Larian Studios
Posted By: Azmo Alternate Campaign Settings - 07/06/17 01:23 PM
With the GM mode hitting in September, I am taking the time to ready content for my group as their GM. I am using a homebrew world and designing NPCs, factions and even dialogue and vignette scripts. I want to be able to copy and paste to expedite GM adventure creation.

I wonder what settings other folks are going to use for their games and how they will make that work in the framework of D:OS2.

The Default (world of Divinity)
Homebrew (tell me about your world)
Forgotten Realms (Lost Mines of Phandelver, etc.)
Greyhawk (oldie, but goodie)
Eberron (new kid on the block, IMO)
Other (what sort of world?)

So.. any GMs out there building a world from scratch? Or are you adapting an existing world for your adventures?

Posted By: Windemere Re: Alternate Campaign Settings - 07/06/17 02:28 PM
I want to do an Ultima setting in Britannia. Currently torn between doing a GM campaign or standalone adventure. I'll need to see the updated editor before I make my final decision.
Posted By: Azmo Re: Alternate Campaign Settings - 07/06/17 02:57 PM
Originally Posted by Windemere
I want to do an Ultima setting in Britannia.



Nice! Either way you have a wealth of resources and maps available for importing.
Posted By: Windemere Re: Alternate Campaign Settings - 07/06/17 03:39 PM
Yeah, couldn't help but tweet this out to Larian when GM was unveiled. laugh
Posted By: norD Re: Alternate Campaign Settings - 07/06/17 04:12 PM
Originally Posted by Windemere
I want to do an Ultima setting in Britannia. Currently torn between doing a GM campaign or standalone adventure. I'll need to see the updated editor before I make my final decision.

Bah, just do both man! laugh
Posted By: Windemere Re: Alternate Campaign Settings - 07/06/17 04:27 PM
Originally Posted by norD
Bah, just do both man! laugh


Not everyone can create 150 awesome looking areas in a few months. laugh
Posted By: Redunzgofasta Re: Alternate Campaign Settings - 07/06/17 07:17 PM
Gonna run a new homebrew campaign.
I actually already was building one again in NwN, but am going to use DOS2 now smile
It is going to be a "new world" scenario after some cataclysimic event in the "old world" and am still in the process of designing "the world".
I am already drawing maps and even writing vignettes though.
(And practice a bit in the DOS1 editor)

[Linked Image]
Posted By: TraceChaos Re: Alternate Campaign Settings - 07/06/17 09:14 PM
I'm likely to run a game.Custom setting. It'd be undead-centric, probably about a group of the undead trying to make a settlement for themselves in safety from humans. Might include other critters, but w/e. Any player races would be allowed, though, in theory. Just see how players reacted to the various stages of undead building up a 'life' for themselves and seeking equality with the living.
Posted By: Azmo Re: Alternate Campaign Settings - 08/06/17 01:23 AM
[Linked Image]

Was considering using this one to start, maybe expanding it and labeling it out as the party explores. Goal here is to give a hex-crawl feel, while still maintaining a site based adventure series. I also wanted something re-usable and not too complicated. My players will complicate things with any luck and force me to be creative on the fly, as well as inspire the chapter from the weeks that follow.

Initially, I was going to use my main D&D campaign world, but that is a bit too much to implement, I want to go smaller more intimate scale. I tried to recreate aspects of my main setting in NWN. I had to water it down to a persistent dungeon that only referenced the lore obliquely, and while fun and enjoyed by a lot of folks, it wasn't exactly a recreation of D&D.


Posted By: Azmo Re: Alternate Campaign Settings - 08/06/17 05:06 PM
TraceChaos that sounds great. A bit of gothic horror mixed with a 'heroes of the downtrodden' trope?

And, Redunzgofasta.. That is a nifty map. What did you create that with? I particularly like the fonts & banners.
Posted By: Redunzgofasta Re: Alternate Campaign Settings - 08/06/17 06:02 PM
Originally Posted by Azmo

And, Redunzgofasta.. That is a nifty map. What did you create that with? I particularly like the fonts & banners.


Thanks!
I used photoshop. Made the banners myself, but downloaded a few photoshopbrushes for the symbols (trees, hills etc).
The font is called "Biergarten" and can be downloaded from multiple free fonts sites.

Your map and idea indeed sounds like a lot of work and a large ammount of "on the fly" GM input if you give your players total freedom.
I intend to build as much as I can in the editor (main reason I am here) and take it as easy as a GM as I can.
I aim at exploration on the "huge"levels I intend to build and not so much of the worldmap.
I only hope I can work fast enough to keep up after the first "main" area has been completed.
Posted By: Baardvark Re: Alternate Campaign Settings - 08/06/17 06:23 PM
Originally Posted by TraceChaos
I'm likely to run a game.Custom setting. It'd be undead-centric, probably about a group of the undead trying to make a settlement for themselves in safety from humans. Might include other critters, but w/e. Any player races would be allowed, though, in theory. Just see how players reacted to the various stages of undead building up a 'life' for themselves and seeking equality with the living.


