Building a New Dungeons and Dragons Campaign Diary #13 - Organizing
(The above pic has NOTHING to do with Building a new campaign. I just liked it, thought you might like it too.)
Up to this point, I (and hopefully you) have just a ton of materials, some of which are related to one another, and others that aren’t. I decided this weekend that it was worth taking the time to get things a bit organized. So, I bought myself a 2″ 3-ring binder, some binder tabs, and got organized. Here’s what I did; if you’re feeling a bit scattered, you can try it too:
- Print out all of the Lenryn campaign materials that I have only in digital format, being certain to label them so that I know the file name they came from.
- Gather the written materials that I’ve got (really just a couple of notebook paper pages worth of notes, and a poorly-drawn map.
- Create my Campaign binder categories. I recommend these categories, but you can, of course, use your own:
- The 41 Questions
- The World
- Maps
- Geography
- Cities and Towns
- Races and Classes
- Important People
- Encounters and Ideas
- Adventures
- Handouts
- House Rules
- Miscellaneous
- I also added three tabs at the back:
- Freewriting
- Inspirations
- Other development notes
So, there you have it. Someplace to put everything else going forward!
Building a New Dungeons and Dragons Campaign Diary #12 - Sociology Redux
It’s very cool to watch a world start to take shape. If you’re like me, the process of campaign design is a lot like raising a child. You conceive the thing, and pretty soon it’s right in front of you; then, the real work starts. You’ve got to teach it, train it, love it, provide for it, nurture it, and, eventually, release it on the world.
OK, maybe not the best analogy, but it’s the best I can do for a Thursday.
At any rate, today, I want to continue answering some of the social questions originally posed in the 41 questions:
- What is day-to-day life like in this world? For PCs? For good NPCs? For evil ones? For the rich/highest social or poor/lowest social?
Lenryn is a rough world. Day-to-day life can be solitary , poor, nasty, brutish, and short. This is especially true for those that are not a part of the Elite. The those on the lowest social rungs can expect that their lives will be of little value to anyone but themselves and the closest of their kin. They are preoccupied with finding their next meal, and avoiding the horrible evils that lurk in the uncivilized areas.
Cities and towns, almost without exception, are walled. Those evils that lurk in the uncivilized areas are known to venture toward civilization on a regular basis. There is not a single farmer who hasn’t, at least once, had an entire year’s worth of crops destroyed by these ravening hordes. Nearly every city has a standing militia, as well, for this same reason. In the more metropolitan areas, the Eladrin have set up magical wards and alarms to protect the outlying areas, but these have their limitations.
Adventurers are regarded in a variety of ways. To the common folk, adventurers are an oddity. To the Eladrin, adventurers are, very often, a threat to their control. To merchants, adventurers are an indispensable source of security as they travel between points of light.
When it comes to people, the lines between good and evil are often blurred. A folk hero to the underclass is likely considered a destructive and evil force by the elites. While some consider the Eladrin as gracious caregivers and protectors, others seem them as jailers. Those that engage in obvious evils, like cold-blooded murder, theft for selfish gain, etc. are shunned by most elements of society.
Merchants are in a unique position, as well. The underclass look to the merchants as either an inspiration or as potential benefactors. The elites look at merchants as common folk attempting to mimic the upper class.
-
What is civilization like? Is there any?
Civilization is, as it is in the core D&D world, made up of points of light in a sea of darkness.
- Are there cities? How common are cities? Is most of the world rural or is it urban?
Much of the world is rural. Toward the Straights of Gorana, there are cities and towns within a day’s walk of one another; the further you get toward the outskirts of either continent, the more sparse cities tend to be, often being as many as three or four days ride away.
- What is the form of government? Hierarchical? Anarchy? Oligarchy? Aristocracy? Theocracy?
Governments vary from region to region, with the Eladrin at the head of each sort regardless. I’ve touched on this here and here.
I think I’ll stop there for today. On Monday, I hope to step back once again and look at what I’ve put together so far, try to merge any inconsistencies (there are a few, I know - it’s part of the process).
Enjoy your weekend!
Building a New Dungeons and Dragons Campaign Diary #11 - Get to Know Your World
Time to zoom back out for a day or two. In fact, I think it’s time to revisit the 41 questions, don’t you?
I think that we’ll delve into the section on sociology for the next couple of days. Let me pick one or two of the questions for today, and see where I can get with them:
There are two divergent types of the Common tongue in Lenryn, each for one of the continents. Goranans speak Goranish, Alramans speak Alramish. The two tongues are vastly different, and spring from different sources. Goranish developed from the original language of the Eladrin, and is very similar to the modern tongue of the Eladrin, so much so that Eladrin in Alrama actually speak Goranish, and refer to it as if it were Eladrin. (The Eladrin who reside in Gorana speak “High Eladrin,” a tongue that more closely approximates ancient Eladrin.) Goranish is known for the ease of pronunciation, but also the complexity of its grammar and its overwhelmingly large lexicon. Goranish is a flowing tongue, with few consonantal sounds.
The origins of Alramish, on the other hand, are lost to history. Alramish shares some commonalities with the native tongues of Tieflings, in its use of guttural sounds, and the use of the alveolar trill (rolling r’s). The lexicon, however, has more in common with the Dwarven folk. This would seem to be advantageous to communication, however it actually serves in the opposite way. More than half of the shared words between Dwarven and Alramish have opposed meanings. Thus, “tall” in Alramish means “short” in Dwarven, etc.
The races all have a native tongue, as well. Tiefling, Dwarven and Eladrin have been mentioned; The few Dragonborn that remain in the world speak a variation of Draconic; Halflings are the exception that make the rule, as they tend to speak Common exclusively.
There is one other language worth mentioning. The merchants of Lenryn have developed a universal trading language, so that as they travel from region to region or deal with various races. Referred to by merchants as, simply, “tradespeak,” some others have referred to it, in a derogatory fashion, as “greedspeak.” The ability to speak tradespeak provides many benefits in terms of the marketplace.

- What are the social stratifications? Are they economic? Are they social? Racial?
Society in Lenryn can vary greatly from one region to the next, or even from one city to the next. However, there are some basic principles that govern most of the world:
- Eladrin are considered the Elites. They are the ruling class, and deference should be paid to them. They hold the majority of positions of power in government, religion, and social organizations.
- Tieflings are considered an underclass. They are generally distrusted, and it is rare to see a Tiefling in a position of legitimate power. The best hope for a Tiefling who wants to advance legitimately is through military service.
- Dragonborn are all but extinct (more on this later). They are considered oddities, and rarely come to any sort of status.
- The other races are, for the most part, somewhere in the middle. You may find a dwarf or a human in a position of power, although never at the very top. Elves are slightly toward the higher end of this range, and often favored by their Eladrin cousins.
- Economically speaking, wealth tends to be concentrated among the Eladrin. The lowest 60% of people own literally nothing, and live in a condition of serfdom.
- There is an emerging trend here, again among the merchant class. The merchant class, in many ways, has exempted itself from Eladrin control, beyond paying their taxes. In fact, many of the merchant class tend to be wealthier, if not of a higher status, than most Eladrin. In some areas, the Eladrin have seized this opportunity and regulated and taxed the merchant class In some areas they have tried a more heavy-handed approach, seizing property and imprisoning merchants who become too wealthy. Many of the merchant class maintain luxurious living conditions, yet are afforded little social status. At the least, the Eladrin tend to consider merchants a pariah, although other races and segments of society are warming greatly to the merchant class, and looking to them for liberation from serfdom.
There you have it. Dry sociological data. It reads a little like the original Greyhawk boxed set, without the flora and fauna section. God, there were times that Gygax was dry. At any rate, your explanation of these particular questions might not be as in-depth, but that’s all right. I’m sure I’ll skimp somewhere that you’re inspired, at some point.
Building a New Dungeons and Dragons Campaign Diary #10 - Evil Lives
“And don’t even get me started on the sense of control that a DM has. We know what world-building, god-complex control freaks they all are.” - Dave Noonan
I’ll confess for a minute:
I love building a new Dungeons and Dragons campaign world.
Even if no one ever read this journal, I’d love doing it.
Why? Lots of reasons. Yep, I’ve got the DM’s god complex. But there are other reasons. Here are a few:
- I’ve got something to say, deep down. Whether or not anyone else every hears it is secondary.
- I like toying with ideas. I’ve always been an idea guy; I majored in History and Philosophy. Building a campaign world uses both disciplines.
- I get to be the bad guy. I don’t know if I’m catering to the lesser angel of my nature here, but sometimes it’s just cool to be evil.
Which brings me to today’s campaign building diary. Today, I built a villain. Not just any villain, mind you, but a campaign-style villain. The villain that the PCs encounter at every level. The villain that is behind every corner. The villain that serves as a red herring, but only sometimes. The villain whose victory means the end of the world, and whose defeat means glorious retirement and fabulous riches for the PCs.
