Four Small Campaign Settings
When Wizards of the Coast released 4th Edition they introduced an implied setting for that edition of small outposts of civilization surrounded by a hostile world in which to adventure. Robert Conley (Bat in the Attic) and Goodman Games has taken this "points of light" idea and with Mr. Conley's talent for maps and hex-style adventure, have created four uniquely themed mini settings that are system generic and therefore can be used with any FRPG.
One of the four settings is called Southlands and is suitable for linking to the south of Mr. Conley's Majestic Wilderlands campaign setting. In the spirit of Dave Arneson, who according to gamer legend once used the Avalon Hill Outdoor Survival hex map as a place located south of his First Fantasy Campaign for PCs to carve themselves out a power base, Mr Conley offers this south land. Of course Southlands isn't uninhabited and any adventurer intent on making a homestead may need to deal with the locals, both beast and intelligent races. As with any good hex-crawl/sandbox, there are many opportunities for varied adventure, enough to suit most anyone's taste. Monsters to kill, treasure to loot, dungeons to explore, rumors to follow, urban mysteries with plenty of opportunity for role-play and factions abound.
The other three one-map settings are loosely linked together using the same Bright Empire and deity/pantheon references. One, called The Swamps of Acheron, is a mini/pocket dimension and home to a demon god, one which appears in both Wildland and Borderland as well. It may be a place PCs end up in (for a time?) as a result of activity in another setting. The Swamps challenge PCs to find a way home while dealing with a God on his own turf.
Wildland is set just after the fall of the Bright Empire and gives the PCs a look at the world as the lights go out and a dark age begins. Hostile forces are moving in to fill the gaps. Obviously there are a host of possibilities for enterprising PCs here. All these "Points of Light" are "sandbox" style hex map settings where the PCs are free to explore and make what mischief they will. Of course, a referee using this play aid may devise a story-line using the play aid and added material if that is the groups' preference.
Borderlands presents the PCs with a setting where two warring factions are splitting a once unified area, thus weakening it. Mr. Conley once again provides an opportunity rich environment for PCs and any number of strategies may result in an almost infinite number of possible stories using any of the four settings. How the PCs react to the situation and setting IS the story that comes out of play in such an environment.
The mini settings can stand alone and as such offer many months of play
or are designed so they could be dropped into an existing campaign as a
sub-area. All offer something different in terms of PC challenge. All
are in keeping with the "points of light" theme and include a few
civilized areas and a lot of hostile territory.
Each of the four mini settings also follows the general pattern established by Gary Gygax in B2 Keep on the Borderlands and what Clint Krause (Winterwood) calls "Damn Good D&D" in his youtube video of that title. A hex map, keyed with several interesting locations and a few places of mystery/dungeons. A town or city (or castle) and some locals, many of which are factions in conflict. Tables for wandering critters and rumors that are likely to be heard. Do this well and you have the makin's of a "damn good game campaign"!
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