Sounds intriguing. Can be hard to make a one-location centric story have good pace and not get boring, but suppose there will be plenty of room to leave to go retrieve things for the settlement, make alliances, etc.


I'm considering converting a project I'd thought about for a while into a DND adventure. Originally it was going to be a sort of crowdsourced, text-based choose your own adventure story, but that sounded tough to pull off. The basic idea is a character from our reality goes to sleep and wakes up in a bizarre fantasy world. It's always unclear if he's just stuck in his psyche, or in an actual fantasy world. For example, the magic in this world is called "Lucidity." The overall tone would be weird and surreal (Welcome to Nightvale meets Hello from the Magic Tavern), with more of a focus on roleplay than combat.

Not entirely sure who the other players would play as, but would be fun if they were all rather unconventional. For example, would be cool if one of the other players was a sort of semi-evil twin of the first player. Another player might be some kind of animal or shapeshifter.

The main format would be a major decision in some kind of weird encounter. For example, a group of goblins might come up to the group, speaking a gibberish language and presenting a bunch of strange things to eat. What the players eat would grant various different effects and powers. A more combat focused encounter might involve finding a multi-headed dragon (named Hiram McDaniels of course), each head representing a different emotion. You'd have an opportunity to cut off one of the heads, which change the encounter according to which head you chose.
Posted By: TraceChaos Re: Alternate Campaign Settings - 08/06/17 10:50 PM
Originally Posted by Azmo
TraceChaos that sounds great. A bit of gothic horror mixed with a 'heroes of the downtrodden' trope?

In theory, though in PRACTICE the players could end up, y'know, deciding to attack the town, or so on. But the idea is in fact for the players to be heroes for the peaceful undead and help them find ways to handle, say, any particular hungers they might have.


Originally Posted by Baardvark
Originally Posted by TraceChaos
I'm likely to run a game.Custom setting. It'd be undead-centric, probably about a group of the undead trying to make a settlement for themselves in safety from humans. Might include other critters, but w/e. Any player races would be allowed, though, in theory. Just see how players reacted to the various stages of undead building up a 'life' for themselves and seeking equality with the living.


Sounds intriguing. Can be hard to make a one-location centric story have good pace and not get boring, but suppose there will be plenty of room to leave to go retrieve things for the settlement, make alliances, etc.


I'm considering converting a project I'd thought about for a while into a DND adventure. Originally it was going to be a sort of crowdsourced, text-based choose your own adventure story, but that sounded tough to pull off. The basic idea is a character from our reality goes to sleep and wakes up in a bizarre fantasy world. It's always unclear if he's just stuck in his psyche, or in an actual fantasy world. For example, the magic in this world is called "Lucidity." The overall tone would be weird and surreal (Welcome to Nightvale meets Hello from the Magic Tavern), with more of a focus on roleplay than combat.

Not entirely sure who the other players would play as, but would be fun if they were all rather unconventional. For example, would be cool if one of the other players was a sort of semi-evil twin of the first player. Another player might be some kind of animal or shapeshifter.

The main format would be a major decision in some kind of weird encounter. For example, a group of goblins might come up to the group, speaking a gibberish language and presenting a bunch of strange things to eat. What the players eat would grant various different effects and powers. A more combat focused encounter might involve finding a multi-headed dragon (named Hiram McDaniels of course), each head representing a different emotion. You'd have an opportunity to cut off one of the heads, which change the encounter according to which head you chose.

Yeah, the idea would be that they'd go on relatively long treks out into the wilderness, or to other cities here and there to get supplies, destroy enemies, find artifacts and so on. And then there'd, in theory, evenb e different versions of the undead settlement where the party has either been gone or there's beena timeskip or it's the middle of an attack by some army or another...

That story soudns really cool actually, and I like the concept. I personally might prefer something that ambitious to in fact be a CYOA story type deal like some other games out on the market, but whent here's theoretically easier tools to use than coding something like that from the groudn up, might as well use them if it'll still be close enough.
Posted By: Azmo Re: Alternate Campaign Settings - 09/06/17 12:48 AM
The other map I made a while ago and is more detailed. Here is a piece of it. I am not sure which one I should use. I do like hexmaps.


[Linked Image]

Posted By: Windemere Re: Alternate Campaign Settings - 09/06/17 12:19 PM
I love those old school looking maps, Azmo. smile
Posted By: Azmo Re: Alternate Campaign Settings - 09/06/17 01:25 PM
Thanks!
They really show my age and my roots.

I have been playing D&D since 1981 and I am going to be converting one of my settings to the tools for D:OS2. I am a crafter and make a lot of terrain so I cannot wait to get in and use those tools to make wilderness and urban adventure locales. Just need a world to house them in, story wise.


Posted By: Windemere Re: Alternate Campaign Settings - 09/06/17 02:05 PM
Heh, not far from my first introduction to AD&D. wink No wonder they appeal to me.
Posted By: Chili1179 Re: Alternate Campaign Settings - 09/06/17 06:58 PM
New here, so hello smile

I will be running games in a custom world, this one to be exact:

http://i.imgur.com/3Pa8Lrr.jpg

This is a culmination of over 30 years of pen and paper, roll20, NWN1&2 and dabbling in other settings to tell my stories.

I'm hoping this will be the platform that allows me to do it as best I can.
Posted By: Windemere Re: Alternate Campaign Settings - 09/06/17 07:14 PM
Neat, what did you use to make that map, Chili?
Posted By: Baardvark Re: Alternate Campaign Settings - 09/06/17 07:34 PM
Originally Posted by Chili1179
New here, so hello smile

I will be running games in a custom world, this one to be exact:

http://i.imgur.com/3Pa8Lrr.jpg

This is a culmination of over 30 years of pen and paper, roll20, NWN1&2 and dabbling in other settings to tell my stories.

I'm hoping this will be the platform that allows me to do it as best I can.


Welcome! Very evocative map. Love the names and how the geography alone tells a story. I'm imaging an island nation split by a catastrophic earthquake that created the dark scar. This cut the island in half, leading to the development of two kingdoms, a more sparsely populated, frontier nation on the left, and the more populated nation on the right. Eventually the nations discovered various ways to reconnect through the mountains, but the nations were forever separated and in a state of perpetual war/cold war.

At least that's the story the map tells me :P Probably an even better set of stories told over 30 years.
Posted By: Chili1179 Re: Alternate Campaign Settings - 09/06/17 07:57 PM
I used Photoshop and an assload of tutorials on youtube.

Here is what I call a "satalite" view of the game world.

http://i.imgur.com/sh17xDE.jpg
Posted By: Azmo Re: Alternate Campaign Settings - 09/06/17 08:12 PM
Nice work, Chill!

Good to see so many of us "seasoned" dungeon masters populating this forum with our old school design sensibilities. Exactly what I was hoping for!

Posted By: Chili1179 Re: Alternate Campaign Settings - 09/06/17 08:35 PM
Originally Posted by Azmo
Nice work, Chill!

Good to see so many of us "seasoned" dungeon masters populating this forum with our old school design sensibilities. Exactly what I was hoping for!

Me too, I am pretty impressed with what I am seeing so far but Sword Coast Legends has me weary. I would love to get my hands on this in early access.
Posted By: Azmo Re: Alternate Campaign Settings - 09/06/17 08:44 PM
Quote

Me too, I am pretty impressed with what I am seeing so far but Sword Coast Legends has me weary. I would love to get my hands on this in early access.


I know what you mean, that was not what I hoped it would be. I ran a persistent world NWN server a while back and was hoping SCL would be the replacement for that.

THIS, on the other hand looks like exactly what I have been waiting for. Content I write and run? Adjudication in real time? Yes, please!
Posted By: MAHak Re: Alternate Campaign Settings - 12/06/17 05:00 PM
I'm making my own high-fantasy setting, I have already written 50 pages of lore and I'm no where near finished written down the vision I have of it, I hope to have the must essential of it done before september. It's not the idea that it should be GM, but rather a normal single player campaign.

I've also made 2 simple (and very incomplete) maps of the setting, using a simple painting program called Paintbrush for MAC.

Later tonight I'll upload the maps and a short description of the story...

Anyway, those are some very nice and promising projects y'all are working on.

A question though, I find it hard to come up with original names for locations and characters, anyone having similar issues? I base some locations, partially, on real historical counterparts and then uses that as inspiration for names.
Posted By: Azmo Re: Alternate Campaign Settings - 12/06/17 05:31 PM
Originally Posted by MAHak

A question though, I find it hard to come up with original names for locations and characters, anyone having similar issues? I base some locations, partially, on real historical counterparts and then uses that as inspiration for names.


It is totally cool to use a mix of real world names and apply a fantasy 'filter' to them.
I have done that for years, and most of my players have responded well to them. Take two cities from earth, and mix their names. Only advice I can give is to say the name of the place out loud, make sure it doesn't sound like anything else. Decide what people from that place are going to be called.

Example.
Berlin + London = Berdon

Would people from there be called Berdonites or Berdonians?

Another thing that can help is to come up with an older naming convention based on direction.
One that I have used:

Sal = South
Nor = North
Wes = West
Ester = East

So if we combined this with the previous example we could get:

Salberdon, Wesberdon etc.

Play around and have fun, there are no wrong answers. Don't be afraid to add Port, Harbor, Crossing, Station, Valley, etc to the name as a suffix or a prefix.
Posted By: Redunzgofasta Re: Alternate Campaign Settings - 12/06/17 07:07 PM
Originally Posted by MAHak

A question though, I find it hard to come up with original names for locations and characters, anyone having similar issues? I base some locations, partially, on real historical counterparts and then uses that as inspiration for names.


As I am Dutch I like to mix in a bit of Dutch or German, I also enjoy non Dutch speakers trying to pronounce them laugh
I suspect any non-english language would do the same trick.

