The World of Ellysia
This is a fairly open-ended campaign. I have the framework for a campaign world, a starting city and region, and a loose story arc. I have portions of linearity, and if you all as the party prefer to follow them, then that’s fine with me. But if people choose to abandon the adventure at hand and steal a ship, run off, and go adventure seeking on the high seas, whatever, that’s cool—just understand that I will obviously have much less prepared. That’s fine, though! It’s fun, as a DM, to be forced to think on my feet. And, to be honest, there is a part of me that prefers it.
However, for the sake of simplicity, we will be starting off fairly linearly so I can get everyone up to speed on the mechanics of Dungeons and Dragons and what you are able to do as a PC (Player Character). Here are the basics:
You live in a world called Ellysia. Three hundred years ago the lands were formed in a vast, solid continent. However, the terrain was torn apart by a rampaging god, thousands lost their lives, and what was previously a continent is now a collection of dozens upon dozens of islands strewn about the ocean. This event is referred to as “The Purge.” The details are not known to you, and only the most learned historians can piece together the events that quite literally changed the face of Ellysia—not because there isn’t enough evidence, but because most of society has moved on since then. In the 80th year of the New Age (that is, the Age after the Purge), most of the larger islands banded together to form a loose conglomeration of nation-states. Since then many of the nation-states have developed their own cities and governments and have grown fairly independent of each other.