Monday, August 22, 2016

Overview

This is a blog where I will post/talk about a Pathfinder campaign setting called Enlil. The main source of inspiration for this setting is the video game Kingdoms of Amalur: Reckoning, and while I would greatly enjoy playing within that particular setting itself, certain aspects of it that are possible because of its video game status aren't in a tabletop game (I'm looking at you Fateweavers!) and I also enjoy making new settings anyway.

In anycase, there are three key differences between your standard fantasy setting and Enlil. The first begin that there are only three humanoid races: Alfar, Dvergr, and Human. These races each have two or three subraces, but otherwise that's it. No orcs, no goblins, etc. Second is in regards to magic. Magic is very new amongst the humanoid races, only appearing in the last two hundred years and the first magic to appear amongst the Mountain Dvergr was only twenty years before the start of the campaign. The third key difference is in regards to the monsters of the setting. With the exception of animals, constructs, the very rare outsider, and undead, all monsters are some sort of Fey. Meaning that almost everything that the players fight that isn't an animal or humanoid will be fey.

Now not all fey are alike. There are two different types of Fey that have been classified by the humanoids of Enlil: the Sidhe which are further divided into the Seelie and Unseelie, and the multiple varieties of what are called Wild Fey. The Sidhe for the most part leave humanoids alone, preferring to continue their eternal games against each other, whereas the Wild Fey will not infrequently cause mischief or even outright attack humanoid settlements.

I will go into further detail about all the different aspects of this campaign in the posts below, but I hope you enjoy reading about my setting.

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