I’m not posting him here. If you play in my game at GenCon, or in the local campaign to follow, you’ll meet him soon enough.
Building a New Dungeons and Dragons Campaign Diary #9 - Lessons Learned
Welcome back. I trust your weekend was good. Mine was a hoot.
You’ll recall that I had several things I wanted to do over the weekend. I accomplished several, and I wanted to share my results with you. Here’s what I came up with, goal by goal:
- Watch Rio Bravo
I did manage to do this. What did it contribute to my campaign? A couple of things. First, I like the fact that the bad guy (Nathan Burdette) essentially trusts his thugs to try to accomplish his goals. You see Burdette only a couple of times; usually, it’s his cronies. I want the arch-villain in my campaign to be like that. In fact, I want there to be waves and waves of assault, all sent from the villain, sort of in the style of Assault on Precinct 13 (a Rio Bravo remake if ever there was one).
- Read Poe’s The Telltale Heart;
Didn’t do it.
- Listen to my Phantom of the Opera soundtrack;
I got about half of this. I’m intrigued by the anti-hero/hero motif (always have been). I think that Eric, like Darth Vader, has “some good left in him.” Is there someone in my campaign like this, who can, at the last minute, turn from evil to good and help the party? I think so. Not sure who it is yet, though.
- Read a chapter of The Spine of the World;
Wulfgar loses Aegis-Fang?!? What is the world coming to?!? I like this. A great loss. An epic loss. A loss of very personal identity. How does this fit in? I’m not sure yet. Maybe the party will find an epic quest item, and use it for a long time, coming to rely on it, only to have it destroyed or stolen. Getting it back may even spell worse doom than losing it to begin with. Maybe it comes back cursed. Maybe it comes back more powerful, yet corrupting.
- Read a story or two from Worlds Apart: An Anthology of Russian Science Fiction and Fantasy;
Didn’t get to it.
- Flip through Worlds and Monsters;
I’m interested in the Tieflings being a lost civilization. I really like the idea of it. It may be that, in Lenryn, the Tieflings ruled the world in a long-forgotten age, before the rise of the Eladrin. Maybe Monty Fingers isn’t just the leader of the rogues guild, maybe he’s a rebel, seeking to undo Eladrin reign. Maybe he has connections, far outside The Dagger. Maybe that is what, eventually, leads the party from Halvinguard to Breveton. In fact, I think Tieflings aren’t underworlders, as I thought before; I think they’re definitely surface dwellers, and hold the spot previously given to greenskins.
- Talk with my friend Randy about his new campaign setting.
Didn’t get to it much, other than to say that we want to use a shared cosmology so as to make characters portable from one table to the other.
- Read through Rich Green’s excellent blog about creating his new campaign setting.
- Read through Shamus Young’s campaign journal at Twenty Sided.
Sadly, I didn’t get to either of these. Next weekend, perhaps.
Overall, pretty productive here. Now, you go and do likewise. Think about those creative activities you did over the weekend, and see what inspires you.
Building a New D&D Campaign Diary - Entry #8: Inspiration
Note: Today’s task is big, so I’m giving you four days to work on it. Come back to the Diary on Monday to see where we land. Regular blog posts will continue, however.
I know I’ve talked about sources of inspiration here before, but I think it’s worth spending a day (or a weekend, if you’ve got it) thinking about the things that inspire us in terms of building our new D&D Campaign worlds.
The fact of the matter is that there are a finite number of dramatic archetypes in literature, movies, and other forms of story-based entertainment media. These are the ideas that we, as human beings, keep going over and over again. They are the ones that hit us deep down, that connect with something very basic. Something in the ground of our being. Something psychological, spiritual, or sociological, or perhaps all three.
So, what’s this got to do with building a new D&D campaign? Plenty.
A good D&D campaign is good, at least in part, because it incorporates those dramatic archetypes effectively. Raistlin rescuing Caramon, for example, is really just #8 - Daring Enterprise. I say “just,” but there is nothing small about the story. In fact, the opposite is true. Raistlin’s story strikes us so deeply precisely because it fits on the list of dramatic archetypes.
So, let’s get practical, then. I could send you out to read about the 36 archetypes, have you make examples that you’ve found in literature, TV, movies, or whatever. But, honestly, you’re not interested in learning to write dramatically (at least, not yet). Right now you need to be interested in experiencing those dramatic archetypes. So, here’s what I’ll be doing this weekend in order to do that:
- Watch Rio Bravo;
- Read Poe’s The Telltale Heart;
- Listen to my Phantom of the Opera soundtrack;
- Read a chapter of The Spine of the World;
- Read a story or two from Worlds Apart: An Anthology of Russian Science Fiction and Fantasy;
- Flip through Worlds and Monsters;
- Talk with my friend Randy about his new campaign setting.
- Read through Rich Green’s excellent blog about creating his new campaign setting.
- Read through Shamus Young’s campaign journal at Twenty Sided.
Now, I may or may not get them all done. Really, though, we’re only talking about 3 hours of reading, an hour of listening to music, 2 1/2 hours of watching a movie, and a having a conversation I was going to have anyways. At any rate, after each, I’m going to take 5 minutes, take some notes.
Your assignment for the next three days is to do the same. Pick a couple of movies, books, or whatever it is that inspires you, and experience them again. After you do, ask yourself, “How can I use the dramatic archetypes in this movie for my new campaign?” I promise you’ll find at least one good nugget there.
Building a New D&D Campaign Diary - Entry #7: From the Bottom Up
Tell me you didn’t see this coming.
We’ve spent a heck of a lot of time in Elfland and Topsy-Turvydom to this point. We’ve messed around with freewriting, we’ve taken a birds-eye view, we’ve asked the big questions and refused, on principle, to answer them.
Today, we go to the other extreme.
Now that we’ve got some scaffolding place, I want to start painting a tiny little corner of the ceiling. You’ll recall I spent some time previously on a city named Breveton. I think I’ll hold off a little on Breveton; it’s a little too metropolitan for a starting point. In addition, I don’t like what I’ve done with Greenskins there, and I think I may replace them with Tieflings. At any rate, yesterday I briefly mentioned Halvinguard. I think I’ll go back there. It’s as if I’d never left ![]()
Halvinguard City Profile
- Population: 8,000 (65% human, 20% Elf, 7% Eladrin, 5% Tiefling, less than 1% Halfling, Dwarf, and other races).
- Government: Aristocracy (Eladrin), City-State confederation with Westland and Hilt.
- Religion: 2 Temples to Theodian, 1 shrine to Lucius
- Social Class: 1% Aristocracy, 10% Skilled trades, 5% Merchant, 60% Yeoman Farmers, 24% underclass
- Primary economic products: Citrus Fruits, wood
Halvinguard is located in the center of “The Dagger,” and is the tallest point on that peninsula sitting 300 feet above sea level. Halvinguard is an unwalled city, relying on the steep hills surrounding it, as well as the dangerous swamps, to protect it from enemies.
There is a single road that runs through Halvinguard from East to West, Known as Blade Way. Three roads run North to South: Merchant’s Street, Trades Street, and Market Street, with the various sorts of businesses occupying each of the named streets. There are around 150 houses in Halvinguard proper, with the vast majority of the population living outside of the city, on various plantation-style farms. At the head of the east road sits a temple to Theodian, with the shrine to Lucius directly across the street. At the other end of the road sits The Gathering Place, which is a city hall of sorts in which the ruling Eladrin conduct their business. Near The Gathering Place is a barracks and jail.
Halvinguard maintains a relative degree of law and order, largely due to the influence of the ruling Eladrin. The Eladrin of Halvinguard, led by Quessa T’alel, see themselves as protectors and benevolent benefactors to the “lesser” inhabitants of Halvinguard. Quessa T’alel has been at the head of Halvinguard as long as any living human can remember, and there is a statue erected in her honor at the entrance to the Lesser Temple to Theodian, located on Merchant’s Street.
Important people:
- Lydia Argon - Human, Keeper of the Shrine of Lucius
- Jacob Arsen - Human, Head of the Merchant’s Guild, philanthropist
- Misty Drinkwater - Elf, Merchant dealing in arms and armor
- Monty Fingers - Tiefling, Head of the Rogues Guild
- Dram Gutgarter - Dwarf, Barkeep and Tavernmaster of The Dagger’s Rest
- Yaros J’nan - Eladrin, Owner of the The Ruby
- Poril M’nelas - Eladrin, Captain of the Guard
- Quessa T’alel - Eladrin, Head of the Eladrin Aristocracy
- Eldan T’enos - Eladrin, Consort to Quessa
- Layna Windtamer - Elf, Owner of the Stables, guide
Important businesses
- The Dagger’s Rest (Tavern and Inn)
- The Ruby (theater)
- Windtamer’s Stables
- The Market (an open-air market with trades, as well as agricultural products)
- Waystop (Inn)
- Grigg’s Tavern (Tavern)
- Oril’s Oddities (Magic Items, spell components)
Is Halvinguard complete, then? Of course not. But, it’s complete enough for now. As time goes on, and we get to prepping that first adventure, we’ll come back here to visit. But, for now, I think we’ve done enough damage.
