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Hey folks! The whole design team is out here in Orange County, California working hard to get the core rulebooks out to everyone AND the printer. It looks like both the Heroes and Monsters books will go out next week. Everyone worked really hard to get the books out this week but there was too much work to do on the layout and our bar of quality is really high. So it looks like next week!

Meanwhile we're here talking about the future! One of the products we're planning on bringing to crowdfunding in December is OMUND'S LAND, a boxed set covering Western Vasloria (i.e. most, but not all, of the above map).

We have lots of ideas for what kinds of content should be in a Vasloria Boxed set, but while we were meeting we wondered "well what do the players want?"

And we thought...why don't we ask them! We got a patreon right here!

So literally in the middle of our Omund's Land meeting, we want to ask YOU! What would you like to see in a Vasloria Box Set? Sky is the limit! As a director, as a player, what is the critical information you feel like you absolutely NEED to run a game in Omund's Land?

What's on your wish list? What did your favorite setting book/box have that you wish ALL setting books had? What's your pet topic that you wish every box set had?

Keep in mind, this is just Omund's Land, just our medieval fantasy analog, no Capital, no Timescape. Just Vasloria.

What would YOU like to see? Let us know!

Files

Comments

Douglas Grion Filho

Cool dungeons (modular, and with unique themes and puzzles and secret passages and relics hidden within etc); Cool magic items; Cool NPCs. Real basic stuff, i bet you all already are doing this

Liam Fullerton

I would love to see some mini’s from every area or themed miniatures for a variety of landscapes. Even if miniature this time means cardboard ones you set up on the map. Speaking of maps! Fold out maps and more maps! There’s nothing I love more than a new battle mat/map. I know some of those will be covered in the encounter book but it would be cool to have something for each area. Thanks for all that you do!

Nathan Kennedy

The map looks awesome and thanks for the solicitation. I would love to get a bit of history from various racial perspectives. And also the major settlements and the economics connecting them.

Zachary Boozer

An elemental based censor and beast companion based kits! Can't wait for December!

Fluf Hoftis

Ive always loved the fantasy of building a castle and establishing your own territory and with a map like that i cant wait to see how the stronghold rules develop!

Bill French

Details that make the place feel lived in. Great sweeping histories are, you know, great, but give me regional texture. The staple crop of this town was decimated a decade ago, but the town survived off owlbear eggs so now there’s a festival where people make omelettes. Weird folk lore about a cryptid that even in this fantasy setting is probably a myth… maybe? Regional games! Stuff that makes me believe the setting has people and not cardboard standees.

Maeve Rea

Simple campaign hooks/inspiration

RoseColoredFranco

i don’t know the first thing about design but some dope banner or flag to hang in the game room as a director would be my wish

ranch_big

Some important people, the power they hold, and the relationships they have to eachother. npcs for running negotiations and sources of quest hooks. And also which places in this region are significant worth holding control of (ie if this were diplomacy, where/what are the little dots that give you an extra unit if you hold them at the end of the year?).

Morden

More titles and complications specific to a medieval fantasy setting. More setting-specific monsters. Character-centric, cinematic warfare rules. Or to paraphrase: more character creation/development options plus monsters. Lore, NPC's, and adventure hooks go without saying, but seriously, I wouldn't personally care; I don't need another world; I need more options as both player and director.

Jason Creighton

I would love to see a themed Director screen included in a boxed set

Talroc

Something that the Critical Role books did in their gazetteer sections that I wish all setting books did was providing adventure hooks for their locations - quick prompts of a threat along with their relative level (echelons of play). It made it very easy to get inspired for conflict and adventure with only 2-3 sentences!

Scott Hall

Run down of each barony- who rules. Who really rules. Major NPCs/quest givers/trouble makers. Short timeline- if the players don't get invovled, where might the barony be heading in a year, in 5 years?

Skye McLaren Walton

A fold out colorful hex map for each of the different (now broken/defunct) duchies of Omund's Land would be fantastic actually. Urland, Trent?, Etc

Hive_Indicator

You're probably already doing this, but some demographic data like the Wildemount book CR did would be cool. Give each city/town/whatever some flavor. And maybe a local legend that someone from there would know about (has the added benefit of being an adventure hook for the Director)

Peter Lewis

Motivations! Tons and tons of motivations, preferably with webmaps of intertwined motivations, and maybe negotiation details we can use for templates. What do kings want? What do factions want? What does the necromancer guild want? Motivations drive the simulation and make it easier for the Director to respond to the Heroes.

Jackson Ronnow

Definitely the history of the region and how it came to be ruled by Omund, and what factions are active in each settlement/city and some of their motivations. Ecosystem differences between the different wodes and other areas would be good to note I think - what kind of monsters or beasts (or strange hermits) might the players find in say, the Great Fen vs the Great Wode? Are there ancient ruins that might be found in some areas, and if so what's their origin? Also very interested in learning more about the various towers of magic and their relationship to the land around them. That's all noodly lore stuff though, and might not all translate to a given campaign, so I think what I would actually use the most as a director is information on the different threats that a given area or faction might face - bonus points for multiple factions all pitted against each other, giant convergences of power are super fun. Kind of a mental dump, but hope at least some of that is helpful.

Alexander Glazier

I would like to sheperd and foster a community displaced by war and the encroaching threat of monsters and chaos! Like Dusk, but playing out the consequences of reaching safety and having to make a new life for youselves.

Callum Grier

- A deluxe cloth map (probably a deluxe edition). - NPCs and factions across the land, big and small, with goals and motivations. - Histories and folklore of small regions and towns. - A set of powerful items (or project source) locations; like the "Tomb of Delius" as a little dot on a map with a enticing one-liner of what's legended to be there!

Mariamow

A section on nations (baronies?) like in the 3rd Edition D&D Eberron book 'Five Nations'

JBR

Ideally, some sort of add-ons to existing content, wish list would be maybe a new Subclass to each class, but that's a big ask, so maybe just some subclasses that are unique to Omund's Land, but also ideally a long campaign adventure for the whole area maybe ending with a type of Iconic Villain, not Ajax, he seems to be the Draw Steel iconic villain, but maybe someone/something specific to Omund's Land? That's what I'd ask for, at least. Very excited for the future

DL_Pharaoh

My players have really latched onto Complications. Having unique setting specific ones that could instantly tie the PCs into the setting would do wonders to getting them attached. Same goes for unique, evocative Backgrounds.

Joshua Heisler

I would love: a) a collection of Barons, leaders, mages as significant NPCs with particular end-goals and desires, and hopefully some that interfere with one another. And to have negotiation motivations for these NPCs. In a box set I would love for these significant NPCs to each have an index card with their negotiation traits as motives for easy access (bonus points for illustration of the characte on the opposite side that the players can see across the table. b) Vasaloria specific careers and and backgrounds. Subclasses would be cool, but I honestly feel like I won't have had a lot of time to experience the ones we have and I think careers and backgrounds will be overall more helpful to the Roleplay c) interaction with the MCDM iconics!! They are in Vasaloria, let us see John and crew, interact with them in some cool meaningful way so that when we see subsequent fiction we're more attached to these figures. d) lastly, it would be super baller to have a quality cloth map of Vasloria in some edition of the box. Something I can put on the table during a game and then hang up in my office when I'm not

Net Consciousness

The One Ring 2e has very useful setting information in the form of “Landmarks” (adventuring sites) that I’d love to see in every game. First, they describe the important lore about the Landmark, as well as an incomplete or incorrect rumor that players might hear about the Landmark. They describe about seven rooms/locations within each Landmark, including what obstacles are there. Then they put a roster of threats and potential allies at the end of each Landmark entry. The GM can use or leave out any of these threats. They also list a few unique obstacles the players might experience along the way to each Landmark. Lastly, they have a section about recurring major villains in the region who want to do various evil things at various Landmarks, so it naturally creates a campaign tie-in.

Dazrin

This is basically what I was going to say. Adventure hooks, location hooks ("the fabled college of the phoenix was rumored to be on the road to here"), research hooks, etc. Something where I can grab a location and say "you might find xyz here" would be fantastic.

Matthew Mackay

What I'd love to see is something like a powder-keg style sandbox game. Or, the setting to run one in. All the factions, all the tensions, all the existing alliances and rivalries. But all in a state of equilibrium, ready to explode. Along with it, a handful of inciting incidents to start a campaign off with. So-and-so gets murdered, these people invade those people, someone disappears, etc. Something to set the whole thing in motion. The idea being that the players then engage with this big pile of politics, and they can't possibly be everywhere at once, so some pieces go untouched. And those situations evolve in some way, perhaps informed by the bits that were touched. I doubt any box set could cover every single possibility, but who knows! Boiled down to a sentence: everything a director would need to run a multi-level sandbox campaign revolving around local and regional politics set in Omund's land.

Jackson Ronnow

And a trinket themed after Omund or his knights would be cool! Maybe a metal pin of the standard that's in the dice set you guys put out? Something physical to embody the setting. Minis are always super cool too, but that might be outside the scope of a box set. Maybe going one further and doing a little statuette of some kind would work better for this context.

Tim Carroll

I'd love brief descriptions of the power structures that support the local rulers. The church, the spies, the army, e.g. so the players have options to go around the rulers and negotiate directly with the people that keep that ruler in power.

Zymri

Adventure hooks and details about important people in each major area. NPCs with fleshed out motivations that I don't have to write.

Joey Hardy

A gazetteer. Both the Eberron 5e book and the critical role guide to exandria book have great gazetteers. They provide location breakdowns, flavor like fantastic landmarks or major historic events, and potential adventure hooks.

Malachi Lynch

One of my favorite tropes is the strange vaguely mystical person living just outside of town. In d20 fantasy, said person generally has a few spells. In Draw Steel, I don’t think that there is any expectation that powerful NPCs have player abilities. I would love to see a table/list of examples of such "folk magic".

Net Consciousness

Put simply, they don’t just give us lore and NPCs and setting information. They build it into playable content.

Sean Menton

My favorite setting book of all time is Monte Cook’s Ptolus setting. I ran a campaign for 5 years using that setting. It was pieced together a bit like Lonely Planet guidebook with interesting locations and characters that I was able to use in lots of ways.

Joe Auerbach

So for a start, i think framing things for a few styles of campaign is a great idea. "In a political campaign, here's the organizations here and who you might need to impress to get an audience, etc" versus, "in a straight adventure, the PC's can get access to the Duke by impressing his steward" I think some recent history is useful, but also some possible futures. "If the PC's don't intervene, Queen Zinn will take Lord Barington as her fifth husband and let him suffer the same curse as all the others, leaving his house without an heir" or whatever. "If the PC's take no action, this region will spent the next twenty human generations fighting back and forth with the hill dwarves". Maybe also, "In northern Corwell they make XYZ cool mundane and magical stuff and here's how your PC's in other parts of the world can get their hands on them" Also, personally, I'd love art with regional food. I'm a sucker for that stuff.

AltheDM

Would love some more lore for the monsters origins, more maps and I like cloth maps, running large sale battles. Giving players options to have their own castle.

Newt the Newt

As a player, I always look forward to setting-friendly race and class options. Maybe there's a Shadow College that specifically works in this setting, etc. Race options that make sense in this setting but maybe not others. As a Director I'm usually looking for how I can utilize the setting to make encounters. Learning about motivations of villains. I also love to read about unique cities or villages, or ways to build settings, so I can use them for my system-- what do humans provide in this setting that they don't in Faerun or Middle-Earth?

Brook Jordan

The Dolmenwood campaign book is the gold standard for me. There are plenty of hooks for large, faction-focused conflicts. However, there are also boatloads of free standing, hex by hex mysteries and monsters. The ability to zoom in and out like that in a single book is fantastic.

Michael L

I'm not exactly sure how to word this/how practical it could be, but some sort of chart/page of core adventure themes/categories matching with the different regions and npcs? Something like what the site Adventure Lookup does, but on paper?

Benjamin Appel

I would like a calendar that has when all the various bad guys plans would advance. It could be just a single legal size page but I think it would be cool in a Red Hand of Doom way

Scott Crumb

I would love to see some detailing on some of the factions present in Vasloria, Some more zoomed in maps like region maps or city maps. Player Handouts are a big plus I always enjoy opening box sets with fun little tokens, cards, coins, or bookmarks, Even physical trinkets to collect which aren't necessarily for game use. Something more non standard could be Music to get into the feeling of Vasloria or the different regions. And always welcome is a new mechanical framework for some kind of feature, whether it be more titles, careers, or existing tangible things from the core rules. or in other more out there box sets could have unique new mechanics to the region. (Thinking like extreme weather mechanics for box sets in locations that revolve around extreme weather) examples being The Ravenloft Realm of Terror boxed set that includes Fear mechanics and Power checks specific to the setting

Jordavax

I think a stronghold framework and mass combat makes the most sense for Vasloria. On a related note I'd love a glimps of a post-Ajax Vasloria! An adventure set during the scramble of various barons to become the "next Omund" could be fun.

Josh Vandervalk

I would love to see some expansion on the role of Saints as written in Priest/Thief. How the Church is structured... the Bishop o_O To actually run Vasloria, political factions and lots of anecdotal folklore and tales.

Brandon Coppinger

Piggybacking off somebody else's ideas, but whatever some of the current situations are - plans of villains or impending threats depending on tier of play that a GM could pick and seed through their adventure as they please.

Ryan Williams

The thing I feel like I really need to get my Draw Steel game going is help creating a pointcrawl or a hexcrawl. Omund's Land could certainly be the place to do it. Of course, the things I ALWAYS want are more monsters and more subclasses.

Dylan Bederman

I would love any guidance on how to run Draw Steel's version of a Hex crawl or Point crawl

Anthony Fontana

Cities that feel different! Climates that vary! Nature rich with mystery! Reasons to travel and consequences for staying put. Make this something unique from what I can find in other games.

Vega

With all the maps floating around I would really like an official map of Orden and official more detailed map of Vasloia and where Omund's Land sits in all that. I love running campaign that travel a lot but without clear maps to support it, I feel like it makes more work for the Director to do !

Sam McGurran

For me, I want to see the quintessential Omund’s Land adventure, with the Shield of Aendrim, Castle Omund and Mandrake the Betrayer all playing a part. I’d like larger than life NPCs, Villains and factions that really bring this slice of Vasloria to life. I liked how Eberron Rising from the Last War had information on the various nations and houses paired witc also locations and adventure hooks with simple maps. I’d love to see something like the original soldier career path help characters really tie into the story and history of Omund’s Land, plus titles or careers for organisations like the Coursers or different Flights of the Dragon Phalanx.

Pool Time with Swim Allen

Some setpiece boss battles against Ajax and his lieutenants would be great. As much adventure structure around them as possible would nice.

Adam Stein

I'd like options for playing in different eras or Omund's rule, perhaps inspired by the character of Hal/Harry/Henry V in Shakespeare's plays Henry IV & Henry V. The early days where Omund consolidated his rule and founded the dragon knights, the Fall of Omund, etc.

GodlyPie

Fantastic locations, adventure hooks, generating tables, npcs, titles and treasure

Adam Stein

I agree but also think the maps should each be a little different to represent the different cartographer's who worked on them.

Heart of Arcana

Would love to see more dice (gemstone option?), a custom Director's screen (with Omund's Land art), more minis!

Haezan

I really liked Hunt’s axe in FoBB. More named magic items and trinkets from Omund land’s history would be neat

Jesse Babs

Any chance we can get a high def version of that map?

Haezan

This^

A Quiet Guy

Factions, including members, operatives, motivations, leaders, and how they vet new candidates; rich descriptions of locations and what makes them stand out; a decent sketch of history easily referenced to put what was and what is into a context, with some idea of which things in that history are well known, lesser known, and largely unknown; adventure seeds and possibilities in locations and tied to different groups; openings that can be fleshed out and inhabited by the Director for their own things, too; breakdowns of different traditions (classes, subclasses) past and present as they connect to those factions; something similar with regards to magic of different ages and factions and how they differ.

Cole Craton

I also think DM screens are cool. If you can make one featuring the setting. Dice are also obviously great

Benjamin Ford

When looking at "setting books" for other games I often am faced with lots of art and block paragraphs with sub headings and frankly: that's super boring!! I would love some interactivity with my setting. Players get cool classes and ancestry, and DM's get... lore?? That's it? Telling me about this village and its hooks is cool and all, but having a mechanism, a impactful way it actually interacts with my table is WAY cooler. Give me a curse that the local witch placed on the village, a side quest or interlude that triggers when you arrive, a local legend that grants a bonus or title, SOMTHING the DM can look at and play with

GubDM

Player stuff: ancestries, subclasses, kits, treasures, titles, careers, complications, and downtime projects specific to the region. Some new (or old and revised) subsystem/minigame that shifts the genre of the game a tiny bit when playing in that region. Director stuff: Languages and NPC Names per language, MONSTERS, and retainers. Then, per location in the setting: lots of maps (different levels of zoom), factions (what side they sit on the central tension, what they'll do to affect the setting when left alone, what heroes can do to draw their ire, major NPC stats), adventure seeds (some wholly designed adventures, but more seeds than adventures), and adventure strings to connect the seeds in useful narrative paths. For example, Phandelver (goblins are unearthing an ancient magic mine, why?) -> Red Hand of Doom (the hobgoblins were using the goblins to prepare for war, now they scour the country side!)

Joseph Coffa

One of my favourite tools as a GM is to provide history/lore through magic items. So my vote is for a lot of unique (maybe named?) magic items with flavour text that contribute to the history of Good King Omund and his lands!

Xue theViewer

I think I'd want short taglines for each of the major societies players might interact with or be from. Not much, but enough to get inspired to flesh them out myself.

Matthew Hewett

Adventure hooks! Lots and lots of adventure hooks. Oh and specific mechanics that reinforce the setting (here thinking of MCDM's Warfare game, which was a major hit in two long-running campaigns of mine).

Snooberry

Setting specific character choices, either subclasses, backgrounds/careers, or species. I find these help me as both player and GM to engage more closely with the setting than if we were porting an existing character idea into a new setting.

Robot Stevens

A heraldry maker would be pretty cool. Something like a guide to making either a new crest or one that is related to an existing house/faction. Also a map with interactive stickers would be awesome, like colorforms but with markers for dungeons or towns or things that represent how the players are impacting the land?

Snooberry

I would also love to see some classic MCDM locations s like Bedegar, Tor, Dalrath etc. I loved watching the original game sessions from Night Below etc and would love to be able to run in that setting

eon agon

STRONGHOLDS!!!

Michael Olesberg

I have my own medieval fantasy analog, but I like to reskin minor towns and non-boss fights from other adventures to save on prep time. It's good to be able to quickly pull up a 12th century village when the party decides to go to a different area than I expected. That is to say, the box set should be your medieval fantasy analog, but I want to be able to use parts of it in other analogs. Also, a good primer on how feudalism works and how its structures/lines of authorities impact the lives of the people the heroes meet. For those Directors who haven't played too much Crusader Kings.

Bryce Anderson

I would love something with the Gol! An ancestry! A class! Magic items, demon gods, you naaaaame it!

Tastiest Toaster

What makes a good setting book in my opinion? Style AND Substance. By style I mean cool unique things that will make the setting stand out from other fantasy settings and will help "sell it" to players. Oh and LOTS of dope art. The BEST setting books have you want to play simply by looking at the art. It also really helps inspire both players and directors. By substance I mean everything that will make the game easier to direct: maps, adventures, adventure seeds/hooks/rumors, major and minor factions along with important characters and their goals, a list of events (both big and small) that will impact the setting locally or globally if a given faction achieves their goal(s), roll tables for random encounters (combat, social, etc.). Oh and one other thing that REALLY helps IMO is a strong intro situation/mission(s) to the setting. For example, Blades in the Dark gives the "War in Crow's Foot" starting situation to help get things started. The "Fall of Blackbottom" adventure would give players an immediate sense of the threat that is Ajax and give them a purpose.

Kevin Webb

Guidelines for the value of currency in the various lands. I know money is kind of abstracted for characters in Draw Steel but it would be nice to have a benchmark for what a gold piece will buy you or what is of value in a particular area. Just kind of a high level overview per land in regard to currency and main product of production or the main products they have to import or steal from other areas or factions

Jack Charlton

Adventure hooks tied to locations. Location/lore info that doesn't require reading pages and pages to get the salient features.

Jack Charlton

In a box set, handouts and minis of some type. Artwork, stats/ including negotiation stats of NPCs on individual cards.

Jofu

A Legend for each city / location that gives important information and a snapshot of the location. Population, what is the city know for, what does the cities economy rely on, any quirks that a citizen who was born and raised there might have etc. I remember some Kobold press books did this and it was really great for world building as a DM and built the players imagination without having to read an entire tome of history.

Sagaisgood

And dare I say… FOLLOWERS???

Evan Miller

One of the best box sets I have gotten was beadles and grims eberron box set. To go get into detail. I have always loved getting maps with games. So a good quality map would be amazing. If I could get a high end version with a cloth map all the better. I really like having some handouts connected to the adventure. It helps my players connect with the events. I love learning about special materials, cultures, and organizations in an area especially if we can give heroes a way to connect with those. Ancestries, trinkets, subclass, even a new class or perhaps a physical print of a class like the beast heart if it thematically fits. I really like how in the starter adventure their is a title attached to a local faction, things like that are great. Giving me a dm shield with some local lords heraldry on them or handouts with them would be cool. Perhaps the shield for the rightful heir of bedagar I am forgetting the name right now I am sorry. But setting up titles, specific magical items that are connected with the lore and people of the land, perhaps some special things for dragon knights and hawklords. I would eat that stuff up. Adventure hooks, useful NPCs in various areas would be helpful to me as a director as that is what I seed in my adventures when I design them. I build some people that exist out here and what kind of problems this area may be dealing with. Also maybe some monsters that are connected with the lore of an area. Always room for some more war dog bois

Jason Adamo

As a Director, I would love more detailed maps about omunds land's points of interest, like general history of the area. Like the ruby desert, the fallen pyramid, the protectorate of zyll, all the wizard towers. Also factions and stuff, details about the baronies and other groups working in the area, good and evil

Nathaniel Johnson

Named NPCs with interesting info. I’m not asking for whole adventures around them, but the more “Ajax” type characters that get thrown into a setting, complete with a stat block and lore dump, the easier it is for me to make that world come to life/run adventures in it.

oneeyedziggy

A sampler of adventure types... Some megadungeon, some wode, some urban, some high weirdness... "ephemera" you couldn't get into the main book page count... 'meta" Handouts, in-lore broadsheets... Player aids...

Rodrigo Quaresma de Andrade

One of the greatest things a Director can hear from their players is that the world feels alive and moving on its own. One of the greatests things to experience as a player is to feel the world is alive and moving. I would love to see many of the possible moving parts of Omund's Land, which direction they are moving and how to implement/show them moving in game. Would be awesome to have like 3 or 4 (or more) possible plots The Clock(and many other factions or circunstances) could be working on so I could pick and choose which to apply to each campaign. The implentation of them would be the most important thing, in my opinion, over the good idea. I've read many a rpg resource that they just throw an idea but give you no help on how to make it happen. "You could have patrols around this area" they say, but never "the area is patrolled in this pattern, this often, with groups of this size and a total of that many groups".

Nathan Kennedy

A few sites, lost to time, whose ruins hold dangerous secrets and tell the tale of an epic and tragic battle.

Richard McGain

I want to second Ptolus as a gold stadard for setting books. Not because of its length, but because of the way information is cross-referenced in the sidebars. It made it incredibly useful and easy to reference. As much as I like the hefty tomes of lore of other setting books, what I mostly want these days is short bits of flavour that help players immerse themselves in the setting. A quirky NPC that could only exist in Vasloria. A town with a threat that is iconic to the setting. Folk customs that hint at the ancient evil beneath the nearby barrows. Content of direct use in a session. Also, I really like fens (bogs, swamps and marshes can go hang!), and it is a big chunk of the map, so what's it like to live there? to adventure there?

Matthias Havrez

I would like evil plots from several bbegs from différents places. But what I want WITH that, is correspondance between them. I want my players to discover letters between the guy they just killed and another one they vaguely heard about but kinda know he or she is probably bad. I want threads of conversations, filled with clues as to what the evil dealings are. I did not come up with the idea, it's a Colville special, but in case it was not considered, or you folks were not convinced it was needed, I'm here to say : I'd like to have it :)

Evan Miller

I should also mention that some games I have purchased offered me the option of pre painted minis which I did pay the extra for because I know myself and I will never make time to paint or put together the minis myself.

Devan Boone

I'd love to see some ancestries and subclasses themed to parts of omunds land I'd also love to see the factions in each region and what kinds of adventures are expected to happen there, what makes adventuring in Corwell different from Graid

AgentJohn2

I think a larger collection of treasures would be cool! Whatever you guys feel inspired to make, I feel like there's value in more variety there. If a few of the cooler treasures are in themed dungeons/locations with a few plot threads attached, all the better!

Michael Skelly

I got the critical role campaign books and I like them, but I quickly realized that I didn't want to play critical role - I wanted to do my silly stuff with my friends. For Omundsland, I could use high level NPCs, a map with some Gazetteer info, quest hooks, etc. I think drop in locations would be awesome to have. Tables are handy. Names. A table of names. The page I use the most in the new DMG and the Candela Obscura core rules is just the list of names.

atomicsorcery

Named Monsters, specific legends and tales that are local to the towns. Vaslorian Treasures. Aspirational titles specific to Omund’s land. Careers that would be here and not elsewhere. Maybe a place or organization the players might try and work with or even take over.

Markstellar

Second! Huge fan of both of these ideas

Stephen Green

Director: Director Screen, campaign frames, hand-outs, adventure hooks, location hooks for each spot of the map, adventures addons that can be run out of the box to get an idea of what adventure's look like in this area, faction information, important NPC and villain info, new monsters, magic items and titles. Even better if some of these could be player hand-outs Player facing: Omund's Land specific: careers, kits, subclasses, complications Class-specific tokens for heroic resources, class-specific cards for abilities Omund's land player goals that can be selected to help a player craft a story or a goal for their character, even better if there are physical hand-outs

ObnoxiousJoe

I recently started reading the adventure book, "A Pound of Flesh" for the game Mothership. Something that really sparked my imagination in this book was a list of three advancing situations within the setting. This gave an idea of how events change over time in this city as players come back to it, and also gives players an opportunity to ineract with it on various levels. This is something I would be very interested in seeing in the Vasloria box set. Several situations that show the setting changing over time depending on where and when the players are in the setting, this could also give players the opportunity to connect some side adventures/modules in them. I am thinking about this from the perspective of a GM who is interested in running more campaigns in Vasloria. Adding evolving and changing situations I think adds a lot to a setting to make it feel more dynamic and gives the GM the assistance in making the world feel reactive to the PCs. My PCs have already finished Siege of Castle Rend and the Baron of Bedegar so I am interested in continuing to return to the setting! Looking forward to the possibility of this box set coming out!

Lucas Hamrock

Overall: another set of unique dice, whether they be themed after another class or after a location in Vasloria (maybe an Ajax dice to match Good King Omund!), some hex-crawl physical maps to go with an exploration themed adventure(s), several key waypoints along the map with a fleshed out NPC & accompanying location Director: director’s screen, printed tokens of one - heck, maybe more than one - monster types (maybe Demons, Fiends, or the War Dogs) given in the first backer-kit release Players: Trinket or Leveled treasure physical cards, more classes or subclasses Really, I’d be happy with anything but the following are what I REALLY LOVE. I’m the forever Director, so my favorites from this list are 1) more themed Twenty-sided D10s, 2) Director’s Screen, 3) more subclasses for pre-existing classes, and 4) a hex-crawl physical map of a key location(s) across Vasloria

Sebastian Armstrong

What I look for in a box set is a buffet sampler of several different elements, and has a lot to offer. - Having a couple of MCDM's canonical Vasloria adventures that can be strung into a campaign would help dive right into the setting and get a feel for how MCDM views play in the region. Maybe different echelons (one per echelon would be a lot of work but also pretty cool) - I'd love to see a new game mechanic (ie Strongholds) that's appropriate to the setting that one of the adventures introduces. - Having a good mix of player options, like some ancestry options, treasures, titles, subclass options, and possibly a new class that fits with the setting. - As well for the director, some relevant history of the region, maps, monsters, and adventure hooks in a setting book - Ptolus did a good job of presenting a setting, but I think that style would much better fit Capital, though is useful for settings in general. - With a physical version of the box, having high quality handouts and Vasloria-specific minis for the adventures would kick ass!

ZealousNemesis

KNIGHTS!!! More specifically, Orders of Knights! And Art! Knightly Art! I’m asking for lots of knights given the MCDM treatment: Where are they based out of? What are their oaths? Who are they loyal to? What fallen heroes/legends do they honor? What tribute/requirements/forbearances do they exact from my players’ PCs who want to join them? What powers/titles/authority do they grant my players’ PCs who do join them? What would it take if my players want to found a knightly order? How does each order work with the other factions (churches/monastic orders, governments, great houses, etc.)? What was the overlap of nobility with knighthoods in Omund’s kingdom? Can we get a little guidance for role playing a knightly order going to war with my players’ PCs? What/Who are some supernatural benefactors some orders might acquiesce to? Have any knights been granted a legendary weapon by a saint or by a memory of a true elf? Have any orders fallen on hard times? Or been recently decimated? What would a knightly order look like that has not seen patronage or undertaken a grand quest for [human] generations?

