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I'm a little worried about starting this thread, but I figure that it can't really be that problematic... To make a long story short, I've been trying to build up a homebrew setting for Dungeons & Dragons 5th edition - I don't have any gamers to run in it, I jus like the idea of world-building based on the theme that's stuck in my head. The problem is, I've never really world-built before, so I was hoping for advice, opinions, and other forms of brainstorming assistance.
Malebolge was born out of my enjoyment of two setting genres; high fantasy, and post-apocalyptic. Although the latter is more readily associated with science fiction or "realistic" RPG settings, the two do crossover. Post-apocalyptic fantasy settings of the "the magic comes back - disastrously" variant are more common, from the game of Rifts to 80s cartoons like Visionaries and Thundarr the Barbarian. What I'm going for, however, is the rarer "fantasy world suffers an apocalypse"; one example of this is the Dragonmech setting from 3rd edition, which is this plus fantasy mecha.
The setting's basic concept is that a magical world inhabited by humans and dwarves (also dragons, but they pulled their D&D standard "too cool to bother with humanoids" schtick and achieved nothing) is visited by alien elves on magical plant-based ships, with a culture revolving around magically controlling and reshaping life and death (flesh-crafting, animal-control, plant-control, necromancy) to suit their needs. Although the elves are allowed to settle, they provoke a war with the native dwarves that eventually destroys everything; a magical "nuke" barrage not only devastates the sides, but also triggers arcane disasters (planequakes, necrotic energy storms, transmutative fallout, etc) that ravage the world, completely ruining the old world empire and physically reshaping everything. Generations later, new races struggle for survival and dominance in a much-changed world, surviving amidst the horrors of that long-ago magical war. Sort of an Eberron meets Fallout with a dash of Rifts, for the obvious inspirations.
Essentially, the war provides an excuse for all of the standard D&D tropes; magical beasties/plants as leftover living weapons from the war, or mutated by the "fallout", destroyed cities and forgotten military complexes as dungeons, etcetera. Plus an excuse for the more "exotic" terrain features that 4e promoted; floating islands, living fortresses woven from still-growing vegetation, monolithic ruins, etc.
I do have a "history of the world" in complete outline, although not fully written up into "history book format", and I can post that if desired. But, I think I'll settle for just posting the "keys" of the setting, something I dimly recall 4e making use of, and let you all chew me out over how stupid this is now.
The World Was Broken: The mighty empires of human, dwarf and elf have fallen, and the world suffered with their fall. In many places, the laws of nature, however loose they may have once been, have been shattered utterly, creating unnatural phenomena or rifts between the planes. Magical fallout can mutate, corrupt, infect and destroy the unwitting and the unlucky. Monstrosities designed as living weapons or perverted through the sundering of old laws abound in the wilderness. The great nations are gone, and none have yet succeeded in retaking their mantle.
The World Is Reborn: But life goes on. Survivors of the old world and children of the new grow, live, fight, make peace, explore and otherwise seek to thrive in and master this world they have inherited. That which has fallen may be renewed, for life follows death as surely as death follows life. From the ashes of the old, the new is born and grows to its own glorious heights.
No Gods: Divinity never touched Malebolge, even when it was known as Eden. Mankind lifted itself to power on the strength of sorcery and wizardry, as did their elfin cousins from the stars, whilst dwarves turned their attention to mastery of metal and then magic. Though there are planes beyond the physical, the most powerful of the entities that dwell there are not the mighty gods of other worlds, but serve as the patrons to warlocks, or are studied and invoked by theurges for their unique powers.
Magic Is Everywhere: Arcane magic is the life's blood of the world. In the days before the Black Dawn, the societies of old built everything they had on the backbone of magic, and in days since, magic has been the key to surviving and taming the arcane wastes of the world. Eldritch knights and arcane tricksters, living shadows and aliens from otherworldly realms stranded here by the upheaval of reality, these are the kinds of champions seen in the lands of the Malebolge.
Relics Of The Ancients: The old empires may be gone, but their legacies remain. Some races were born out of the Great War, others were shaped by the Black Dawn. Ruined cities and ancient mysteries abound, and powerful magical relics from the time before are eagerly sought after for the power they may contain. A blasted city may be filled with terrible monsters, but is also a potential treasure trove of items that could be essential to survival.
Whimsy And Splendor: As twisted and scarred as the Malebolge has become, it is not entirely hellish. The world may bear its scars, but they have sealed its wounds, and life does continue. Innocence and playfulness are not forgotten, and there is both hope and beauty to be found here. From endearing and inoffensive creatures like the butterfly-dragon to the stunning beauty of a crystalline forest, the Malebolge is still a world worth living in and fighting for.
