on an adventure, it'll be in a business meeting! While the other natives seem reluctant to change, the mindflayers see it as an opportunity. The mindflayers will attempt to team up with any faction deemed profitable. They will attempt to enslave Grippli tribes and put them to work in the new factories and mines.
While there are many already existing factions in the New World, the Old World brings some of it's own.
The Hahphet company are the first on the scene. These guys serve as the first quest-givers. They know there's money to be made here, and they're gonna make it any way they can. They've hired the party to map out the surrounding area and essentially figure out the lay of the land.
The Church of Light is a new church that is a combination of all the Good Old World gods. They've come to the New World to convert the natives.
The Goblin Terrorists (don't have a real name yet) are tired of being trampled on in the Old World. The Goblin priests say that the discovery of the New World was prophesied and call it the "Promised Land".
Okay, so that's all I've got so far. Y'all got any suggestions? I'm lookin' for anything from new ideas for factions or new races of natives to plot hooks and cool NPC ideas. Gimme everything ya got! :smallbiggrin: