I've been away from D&D for a while because I've wanted to explore other games and ideas. But I'm back.
As a seed for a new campaign, I present the Rediscovered Land.
The Rediscovered Land is for a setting that has a little bit of blank space. In ages past, a place called Shuul existed here. Shuul was known for powerful fabulous magics in a time where other civilizations were still primitive.
Suddenly and without warning, the land of Shuul disappeared from the world.
Now, thousands of years later, Shuul has returned.
Why is unclear. Most of the land is surrounded by powerful magical barriers that prevent scrying or entry. There is a single port where a few disinterested officials allow outlanders to trade with a variety of merchants and make their way inland.
The merchants have wonders that are found nowhere else in the world but they have little interest in the currency of the outlanders. The people of Shuul are very different. They live lives deeply connected to spirits and deities that are unknown in the outlands.
The characters are among those who travel to Shuul.
What motivates them?
What will they find?
In the first few sessions, the game can focus around the port town and the characters gaining entry to Shuul. Strict time limits force outlanders to return to their own lands each night, creating a West Marches sort of play.
As things become stable, the players gain connections and begin to understand Shuul, they can gain access to permanent bases, powerful allies or better means of travel that change the shape of the game.
As a seed for a new campaign, I present the Rediscovered Land.
The Rediscovered Land is for a setting that has a little bit of blank space. In ages past, a place called Shuul existed here. Shuul was known for powerful fabulous magics in a time where other civilizations were still primitive.
Suddenly and without warning, the land of Shuul disappeared from the world.
Now, thousands of years later, Shuul has returned.
Why is unclear. Most of the land is surrounded by powerful magical barriers that prevent scrying or entry. There is a single port where a few disinterested officials allow outlanders to trade with a variety of merchants and make their way inland.
The merchants have wonders that are found nowhere else in the world but they have little interest in the currency of the outlanders. The people of Shuul are very different. They live lives deeply connected to spirits and deities that are unknown in the outlands.
The characters are among those who travel to Shuul.
What motivates them?
What will they find?
In the first few sessions, the game can focus around the port town and the characters gaining entry to Shuul. Strict time limits force outlanders to return to their own lands each night, creating a West Marches sort of play.
As things become stable, the players gain connections and begin to understand Shuul, they can gain access to permanent bases, powerful allies or better means of travel that change the shape of the game.
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