Dor Edras

1. Current State: Factions, major NPCs, movers and shakers, high-level events taking place at the regional scale. What's going on in the homelands of each major ancestry? 2. History: Some historical detail on Vasloria Through The Ages to help contextualize the various ruins, old battlefields, etc my players are exploring. An exploration of the faiths of Vasloria probably falls here too. 3. Geographic details - Maps for days, certainly. Ideally, regional info and story hooks at different levels of detail for different locations. Some places, maybe there is a ton of info with plots happening and inn names and NPC details. Others, maybe just some legends or a high-level description with a hook. Still other, maybe just a general vibe. Ideally, I want enough detail in the maps/descriptions that I can piece together what this place was really like during Omund's heyday (which was within human living memory), and then a mix of high and low detail locations re: what is actually happening NOW. That way I can build settings of my own in the less detailed areas or reach for something well known depending on what is needed, and *in general* it should vibe with official printed supplements as you put them out. As an example of a great setting book, check out the most recent version of Exalted. It does a great job with a mix of high-and-low detail areas, with enough space between to fit anything I might want to invent. And yet, the world as a whole still feels cohesive. And although this is an Omund's Land book specifically, it would be wonderful to get a *short* section contextualizing Omund's Land within the wider Vasloria and Vasloria within the wider Orden.

NealSig

I know there are lots of folks who want to run their games in Vasloria, but it isn't really my style. As someone who has their own setting already (so maybe not your target audience for this product), I'm mainly looking for player options, meaty adventure hooks, and notable pregen npcs and loot/downtime goals that I can reskin to fit my setting.

David Penguin

A big part of the appeal of Vasloria as a setting as a DM is for players being able to establish their own kingdom/realm, and come into conflict with other realms. I'd love to see a truncated Strongholds/Kingdoms & Warfare system! Whenever I've ran something like Vasloria, exploration or travel often played huge parts in what I wanted to run as a DM. Knowing what dangers are present in Vasloria, how likely you're to encounter trouble travelling from point A to point B, and what players can do to make the journey safer are all things I consider vital in something like this (happy to be proven wrong though!).

ZealousNemesis

Folk tales and legends that inhabit specific areas. If you want to travel from Celkirk to a village north of Bodman, farmers in the area will warn you that you need to deal with (propitiate) the Wyrm of High Lyria. Imbedding stories regionally (that the PCs can’t just kill) would really make the fantasy more alive. The PCs might only interact with the North Friars’ ferryman once, but they know that if they want to cross into Aendrim without the hassle of a customs inspection, they need to bring him a bottle Corwellian whisky (in addition to the customs toll and the ferry toll).

Brian Zappulla

For me the #1 thing is detailed maps. Both zoomed into a specific barony etc , or zoomed out to most of vasloria.

ZooSKP

I'd like to see some more fleshing out of the notion of the "de jure" kingdoms of Aendrim, Corwell, and Graid? What does it take to become Duke of Aendrim? What about some ancient baronies or other lower down titles? What dead holding can the heroes or the NPCs that they interact claim and/or bring back and who are the current nobles who would prefer the status quo?

Robert Lane

The Gods and Religion section in the Heroes book is so valuable for demonstrating what each ancestry is *about* in terms of cultural mores and values, that I think it might honestly be the most useful part of the book for understanding what being in Vasloria would be like. In that sense, I'd love write ups on the other human gods.

Ben Milne

Unrelated, but would y’all be willing to reveal what the special edition covers are gonna look like? I’m incredibly keen to see the physical editions!

YesterdaysGlory

History. Local color & idiosyncrasy. Kingdoms, factions, and notable individuals. Alliances and conflict! Evil schemes.

Isaac Remnant

I would like a 100 page novel outlining the immediate history of Ajax told from the point of view of the first War Dog.

Tom Flynn

Kingdoms, Warfare, and guides to running Politics! Like, sidebars that say what each political leader is planning (and some of those things to be devious and ingenious!).

Andrew Straight

1. Bring back the Soldier Career Paths! Matt’s original Soldier Career Path material was fantastic. Even if it didn’t fit in the core book, an Omund’s Land box feels like the perfect home for it: • Roll tables for unit names, famous battles, scars/wounds, promotions, and battlefield incidents. • Titles and honors tied to ancestry. • Tables for NPC armies, hero commanders, and military reputations, etc. • Incident table Maybe even include fleshed-out career path tables for every career, not just soldiers! Or even a Burn Bryte-esque Story Path system, but custom-built for Draw Steel. 2. Faction Flowcharts & Political Playbooks Faction lore, but give us flowcharts showing how factions react to events & player actions. Combine with a ‘Political Playbook’ explaining their goals, alliances, and triggers for conflict with fleshed out Negotiation stats for npcs. 3. Regional Tension Tracker A simple escalation mechanic and/or tracker to track political tensions, wars, famines, resource shortages, etc. Something like a “Vasloria Threat Level” that changes over the course of a campaign. As tension rises, roads become dangerous, prices spike, factions change tactics and do stuff, etc. 4. Modular ‘Breakaway’ 3D Printable Terrain & Dynamic Terrain objects Would love to see official modular, breakaway-style 3D printable terrain files: walls, bridges, siege rubble, statues, DTOs, etc. related to your published adventures, designed for the setpiece combats. Pieces that can literally be smashed, collapsed, or repositioned during fights to emphasize MCDM’s tactical/cinematic style. Build the battlefield, then wreck it! Like a 3d-printable Delian Tomb!!! 5. Vaslorian Folklore & Myth Codex A mini booklet of diagetic local superstitions, legends, ghost stories, nursery rhymes, and folk explanations for monsters. Keep them deliberately uncertain (like old school rumor tables) some true, some not. 6. Regional Name Generator Tables for generating town names, family names, or titles specific to different Vaslorian regions. Maybe tie in languages and make some dialect-specific name generation tables? 7. Director’s Sandbox Foldout/Reference Sheet A quick-reference sheet/foldout focused entirely on running Vasloria: • Faction summaries. • Regional tension tracker. • Terrain/location building tools. • Travel complications. • Regional myths at a glance. Like a mini Director’s screen focused on sandbox world management. 8. All the maps!!! 9. Probably a separate product, but everything we need to know about the Chain of Acheron! 10. Info about Black Markets, Thieves Guilds, and the seedy underbelly of western Vasloria! 11. Expanded Strategy/Tactics examples/choices for combats 12. Again, probably a different product, but would love to have premium card versions of all the actions, maneuvers, triggers, etc. (similar to the talent cards for 5e). I get the reasons not to have them, but you said sky is the limit, so cards, lots of cards!!!

Aaron Hollern

Echoing +1 for adventure hooks, and basically anything modular. if I end up playing Vasloria, or not, would love if I could open this product and easily pluck from inspiration.

biscotti

Feudal Politics! My players loved THE AURUM COURT by Amber Litke in Arcadia 26. Characters with schemes and intrigue to drop in. The realpolitik of Kenway and honorable (or not) knights. Negotiations!

Chappy Hall

The Kingdoms & Warfare/running realms & politics rules is what I would like to see most. Because they would both be valuable for running adventures in Vasloria, but also in any other setting. As a Director, content that I can use in multiple contexts is always helpful! Also as I saw someone else mention, pretty maps are nice :)

Moogs Parfait

A large festival that makes its parent culture feel unique and provides a starting point for adventure(s). Something as interactable as the Witchlight Carnival but less supernatural.

AngelPlayer

For me to truly use a setting and not cannibalize pieces of it in a home game, there needs to be enough world building to inspire story arcs, yet enough left open to not be restrictive. Webs of political and socioeconomic relationships between factions, historical turning points, random events, and local cultural highlights are particularly helpful. Also, since it's a box set, please give something like index cards for quick reference to people, places, and events. An ala carte or drag and drop collection of shops, noteworthy places, npcs, etc. Are tools that are always helpful and generally reusable

Ole Ingvar Stene

It might be given, but historical timelines have become a must for me to visualize the past of a setting.

Christian Lange

Maybe something like the encounters, but for villages and towns. Specific places with people and locations appropriate to vasloria, but that can be dropped anywhere as needed

Tim

To expand on what several people have touched on already: Historical elements (battles, orders, kingdoms, figures, etc. ) should be presented from a usability standpoint. Lost kingdom? What would it take for a player to become king/queen? Order of knights that were scattered by Ajax's army? Who's still alive? What are their negotiation details? Does refounding them grant a title? And if you're including the warfare rules, what special unit do they represent? Ruined castle? Who could grant the deed to it as a quest reward? All of this is of course for the Director-facing content. For player-facing content you could introduce new ancestries (if appropriate), contextualize the existing ones, provide new kits, mention rumors or legends about magic items (that the Director would be given stats for), new options for projects, a table of complications/inciting incidents that all tie into Vasloria's regional identity and history creating ties to factions, NPCs, and people groups. If you want a great example of a good setting BOOK (not a boxed set, but perhaps useful for research), the Eberron Campaign Setting was great. It's focus on setting up conflicts and motivated parties in every area that got described was wonderful. Especially with the inclusion of adventure hooks. It also introduced new mechanics that mixed up the game a bit and made playing an Eberron campaign FEEL different. If at all possible, do this with Vasloria. The obvious choice would be the inclusion of Kingdoms and Warfare because vying factions and battles do set Vasloria apart from traditional D&D style games that are about dungeon-stomping. And of course a starter adventure for the setting followed by an outline of ideas for future adventures would be golden.

Dtmahanen

I just want more classes, subclasses, and ancestries.

