Green-Age Campaign

Post/Author/DateTimePost
#1

zombiegleemax

Jul 17, 2004 2:28:30
Does anyone have a map of the tyr-region at the time of the Green-Age, to use in a campaign?

Thank You

James
#2

zombiegleemax

Jul 17, 2004 7:17:47
Green age? Isnt that when the other races started? (dont have books infront of me) Can I make some rascial recomendations
Human: Same
Elves: Make them smaller then humans, and not as tough, (they dont need to run across the step yet) Maybe they live in forest.
Dwarves: Make them a little shorter, instead of ripped tones carved under a blistering sun, have them mostly have healthy beer bellys)
Half-elves: Not shunned as badly, mostly accepted.
Muls: Few if any, not bread for slavery
Half-Giants: None
Aarockrocra: Make them more like, pigeons, then vultures.
Pterrans: "beast" Not considered civilized, live in the swamps and grasslands, Have wings for galiding
Halflings: Hmm, at this point in digression, they live in small villages in wood houses. Drivin "mad" they constently smoke pipeweed to stay healthy, any halfling without it loses 1 pt Chr after one day and stiffer penelties untill -3 Chr. (they become irritable)

SO that is my impute good luck

Oh roll 3d6 instead of 5d4, the invironment isnt as cruel.

I may be off on my timeline, I dont have my books,.
#3

zombiegleemax

Jul 17, 2004 10:20:28
I have never seen one but I have been thinking about making one just to see what I could do. I have a few other projects to get done, but I may do it in the next few months or so.
#4

zombiegleemax

Jul 17, 2004 13:12:55
I too am thinking of a greenage world. I was going to make a new, small region in the green age with cities, towns and villages, then, another in the desert age with the cities turning into city-states.


Just because Athas was green, doesn't mean it will be the land of the singing elves and happy Ents, like most D&D fantasy worlds. The Green Age will be Dark Sun in every aspect, save that deserts are fewer and the land is, well, green. The cities will have slavery, decadance and cruelty. The only real difference between the two ages is thurst.

The Green Age (perhaps the Dawn of the Cleansing Wars)
Humans: 3D6 stats, the current humans in Dark Sun were the descendants of the Champion's army, who were breed stronger.
Elves: Two varieties, the tall, savanna ones we know in Dark Sun who can run and the traditional Germanic elves from D&D. The tall Elves could adapt to desert life, the traditional ones couldn't.
Dwarves: They were the Muls of the halflings. They were created by Nature-Benders to do hard labor for the halflings. They are treated rather well by their halfling masters.
Half-elves: Same.
Muls: Not breed yet.
Half-Giants: Just wait until you see what a Champion's army is composed of.
Aarockrocra: They keep to the mountains.
Pterrans: Not found here. The like the desert.
Halflings: Very similar, except they have their own form of writing and are a bit more civilized than the Forest Ridge ones.
Thri-Kreen; They keep to their lands.
Lizard-Men; They have a civilization far away. They will trade with humans, but it is unwise too.

Creatures; Inix, millekilots (sp) kanks etc. are adopted to desert life, they will come from the deserts at a later date. I picture Triassic/Creatatious creatures with some mammals.

The current age

The city state will have a SK that can grant spells to templars. I have a story on how that is possible. I am tempted to make him an EK, Elemental-King though.

All races and classes, except Gladiators. I have an Islamic tile set, Muslims are not found of gladitorial matches, so, hence, there is no arena tile set from me to use.
#5

zombiegleemax

Jul 17, 2004 13:43:31
There's been a few attempts at reconstructing a Green Age setting over the years, but so far none seem to have gotten very far with it (at least no one has posted much online about what they've done with it). There certainly aren't any Green Age maps around that I've ever come across.
#6

Grummore

Jul 18, 2004 9:48:14
Originally posted by Mach2.5
There's been a few attempts at reconstructing a Green Age setting over the years, but so far none seem to have gotten very far with it (at least no one has posted much online about what they've done with it). There certainly aren't any Green Age maps around that I've ever come across.

oh yes there is! If you go to my web page, in the maps section, you will find one. Albeit it is not official, but there is one!
#7

dracochapel

Jul 19, 2004 0:45:26
oh yes there is! If you go to my web page, in the maps section, you will find one. Albeit it is not official, but there is one!

Had a look at the maps, just wondering what influences you had on making them?
How much is extrapolation and how much is imagination?

Looking at the kings age map it looks like the Sea of Silt covers the entire once-ocean, and the Sea of Silt near the tablelands looks like a tributary of that.
#8

zombiegleemax

Jul 19, 2004 2:23:15
Had a look at the maps, just wondering what influences you had on making them?

A question better aimed at the website's creator (Steven Bell) than the website list compiler extrodinair (Grummore).

Looking at the kings age map it looks like the Sea of Silt covers the entire once-ocean, and the Sea of Silt near the tablelands looks like a tributary of that.

Its not a bad depiction, but it does paint a very small picture overall of the size of the world.
#9

Sysane

Jul 19, 2004 9:00:16
I posted this before, but I ran a DS campaign where the players were blown back into the Green Age thru an ancient device that one of Rajaats head mages had been working on in the past.

They were thrown back to the period where the Cleansing War were about to errupt.

One of the high lights was that the players met with Taraskir, The Lion King and were trying to warn him that Dregoth was going to sack Guestinal and slay him. However they were to late. They witnessed his death instead.

They also warped the present time line when they accidently tipped off Irikos The Left Hand of Rajaat, in so many words, that he was going to die in the furture at some point. When they finally returned to my campaigns present they realized that Irikos had survived due to their error.
#10

dawnstealer

Jul 19, 2004 12:27:45
I've been working on a Green Age capaign for some time. Unfortunately, it's take a back burner to the following projects: Getting me moved to CO, Critter Drawings, Dark Sun Manual of the Planes, a few smaller art projects.

Here's some suggestions. First off, remember that it's still Dark Sun and that the "good old days" weren't all that good - if Saragar is any indicator, prisoners were imprisoned within obsidian spheres. What would happen if they needed a new "street light" and a criminal wasn't available? Well, why not "find" one?

As far as setting goes, your average person will have little ability to distinguish between Preserver or Defiler. All spellcasters are being hunted down and Rajaat is at the center of it. In my campaign, Rajaat is very much in the vein of Palpatine (emperor) in Star Wars: he's coming across as a good guy trying to keep the peace, but solve a problem. He "realizes that magic was a mistake that he created and now wants everyone to stop. By force, if necessary."

In short, the Green Age should be a big set-up for the Cleansing Wars to come, with this in mind, campaigns should be full of intrigue and vast plans in motion that will take centuries to play out (Rajaat has nothing but time and, as a Pyreen, is immensely patient).

This is the thought process I followed when making races for the Green Age. First, a few assumptions on my part - the Brown Tide and the war with the Nature Benders was a big, eye-opening experience to the Rhulisti (halflings). The Rhulisti had seen that they had gotten out of balance with nature and wanted to correct that. (This is the controvertial part) Long worshippers of the elements, the Rhulisti turned to the elements for guidance. I don't believe they just got a group of halflings together and marched through the Pristine Tower and out popped all these races: there had to be some order to it. I'll leave the specifics for another post, if you're interested, but it basically came down to a balance between Law and Chaos (more like Good and Evil, but they didn't quite realize that at the time).

As far as geography goes, remember that the Tablelands are in the Southern Hemisphere, so the farther South you go, the colder it will get. To the North, forests give way to rolling plains and grasslands. To the East lies the Sunrise Sea. A good deal of civilizations have made their home on this coastline, but few have ventured across its expanse. To the South lies the huge, dense rainforests of the Fae. These forests have loads of mystery and fear surrounding them, something the fae have not disuaded. To the West is the Ringing Mountains and not many people cross over them. The halflings rule this area and the kreen rule the lands beyond (Crimson Savannah).

Civilization has not "dropped far from the tree," and most of the major cities are within a stone's throw of the Pristine Tower, whether they know it or not (stone's throw being a general term, filling the Tablelands and "known" Athas). At this point, the Pristine Tower is completely intact and actively turns people away without their being aware of it. Even the most powerful psions would find that they had a desire to "walk some other direction." It is impossible to approach the Pristine Tower without immense magic (dragon magic).

Here's a list of the intelligent races and NPC races that will be out and about in the Green Age:

*PC Races*

Aarakocra: Appear more like eagles than vultures, are a bit slower (lower Dex), but far introspective (higher Int). They are aloof and aristocratic and look down on the "Grounders."

Wemic: Pretty much right out of the Savage Species book. They live to the plains to the North and don't really commune with the other intelligent species. They are agressive and tribal and traveling through their territory (wemic or no) is dangerous.

Troll: Big, tough, and strong, the Troll of Athas is quite a bit different than those of other worlds. For those of you who own Fiend Folio, they're like the Fensir, but do not have an allergy to sunlight. Instead, they worship it. Consider them like the Celts: fiercely independent and only want to be left alone. Rile them, though, and it's trouble for surrounding communities.

Gnome: These gnomes are more similar to the Sverifneblin of the Realms than your typical "tinker" gnome. They are not cute and funny: they exist to mine the spaces so deep even the Dwarves would be impressed. They are at constant war with the Kobolds.

Dwarf: Standard D&D dwarf. They are greedy in the extreme and control iron and gold (and all precious metals, for that matter). They also control trade with the gnomes, below, which has created some animosity between the above and below worlds. Unlike the gnomes, the dwarves are great metal- and stone-workers, but are not great miners; the bulk of their civilization is near the surface. While they carve out their caves to look like beautiful citadels, they do not usually create their own tunnels, leaving that to the gnomes, whom are practically a subservient race (a little different from FR and something I felt would give it an Athasian feel).

Tari: Are the victims of a plague-like virus that has caused them to be isolated from the rest of civilization. They have largely withdrawn and have been working to cure the plague. The catch? The plague does not effect them, but does tend to kill those of other intelligent races that come into contact with them (the plague is a creation of Kalid-Ma, although no one knows that at this point, and is intended to create hatred and fear of these creatures). They are allied with the Fae, who are immune to the plague. Tari have taken over the fens and sloughs of the Fae territories in the South.

Orc: Not quite as aggressive or evil as in other worlds. They make mud hovels by major rivers, lakes, and swamps. They are not incredibly organized nor incredibly bright. It doesn't take much to get them riled up and hard to calm them down once they're riled.

Pterran: REAL rare, as they try to avoid civilizations not of their own. They live in the forests of the Tablelands, but are often DEEP within them and few who enter their lands leave. Hell, THEY rarely leave.

Lizardman: Live in the oceans and lakes of Athas and feed on nearby towns and cities. They are noble and savage at once - having a complex society, but having no problem with eating other intelligents.

Elf: Elves are split into two groups: a working class and an aristocrat class. The working class is basically what elves are now on Athas and make up the warriors, rogues, and bards of elven society. In lesser numbers are the aristocrats, who are powerful in magic and psionics, but tend to shy away from more physical pursuits. The aristocrats do not have the Dex bonus of their larger cousins, but are brighter and faster of thought (higher Int and Wis bonus). The aristocrats rarely leave the safetly of their forest cities and are paler in color than their more traveled cousins. They are aloof and arrogant.

Halfling: REAL rare as far as the cities are concerned. The halflings, at this point, haven't completely forgotten the past, but have largely withdrawn to their own hidden cities at the fringes of the known world. They have not resorted to cannibilism yet, but it's not too far off: they are savage in a very basic way, but are not overtly violent. They keep to themselves and do not wish to be "discovered."

Kreen: Kreen are almost entirely isolated in the Crimson Savannah and have not begun to fully migrate out yet. The southern lands (including the Tablelands) are too wet and cold for them, so they stick to the North, creating tension with the Wemics (who usually end up as lunch since they actually have to sleep).

---

*Major NPC Races:*

Goblin: On the losing side of a war with the Dwarves, live near the surface and do not travel deeper for fear of kobolds and gnomes. Perform raids on surface and dwarven communities and are well-organized but few in numbers.

Fae: Pixie is a derogatory misnomer. Basically, the term "pixie" refers to a mercurial race that lives in the dense forests of the South. Think "lithe, human-shape with porcupine quills" and you get an idea what they look like. They are very powerful druids and psions and are allied with the Pyreen and Tari. They are fiercely defensive of their lands and do not invite or appreciate intrusions.

Giants: A bit brighter than their cousins, but they are still Plains and Desert. Plains giants wander the interior of the Tablelands and are referred to as "noble" giants. Desert giants are called "island" or "feral" giants and are not adverse to eating people. Beasthead giants will not exist until the Dark Lens is stolen, after Rajaat's imprisonment.

Ssurran: Live far to the North and just about anywhere where there are large fires, hot weather, or volcanos. Not much is known about them.

Kobold: Very aggressive and mean. Top it off that they're powerful psions and you've got a lethal combination. Thankfully, they focus most of their energy on fighting gnomes, fighting dwarves, fighting each other and, of course, breeding.

Ogre: Live in the same forests as the Fae and Elves. Favor the wetter parts, but not quite swamps. They're similar to giant, intelligent (barely) sloths. They'll eat pretty much anything they can get their claws on, and aren't big on socializing - even with their own kind. They live in trees in proximity to one another and will band together to fight an external threat, but their areas are more "territories" than "cities."

Hope that helps. One of these days, I'll finish up Cleansing Wars, but right now I have waaaaaay too many projects going on.
#11

Sysane

Jul 19, 2004 12:40:39
Here's a list of the intelligent races and NPC races that will be out and about in the Green Age:

Just curious Dawn. Where did you get this info on the races of the Green Age? Is this your own version or is this documented?
#12

dawnstealer

Jul 19, 2004 12:44:58
Some documented; most of it my own or suggestions from the old boards.
#13

Sysane

Jul 19, 2004 12:48:42
Ah cool.