Tell me something about your campaign world— what is one of it’s defining features, or something in/about it that you think is interesting?
(If you’re not a DM/GM, share something about a character instead!) My world’s “far realm” includes a lot of timey-wimey ridiculousness. When that plane connects with a piece of the material plane, time is no longer linear, predictable, and— depending on the level of connection— may not even be measurable.
— Alyssa Visscher (@alyssavisscher) December 3, 2021
ALSO I always have a tailor in every major urban area named Garak, who insists they are just a simple tailor— albeit an excellent one— but they are absolutely connected to every single spy and criminal network in existence.
(That’s from Star Trek: DS9)
— Alyssa Visscher (@alyssavisscher) December 3, 2021
Time magic is key, but comes at a cost – exposure to a disease called chrono dysplasia.
It can, and will, slowly deteriorate your mental faculties and awareness. However, it comes with benefits too, such as being able to see the results of multiple timelines at once.
— Brandy Camel (@Dayntee) December 3, 2021
I tend to use published settings, but the last 3.5e campaign I ran I set in Al-Qadim and changed up arcane magic heavily.
I divided all arcane spells into elemental provinces. Sand, Sea, Wind, Flame, and Universal for the basic magic manipulation like detect/dispel magic etc. Wizards and sorcerers were most affected by this. Wizards had to either be elementalists and pick ONE province they were super good at casting, or sha’irs who could draw from all of them through a connection with a minor genie familiar.
— Dan Dillon (@Dan_Dillon_1) December 3, 2021
Sorcerers could pick two provinces to draw from. Universal was open to everyone.
Flame spells were fire manipulation/damage, light, and teleportation.
Wind spells were lightning damage, force effects, air manipulation, and illusion Sea: cold damage, water manipulation, mind-affecting spells, and lifeforce manipulation.
Sand: earth manipulation, acid damage (and desiccation from a desert supplement), necromancy that dealt with corporal factors such as animating undead, and physical transformations.
— Dan Dillon (@Dan_Dillon_1) December 3, 2021
Some things cut too hard to lock to one province, so I made variants. Mage Armor is the big one as a force effect, it was locked to Wind by that paradigm.
So I made versions for other provinces that weren’t force, but had other effects. E.g. Flame armor protected vs extreme heat This sounds absolutely amazing Dan! I love the mage armor variants by province.
— Alyssa Visscher (@alyssavisscher) December 3, 2021
Similar to what you mentioned below (or maybe a slightly different take on it): no gods. Lots of religions, lots of people who believe in gods, but no actual creatures/entities/forces playing that part.Yes! I find that it’s such a more fun, interesting way to play!
— Alyssa Visscher (@alyssavisscher) December 3, 2021