When 5e was announced, I hummed-and-hawed about what kind of
a setting to run it in.
For 4e, I wiped the slate clean and ran a homebrew
setting that fulfilled a few personal goals I had at the time. Those goals were
to get away from feudal Europe as a default. I swapped feudal Europe for feudal
China of the warring states period. It wasn’t a huge leap, but the Chinese
cultural default worked great. This was arguably because 4e was essentially a
Wuxia version of D&D.
I debated using that same setting, the Six Kingdoms, again
for 5e, but encountered two stumbling blocks. The first was the amount of work I
would have to either finesse the structure of the setting to fit 5e, or vice
versa. Neither of those options really seemed like it did the setting or the
game justice.
The other problem was one of the pay group. Two out of my
seven players had played in the setting, and it felt like the prior campaign’s
success would rear its head disruptively. It seemed better to let thos group
build their own setting along with me and create their own narratives of
success and failure.
So I wandered back to feudal Europe and doubled down on the
medievalism of the setting. One Catholic Church which worships a dual set of deities, one
male, one female. There are cults, knights’ orders, kings, merchants and a generalized
lack of convenience.
My campaigns tend to wander into a tension between
realpolitik and heroic-action adventure, which would be fine. I even know the
endgame of the campaign, that is, I know roughly what levels 18-20 should look
like. Everything else was loosely sketch, and the players have done a great job
of adding to that sketch, providing me with strange holy relics, oaths to
retake lost dwarven cities, and the curse of a dying dragon, to round things
out.
I wanted the setting to be loaded with potential conflict.
If much of D&D is set in a post-collapse setting, where there’s fallen
kingdoms to discover, I wanted to have a setting which was in the process of
collapsing. Evil is winning on all sides. There isn’t much of a place to call
safe. To leave the borders of the main human kingdom is to risk life-and-limb
or mind-and-soul.
Here’s the elevator pitch for the setting, The Dying Lands:
It is a dark time for the realm. The king is slain, fallen
in battle. The king is but a child. The regent is strong, one of our best men,
but the barons of the land have fallen into squabbling and sword-rattling.
The darkness they say began at the edges of the world has
encircled us. Kingdom after kingdom has fallen to its forces.
The lands of the elves and gnomes were consumed by the
Empire of the Red Moon, their blood drained and their forests and barrows
unhallowed. Now undying lords and their skeletal armies stalk our eastern
border.
The great Northern fortresses of the dwarves were broken by
the hordes of the mountains and now their great forges lie cold while their
treasure halls seethe with the twisted hatred of the Orc and Goblin.
The Southern lands of the Zala and the dragonborn have been
slowly consumed by the swamps of the Oligarchy. Ancient towers crumble as the
scaled worshipers of the Unclean Gods flay themselves and commit blood
sacrifices to the sun.
The trees and vales of the halflings have been scorched and
burned, turned to the Charnel Wood, where demon lords rule from a great unholy
throne. Only a few, scattered fey linger at the edges of what was once a fair
and peaceable land, but they are shrunken and terrible things, tainted by the
ash which they eat.
This is a dark time indeed. We face the darkness without,
but I fear there is a darkness within.
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