And there are hundreds of name generators to be found on the internet.
Posted By: MAHak Re: Alternate Campaign Settings - 12/06/17 08:56 PM
Hey Azmo thanks for the quick reply.
Your idea of combining and tweaking real world names is a good approach.
In my setting there is a region where I really wanted to have 'englandish' names, so I opened up Google Earth and zoomed in on ye marry olde England to get some inspiration for the names. I ended with some of the following names.

Gouthster
Blythelford
Leighbury
Milwick
Crawlind
Dormould

I've also used some words from my native language (Danish) for more outlandish names, there is a barbarian horde called Umulig, which means impossible in Danish.

Anyway here are the two maps for my setting. One is a world map and the other encompasses the kingdom of Dothnia and the immediate region, where the campaign takes place.

World map


Map of Dothnia
[img:center]http://imgur.com/a/tPRYO[/img]


In the campaign you are an initiate of the Shadow Shields, a covert order sworn to protect the Dothian crown and the integrity of the realm at all cost (wow, how original, I know rolleyes )
Posted By: Azmo Re: Alternate Campaign Settings - 12/06/17 09:06 PM
Nice. I dig the swampy area called "Dead Water". If you already have a map and you have an idea for a story, you are doing pretty well.

Here are some of the town and city names for my setting:

Weston
Eastreach
Ruthblot
Galwin
Fishhook
Daleport
Musselburg
Daeger
Tinder Glen

Posted By: MAHak Re: Alternate Campaign Settings - 12/06/17 09:53 PM
Originally Posted by Azmo
Nice. I dig the swampy area called "Dead Water". If you already have a map and you have an idea for a story, you are doing pretty well.

Here are some of the town and city names for my setting:

Weston
Eastreach
Ruthblot
Galwin
Fishhook
Daleport
Musselburg
Daeger
Tinder Glen


Sadly I don't plan to visit "Dead Water" in my setting. The name is given by the humans of Dothnia because of the stagnant water and the fact that the whole swamp is full of diseases as well poisonous flora and fauna, any man who enters it is dead within days.
The lizard people living in the swamp have another name for it, basically meaning the waters of life, because of all the animals and organisms living in it.
Yeah I should probably stop yacking on now....

I like the idea of also combining objects into the name, such as your 'Fishhook' and 'Daleport'. I have 'Berganport' named after the king who founded the kingdom of Dothnia and 'Trees End' a trading town at the border of the elven forest realm of Ganatha and the Umuligian steppes.
Posted By: Araiel Re: Alternate Campaign Settings - 13/06/17 09:41 AM
I'm gonna make a setting based on "Malazan Book of the Fallen" by S. Erikson. Would like to add a lot of custom 3d models but first I need some info about editor. Importing/Exporting in previous one was not so good so I hope Larian improve that so it'll be easier.
Posted By: Azmo Re: Alternate Campaign Settings - 13/06/17 12:55 PM
Originally Posted by Araiel
Would like to add a lot of custom 3d models but first I need some info about editor. Importing/Exporting in previous one was not so good so I hope Larian improve that so it'll be easier.


And if not, then the Steam Community will have more models to use before long. I am comfortable making maps and levels, and dungeons, but making models is a bit too time consuming for me. I will grab any suitable mobs from the community.
Posted By: Araiel Re: Alternate Campaign Settings - 13/06/17 01:10 PM
Azmo, I'm a 3d artist so I wanna use my own models. I've gathered descriptions from first two tomes of "Malazan" series and currently searching for the right toolkit to make it laugh I like the art style of Divinity and combat system so would be great to make it as campaign/mod for this title. I really hope the editor will be a lot of better than last time.
Posted By: Azmo Re: Alternate Campaign Settings - 13/06/17 01:18 PM
Right on!
Araiel, Will you be sharing the models you make on the steam community?

I make and paint terrain and models for table top gaming and am looking forward to taking some of that skill and seeing if it is applicable in the level editor.
Posted By: Araiel Re: Alternate Campaign Settings - 13/06/17 02:59 PM
Maybe not all but I can think about sharing some of them. I was thinking also about putting them on gumroad (selling platform for artist) as free models with "pay as much as you want" option. But, you know, we'll see how it goes. Everything is possible. Besides that, I'd like to make small team to make the whole workflow faster and help me with programming/scripting - I'm really bad at this.

Table top gaming skills are very useful. You know, tools are different but overall thinking/concept of what you must do is still the same smile
Posted By: norD Re: Alternate Campaign Settings - 16/06/17 05:06 AM
Amazing stuff guys!
It's really awesome to see and I'm looking forward to see what every single one of you will do for sure.

If I'm not dead exhausted after the release, I may also want to create a campaign in one of my world I used for years in Pathfinder.

http://imgur.com/6Qjl82q
(Map was done in Cartographer 3)
Posted By: Azmo Re: Alternate Campaign Settings - 16/06/17 12:42 PM
Homebrewed worlds for the win!

