Jay R
2022-06-30, 05:39 PM
Here is the background of the 3.5e world I am starting to run. I realize that I am committing several heresies. This is on purpose. I think 3.5e assumes far more magic in the world, and far more power, than makes sense to me. So this is my way of running a 3.5e system in a more medieval, less magic-overwhelmed world. [Note that there will not be much in the way of magic shops – at least not for awhile.] As the PCs grow more powerful, so will the rest of the world.
Yes, in their first session, the PCs will get a huge power increase – +1 to all abilities, one level increase immediately, and a wish. I’ve wanted to see what people would do with a wish at first level for awhile. The wish can only affect things at the ball of force at the moment he is freed, so they can’t wish for the fissures to be fixed, or health for their parents, or anything like that. And nobody gets upset when the go from first to second level.
Their starting ability scores were given with the +1 figured in. Half their abilities have odd scores, so powers based on those will be improved immediately.
I’d be interested in your thoughts about the world structure. You’re critiquing a mostly finished product, not suggesting corrections. This is going into play on Sunday. I can make minor changes now, but this is the basis for the entire campaign.
Throughout the known history of Gaea, there have been Ages of Heroes. Paradoxically, these times are started by an influx of Chaos, Evil, and the Wild. Civilizations are beaten back or crumble, and the forces of Chaos grow strong. Eventually, heroes develop who are strong enough to push back against the encroaching Wild, force them back, and re-establish a civilized culture that can slowly grow.
In the 200 years B.P.C. (Before Player Characters), the wilderlands have been (mostly) quiet, and the civilized forces has slowly grown. That does not mean universal peace, of course, but it has been generally good times. The village Stamford on the very edge of the wilderness was established about 100 years ago, and in many other places, the empire has expanded. The monsters in the wilderness are still there, but they are … sleepy. They don’t have the drive to mount attacks on civilization. The underground is not connected to the surface, and most people on both sides have forgotten that there was ever another world above or below them.
There is not universal peace, however. 100-120 years ago, the dwarves were wiped out in the dwarf-frost giant wars up north, and there is a low rolling revolution going on in the empire. The [emperor died nearly 20 years ago, and five different claimants are warring over the succession. They are so busy with each other that the far-flung provinces have been ignored. Some are falling apart; some are declaring themselves independent. Lord Angmar is holding the westernmost province together in nominal loyalty to the empire, but even he doesn’t know the emperor is dead. And he hasn’t been able to get around to his borderlands.
The world is quiet; the wilderness is quiet; even magic is quiet. There are very few casters of any sort. The prime material plane has had no visitors from other planes. Magic items are forgotten, or treated as legends. Except for a few minor casters here and there, this is basically an ordinary medieval world.
At the start of year 1 A.P.C., the ball of force that is Chicxulub’s prison comes to earth. Chicxulub is a god-equivalent from another plane, usually not connected to any of the standard D&D planes. He was imprisoned on this plane in a ball of universal force (arcane, divine, bardic, electric, fire, cold – everything). He has near infinite power, but at present cannot affect anything outside the ball of force.
When the PCs investigate the earthquakes and fissures, they will discover him imprisoned within a ball of force, banging on the sides causing more quakes and fissures. They can prevent this only by releasing him. As soon as he is released, he will leave this plane (and any plane usually connected with it) forever.
The sheer physical impact of its landing has opened up new entrances to the underworld. When he is freed, there will be an expanding wave of cosmic forces extending outward. For who are standing next to it will be filled with the force so much that they will go up one level, gain +1 on every ability score, and have one wish fulfilled. [The purpose of this is to mark the PCs as special.]
Slightly further out, people will gain one level. This will only affect the kobold scouts who will arrive not long afterward. Further out than that, dead bodies will become zombies or skeletons. [Whatever the PCs killed to get there, they will need to kill them again to get back out.]
The release of this much power on the Prime Material plane has caught the attention of the most powerful denizens of other planes, and there will be travel from them soon.
The wave of magical force will spread out, eventually hitting the entire world, ushering in a new Age of Chaos (with accompanying Age of Heroes). Moribund or latent magic will be awakened. People will discover their arcane or divine potential. Monsters will develop into major threats.
In short, a D&D game is about to break out.
if you have any ideas for the kinds of encounters one gets when magic starts being more active, people start discovering arcane or divine powers they never knew they had, the monsters are getting more active, and the underworld is suddenly connected to the surface, I'd love to hear them.