Inge

Eastern parts of Vasloria . Actually any parts that maintain the "medival european" idea but are inspired by less usual countries than medival England. I really want to see MCDMs take on something like that.

Matthew Lahtinen

Intelligent monster kingdoms, and baronies. For example, I see hobgoblins having such kingdoms. They are disciplined, lawful, so why would they live in mud huts. They should be in castles on par with humans. A highly regimented society, everything neat, clean orderly, where, as the modern saying goes “the trains run on time”. Maps yes, but large, always loved the big wall map from the old Greyhawk setting. And since you asked for no budget limits, full color silk, with brass grommets to hang it. Plus banners for the major kingdoms. Maps detailing not just political boundaries, but cultural, and population areas. This can connect to the history, so we can see pockets of people cut off and isolated by one war or event. As others have pointed out, festivals, and religious celebrations on a calendar. Not all have to big kingdom wide events, but small local ones.

FoxTrick

A great box set needs fresh flavors, something that gets players genuinely excited. Evocative art, detailed maps, compelling settings, and NPCs you want to meet. And for the Director, it needs background info that sparks imagination and inspires worldbuilding. When a box set really works, it becomes a creative tool I’ll return to for years. I want a set I can always reach for to find a hook or scene I can shape into something new, a foundation to build my world on. It should offer shared elements and experiences that other groups may also explore, but never in exactly the same way mine did.

Rinsewjind

Wishing well time: this is an area setting, not necessarily a time setting. I'm intrigued to have not just a timeline, but also multiple "entry points" on this timeline to set adventures in different "historical" settings. A small adventure about the fall of good king Omund. A campaign arc about the founding of Vasloria. An intrigue at the court of Tristan Valour. This entry points can be anything from box text quest hook ideas to fully fletched adventures (although of really love the middle ground of something of a skeleton of an adventure, like some story arcs with quest hooks)

Hunter Brown

Drawing on experience and difficulties running the bay and fall of black bottom six months ago, in the earlier versions of it. I absolutely need to know why any faction players are likely to interact with are under the thumb of Ajax. For example, the Hawk lords. Are they and the Chrysopolis a bundle deal? Does Ajax control the giant hawk nesting locations? Do they have a treaty? I can make this up, but I feel like there’s a good answer somewhere. Through what specific pressure or blackmail does Ajax control specific groups? Maybe this only feels like an issue for groups with as much operational freedom as the Hawk Lords, though.

Auvern

I would love to see Warfare rules like the ones in K&W, polished and adapted to Draw Steel.

RasendeGurke

I like the way lazy litch or skerples do their settings. Incredibly dense and flavourful. That and the German "Dark Eye" setting books, both are equally fantastic to read and use.

Ciaran Moore

For me, the fantasy of Vasloria is in the chivalric tales and feudal society. So I'd want aventures and hooks to run / play a game that engaged with those things. There should be orders of knights (perhaps working on secret where Ajax is in control), a path to a dukedom, reforging the order of such and such, installing the lost heir to... that kind of thing. I would love to play as specials retained by a king's spy master, or the nascent court of one of the party. I want s+f, k+w for Draw Steel, I guess.

Eduardo Barrancos

Everything everyone else said. I would love to find some Vasloria unique artifacts in there. Like stats for the crown, the shield and the sword of Aedrim.

Bear Gardner

For me a lot is covered already above. But one thing that went down well when I was doing some lore work for another company as a writer was "in setting lore". This was an idea I pitched to them based on the old school gazetteers that came with things like Dark Sun back in the day. Accounts of the world written in the hand, and from the perspective of a traveller in those lands. These can be both inspiring for the Director and extremely useful as they can be given to, or acquired by, the player characters "in game" and can be read freely. As a bonus they are, at least in my experience, very inspiring and fun to write.

Callum Iles

Must haves for Directing: > Brief summary of the setting to put in front of players - how the villain impacts day to day life > Plot hooks for included areas with suggested echelons of play > - Example adventures of various lengths > Monsters specific to area > Location specific art to evoke the feeling of the area Nice to have for directing Omundsland: > Not exactly “in” a box set but having ambient/combat music to go with a setting is a MASSIVE help for directing > Rough ancestry distribution expectations along with any ancestry specific lore for the area - e.g. knowing that Dragon Knights are rare & why they often hide their identity > Rules for how noble titles work, how to get them and who influences who - some example NPC Negotiation stat blocks would be cool > More detailed (labeled) maps of significant locations for running hub locations Suggestions from Players: > Magic Items, Titles, Complications, Careers, Downtime Projects or Subclasses (& ancestries if relevant) tied to the lore of the area > Background culture examples for various settlements

Aidan

I love maps. A nice map to roll out in front of my players, or frame on my wall would be great!

Alex

Items for tracking player turns, please! Like coins or cards or something.

Stan

I would like to see a small subnote on locations saying: "Oh and if Villain #3 takes control of this area, this happens."

Nathan Rodić

> Political information. Who rules where? How does nobility work? What are the titles and rights associated? > Monsters!! > Vaslorian subclasses > Reading fake history is usually an exercise in tedium, but I quite like history written in-world. I'm thinking of GRRM's Fire and Blood, which is meant to be written by a Westerosi scholar whose bias and writing style make it both characterful and unreliable. > Cultural info. How does daily life and customs change from one area to another? Bonus if the inspiration is more than just west european fantasyland > Maps of regions, major cities, borders etc. > A brief players guide > Knights, oaths, and chivalric orders

Viridian

A bunch of villians and their plans and how they can be weaved into adventures.

Dragons everywhere, man

Maps! All the maps! Organisations for players to interact with or be a part of. On-the-road encounters or small delves, which contain lore bits from past ages. Nothing brings more life and depth to a setting. Thank you so much for including us in the process! ♥️

Monsaemon

If I get maps, in world handouts, artwork to display to players, I’m a happy camper.

Jonas

To run a campaign in Omundslands i would love to have Information and prompts: > Plothooks for different areas and characters (With varying echelons) > Important and Unimportant NPC writeups (Motivation, Looks, Something that could spark adventures/conflict or just as a help to set the atmosphere of the Setting with People) > Faction writeups (Similar to NPCs but broader) > Descriptive Prompts for the areas (How does Aendrim/Corwell/Farrow etc feel, how do the Cariff Moundains feel, the Wode? How do the areas differ from each other?) > Possible Monster encounters in the areas > Maps of interesting sections of Vasloria (Where you could expect Combat to happen) > Loot/Rewards! Huge part of my personal prep to figure out what Loot is sensible for players to find where.

Peter Leo Melendez

I love a good political map! I want to know who the movers and shakers are.

Guy Ungar

As many have already mentioned details about the various factions, their leaders, resources and influence would make for great additions I would also like to see a small selections of legends and myths for the various areas of this map. Having a source of local oral traditions helps breath life into heroic fantasy and plants seeds for possible adventures or could even serve as templates for game masters in setting up stories within said landscapes.

Tim Sassone

I don't know if it's my favorite setting, but my favorite setting books are the ones for Eberron. The things I tend to like best in a setting book from a Director's perspective is having broad and evocative information about places and people, but not too deep/specific. I love having a little blurb about each place on a map that I can reference to help inspire me, but with enough room left for me to drop in my own adventures to fit my players. I love the idea of Sharn as a city of towering skyscrapers connected with bridges, often navigated by flight since the gravity is made lower by proximity to another plane. I also like a good map of the city, but I don't need (or want) every building, NPC, or encounter the players might run into spec'd out in detail. Just a few here and there to help establish the themes/tone of the city, and inspire both myself and the players. This kinda extends to the larger picture stuff too - I love having in-world mysteries that the setting doesn't provide an official answer for. In Eberron that might be things like "What caused the Mourning?", What do the daughters of Sora Kell want?". The latter is pretty common actually, now that I'm thinking about it, and applies to a handful (but definitely not all) of their villains to let them be tailored to the campaign.

Jonathon Witty

There are a tonne of exellent things already mentioned but one thing I always wish i had more of with setting books is high level overviews/suggestions of how the major types of threats pose a risk and how they are percieved by the people of the land. An example of what I don't like is the SCAG approach, where you get a lot of history of locations but very few current motivations for any of the factions that are mentioned. It's good to know that orcs took over the castle from the humans in whatever year and have been using it as a base since, it is better to know why they have done this,what they want to get out of the region, what the locals think of them, do they raid other regions from there, what other areas does this faction control, etc. I think this is even more important with a game like Draw Steel where Negotiation is a core system, and having some idea of what motivates other factions in the canon of the world helps everything feel more connected.

Jonathon Witty

More specifically, it would be really nice to have this faction information tablulated for easy reference, and available for most common enemy types for the different levels of play.

Benjamin Bandelow

I rather liked the "from my setting to yours" bits of Ptolus; meaning commentary or advice in the book on how to integrate the presented setting (Omundsland) into whatever you are running already - be it Forgotten Realms, Tal'Dorei or something completely homebrew. I mean, yeah, you can just plonk the setting somewhere wholesale and I don't mean setting-SPECIFIC things (directly east of Baldur's Gate! Yeah, no.) but, like, general advice.

Orion Delwaterman

- King Omund's Castle - Factions along with goals - Descriptions of where and what the wardogs are up to. - Travel rules

Tybar

I saw a lot of good things above, but for a box set (not as appropriate for just a setting book), I'd really like a campaign that I can use. Plot hooks are great too, but having a nice sprawling campaign that takes you across the region would be great in my opinion.

Taylor Leyhew

I'd love to see a collection of rumors and odd things that player characters might hear in a bar. Things that can be spun into adventures, things that are weird, things that are patently false, etc. A bit like the "What You Hear" sections in Unknown Armies 2nd.

RoyalRed715

I wonder if any of the artifacts Omund had point to why humans are so weird in the Timescape.