Nice map, norD. That is very evocative, I even dig that it is in black and white. Just looking at it I got an idea for a character. A Lizard (mystic, noble) Summoner from the Golden Tropics named.. Zeka
Posted By: Windemere Re: Alternate Campaign Settings - 16/06/17 01:29 PM
Very cool, NorD, I support a sabbatical for you to make it happen! up
Posted By: norD Re: Alternate Campaign Settings - 16/06/17 01:45 PM
Originally Posted by Windemere
Very cool, NorD, I support a sabbatical for you to make it happen! up

A whole year?
It would not take that time to create a campaign. claphands
Posted By: Windemere Re: Alternate Campaign Settings - 16/06/17 02:18 PM
No, even though that might be the original meaning I've seen it used frequently just to designate an extended leave. smile
Posted By: Azmo Re: Alternate Campaign Settings - 16/06/17 05:32 PM
Tonight I am kicking off a tabletop campaign based on my updated Silver Kingdom setting. I have reverse engineered it to that it will dovetail into D:OS2 when it drops in September. I couldn't wait to start telling this story, so I am giving it a test run the old fashioned way. With Dice!

Posted By: Chili1179 Re: Alternate Campaign Settings - 16/06/17 05:35 PM
Originally Posted by norD
Amazing stuff guys!
It's really awesome to see and I'm looking forward to see what every single one of you will do for sure.

If I'm not dead exhausted after the release, I may also want to create a campaign in one of my world I used for years in Pathfinder.

http://imgur.com/6Qjl82q
(Map was done in Cartographer 3)


Love the map! I thought about using CT3, (which is an outstanding program) for my maps but I wanted to do more than it would allow me to do.

Man I hope this game fills that void that was left when NWN got old as hell.
Posted By: norD Re: Alternate Campaign Settings - 16/06/17 06:04 PM
Originally Posted by Chili1179

Love the map! I thought about using CT3, (which is an outstanding program) for my maps but I wanted to do more than it would allow me to do.

Man I hope this game fills that void that was left when NWN got old as hell.

Yeah, well, CT3 was a PAIN to use though. The opposite of user friendliness....
Posted By: Windemere Re: Alternate Campaign Settings - 16/06/17 06:34 PM
Exciting times. I hope we see the modding community continue to rally and flourish with the full release of the tools.
Posted By: MAHak Re: Alternate Campaign Settings - 20/06/17 09:34 PM
So how are people progressing with their projects?
Are people working on lore, story/quests, dialog, designing maps or in-game levels (as much as is possible now), or a mixture of any of those?
Or simply just enjoying that northern-hemisphere summer and not worrying about any of that until September (D:OS 2 release)?

Are people planning to make big game levels, sort of like the Cyseal area in D:OS, where you have a central hub (Cyseal) and a big surrounding area for questing and exploration?
Or is it more like the Matt Mercer GM session with many smaller levels, that players can go through relatively quickly?

I'm planning to have a small and linear starting area, I think that will help me familiarise with the game's editor and not be too big of a hurdle, so that I'm gonna feel overwhelmed and can't see it through.

After that I'm planning a Cyseal-like level, with a central town and surrounding lands. Albeit with substantially less detail, NPC dialogs, quests and a bigger distance between hostile NPCs.
But after seeing how the Matt Mercer GM session went, I might wanna try to just create some smaller levels in stead of going big with one level. I'll need to play the game and tinker with the editor before I'll find out.


Originally Posted by Redunzgofasta

As I am Dutch I like to mix in a bit of Dutch or German, I also enjoy non Dutch speakers trying to pronounce them laugh
I suspect any non-english language would do the same trick.

And there are hundreds of name generators to be found on the internet.


Sorry if it seems like I ignored your advices and only acknowledged Azmo's. I was typing a post when you posted your reply and I didn't saw it until now.

Another 'trick' I have used is to semi-base some lore characters on real historical counterparts and then giving them names that are anagrams to the historical person.
But I think one should be careful, that it doesn't become too cheesy and you end with a villain's name that is an anagram of Adolf Hitler or something similar.
Posted By: Chili1179 Re: Alternate Campaign Settings - 21/06/17 01:03 AM
Originally Posted by MAHak
So how are people progressing with their projects?
Are people working on lore, story/quests, dialog, designing maps or in-game levels (as much as is possible now), or a mixture of any of those?
Or simply just enjoying that northern-hemisphere summer and not worrying about any of that until September (D:OS 2 release)?


This is my One Note, I started using it way back in Neverwinter Foundry and I love it for organizing my thoughts and ideas.

https://imgoat.com/uploads/e732ced346/25239.PNG
Posted By: Redunzgofasta Re: Alternate Campaign Settings - 21/06/17 07:30 AM
Originally Posted by MAHak
So how are people progressing with their projects?
Are people working on lore, story/quests, dialog, designing maps or in-game levels (as much as is possible now), or a mixture of any of those?