I originally posted this is the 3.5e forum, but while the game is set there, this post is about a campaign idea, not a ruleset.
Yes, in their first session, the PCs will get a huge power increase – +1 to all abilities, one level increase immediately, and a wish. I’ve wanted to see what people would do with a wish at first level for awhile. The wish can only affect things at the ball of force at the moment he is freed, so they can’t wish for the fissures to be fixed, or health for their parents, or anything like that. And nobody gets upset when the go from first to second level.
Their starting ability scores were given with the +1 figured in. Half their abilities have odd scores, so powers based on those will be improved immediately.
I’d be interested in your thoughts about the world structure. You’re critiquing a mostly finished product, not suggesting corrections. This is going into play on Sunday. I can make minor changes now, but this is the basis for the entire campaign.
Throughout the known history of Gaea, there have been Ages of Heroes. Paradoxically, these times are started by an influx of Chaos, Evil, and the Wild. Civilizations are beaten back or crumble, and the forces of Chaos grow strong. Eventually, heroes develop who are strong enough to push back against the encroaching Wild, force them back, and re-establish a civilized culture that can slowly grow.
In the 200 years B.P.C. (Before Player Characters), the wilderlands have been (mostly) quiet, and the civilized forces has slowly grown. That does not mean universal peace, of course, but it has been generally good times. The village Stamford on the very edge of the wilderness was established about 100 years ago, and in many other places, the empire has expanded. The monsters in the wilderness are still there, but they are … sleepy. They don’t have the drive to mount attacks on civilization. The underground is not connected to the surface, and most people on both sides have forgotten that there was ever another world above or below them.
There is not universal peace, however. 100-120 years ago, the dwarves were wiped out in the dwarf-frost giant wars up north, and there is a low rolling revolution going on in the empire. The [emperor died nearly 20 years ago, and five different claimants are warring over the succession. They are so busy with each other that the far-flung provinces have been ignored. Some are falling apart; some are declaring themselves independent. Lord Angmar is holding the westernmost province together in nominal loyalty to the empire, but even he doesn’t know the emperor is dead. And he hasn’t been able to get around to his borderlands.
The world is quiet; the wilderness is quiet; even magic is quiet. There are very few casters of any sort. The prime material plane has had no visitors from other planes. Magic items are forgotten, or treated as legends. Except for a few minor casters here and there, this is basically an ordinary medieval world.
At the start of year 1 A.P.C., the ball of force that is Chicxulub’s prison comes to earth. Chicxulub is a god-equivalent from another plane, usually not connected to any of the standard D&D planes. He was imprisoned on this plane in a ball of universal force (arcane, divine, bardic, electric, fire, cold – everything). He has near infinite power, but at present cannot affect anything outside the ball of force.
When the PCs investigate the earthquakes and fissures, they will discover him imprisoned within a ball of force, banging on the sides causing more quakes and fissures. They can prevent this only by releasing him. As soon as he is released, he will leave this plane (and any plane usually connected with it) forever.
The sheer physical impact of its landing has opened up new entrances to the underworld. When he is freed, there will be an expanding wave of cosmic forces extending outward. For who are standing next to it will be filled with the force so much that they will go up one level, gain +1 on every ability score, and have one wish fulfilled. [The purpose of this is to mark the PCs as special.]
Slightly further out, people will gain one level. This will only affect the kobold scouts who will arrive not long afterward. Further out than that, dead bodies will become zombies or skeletons. [Whatever the PCs killed to get there, they will need to kill them again to get back out.]
The release of this much power on the Prime Material plane has caught the attention of the most powerful denizens of other planes, and there will be travel from them soon.
The wave of magical force will spread out, eventually hitting the entire world, ushering in a new Age of Chaos (with accompanying Age of Heroes). Moribund or latent magic will be awakened. People will discover their arcane or divine potential. Monsters will develop into major threats.
In short, a D&D game is about to break out.
if you have any ideas for the kinds of encounters one gets when magic starts being more active, people start discovering arcane or divine powers they never knew they had, the monsters are getting more active, and the underworld is suddenly connected to the surface, I'd love to hear them.
I originally posted this is the 3.5e forum, but while the game is set there, this post is about a campaign idea, not a ruleset.