Glory And Madness: The loss of the old world gives potential to become anything in the new. Will you become a builder of empires? A king? Will you raise civilization further from the dark age and bring on the enlightenment? Or will you become a monster; a blood-soaked tyrant, a ruthless raider, or a raving beast? Your choices are yours, as are the consequences.
Malebolge was born out of my enjoyment of two setting genres; high fantasy, and post-apocalyptic. Although the latter is more readily associated with science fiction or "realistic" RPG settings, the two do crossover. Post-apocalyptic fantasy settings of the "the magic comes back - disastrously" variant are more common, from the game of Rifts to 80s cartoons like Visionaries and Thundarr the Barbarian. What I'm going for, however, is the rarer "fantasy world suffers an apocalypse"; one example of this is the Dragonmech setting from 3rd edition, which is this plus fantasy mecha.
The setting's basic concept is that a magical world inhabited by humans and dwarves (also dragons, but they pulled their D&D standard "too cool to bother with humanoids" schtick and achieved nothing) is visited by alien elves on magical plant-based ships, with a culture revolving around magically controlling and reshaping life and death (flesh-crafting, animal-control, plant-control, necromancy) to suit their needs. Although the elves are allowed to settle, they provoke a war with the native dwarves that eventually destroys everything; a magical "nuke" barrage not only devastates the sides, but also triggers arcane disasters (planequakes, necrotic energy storms, transmutative fallout, etc) that ravage the world, completely ruining the old world empire and physically reshaping everything. Generations later, new races struggle for survival and dominance in a much-changed world, surviving amidst the horrors of that long-ago magical war. Sort of an Eberron meets Fallout with a dash of Rifts, for the obvious inspirations.
Essentially, the war provides an excuse for all of the standard D&D tropes; magical beasties/plants as leftover living weapons from the war, or mutated by the "fallout", destroyed cities and forgotten military complexes as dungeons, etcetera. Plus an excuse for the more "exotic" terrain features that 4e promoted; floating islands, living fortresses woven from still-growing vegetation, monolithic ruins, etc.
I do have a "history of the world" in complete outline, although not fully written up into "history book format", and I can post that if desired. But, I think I'll settle for just posting the "keys" of the setting, something I dimly recall 4e making use of, and let you all chew me out over how stupid this is now.
The World Was Broken: The mighty empires of human, dwarf and elf have fallen, and the world suffered with their fall. In many places, the laws of nature, however loose they may have once been, have been shattered utterly, creating unnatural phenomena or rifts between the planes. Magical fallout can mutate, corrupt, infect and destroy the unwitting and the unlucky. Monstrosities designed as living weapons or perverted through the sundering of old laws abound in the wilderness. The great nations are gone, and none have yet succeeded in retaking their mantle.
The World Is Reborn: But life goes on. Survivors of the old world and children of the new grow, live, fight, make peace, explore and otherwise seek to thrive in and master this world they have inherited. That which has fallen may be renewed, for life follows death as surely as death follows life. From the ashes of the old, the new is born and grows to its own glorious heights.
No Gods: Divinity never touched Malebolge, even when it was known as Eden. Mankind lifted itself to power on the strength of sorcery and wizardry, as did their elfin cousins from the stars, whilst dwarves turned their attention to mastery of metal and then magic. Though there are planes beyond the physical, the most powerful of the entities that dwell there are not the mighty gods of other worlds, but serve as the patrons to warlocks, or are studied and invoked by theurges for their unique powers.
Magic Is Everywhere: Arcane magic is the life's blood of the world. In the days before the Black Dawn, the societies of old built everything they had on the backbone of magic, and in days since, magic has been the key to surviving and taming the arcane wastes of the world. Eldritch knights and arcane tricksters, living shadows and aliens from otherworldly realms stranded here by the upheaval of reality, these are the kinds of champions seen in the lands of the Malebolge.
Relics Of The Ancients: The old empires may be gone, but their legacies remain. Some races were born out of the Great War, others were shaped by the Black Dawn. Ruined cities and ancient mysteries abound, and powerful magical relics from the time before are eagerly sought after for the power they may contain. A blasted city may be filled with terrible monsters, but is also a potential treasure trove of items that could be essential to survival.
Whimsy And Splendor: As twisted and scarred as the Malebolge has become, it is not entirely hellish. The world may bear its scars, but they have sealed its wounds, and life does continue. Innocence and playfulness are not forgotten, and there is both hope and beauty to be found here. From endearing and inoffensive creatures like the butterfly-dragon to the stunning beauty of a crystalline forest, the Malebolge is still a world worth living in and fighting for.
Glory And Madness: The loss of the old world gives potential to become anything in the new. Will you become a builder of empires? A king? Will you raise civilization further from the dark age and bring on the enlightenment? Or will you become a monster; a blood-soaked tyrant, a ruthless raider, or a raving beast? Your choices are yours, as are the consequences.
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