Noah Cupery

I'd love to have a section on how religion is handled, because I doubt even someone as powerful as Ajax can stomp out all faith. Maybe more info on the most popular saints venerated here too

Connor Hopkins

One thing that I've always enjoyed in Dusk and Chain is how Matt demonstrates how different and often alien different ancestries are to each other. I've tried to implement this into my worlds but my players always rebuke it (Yo, why is this guy being racist?) I understand that to some extent this is communication in session zero and setting a tone, but even with that I feel like it has never really "grocked" with my players. I want to get them to think about their ancestries not just as humans with pointy ears or funny skin colors but as fundamentally different beings. I just watched the scene in Dusk where everyone talked about what foods they eat and I loved that. To some extent you can't force that, some people just expect fantasy to have that Metropolitan/MMO/ren fair vibe. And I'm perfectly fine with that in, like, Daggerheart. But it feels important to me that in my future Draw Steel games, I at least try to get my players to think about those kings of things a little bit deeper. What I would want would be advice for the DM so that this kind of worldbuilding can go deeper than just "fantasy racism." Or me giving a Ted talk to my players about Dwarven cuisine that they don't care about. And something for the players to get them to think about their cultures, relations, and opinions a little deeper than just "humans with tails and horns." Maybe some kind of culture questionnaire or worksheet. Advice and lore for each major ancestry, with a distinction between what is innate and what is culturally learned. What does the counter-culture look like? (everybody wants to be the counter-culture anyway) What is fundimentally true in this world and what are the blank spaces for the players to fill in?

David Gabrell

It could be useful to have 'Time tables' for the villians? A Relam guide generally includes factions or adversaries the players might tangle with, along with things those factions might want to accomplish. Combining that with the Respite / Crafting system (which my players love!) would help to balance the urgency between staying in town and getting back out to adventure. For example, Delian Tomb uses Queen Bargnot. If she's listed as a power around Omunds Land, there might be some general framing around whats she's up to and how long it would take her unless the PC react. (She gains more malice after X respites, or some new item, seeks to ambush the player camp, ect) This would both provide guidelines for the Directors and possibly more dimension and character to the adversaires. Thanks for reading!

RogueSigyn

- I would love to know more about Blackbottom, both before and after the Fall. It seems like the new FoB adventure doesn't give much info on it and I'd love to have some more. Including a map! Things like, who are the leaders of Blackbottom, what they want, how they make decisions, some seeds into dealing and negotiating with them. Other factions, like the Clock, who is their leaders, what they do and why? What is the day to day life like in Blackbottom? I find Blackbottom to be fascinating in contrast to Capital. I'd love to have enough info to build a campaign to play first few echelons in Blackbottom. - Honestly the same about all of Omund's Land, before and after the king died. What were the different duchies/baronies about, how they differ from each other, what are the major factions? - Also some info on all the previous Empires that held claim to the area. What were the Caelians about? How about the empires/cultures before that? - Maps. Map for each duchy/barony with major locations and enough space to put your own locations in. Maps of the major cities. - Small adventure seeds that can be grown bigger by the Director, tied to locations of Omund's Land.

John Fallon

Region flavored magic items. It would be cool to have region specific consumables/ ingredients.

Arthur_OL

I love this idea! Some kind of deep history/lore about how Omund’s land came to be, and ways to play in different parts of that timeline could be really neat.

plot_twists

Timelines! Myths/Folklore! Customs!

plot_twists

Also "bios" for important NPCs - how to play important NPCs, their stats, where they tend to be

Ryan

Remainer should still be around those parts, I’d love to see a return. Maybe even more Dusk references like shadow elves.

dittrich04

Factions - goals and a few NPCs. Toss in some faction adventure hooks or resources that the players might need from the factions. HQs locations.

MattBOrange

Maps of varying scales, campaign, barony, seat of the barony, and battlemaps for each region with multiple bespoke encounters designed for those maps. Instead of random encounter tables and generic maps, there is a map for this journey, The Wightwater Crossing, and instead of generic encounters, there is a list of encounters like "the Wightwater Hydra" and "the kobolds of Wightwater Cross" that are designed for that map, including start locations. Also, a calendar for tracking time that shows holidays and geologic phenomenon. Ime players love a holiday roleplaying session/encounter.

Jeffrey Schultz

When I see that map, I wish I had a hexcrawl version that actually had a thing to do in each hex. Each dungeon that is important enough to be labeled out like that should have the material I need to run it (or at least get started prepping it). I need information on each of the settlements. I need an organized list of hooks pulled out from their adventure locations and a listing of how hooks/sites link into each other. Major players and factions for the region. Random encounter tables for each major environment or area. Lots of products have cool map with why everything is cool. They don’t usually have the material that makes it playable as a hexcrawl or pointcrawl. When I get a book without those things, I read through for cool ideas to cannabalize, but I don’t want to run games in the setting, because I haven’t been given the info I need to run games in that setting.

Ormus Erebus

I would need sample Negotiations for every significant NPC in Omunds land. I would like a set of rumors for significant magic items that are 'lost' or buried in a dungeon/with a long dead baron or king or w.e After that, a relationship map? If we're doing Politics I wanna know who my players would piss off if they did X or Y. Might go hand in hand with the negotiation samples. Then at least one adventure that is open ended

haggis42

My favourite setting box is the ad&d 2e grey Forgotten Realms one. TSR 1085 With two big maps consisting of two A0 pages each, one displaying almost the whole of Faerun, while the other was on a different scale and only displayed the Sea of Swords and the Swordcoast from Icewind Dale down to Amn and eastwards to The Frozen Forest in the North-East and the Vilorn Reach in the South-East. With shorter descriptions for the places not on the "zoomed in" map, and longer for those where the campaign setting focusses on. With trade routes, and rumours, etc per place. But also with a historical timeline mentioning the more significant events yet leaving enough "empty space" for "hamlet hamleton", "three-houses", and "crossroads town" to be added to the map sometime during world building because not every thing can be added to the map. Conversely I'd also be happy to see a map which isn't geographically accurate at all but gives a vague idea as to which direction various landmarks are from each other, some in depth paragraphs about each of these landmarks and their direct surroundings/cities, and then some vague descriptions / collection of travellers tales of the things in between. Either way, I hope there's a LOT of rumours about a lot of places. Some of it can be contradicting even. And/or the same thing described from two different points of view. One pov of a local, the other pov of a traveler, or highborn pov vs lowborn pov, different ancestries pov, etc...

hadnerfaln

When reading other people's settings, what gets me going the most is any tensions described. Don't just give me dry lists of names, factions and places, instead tell me: What challenges is this region facing? Who are the people tugging at this society, trying to mould it in one direction or another? Who are resisting them? That kind of information is what makes me itch to inhabit the place and people, whoever they otherwise are, and see what our table will come up with to resolve the tensions. That said, I also have two specific things I would love to learn more about. 1) The Dwarven thane, their pact with Ajax, and how the dwarves at large are reacting to this complicated situation. 2) The networks of talents and the schools of elementalist. How do they organise their respective communities and the development of such skills? (And frankly, the same for Nulls!)

haggis42

I'd love to see some easter-eggs here and there, a wanted poster for "Boots" in some high-end establishment where said rascal once wrecked half the interior fleeing from a dalliance cut short...

Bram Bos

Region-specific random encounter tables are always a great tool through which one can easily get a view of what goes on in an area, especially if they take local factions and villains into account, so I'd love to see those.

C.W. Elliotte

I personally would want a cool map that I can show to players and say, "You can go anywhere on this map" that sparks in them a sense of wonder. On the other side, I want enough information about every point of interest (and the space between) to have something interesting everywhere such that players feel rewarded for going somewhere weird. It doesn't need to cover things normally in an adventure, but what do people in the town care about, who are interesting people the players can interact with, and what current events will make the world feel interesting and alive? Finally, it'd be nice to have write-ups of all the major factions, what they want, why there's tension between them, and what historic (or pre-historic) events let to the current state of affairs. Just general inspirational stuff that can be minded to make the world feel alive.

Wasps Nests

Plots and Rumors that make the places feel alive and calling us to adventure in.

Cole Jay

Enough open ended bits of lore left as inspiration for directors to make their own adventures

Benjamin Gothman

I'm not deeply familiar with Vasloria (yet), so I can't speak on specific lore I'd want to see. However, I'm a big fan of Keith Baker's Eberron setting and think it's memorable as a campaign setting because it was clearly written by a DM for other DMs. Worldbuilding decisions feel like they were deliberately made to make for the most interesting adventures rather than just to create a "kitchen sink" where anything goes. Given the design philosophy at MCDM, I think it'd be really worth diving into Eberron if you want to see what a setting written for Directors can look like. The lore is rich and deep, but you don't need to memorize hundreds of pages of Eberron lore to run a game in that setting. Rather than overwhelming DMs with rigid canon and historical dates, Eberron is presented as a toolkit filled with tension between distinct factions and regions with compelling adventure hooks, all deliberately designed to serve a storyteller at the table. Not every secret has been answered. Many historical conflicts are not truly resolved, and there's interesting questions left open-ended for a Director to play with, like the cause of the Mourning or the nature of the Warforged. Finally, there's some great upfront guidance about how the setting is meant to be used: what can be changed, what shouldn't be changed, what the vibes are (and why), and, most importantly, why the player characters are inherently unique in the setting and will look like big, damn heroes.

duskmancer

I like when a setting guide includes some sample quest hooks or adventure ideas in each area, ideally some at each tier/echelon in the same area. It's a great jumping off point for me as a director/GM, and also serve to help the setting feel more alive since the director can look and see all the things going on/problems the heroes could be solving, and how different factions or monsters are actually impacting the world.

haggis42

On that note, the more maps the better (for me). I'd rather have 20 city maps as well as a big map of the region than 20 pages of descriptions about those cities. That said, I'd like the map to raise questions: why is there a cross there, why is there a dove there, and a dragon there? rather than just be blocks of building/landtype and roads. So more pirate map and less street/navigation map.