I never prepare stories, quests or dialoge as I like to run "player driven" campaigns. I just create a setting, set the players loose in it and take it from there.
I am designing maps and ingame levels and doing some test builds in the DOS1 editor.
[Linked Image]
This Friday the group will start playing Act1 in early access together to get a feel for the game, test party composition and tactics.
So yes preparations to start a campaign sept. 15th are in full swing laugh

EDIT
Just had some bad news on steam though.
"Same level area transitions (as in from the first floor to the basement of a house) will probably not work"
Steam Discussion
That most likely will change the nature of my campaign.
I will still try to run it as free form as I can, but I have this nagging feeling the tools will try to force me to run it as a series of encounters instead.
Posted By: Twiztedterry Re: Alternate Campaign Settings - 21/06/17 06:50 PM
I created a custom world known as Cedola, where centuries of war between a few factions caused global devastation, with the magical equivalent of an atomic war, which only ended because a group of powerful wizards took it upon themselves to anchor one of the warring continents into another plane.

The campaign i've set takes place a few hundred years after the war's end, when the race of peoples who are sequestered into this other plane have found a way through using a new type of magic, they've staged a full-on invasion into the world, and it's up to our heroes to push back the enemy, with several twists and turns that occur throughout the campaign (including a surprise bad-guy).

[Linked Image]
Posted By: norD Re: Alternate Campaign Settings - 21/06/17 09:49 PM
Originally Posted by MAHak

But after seeing how the Matt Mercer GM session went, I might wanna try to just create some smaller levels in stead of going big with one level. I'll need to play the game and tinker with the editor before I'll find out.

Just so you know, the mode will be released with around 150 already made high detail levels.
Ranging from beach to forest to desert.
With the base, you'll be able to do pretty much everything that is not highly specific. smile
Posted By: Redunzgofasta Re: Alternate Campaign Settings - 21/06/17 10:31 PM
Originally Posted by norD

Just so you know, the mode will be released with around 150 already made high detail levels.
Ranging from beach to forest to desert.
With the base, you'll be able to do pretty much everything that is not highly specific. smile

And from what I have seen in streams, the "official"campaign and the arena levels the design is awesome. and that is an understatement.
Posted By: Azmo Re: Alternate Campaign Settings - 22/06/17 02:04 AM
This is a very inspiring thread. I am glad to see so many creative folks forming this community.
I couldn't wait to start telling stories in my old setting, and to make my players (locally and old friends far away) ready for it, I tinkered with an old setting of mine to make it fit the framework of D:OS2.

The elves of my setting were already morose and odd, and although my original work had Clockwork instead of Undead, I think the change in flavor is fun and we ran our first session of this hybrid last Friday.

Here it is. Let me know what you think.
Google Doc


Posted By: Chili1179 Re: Alternate Campaign Settings - 22/06/17 11:33 PM
Originally Posted by Azmo
This is a very inspiring thread. I am glad to see so many creative folks forming this community.
I couldn't wait to start telling stories in my old setting, and to make my players (locally and old friends far away) ready for it, I tinkered with an old setting of mine to make it fit the framework of D:OS2.



I agree 100% with this. Checking out the doc, thanks smile


Posted By: Chili1179 Re: Alternate Campaign Settings - 22/06/17 11:59 PM
Originally Posted by Twiztedterry
I created a custom world known as Cedola, where centuries of war between a few factions caused global devastation, with the magical equivalent of an atomic war, which only ended because a group of powerful wizards took it upon themselves to anchor one of the warring continents into another plane.

The campaign i've set takes place a few hundred years after the war's end, when the race of peoples who are sequestered into this other plane have found a way through using a new type of magic, they've staged a full-on invasion into the world, and it's up to our heroes to push back the enemy, with several twists and turns that occur throughout the campaign (including a surprise bad-guy).

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Nice, I hope you are able to make it happen in DOS2
Posted By: Azmo Re: Alternate Campaign Settings - 23/06/17 01:30 AM
Originally Posted by Chili1179

I agree 100% with this. Checking out the doc, thanks smile




Right on, I will post later iterations as it develops from conversion and playthroughs.

Posted By: MAHak Re: Alternate Campaign Settings - 23/06/17 10:25 PM
Originally Posted by Azmo
This is a very inspiring thread. I am glad to see so many creative folks forming this community.
I couldn't wait to start telling stories in my old setting, and to make my players (locally and old friends far away) ready for it, I tinkered with an old setting of mine to make it fit the framework of D:OS2.

The elves of my setting were already morose and odd, and although my original work had Clockwork instead of Undead, I think the change in flavor is fun and we ran our first session of this hybrid last Friday.

Here it is. Let me know what you think.
Google Doc




Interesting setting you got there, I'm looking forward to seeing more of it.

I like the deities and how many you have fitted in. Deities is an area where my setting is lacking, at the moment I got at least 4-5 major religions on the drawing board, one is monotheistic while the other are polytheistic ones that have pantheons ranging from a handful to dozens of gods. Coming up with somewhat original ones can be a bit hard, without ending up with generic god of fire, generic god of war, generic god of death and so on. Although they are probably ending up semi-generic anyway.
I dig the history as well, my setting actually have something similar to the doom Malzin wrought upon the capital, in mine it's called the Blight Event.

Now I feel compelled to disclose something from my setting, but since it is still a big mess of notes, and text that have to rewritten properly, I don't have much to show at the moment. So I spent some time straightening out something about how the settings handles the undead.
Uuuhh I can be really classy and call it a development diary, in order for the text to make some sense I advice people to look at the two maps I uploaded in a previous post in this thread.
Note, I have since changed the name of the nation of Zhanbo to Betizara.

