F.H. Zebedee
2007-06-14, 08:52 PM
Okay, I've been considering running a campaign with a homebrew setting in PBP here.
Basically, the beginning premise is that 1,000 years ago, an entire small continent began persecuting their halflings due to the bias of the reigning families (human and elf), the result of an atrocity commited by a band of halfling thieves. Rather than depose the rulers, and become truly villainous, the halflings decided that they would flee and hide. Some tried their hands at sailing, meeting mixed success. Some perished, others thrived.
However, another group of halflings decided to settle with a community of forest gnomes. The gnomes, friendly and kind, took in the halflings, and hid them using all manner of illusion and trickery. However, all parties involved knew that this could not last. Someday, some bountyhunter or such would find a way around the illusions, and make a killing, literally. The gnomes provided a solution. An old gnomish wizard in the region crafted a spell that ringed a considerable portion of land in mountains, and on top of that, warded it permanently against entry by any Medium or larger creature with sentient intelligence, barring Outsiders. However, this barrier worked both ways. The halflings and gnomes could not leave. In addition, the barrier destroyed all transportation magics and most divinations, meaning that the outside world could not force its way in.
Fast forward to the present day. Roughly 2,000 Halflings and 500 Gnomes have converted a large portion of the region to a functional small city. Towards the edges of the mountains, it is ringed by forests. The forests are preserved at the insistance of a staunch group of supporters that insist that they contribute valuable resources that the people find themselves needing, wood, food, and other such things. However, another group wants this space cleared to make room for more farmers and other settlers.
Basically, the players initially get plunged into this conflict, and then begin having to deal with various other issues plaguing the communities. As all parties are rather civilized, it has not decended into warfare yet, but both sides are not above assassination and other underhanded tactics.
The party finds themselves in the midst of a political situation verging on powder keg, as both races, long ago trapped in a bid for survival, now find themselves growing claustrophobic and at odds with varied factions. It has been so long since anybody has been outside, that none know if they’d be better or worse off emerging from their shelter.
So, around how big would be a good size for this place, anyways? Later on, the players will get to venture into the world as a whole, but not for the first few levels. What sort of effects and changes should result for classes? Any that should be removed? I'm thinking I'll run SRD only, for the most part, with no Psionics. The only races will be Halflings/Gnomes for the first part, though players may be able to switch later on.
Other fixes/Classes Allowed:
*Sorceror: Gets Eschew Materials at lvl. 1
*Wizard: Not sure. Kinda hazy on including them. Fun, but could break things easily. Maybe Divination and most of their transport spells will be removed.
*Bard: What to do to the bard? Presumaby this area is fairly small compared to the wide open countryside. Any implications mayhaps?
*Barbarian: Would a small, fairly civilized society have these?
*Paladin: Considering that there's probably very little real evil and probably only three or four distinct churches/faiths in the region, would they have much reason to exist? I'm thinking of making them the police force, but I'm not sure.
*Fighter: Should fit. Will allow the Thug variant.
*Ranger: Should also fit. Will allow Urban Ranger variant.
*Cleric: Cloistered only. What dieties should I work into this? Homebrew some up, default, etc?
*Druid: Aspects of Nature variant, and Animal Companion as a Ranger. Still beefy, but less so.
*Monk: Huh. No idea what to do with this bloke. They just kinda...I dunno, don't really sound like they'd fit.
*Rogue: Want to play up that here, they're more likely to be "Faces"/Cons than outright thieves. Any suggestions? Also allowing Wilderness Rogue.
Also, for the most part, PRCs will probably be banned. Maybe I'll allow Rich's Stone Skipper, and a few choice SRD ones.
So, what suggestions do you all have for me here?
Basically, the beginning premise is that 1,000 years ago, an entire small continent began persecuting their halflings due to the bias of the reigning families (human and elf), the result of an atrocity commited by a band of halfling thieves. Rather than depose the rulers, and become truly villainous, the halflings decided that they would flee and hide. Some tried their hands at sailing, meeting mixed success. Some perished, others thrived.
However, another group of halflings decided to settle with a community of forest gnomes. The gnomes, friendly and kind, took in the halflings, and hid them using all manner of illusion and trickery. However, all parties involved knew that this could not last. Someday, some bountyhunter or such would find a way around the illusions, and make a killing, literally. The gnomes provided a solution. An old gnomish wizard in the region crafted a spell that ringed a considerable portion of land in mountains, and on top of that, warded it permanently against entry by any Medium or larger creature with sentient intelligence, barring Outsiders. However, this barrier worked both ways. The halflings and gnomes could not leave. In addition, the barrier destroyed all transportation magics and most divinations, meaning that the outside world could not force its way in.
Fast forward to the present day. Roughly 2,000 Halflings and 500 Gnomes have converted a large portion of the region to a functional small city. Towards the edges of the mountains, it is ringed by forests. The forests are preserved at the insistance of a staunch group of supporters that insist that they contribute valuable resources that the people find themselves needing, wood, food, and other such things. However, another group wants this space cleared to make room for more farmers and other settlers.
Basically, the players initially get plunged into this conflict, and then begin having to deal with various other issues plaguing the communities. As all parties are rather civilized, it has not decended into warfare yet, but both sides are not above assassination and other underhanded tactics.
The party finds themselves in the midst of a political situation verging on powder keg, as both races, long ago trapped in a bid for survival, now find themselves growing claustrophobic and at odds with varied factions. It has been so long since anybody has been outside, that none know if they’d be better or worse off emerging from their shelter.
So, around how big would be a good size for this place, anyways? Later on, the players will get to venture into the world as a whole, but not for the first few levels. What sort of effects and changes should result for classes? Any that should be removed? I'm thinking I'll run SRD only, for the most part, with no Psionics. The only races will be Halflings/Gnomes for the first part, though players may be able to switch later on.
Other fixes/Classes Allowed:
*Sorceror: Gets Eschew Materials at lvl. 1
*Wizard: Not sure. Kinda hazy on including them. Fun, but could break things easily. Maybe Divination and most of their transport spells will be removed.
*Bard: What to do to the bard? Presumaby this area is fairly small compared to the wide open countryside. Any implications mayhaps?
*Barbarian: Would a small, fairly civilized society have these?
*Paladin: Considering that there's probably very little real evil and probably only three or four distinct churches/faiths in the region, would they have much reason to exist? I'm thinking of making them the police force, but I'm not sure.
*Fighter: Should fit. Will allow the Thug variant.
*Ranger: Should also fit. Will allow Urban Ranger variant.
*Cleric: Cloistered only. What dieties should I work into this? Homebrew some up, default, etc?
*Druid: Aspects of Nature variant, and Animal Companion as a Ranger. Still beefy, but less so.
*Monk: Huh. No idea what to do with this bloke. They just kinda...I dunno, don't really sound like they'd fit.
*Rogue: Want to play up that here, they're more likely to be "Faces"/Cons than outright thieves. Any suggestions? Also allowing Wilderness Rogue.
Also, for the most part, PRCs will probably be banned. Maybe I'll allow Rich's Stone Skipper, and a few choice SRD ones.
So, what suggestions do you all have for me here?