Wednesday, May 23, 2012

Campaign World: Toldara

My cousin and I have been working on a campaign world of our own for quite some time. We've gotten several ideas, and made up rules for them, but have never gotten around to getting a cohesive document out that details everything. We started this in the days of D&D 3rd ed. We have always intended on adapting the world to other systems, besides just D&D, but we used D&D as a base. My cousin has decided that he will be working on the version that uses some of the other systems, and it is my responsibility to update things to the Pathfinder ruleset, and some of the other, more rules-intensive systems. I am totally down with that. So begins a new series on my blog; the campaign world of Toldara.

Before we get into this, I wanted to mention that my cousin runs his own blog; The Semi-Retired Gamer. It's a really cool site in which he talks a lot about his experiences with table-top gaming, among other things. He is and old-school gamer, and his posts tend to reflect that. It's really interesting for someone like me, who got into table-top gaming during the D&D 3rd ed. era, to read his posts about earlier games. I don't have a lot of experience with them, and it's always nice to see where this form of gaming came from, and be introduced to games and systems I might never have known existed otherwise. Not to mention ideas for completely new games. Definitely worth checking out. Oh, and he posts much more frequently than I do. Lol!

So, what is Toldara? It's a high fantasy campaign setting that has a rich history, complex relationships between various powers, and, when it's finished, will have a tremendous amount of detail that other worlds tend to lack, such as different currency for each nation and exchange rates.

The basic history goes something like this: Some of the younger gods wanted a world to call their own, something that wouldn't have ties with the more established gods, so they went to create such a world. They couldn't agree on exactly how to go about it, so had to use a mediator who would incorporate everyone's ideas to actually create the world itself, though they would create the inhabitants themselves. The mediator they chose was a god of whimsy who promised to keep the world to the other gods' specifications, as long as he was allowed to add two or three of his own ideas as he chose. Things went well, until four new gods appeared and waged a war upon the world of Toldara. The new gods were the goddess of Chaos, the god of Evil, the goddess of Law, and the god of Good. The goddess of Chaos and the god of Evil brought their minions from the Abyssal and Infernal planes to wreak havoc upon the mortal inhabitants of Toldara. The original gods and goddesses could do nothing to help their creations against the onslaught, and had to enlist the help of the god of Good and the goddess of Law. This was known as the First Fiend Invasion. A lot of relics and ruins from this period are still around. They are some of the most powerful, and most dangerous, relics around. Most are made from a special mineral that is near impossible to find now (due to the fact most of it was used during the First Fiend Invasion). Though much of the magicks and technologies that were developed during this period were lost (deliberately, as they were quite dangerous), the various nations have come up with other means of preventing another Fiend Invasion, and hopefully being able to combat one if they fail to prevent it, including the Dragon Knights of the Bronze Kingdom, the Inquisition, the Tech-Mages, and the Rulac Karnin, among others.

There's actually a lot more to it than that, but if I get into it all here, this post will go on forever, and I have other posts to make today. Eventually, the history will get it's own post, however, and it will be far too long. Lmao!

For now, signing off. See you again real soon!

1 comment:

  1. Nice start! Thanks for the shout out and I look forward to reading further contributions.

    ReplyDelete