On the undead, Google Drive.

Any kind of feed-back is appreciated!

P.S. forgive my english

Edit: I forgot to say that this lore document on the undead is still missing a detailed entry on the so called Blight undead, I haven't had time to write it properly yet.
Posted By: Azmo Re: Alternate Campaign Settings - 24/06/17 10:21 PM
That is good stuff, there MAHak. I like that necromancy is pragmatic treatment of the afterlife, not inherently evil.

I also like the Wraith writing. As it reads, it comes across as a mere haunting, but transforms into something like the Nazgul or a Dementor.

Nice work!
Posted By: Chili1179 Re: Alternate Campaign Settings - 25/06/17 12:41 PM
This is the PDF I gave my players in the last Roll20 session I had in my game world, to get them familiar with the history. Warning, its a long read.

https://drive.google.com/open?id=0B7HnOhqNJFQ5VmROekUzNC1HdkE
Posted By: Azmo Re: Alternate Campaign Settings - 26/06/17 01:39 PM
It feels like reading notes from previous campaigns. Were the events the result of player character's actions? How much of this is preamble and how much happened at the table?

Nice style, and I dig the naming conventions, Chili1179
Posted By: MAHak Re: Alternate Campaign Settings - 27/06/17 10:11 PM
Originally Posted by Azmo

I also like the Wraith writing. As it reads, it comes across as a mere haunting, but transforms into something like the Nazgul or a Dementor.


Yeah that's pretty much the idea of it.

Originally Posted by Chili1179
This is the PDF I gave my players in the last Roll20 session I had in my game world, to get them familiar with the history. Warning, its a long read.


Interesting game world you have developed, I like it. How did you get all those illustrations?

Please allow me to point out one inconsistency, that I think you should change.
You say that the number of people who managed to flee from Kesparl were 3481 distributed across 112 ships. Yet within a 100 years these human survivors have multiplied enough to form several kingdoms. Maybe I read it wrong and the nations formed by these humans, absorbed a lot of indigenous people along the way.


As for my own setting, I've made a list of some of the nations that exists in the world, along with a small description to each.

Historical (defunct)

Thydoria – An ancient culture-group of humans, dwarfs and elves centered around the fertile and resource rich Thydorian valley, here all three races lived in peace and prosperity. The land north of the valley was populated by humans, elves populated the area south-west of the valley and the dwarfs populated the region south-east of the valley. The Thydorian valley and the surrounding land eventually froze over in a couple of decades, known as the Cataclysm, culminating in the White Night where a massive blizzard hit the valley and covered it in snow and ice. All the people who did not perish in the Cataclysm migrated south and formed most of today's nations. All of which trace their history, religion, language and culture back to Thydoria.


Ifnuan Empire – The city of Ifnu was founded on the Dagger peninsular (today's Blight Land), by Thydorian humans fleeing the cataclysm. It soon expanded its rule over the peninsular and in the following centuries it grew to encompass must of the nations (including Dothnia) formed by Thydorian migrants. It had a long-time arch rivalry with the Rusilarpusian Empire south of it, which involved several wars. Not long after the last war, where Ifnu had emerged with a major victory, the Blight Event happened. A massive explosion of magical energy wiped out the city of Ifnu's entire population, who were all turned into the undead. Having lost the capital and heartland to the Blight, the rest of the empire soon crumbled and a series of new and old nations gained their independence.

The Ifnuan Empire is inspired by, surprise surprise the Roman Empire.


The Gudjambheri Empire – Not much is known about this empire, at its height, long before the Thydorian Cataclysm, it stretched from the far south-east of the world all the way up to the southern banks of the silent bay. Wether it fell, like the Ifnuan Empire, or just receded its influence no one knowns, not even where its heartland is located is known, a fitting testimony to the vastness of the Gudjambheri Empire.

The Gudjambheri Empire is partly inspired by India at the time of Alexander the Great. Alexander the Great conquered all the land from Macedonia to India and introduced greek culture to all the conquered nations. So my idea for the Gudjambheri Empire is sort of, what if an Indian empire had done the opposite, conquered everything from India to Greece.


The following are nations that are near to the Kingdom of Dothnia (see below), where the setting's story will take place.


Dothnia – Human kingdom and the place where the campaign is supposed to unfold. It was carved out from the southern part of the elven kingdom of Ganatha, around and immediately after the Cataclysm. Dothnia is made up of several distinct regions.

There is no real world inspiration for Dothnia, I like to think of it as a run-of-the-mill fantasy kingdom.


Ganatha – Elven kingdom located in the vast forest, that bears the same name, it has a history of animosity with Dothnia. The monarch is mostly ceremonial and the population of elves are highly autonomous and freedom loving. There is a vibrant civic society in Ganatha where people form many different organizations and groups cooperates with each other, all in the name of personal liberty.

Ganatha is inspired by some sort of libertarian America.


