Scatter!
About 29 posts ago I mentioned the home-brew campaign setting I conjured up for the new D&D 5E campaign I was starting with a new group. It was an archipelago world in the style of Earthsea, except that it also had one large continent. I called it Scatterhome. I got pretty into it at the start. I put in place a number of major powers:
- The Vitrean Empire, a mostly human empire that worshiped fake gods and controlled most of the continent,
- Their enemy, the Republic of Galliver, a democratic island nation, diverse in species and religions
- The Great Aquatic Empire, controlled by the incredibly numerous and ancient aquatic elves
- Their enemies the disparate Sahuagin kingdoms
I came up with a bunch of other stuff from this base, like the details of the fake religion I mentioned above, some world-specific idiosyncrasies of various D&D races, relevant technologies and magics, ideas for some islands that the PCs might visit. As well as that, I got a couple of maps online to start things off, more as a reference for myself than anything I would provide to the players or their characters.
I started things off with a short adventure for their 1st level characters. The island of Galliver had just been destroyed by an enormous tidal wave and they were some of the few survivors who washed up on the shore of a smaller island. There they encountered some bullywugs, some halflings and some morally questionable situations. They came out of it with a boat and more-or-less total freedom to explore the archipelago.
Now, I had been pretty much expecting this outcome. I wanted them to get some form of transport to get from one island or region to the next. I had wanted an open and expansive campaign that revolved around the players’ choices rather than my own. That was the whole idea of the island-hopping style of world that I went for. It made sense to me that in an archipelago of sufficient size, no-one would know every island, there would be mystery and adventure on every shore and the PCs would be the ones exploring it. Sure, I would have to be the one to come up with the new islands and the adventures on them every time but that seemed like fun to me as well.
The perils of grandiosity
How did this go? Well, there were ups and downs as you might imagine. At the start, I shepherded them to an agglomeration of boats, known as Ex-isle, that floated above the drowned remains of another island decimated by a tsunami. There they solved a murder mystery and then got sent to explore a dungeon in the mountain under the water. This led them to learn some things about what had happened to Galliver, potentially. Basically, I tried to push them to investigate the fate of their “home island.” But I had made a mistake much earlier, before we even started playing. I started them in medias res, which is a trick I like and usually is very effective for getting players into the game quickly. But in this case, I had given them a country of origin that had just been destroyed, and, of course, their characters would have been deeply affected by this, but the players had no reason to care. So, immediately, the in medias res beginning, landing on the beach, bedraggled and traumatised, (supposedly) lost its power.
Later on in the campaign they visited a coastal village, Chast, where they helped a group who believed in the old god of the sea, Kaigun, rather than the approved religion of the empire. They were being persecuted for it and the PCs helped them to establish a little island colony of their own. So, this time, I wanted to really introduce the ideas of the empire and its religion. I revealed that this village was the point of origin for the imperial religion and that there was something very oppressive about it and the populace there. Actually, I was compounding this on the very first adventure where the halflings were also imperial citizens and didn’t take to the strange ways of outsiders.
In other words, I was establishing themes through the setting and the NPCs. This is something I still think is very important to build a cogent and believable world to play in. If you are looking for a factor to hold a campaign together, look at theme, then tone, then filter that stuff down to the setting, the NPCs, factions etc. I think I was relatively successful at this, just not in the way I had intended before ever starting.
Now, one thing was definitely happening as I had intended; I was coming up with these locations as and when they became necessary. But the necessity was almost always entirely manufactured by me. For instance, I drowned Galliver before session 1 ever started, I had them stumble across Ex-isle and sent them through a portal at the bottom of that dungeon I mentioned to the village of Chast where they also rescued the former Chancellor of Galliver. Admittedly, they didn’t have to take that portal and I only made up what was on the other side of it after they had gone through but I chose to send their story in a particular direction. All this despite them not really having shown any real interest in the Galliver storyline at all.
Different direction
Much later, when I began to understand this fact, I had their NPC passengers ask them to take them to the Orc kingdom, Tír na nOrc, another island nation that opposed the empire ferociously. I had a great time designing the map of the island, describing the city, Ráth an Croí, its people, its districts and factions, in detail. I built in a whole mini-campaign into this island that would involve opposing factions where one side had the patronage of devils and the other side were aligned with demons. It did not have much to do with the drowning of Galliver. Instead it was its own thing with more on-land exploration, social and dungeon stuff going on.
I actually enjoyed this a lot but it had really gotten away from the original idea I had had for this setting. That Island of the Week premise was long gone and I had started to look at it as something more epic in scope and much more land based with long running arcs and returning NPCs. I regret this now, actually. I would still like a campaign that feels more like a series of adventures interspersed with character development and, maybe the emergence of an over-arching plot.
In the next post, I want to explore the elements of Scatterhome that I feel worked best and the ways that other games explore the building of worlds.
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I still think back on that campaign fondly as my first experience of DnD! There was definitely a shift in perspective when we got to Ráth an Croí as the focus stopped being about the travelling. I love that you’ve continued to use Scatterhome as a starting premise for other campaigns too, it makes the world seem so much bigger when it’s a starting point of many campaigns.
Now that i’m more experienced as a player and DnD plotlines i would like to revist that campaign again!
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Some day!
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