Building a New D&D Campaign Diary - Entry #5: From the Top Down
Happy Monday, all.
If you’re like me, it sometimes helps to take a step back, and try to look at things from the “big picture” perspective. I’m not saying that the details aren’t important; quite the contrary, the details in any new D&D campaign will determine, at least initially, how your players respond to the world. Players are very often less concerned with the big picture than they are with the little corner of the world that their character inhabits. But for me, it’s hard to really get down to those details if I don’t have the overall framework in place.
So, today, I want to talk about a sweeping topic for the new world: Deities. For me, this is going to be quicker and easier than for some of you, for two reasons. First, I’ve done some of the leg work already. You’ll recall from last week that I’ve already started to put in something of a framework for the deities in Lenryn. Today, I want to build on that some more. The second reason this will be easier for me is that I’ve just got 2 deities. If you’re looking at a larger pantheon (and you probably should be - this is the first dichotomized one I’ve messed with, and I’m not sure how well it’s going to work overall) you’ve got a lot more to do.
At any rate, here’s where I’m going today. I want to profile the deities, including their spheres of influence, symbols, followers, and clergy. Let’s get to it then, shall we?
Theodian, the Sun God
Spheres: Good, Light, Health, Fertility, Labor, Life, Honor, Truth, Air, Fire, Creation
Symbols: The sun (in older traditions); a winged archon wielding a flaming sword;
Followers: Followers of Theodian are dedicated to bringing light to a darkened world. They are solemn in this task; They can also, at time, be rigid, dealing out light only to those that they deem worthy. Lawful Good and Neutral Good individuals are most common, in terms of followers. A good number of Chaotic Good individuals follow Theodian, but many rebel against the sometimes-hard hand of the clergy. Neutral individuals of all flavors tend to follow Theodian, as the world is in a state of unbalance, and aiding that side of things could bring, in their minds, some equilibrium. There are few, if any, Evil individuals who follow Theodian at all.
Clergy: The Church of Theodian is the only organized church in Lenryn. While the Church is monolithic in terms of its organizational hierarchy, there is a good bit of room for autonomy of individual clergy and followers. Each town has a local priest, with larger cities having a presiding bishop with several priests underneath. The local priest, in the case of villages, or the presiding bishop, in the case of the larger cities, has jurisdiction only over his or her particular geographic area, and carries no authority (but plenty of respect) beyond his or her borders. The Church of Theodian has no direct central organization; presiding bishops and other clergy will sometimes caucus at the Temple of the Sun in Breveton, but their decisions there are not binding on the entire Church. There are several monastic orders, also relatively autonomous, and women are as likely as men to be ordained clergy.
Worship: Worship of Theodian is highly ritualized, and includes liturgical components, readings from a variety of holy texts, and various acts of contrition.
Lucius, the Moon God
Spheres: Evil, Darkness, Sickness, Luck, Death, Deceit, the Underworld, Earth, Water, Destruction
Symbols: The moon (in older traditions); a winged demon riding a multi-headed dragon
Followers: Followers of Lucius fall into three categories. First, there are those who are inherently evil. This includes most evil monsters and creatures. Second, there are those who actively seek to emulate Lucius, that believe in the ideals of his faith, and believe this devotion to be a path to strength. Finally, there are those that seek to appease Lucius, believing he is more powerful than Theodian, and ask for his mercy (which seems to be dealt out rather sparsely). Rarely, you will find a Good individual who pays tribute to Lucius, out of fear. Evils mostly follow Lucius, although many Evils seek only self-aggrandizement rather than devotion to Lucius. Some Neutrals, particularly Chaotic Neutrals, are especially drawn to the faith of the Moon God.
Clergy: The only organized clergy devoted to Lucius are actually followers of Theodius who seek to make offerings of appeasement. This order, known as Nighthelms, can be found wandering from town to town and city to city. There are clerics who seek to tap into Theodius’ power. Most of these are evil, although there is one clerical order who seeks to undo the Moon God through the use of his own power.
