MI - Somewhere between G.R. and K-zoo! D&D 3.5 Campaign


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I'm on a wide search to find a couple more players for my new campaign.

What kind of game? I've not run a game in over two years so I'm going for standard 3.5 rules and a home designed world that stays simple. I'm going to use the old 'Setting Search' questions to define it better as I used these questions to drill my setting down to its core.

Terrene (Elven Name) / Marl (Dwarven/Human Name)

1. Core Ethos Sentence.
Marl is a world of gritty adventure and opportunity where heroes uncover lost knowlege and participate in political intrigues.

2. Who are the heroes?
A dwarven StoneSinger from the Seven Hills recording live history for the Book of Time. An elven Woodrunner patrolling the borders of his tribes lands. An apprentice from Istral seeking rare spell components for his master. A halfling scout patrolling the Edge in guard against Redspear raiders. The heroes of Terrene are those who see a need in the land and fill it. Not content to wait for someone else to do it, the heroes step forward and see the job done.

3. What do they do?
Marl is a world of opportunity, need, and conflict. Heroes step forward in young nations and craft answers to the problems facing their peoples. Nations surrounded by wild tribes call for those with the spirit, determination, and ability to bring security to the settled lands. Lost ruins beckon adventurers to explore them in the hopes of returning to society with lost knowledge and items of power that can turn the tides against the external chaos threatening all.

4. Threats, Conflicts, Villains
External conflict comes from numberous tribes that border the nations of Terrene and threaten to engulf the world in chaos. Interal conflict comes from those who would stand against the heroes and manipulate the young nations of this age for their own gain, and those who would rather see the learnings of lost empires remain unknown.

5. Nature of magic
Magic is infused into the very essence of the land. Ley lines criss cross the landscape and focus in nexuses beckoning to those who can sense the rivers of energy about them. The Gods inspire their faithful with glimpses of the divine and call to their strongest to shape the world in their image. Terrene is magic at its core. Through all of this, the physical manipulation of magic is rare and considered an indicator of great power (and cause of great fear in some circles).

6. What’s new? What’s different?
The world is in dire need of heroes. The common man can not stand up and face the problems of this world on his own. Players will find that there is a raw need for their characters to not only be present in this world, but to actively persue their own ends within Marl. Great challenges and dangers abound and await heroes to face them, there are no powerful NPC's to stand in the place of the player characters. Additionally, politics matter. The backdrop of the setting is cast in the shadow of multiple organizations each striving to impress their ideals upon this world. As the players grow in power and become aware of the scope and reach of these agents they can take sides (or even build one of their own) and have a direct impact on the course of the history of these nations.

There you have it, my world pitch in simple terms. This campaign will actually start out small while I regain my footing and comfort as a DM and then grow as the players actions guide me to specific threads to draw upon. Inspirations for the setting come from a variety of things that have influenced me as a DM throughout the years: Conan stories by Robert Howard, the Birthright campaign setting, products from Bad Axe Games, and beyond.

Interested persons can reach me at grimwell@grimwell.com or can find me at www.gamergod.com (where I work).

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