Kyle Davenport

I'd love to see some Vasloria-specific player options. Ancestries like the Gol, Hobgoblins, etc. I'd also love to see filled in blanks from the Heroes Book like the rest of the Elementalist subclasses (admittedly there might be a better place for these). I'm sure these are already on the ideas board, but setting-specific titles and treasures would be awesome.

Victor Lopez

I want WEIRD things. Things specific to Vasloria, that makes it unique in all the generic fantasyland settings !

lone-rev

A list of setting specific plot hooks to get my players invested in a setting specific campaign.

NitsujZenitram2804

I'd love to see a cloth map. I've used them in other rpgs and they always go down super well with the players!

Bruno Maples

I'm assuming there will be some amount of adventure content, what I would love specifically in that vein is a number of single page scenarios. Small locations, an interesting creature & it's lair. One off encounters that can be stuck in the middle of larger adventures or used to create interesting occurrences during travels or exploring a new town or city.

Zito

Treasures and ruins of ancient civilizations. Let us FEEL that time abyss! Also gotta second the request for complex and intertwined factions. Need to clearly understands their motivations, the means by which they plan to achieve their goals, and what happens if they do. It would also be nice to have NPCs that represent each faction since that tends to be the most direct way for players to interact with them.

Patrick Wilson

At its core, a good boxed set helps the director give players enough information to be familiar with the setting. Player characters should have opinions on the goings-on of the region, the powers that be, and the various factions of the land. Characters should be able to feel something about where they are from and players should be able to connect information from the boxed set to create interesting and unique backstories that anchor their character in Vasloria. That being said, I'm just spitballing here: - The central tensions of the realm and its regions, including various factions and the tensions between them, which can be used by directors for inspiration when creating a pitch doc. - Local lore, pastimes, festivals, and other flavorful tidbits about the various regions and locals. Building on this, mores, folkways, taboos, and/or laws that are important for any Vaslorian to know and follow (or not!). A strong setting is rich with detail, description, and fun little tidbits so that players can say, “That’s where my character is from!” - It’s always nice to know rough populations of cities and towns, including the general ancestry make-up of its populace. - Notable NPCs for each region with their goals, motivations, and pitfalls. - Unique villains for all echelons of play. - Unique downtime/respite activities. - Rumor tables - Notable landmarks and their history - Vasloria specific backgrounds, cultures, subclasses, ancestries (The Gol?) - Vasloria specific artifacts, their histories, and potential plot hooks for how a player may come to obtain them - A timeline - A setting “pitch” for directors to hook players - And of course, and evocative and beautiful physical map! All of this to say: what would I like to see in a Vasloria boxed set? Exactly what MCDM will put in it, because they so clearly put in time, effort, and care to each of its products and I know it they will exceed our wildest expectations.

AndruC

James is a big fan of Eberron!

Joe G

Eberron's a great model because it sets up so many different factions and about a dozen different ticking timebombs in the background, plus multiple unanswered questions like you mentioned. So even though it always assumes your campaign takes place a couple of years after the Mourning, you can have a different set of factions and different endgame every single time even if you run 10 year-long campaigns in a row.

Adam Scar

Seconding some items here: 1. Some common vectors for understanding each community (Social, Political, Economic, Religious, and Military, to borrow from Dale) 2. Real stretch, but different epochs that could provide a starting point for regional-global conflict intersection with the campaign. This would be a summary of different factions/state's positions over time. Ex. The aftermath of Omund's death, Age of Wonder, Ajax's proxies, etc 3. Some one-page adventure ideas, but not the "Quest Hub" that 4e sometimes did. More theme + ideas, less "start the quest with __ NPC." 4. A cloth or otherwise flexible map would be wonderful!

Brandon West

For my money, the most amazing thing about the Heroes Book is how you contextualized things like Ancestries, Backgrounds, Complications, etc. I always felt overwhelmed at the thought of creating my own setting but since started and continue to make progress, all thanks to the Heroes Book. All that said, I would be looking for the same approach for the Omund Box set. Lay the setting out in a manner that is easy for someone to pick up and run, or pick apart for inspiration. Give us the information needed to run a campaign in Vasloria, and show us why that information is important. That way people like me can look at the literature and think “okay this is the kind of information I need to know for my setting and why I should know it”

Craig Robinson

A multiarc ruins and dungeon exploration at Castle Omund and the Vaults of Vitae beneath. With some Gygaxian Ecology thru the lens of the Draw Steel Experience sprinkled in. Random tables to twist and reconstruct the castle and vaults design for unique experience and replayability Specific culture and background options for Humans/Gol and Orcs/Warbreed. An adventure across the Ruby Desert and Castle Brass. Birthright-Lite political intrigue rules. Build-A-Banner heraldy rules to gin up noble houses of counts, barons, and dukes across the region. Manor house staff and plots. ...to find the Oracle.

Roosevelt Cooper

Definitely some suggested tactics for the creatures featured in the box set so a new director knows how to run them. Part of what sets Draw Steel apart is the combat synergies.

BattleFalcon

My main concern for this entire project is how bespoke the system is to the world of Vasloria vs. how adaptable it is towards other custom campaign settings.

FoxTrick

Inspiration, awe, vibes, and strong starting points. I’m not looking for things that don’t translate well to the Codex.

Luca Mita

I think that a "harn-lite" approach with your attention to functionality and fun would be amazing: - a rough geographical overview of the region and sub-regions; - social structure details; - trade and economics; - factions and politics; - i know they are not IN this version of Matt's world, but I would love to know more on the green knights ( <3 Lady Isobel); - plot hooks, problems to solve both big and small, even one page adventure sites like og delian tomb scattered on the map; - organizations to join, domains, titles; - highborne and lowborne npcs with their negotiation stats; - ruins of castle omund! - maps! lots of maps of towns and the wode! and then more maps; - a nice cloth map; - maybe some nice handouts if you are working on an adventure to go with this - I don't know if they would be an ancestry or a culture, but "playable" Gol (some details on them and their pantheon) - a focus on the pantheon of this region If you are not planning to write who's who in every town on the map, maybe a "how to populate a vaslorian village/town" would be good to have This would feel like some long lost treasure :D

Steven James Esmay

Factions! I would love some cool factions with territory marked out on the map where we know their goals, the important members, along with faction specific complications, careers, and backgrounds to help ground players in the setting from the jump.

Tom B

AJAX! I want art of him, a mini of him, lore about his rise and why he needs to be taken down, and custom Ajax dice that I can roll when he TPKs a party

zebwinkler

A idea i am returning to is adapting TTRPG history. I am thinking a series homages of the kind of adventures that drew the team into TTRPGs, I think, Matt has pointed to “Crypt of the reptile god” and “Red hand of doom”. And on the same tone, perhaps Omunds land is a strong foundation for adapting strongholds and followers. A Stewardshlp management of each echelon from. Also a box of physical Hero Tokens, malice and each condition, and montage tracking display

Lemon

I'd like to see adventures spread throughout the land that deals with or emphasizes specific points of interest in that location

PhoenixWings

Personally, I feel like it is only slightly more tied to Vasloria than D&D is to the Forgotten Realms. Like, yeah, that IS the official setting that all the lore and worldbuilding text is based on. But also...who actually plays in that vs how many of us just read the stuff, nod, and proceed to change all the names and half the map placements?

Clark Slocomb

There are a lot of great ideas here, many of which I will second. What I think I'll need boils down to a primer of the setting. I did not come to MCDM/Draw Steel by way of Matt's fiction, The Chain, Dusk, etc. I don't think my group has either. I'm working on getting through some of this content, but it's an easier sell of "here are a couple of pages of text" vs hours of actual play and novels.

Inka Z

This is more on the wishlist side but I'd love to have lots of in-universe paper props! One of my favorite box sets had a newspaper page or bulletin board posting from each town in the setting. Each prop had some plot hooks, some pointers to characteristic local businesses or institutions and a lot of local character, even just whether the town had a printed newspaper or handwriten notes on a notice board immediately said a lot about the town they were in. Handing my players a designed prop they can interpret together at the table made playing in that setting feel like a bespoke experience and the handouts were always a center piece of a session

Jonathan Rowan

Seconding the suggestion of player options that ground the characters specifically in Omund’s Land. Cultures, inciting incidents, complications.

Owen Driscoll

For me - inspiration of characters, cultures, quirks. But also notable monsters, factions, motives, political intrigue. A bit of history to add complexity. Interesting locations that can add fun dynamics to encounters

Sean Convery

I would love to see a section of the map that the designers agree will never be populated in a published product. Having a sandbox that a campaign can play in that won't ever overlap with any published adventure would be great.

Ethan Glover

I would like it if the map doesn't drastically change form what we already have, like Bedegar and Aendrim Map we got from Strongholds and Kingdom books, for the 5e adventures, use those maps a ton and it would be nice to not have the new ones drastically change where everything is. Even just this little image we have here, while cool, sees a lot of changes to where things are that already exist on other maps and it would be nice if they didn't change that much.

Hive_Indicator

It could be a diegetic map that isn't meant to be super accurate. Ones for Directors or just smaller areas that people would know where everything on it is can be more precise

Dillon

I would love to see it come with stl files for some unique monsters and villains

Ismael Ali

Many people have asked for factions with their key NPCs and motivations which I will echo. The little we have in the Heroes book is already very exciting and has given me lots of inspiration. I would also like an answer to where the high elven Fallen City of Irranys lies. It's supposed to be in western Vasloria but I don't see it on any map of Aendrim.

Niah Klotz

I would love to have at least one thing that happened in the distant past (50 years or greater, could be 1500) that has effected how things are today. Why is the city shaped like this? Well, it didn't used to be, but XXXXX. That sort of thing really makes places feel living to me

Arthur_OL

Something that builds on the Languages system would be neat.

Wasps Nests

Secret Societies and Groups that the players can engage with and potentially join.