Worship: Worship of Lucius typically involves ecstatic trances, rhythmic dancing, speaking in tongues, and animal or human sacrifice.
Friday Fantasy Fun - D&D Links to Finish the Work Week: February 8, 2008
I’ve got several things today that I’ve been meaning to send your way over the last several weeks, just haven’t taken the time to do so yet. So, here’s a brain dump for ya ‘all:
Just found this at StupidRanger.com, though it’s been there for a while. Funny stuff.
Amy over at Geek Parenting has some cool stuff if you’re a gamer with kids like me. I especially enjoy the Lil Geek of the week.
Last time I’ll mention Squidoo for a while, but I’m interested in what you think about my take on Kirk vs. Picard. Let me know how it looks, or what you think of the concept.
Kam (Can I call him “Kam”? I hope so) has some interesting thoughts on the 4E Death & Dying teaser. If you haven’t read Maiden of Pain, Kam’s FR novel, get over to his site and buy it from his Amazon link. I’m sure he’ll appreciate it.
Life and Times of a Philippine Gamer is a good read, and an interesting perspective on the availability of D&D products in a different part of the world.
I’ve submitted my Events for GenCon. I won’t go into all of the details here, because there will be more to come as the months go on, but I’m going to run the first sessions of my Lenryn setting at Gencon. Assuming the registration goes through, I hope to be able to play with, or at least meet, as many of you as I can in person. If response is overwhelming, I may try to add some extra sessions, or some ad-hoc sessions. We’ll see as time goes on.
It’s looking like there will not be a Campaign Diary update this afternoon. I may try to get one up over the weekend, but if not, it will be Monday.
Have a good weekend Y’all!
Building a New D&D Campaign Diary - Entry #4: Answers Redux
All right, now that you’ve got your juices flowing and have done some serious brainstorming, I want you to take a step back. Read through your freewriting from yesterday, and compare it to the original 41 questions. I want you to choose between three and five questions of the 41 that are, at least in a superficial way, addressed in your freewriting. Today, you’re going to start to provide some answers.
So, for my new D&D Campaign, based on yesterday’s writing, I’ve chosen these questions:
- Is this a new world? Is it a remade world? Is it a futuristic/past version of another campaign world?
- Are the gods uninvolved? Dead? Evil? Good? Psychotic?
- What was the previous age?
- Is good or evil in charge? Neither?
- What keeps the balance between good and evil, or what is it keeping good or evil in charge?
Time to get to work answering them, and not in the order they appear:
Are the gods uninvolved? Dead? Evil? Good? Psychotic?
The gods were born millennia ago. Theodian and Lucius were twins, born of some long forgotten Mother and Father. Theodian was the good son, honest, hardworking, loving, and kind. Lucius was his opposite; devious, slothful, hateful. The Forgotten Mother loved Theodian, and cared for him closely. The Forgotten Father, however, despised Theodian, believing him to be weak. He created Lenryn, as a trap for Theodian, and convinced Lucius to try to lure Theodian there to be destroyed. The struggle between the twins resulted in the death of the Forgotten Gods; the body of the Forgotten Mother became the Sun, while the body of The Forgotten Father became the moon. Over time, Theodian began to be associated with the Sun, and Lucius with the Moon. The history of Lenryn has been the history of struggle between Theodian and Lucius.
The gods are involved in the world through several means: through the actions of their followers, through the natural world (most creatures identify with one or the other), and through occasional and rare divine events (the occasional appearance of an avatar, etc).
Is this a new world? Is it a remade world? Is it a futuristic/past version of another campaign world? and What was the previous age?
Lenryn is old; very old. It is a world that has been through countless ages. Each age has been a struggle between Theodian and Lucius. Each age has ended in chaos, with the defeat of Theodian by Lucius. Time and time again, the world has remade itself; at the end of each age, an old order is destroyed, and a new one begins. Tales from previous ages sometimes survive, as do a handful of the Eladrin, known as “Sunbearers” and “Moonbearers.” The campaign takes place over 1,000 years into the current age.
Is good or evil in charge? Neither? and What keeps the balance between good and evil, or what is it keeping good or evil in charge?
The balance of power goes back and forth, throughout the ages. As noted, at the end of each age, evil becomes victorious. During the campaign, the current age is nearing an end. The world is dark, overrun by evil. If left unchecked, it will soon consume the world. Only the Player Characters have the chance to put an end to the cycle, allowing Theodian to have his final victory.
Come back tomorrow, and I’ll give you (and me!) an assignment to carry us through the weekend.


