Hollow Oerth, and on to the stars
Preserving the balance is beyond good or evil
In this campaign, our moral/amoral/immoral protagonists will explore strange new lands and, perhaps, thwart the plots which threaten them.
Hollow World is a campaign setting boxed set describing a vast new territory, the hollow inside of the Known World, mapped on four large sheets. The 128-page “Dungeon Master’s Sourcebook” described how in the Hollow World, prehistoric animals abound, as do strange races, such as native tribes, strange elves, and the renmants of the ancient Nithians; magic behaves somewhat differently in the Hollow World, and the people there worship different Immortals. The 64-page “Player’s Book” has rules for creating Hollow World characters, plus new spells. The 32-page “Adventure Book” lists new monsters (mainly prehistoric ones), and includes an introductory scenario. The Hollow World set is also suitable for use with AD&D 2nd Edition rules.
In this campaign, the Greyhawk setting (Oerth) is similarly hollow. (Play begins in c 633, several decades after the ‘present’ continuity. The Council of Eight is comprised of eight other individuals, and most non-immortal non-elven/dwarven/gnomish NPCs have died or retired.)
Having persisted long enough, the party’s adventures have continued off into Wildspace (the Spelljammer universe). They have made a brief trip to Planescape after briefly being stranded on Darksun.
(More info to follow?)
This is the wiki.