Emaj

This is not exactly something in the set but when the VTT is done, me and my players would love a version of the box set in the VTT similar to what Foundry does with Pathfinder adventures

Alex

I second the call for props!

Realm Referee

I want a list of dependencies. If X faction is going to Y, the heroes must Z. Concise and in one spot for reference and to help me understand how events might string together.

Morrigan Duskhunter

I would like some hook points of interest, that doesn’t have an explanation so Director's can come up with their own answers such as a Barrow surrounded by ancient swords.

ViCi0u5

What's important for me, is a world that feels lived in. So the people but also connections between towns, trade routes, what they trade. Territories of interest, how far does the influence of a certain Baron, Duke, Earl, etc. go. Are there clashed between those boarders. Geopolitical influences. Castles were generally build in places that were easy to defend. Where are flats, mountains, fresh water, warm water harbors, choke points, rivers - everything can be used advantages in a place to settle, defend and attack. (I greatly recommend Tim Marshall's book on Geopolitics for inspiration and deeper understanding). Climate might also play an interesting role and benefit to some regions and restriction to others. Wishes: What would be amazing are also Sandbox elements. If everything in the world is somewhat connected, every change has influence on everything else. If the groundwork is already set, it would be quite easy to logically think consequences through. Drama would arise naturally as all resources are finite and the only way to gain, is to take it from someone else.

simbini2004

More monster options & statblocks please 🙏

Darth yub nub

Cool hand outs, lots of maps for more detailalted areas and some printed out battle maps for important locations.

Grokka

Lots of things came to mind but I made myself think about what I have actually USED from sourcebooks rather than just what was fun to read, here is my baker's dozen. 1. Maps 2. Npcs Monsters, Villains, Heroes who can help 3. Name Tables for more NPC’s 4. Some history about the various conflicts in the region, like who hates who historically and why. Oh and maybe a bit more fleshed out timeline of the past with all the ancient civs that came and went explained a bit. Good to know whose corpse I am disturbing. 5. What kind of monsters are there? 6. Why are they still there? 7. How do adventurers (ratcatchers in Matt’s World) fit into society? 8. Is it all feudalism all the time or are there other societies with other ways of living with each other? How do they get along with all the lords and vassals crowd? 9. HOOKS, a whole chapter of hooks and story ideas by region. 10. Places to have adventures…don’t fill in the map but some brief descriptions at least of creepy remote ruins and why they are there. 11. Magic items…of course. 12. Religious organizations and what is wrong with and right with them. 13. Organized groups that are not religions or governments like a carnival, a mercenary band, a bunch of do-gooders, a thieves guild (maybe two). And you know, all the usual suspects, like any new races or variants, and maybe a one shot starter adventure or three. You can always redo the Delian Tomb, and give it a home in the world and then do a couple more like that in other places for comparison and flavor.

Kevin

Something I've seen a few settings books/boxes to is have at least one written/mapped out adventure in each area but additionally some basic hooks that the GM can use to build other adventures. That lets me have an easy "ah we'll tie into this dungeon here" when I need it on the fly but also give me some ideas for building my own tied into the area.

Sunbear Games

My players really like the idea that the setting "ticks forward" when they take a Respite. It encourages them to push on, but it also makes the world feel alive when events continue to unfold without them. It would be really cool to have something like an agenda timeline for different factions. Each time the players take a Respite, the director can advance a few of them, and they see the changes in the world. That helps a setting feel more alive as you play. When you return to a place you visited early in a campaign, it's interesting when it feels different. The players aren't the only ones with agendas to advance, and they aren't the only ones doing downtime activities, negotiations, and more to achieve them.

Axrameula

A well-organized, coherent timeline of the setting's history that can be easily referenced. Don't spread the timeline over 20 paragraphs I need to skim through when some player asks how long ago some historical event happened. Statblocks and biographies for the important villains who weren't in Monsters, like Mortum and Relg. Multiple short adventures at different levels to introduce players to the setting or act as part of a campaign in the setting.

Jake Gasaway

A loot table with items relevant to the setting are always helpful! My players love finding items/ artifacts that have lore attached with them. Even if the item is not useful getting more information about the story can be.

haggis42

IIRC the Birthright setting had at least some of this built in with different Domains of control and which would be likely to expand where/how. Which would then partly inform what units the ruler of that domain would have access to.

haggis42

On that note, even real world voting patterns of today can be traced back to borderlines or even more significant shifts way back in history. To the point where a lot of events only make sense if you know most of what happened between now and hundreds of years ago.

haggis42

On that note, where is the dwarven city of Kal Kalavar? Is it not on the map or am I just daft enough to miss it straight away? A pdf version might have points of interest on the map which can be clicked and redirect to other parts of the setting/book?

Mentalic Mutant

Main things for me would be a bunch of "sandbox parts": 1. A few adventures (which could be linked or not) of assorted levels (strewn about different areas) 2. A healthy amount of encounters/one-shots/vignettes that are separate from any adventure that I could slot in whenever 3. A small rogues gallery of baddies with a bunch of adventure seeds for each (rival groups, etc) 4. Detailed adventure locations (also with adventure seeds) separate from those in included adventures or encounters. Sort of building blocks with some suggestions of how they could be used and some included maps. All this stuff should be stuff that Directors could practically deploy. Less lore for lore's sake. Instead, more practical adventure stuff with lore to support it.

Zachary Boozer

Anthropomorphic races, lycanthropy for players, and other lycan creature statblocks would be awesome as well!

william white

i think having a dragon themed class like the dragon fire adapt from 3.5 and cool dragon hybrid monsters would be cool.

Memory of Ord

Modular adventures so that we can mix and match them in a campaign, including overlap so we can throw them into a sandbox campaign when desired. If done well, it would support multiple play styles: a “tour of Vasloria” style and/or a “home base” with threats and impact reach that grow in relation to party level. Beyond that, I’ll echo others. Regional maps, including player vs director versions. Basic lore per region, especially differentiating themes. Good mix of what simplifies regional prep, and handouts (even if digital) per region that I can share with players.

Irving Flanagan

I would love to have factions and notable NPCs and their relationships with each other. Who allies with whom? Who tried to have the Baron murdered, etc. What's the present power structure? How does trade function (broadly)?

Loïc

Some explanation about politics would be great. MCDM often references baronies, dukes, counts… I don’t know much about those but I would love to have an example that could inspire us to have a similar system in any world. Which NPC controls which area ? Are they satisfied with it or do they want more ? If so, what’s their plan and what means do they have ? Do they intend to do it the “right way” or to cheat their way up ? What does that imply ? I feel like such NPC would be easy to drop at any point and would provide clear plot hooks !

haggis42

Almost forgot about this, but I'd love to see the worldbuilding reflect the special abilities which all the various ancestries have. I can understand not enough people might get adventure classes to the extend it affects world building (though some of it might well do) but the various ancestries have some unique abilities which should definitely affect the world. Both the abilities everyone of certain ancestry shares as well as the others, as I presume on a population level all will happen often enough to have an impact. Things like the Human "Detect the Supernatural" will have a huge impact on Human settlements. Non-Humans will have a hard time to stay unnoticed and there's no such thing as simply hiding a magical object behind one's cloak or even under the floorboards. While the detection provided by Dwarven Runecarving tends to only work when a Dwarf specifically looks for something or is wary of something once they ARE looking it is even harder to escape detection. With their Voice Rune they'll be incredibly coordinated. And with more than of few of them being StoneSingers they can reshape a stone mountain as quickly as the most proficient Minecraft player. Similarly I expect "regional effects" for any non-player ancestry around where they have made their "home".

Scott Petersen

This may be beyond what you were intending, but I'd love to see a system similar to the Regency system in Birthright for campaigns that emphasize diplomacy and politics.

Cody Scheppmann

As a Director: I want to l know about the political structure, culture, and maps of the region and it's major locales, as well as any region-specific threats and rewards I can tap into that makes a game I run in this area feel unique when compared to other locales. Modular adventure bits as well would be nice. A list of likely encounters, NPCs who would be reasonable contacts for the PCs with enough backstory and flavor to use them out of the box, bad guys and their various motivations, battle maps.

Kevin R Burford

One of my favorite supplements was the 3.0 Forgotten Realms Campaign Setting. A few things it did that I would love to see in a Vasloria Box Sec include: - A trade / resources map. This immediately made it clear the connections different kingdoms had with each other and some comparative advantages and weaknesses. - Flora, fauna, food and culture. These help the Director bring places alive. I always want more of this and feel like they are disproportionately useful. - Small quest or adventure ideas that are not fleshed out. These are great for building your own games within Vasloria. Just a few sentences, nothing elaborate. Breadth is probably better than depth here in my opinion. More options to fit different game styles. The one thing I'd avoid or ask less of is history. I know, that sounds weird, but I'm fine if there are gaps in history, that happens in the real world. It can be weird to try to introduce history in the game overly, it can seem like your relaying a history lesson, lots of exposition. I think what's happening now, what schemes or wars or alliances or monsters are causing problems today that the PCs can do things about, that's what my players care more about.

Josh 'Tallknight' Higgins

I started FR back in 1st Edition AD&D and while I love the 3.0 D&D FR campaign book, loved what they had in the 1st box set for FR very much too. but yes trade/resources maps/trade routes etc loved the Ecology of series for FR, but then again Draw Steel is still very much new.

+1 to Fun

I really love statblocks for settlements. A quick reference to important info like what level the highest level npc to be found is, population %, etc. is so useful for fleshing stuff out.

+1 to Fun

and of course, as a Matt Colville fan, I mean population *categories*, rather than percentages. ;)

Jack Walsh

My enduring favorite DnD published adventure is Waterdeep: Dragon Heist, because it did such a good job introducing players to the culture of the world, via the "Waterdeep Enchiridion". I am such a sucker for in-world documents, gazetteers, things you can just hand the players that place them in the fiction. I would want something like this for Vasloria