Here’s a little bit of the info going into my Campaign Brief for an upcoming game. I really want to highlight the great points I found here – I’ve been keeping them in mind while crafting this.
Here is the intro. Short, sweet, and to the point (I hope). My goal with this flavor text was to give them a sense of history and where they stand in it very, very briefly.
Ergath is a world that has forgotten piece. Her skies have hidden beyond the billowing smokes of violence and her soil has feasted on the coppery taste of blood for countless years. Though no great war currently crosses the land, Ergath remembers devastating wars by the scars that cross its surface. It was only a few centuries ago that the ambition and arrogance of the Templars of Durathani mistakenly brought the unending Blood War to Ergath’s own soil. Demonkind and devils ran rampant, their bloodlust not sated merely by killing each other . . . towns, cities, nations fell. Only through the combined efforts of dragonkind and the emergence of the now divine heroes, were the fiends pushed back to the hells that spewed them.
But the damage has been done.
Dragonkind has retreated, no longer willing to deal with the problems of the mortal races. Old alliances have fallen, as the nations that forged them have. Goblinoids, giantkin, and other dark horrors lay claim to huge swathes of unmapped land, full of shadowy forests, jagged mountains, and ancient ruins that are remnants of a time when mankind had the strength to keep the darkness at bay.
Now the civilized races huddle in their cities and towns, dim points of light awash in a sea of inky blackness. And, of course, being civil is no guarantee of being good. Today, still, countless cults extol the virtues and powers of demonic beings as many strive for power, which leaves wide open the possibility for unchecked ambition to rain ruin down on Ergath once more.
It is a first draft and I may play with it. Right now, as I read it again, it seems to hint at a post-apocalyptic fantasy game. To some extent that is true, but I want enough time to have passed that there is an atmosphere of some normalcy here (besides I am going to be playing Dark Sun soon enough – I’ll save the apocalyptic feel for that game).
The other thing I wanted to mention is limits as creativity. I’d been struggling with how I wanted to do races. I hate . . . HATE . . . the inclusion of too many races, as it destroys any verisimilitude the game may hope to possess.
For this campaign’s character creation we are pulling in some of the collaborative elements from DMG 2 – for a long time I was thinking about having them tell me which races they’d like to include. However, in the hopes of not overwhelming them with choice (there’s already going to be a lot going on in character creation), I’ve decided to limit the races to six: Humans & Tieflings, Elves & Dwarves, Minotaur & Dragonborn.
I picked these on two accounts:
1) They cover the broad swath of ability bumps. Everyone who wants to min-max to some degree can . . . or, perhaps more fairly put, people can optimize their racial selection.
2) I like the tension inherent in each racial pairing. Tieflings are dark mirrors of humans, and in Ergath a constant reminder of the land’s bloody past. Dwarves and Elves are the first races of Ergath . . . and they’ve different ways of handling it. Aside from the Eladrin (elves who left) the remaining elves want to establish strong relations with the remaining races and work on restoring Ergath’s natural splendor. The dwarves want to forge alliances to beat back the ‘evil races’ of the world. Minotaur and Dragonborn are both monstrous races that have to deal with their heritage. For the dragonborn it is attempting to uncover why the dragon’s abandoned them while holding to what they see as a noble heritage, for the minotaur it is remaining true to their primal selves while also controlling the beast within.














