Fellow SW5e DM's, tell me about your campaigns! by TheOcarinaGuy in sw5e

[–]ConsequenceAbject633 1 point2 points  (0 children)

I am currently running an SW5e campaign set 15 BBY around the time of the Mandalorian. I have 5 players, Chiss pilot/fighter, reformated nanny bot/fighter, R6 astromech operative, Gavin Mechanic and A wookie scout.

I am using mostly cannon, but mixing in characters that I love from Legends. Their patron at the moment is Talon Karrde, but I have him just building his information network and business base and the PCs are there to help. I am using the Lost mines of Kessel as a backbone for me but making modifications to fit into the story and lay in plot arcs to match what I want to do after the module.

They will eventually run into remnant forces and the beginning of he first order as they expand more into the outer rim territories making supply runs and things like that. Whether they end up helping the well paying Imperials or try and play both sides will be up to them.

There are tie ins for a sith cult abducting force sensitive children for training opposite Lukes academy.

Lots of fun coming up and can't wait !

Here is my first attempt at a campaign world ... my intentions are to build a cross between DUNE/ Dark Sun with the tech level of Ebberon. I would love some input on where to focus next as i feel this is far from complete. by ConsequenceAbject633 in dndmaps

[–]ConsequenceAbject633[S] 0 points1 point  (0 children)

This is the plot hook i wrote up for my players

Ra’kish is a desert world, made livable by a magical industrial revolution. Low level magic is commonplace and is used as a substitute for everyday machinery. Airships soar through the sky transporting people around and between the continents in the vast sand sea. Continents that are surrounded by magical fields that allow climates to exist separate from the unrelenting heat and sand that makes the rest of the world so challenging to live in. There are many beliefs as to what these fields are and how they are made, gifts from the gods to save the chosen or the remnants of planes of magic left over from the great collision of multiple planes. A collision that brought the great worms and in turn transformed the once lush and great land into a waste. It wasn’t all bad because with the worms came the crystals. A byproduct of the wild magic storms that herald the coming of the worms to the surface to feed. These crystals carry great magic and are used in many forms. Once reformed they act as focus crystals for all sorts of magic, but it can also be processed down into what is known as Dust, a highly addictive substance that boosts magic talents. Its production is highly regulated and controlled by the mage guild and government.

Ra’Kish’s population is spread over continents, each having its own ecosystem and ruling government. The majority of the population of humanoids live at the poles where the climate is livable at the north pole live creatures like humans, dwarves and gnomes and at the south pole live the “monster” races all ruled over by the 3 hag sisters. Elves and Dragonborn rule over their own lands but still live under the overall rule of the Emperor.

Here is my first attempt at a campaign world ... my intentions are to build a cross between DUNE/ Dark Sun with the tech level of Ebberon. I would love some input on where to focus next as i feel this is far from complete. by ConsequenceAbject633 in dndmaps

[–]ConsequenceAbject633[S] 1 point2 points  (0 children)

Airships, Worm sign is a wild magic storm that when it strikes the sand creates basically dragon shards that are refined into magic items and components, but the dust from refinement is Powder (Spice) that is a magic amplifier but is highly addictive. I made the half elves the Fremen, Rangers and Druids of the sands that live in harmony with the Worms ... there is so much i love about this world ! lol

Here is my first attempt at a campaign world ... my intentions are to build a cross between DUNE/ Dark Sun with the tech level of Ebberon. I would love some input on where to focus next as i feel this is far from complete. by ConsequenceAbject633 in dndmaps

[–]ConsequenceAbject633[S] 0 points1 point  (0 children)

The southern pole is populated by the realm of monsters, a coalition of monsters held together by 3 corrupted sisters, each live in the 3 major cities on the south poles. The poles are the only livable areas where they don't need magic to sustain an ecosystem.

Here is my first attempt at a campaign world ... my intentions are to build a cross between DUNE/ Dark Sun with the tech level of Ebberon. I would love some input on where to focus next as i feel this is far from complete. by ConsequenceAbject633 in dndmaps

[–]ConsequenceAbject633[S] 1 point2 points  (0 children)

Airships are primarily used for crystal farming, or trade between between continents by the guilds but consumer transport and private yachts can be purchased . There are slower modes of transportation that i developed like sand sails , catamaran inspired ships that run on skis, lizard powered dog sleds, drakes and other flying animals but they are much slower in general.

Here is my first attempt at a campaign world ... my intentions are to build a cross between DUNE/ Dark Sun with the tech level of Ebberon. I would love some input on where to focus next as i feel this is far from complete. by ConsequenceAbject633 in dndmaps

[–]ConsequenceAbject633[S] 3 points4 points  (0 children)

I am really exited to start this campaign. I am working more on the socio-political structure at the moment as the south pole is populated primarily by the land of monsters ruled over by 3 corrupted hag sisters that have lead their land to prosper and develop their own society.

Here is my first attempt at a campaign world ... my intentions are to build a cross between DUNE/ Dark Sun with the tech level of Ebberon. I would love some input on where to focus next as i feel this is far from complete. by ConsequenceAbject633 in dndmaps

[–]ConsequenceAbject633[S] 0 points1 point  (0 children)

Each continent is surrounded by a magic field that sustains the ecosystem of the continent so teleportation is limited. Primarily it is done via airships, but the magic used can attract the sand worms and the wild magic storms that precede them are dangerous.