Dead Water – The name given by the humans to the huge swampland between the Mist Peak Mountains and the sea. The continuously flow of steamy clouds coming from the boiling sea, discharges in the Mist Peak Mountains which then creates a special condition where warm water is constantly pouring down the mountain side all year round. Thus the Dead Water swamp is quite warm and doesn't freeze over in the winter.
The swamps is filled with diseases and venomous animals, that are deadly to most humanoid races. It is however home to a great number of Lizardmen tribes.

Partly inspired by tribes living by the Amazon river.


The Umuligs – Is the common name giving to the horsemen tribes of the Umuligian Steppes. Just as people from the Thydorian culture, they migrated south when their ancestral homeland froze over. To the countries and city-states, in the southern part of the Umuligian steppes, they are a scourge that annually raid and pillages the countryside and occasionally sacks cities.

Partly inspired by central asian nomads tribes and early medieval Hungary.


The Lifvatnian Order (placeholder name) – They share the same ancestral homeland as the Umuligs, but they settled on the coast and islands west of the vast mountain range that separates them from the Umuligian steppes. At some point in their history a monotheistic religion took hold and quickly spread throughout the coasts and island, converting the people from their pagan religion. A great sea-faring people, they have colonised the landmass west of the Shallow Sea, where they have wages some wars with the United Realms.


Partly inspired by medieval Denmark, just think of Christian Vikings.


The United Realm – Is a powerful union of kingdoms, lead by the King of Geslia. The land is fertile, with a warm climate, and it has a relatively large population. Geslia have plenty of rich gold mines, that brings a lot of wealth to its ruler. It also makes Geslia a nexus of art, culture and academia, as great people from far away are drawn in and hired for their services. The United Realms sees itself as the successor to the Ifnuan Empire, as well as the premier torch carrier for the whole Thydorian culture.

Partly inspired by the Holy-Roman Empire and medieval France.


Kutharos – Is an ancient dwarven kingdom south of the now frozen Thydorian plateau. Unlike most other Thydorian nations it survived the Cataclysm, relatively intact. It is a highly stratified and conservative society, where the traditionalists aristocracy wields the power. Kutharos' influence reaches far south down the plains beneath the mountains. Here a number of semi-nomadic humanoid tribes are held as tributaries, providing food and other resources that are scarce in the mountains, in return for protecting against other tribes.

Kutharos isn't really based on any real life culture, with the exception of their Scottish accent.


Rani Palokto – The name means new forge in dwarven, it was founded by migranting Kutharos dwarfs who tunnelled south and eventually settled in the Stone's Edge Mountains. They formed a lucrative alliance with the Ifnuan Empire and later with the United Realms. Their craftsmen and artisans are highly prized and sought after throughout the known world.


Rani Palokto isn't really based on any real life culture, with the exception of their Scottish accent.


The minotaurs of the Fire Isle – The minotaurs inhabiting these isle are notorious pirates and fanatically devoted to their fire deity.

Partly based on ancient greek and norsemen culture.


There are more people and cultures... that I hope I eventually gets to write down. Dothnia being the site of the campaign of course is going to have the largest content of lore. Those with relevance to Dothnia will also have somewhat extensive lore, while others will be more lightly covered.


And I've updated the world map and the map of Dothnia (where the campaign takes place), with some names so it should be easier to locate the different nations.
Keep in mind that both maps aren't finished yet.

Dothnia

World Map

At the moment I'm working on editing the lore on Thydoria and after that the first part of Dothnia's history, so they becomes presentable. I'd like some feed-back when the time come smile

Posted By: MAHak Re: Alternate Campaign Settings - 28/07/17 09:47 PM
So not much activity here.... guess we're all waiting for that d*mn game to be released.
Well anyway, one of the many sporadic things I'm on and off working on is creating pantheons for my setting.

So to aid me in my endeavour I have done some 'research' into a bunch of ancient real-life polytheistic religions, namely the Greek, Roman, Egyptian, Germanic/Norse, Celtic, Slavic and Phonetician.

So what I did was to skim (to varying degrees) through all the gods', from the different religions, Wikipedia pages and copied their assorted domains, aspects and portfolios, into a document. I also added some of the major deity domains types from DnD.

Then I distilled all those aspects into 7 big groups and several sub-groups, that way I have a big list of aspects that I can use for inspiration when I'm making up deities.
So if anyone is in a similar situation or might be in the future, here is a link to the document I've made.



P.S. some of the aspect are kinda weird sentences but remember that they are copy/pasted off Wikipedia.

Also, if it is of interest, the raw-writing of the historic lore of the ancient Thydorian culture from my setting is about 2/3 way done, then comes the re-written process so it looks presentably and not like an affront to people with English as their first language.
Posted By: Noctro Re: Alternate Campaign Settings - 29/07/17 12:20 PM
I'm going to set it on Ravenloft, which is old but great, connected to Dragonlance and GreyHawk. Im re-making the best maps i found giving them the same art style, using photoshop to Mimic the World of Warcraft style (My players are great wow fans so I think they will like it)
Here's a couple of them, there's Barovia and Har' Akir
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