Homebrew Worlds- What is in YOUR world?


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My setting has evolved so much since 2004 that I don't really call it the same setting anymore. After some reskinning and renaming, it's got cowboys and indians. It's got pirates. It's got jedi. It's dark fantasy. It's swashbuckling adventure. It's 1001 Arabian Nights. It's the twilight of the Roman Empire.

http://modular-DND-setting.wikispaces.com
 

TarionzCousin

Second Most Angelic Devil Ever
Dino-pirates and ninjas. Oh, wait: that's not me.
scratch.gif
 

Smoss

First Post
The Sixth Age of Doulairen - After playing in this world in some of its earlier ages (Separated by massive apocalypses), we come to the final age. An age where monsters and exotic races are rare and dying off. Where civilization rises and brings corruption with it. A gritty world where the worst enemy is usually your own kind. Politics, trade, intrigue, and the occasional slavering beast are your issues as the nations of the land sit in a seemingly benign state of peace with each other... Though conflict abounds.


Yeah, I wanted a campaign world with less of the "fighting monsters" and more of the human conflict. More of a Robert E Howard's Conan feel. I made an RPG system to fit with it as it needed to be gritty with a realistic feel (But I hate system complexity - WANT simple!)

It works out surprisingly well to have a world where you do not fear monster attacks all the time (Be careful in the wilderness though). Where you can travel to different countries and have friendly relations... Never knowing which people have foul intentions. Or are part of the criminal underworld, or a powerful merchant group out for domination of the world's trade, etc... :)
-------------------------------
Smoss
Doulairen
Or check out my updated RPG system directly :
Doulairen: RPG System
 

PBEM66

First Post
Current World

My current gameworld revolves around the elemental planes and something that became known as the Fall. Over the course of the past three thousand years, a maralith demon has returned repeatedly and caused (you may have guessed by now) chaos. As the people of the lands adjusted, they realized that the skin between worlds is particularly thin between this plane and the elemental and outer planes.

Fourteen years ago, the maralith managed to shatter the skin of the world, sending the lands into the elemental planes. For two years, seven great mages stabilized the planet, setting anchoring gates and dragging the lands back into the world. This, of course, was too late for many lands, and other lands were horribly transformed.

Now, the world is colored in the elemental planes. The sentient races are often 'tainted' with elemental blood and the world has factions based on elemental allegiance as well as race and those who perceive the elemental races to be tainted. Genies, elementals, and other creatures of the elemental planes are much more common than in other settings.

Campaigns revolve around recovering lost knowledge and reclaiming lands ravaged by the Fall. The hobgoblins were largely unaffected by the Fall and have created a Rome-like empire that is constantly expanding through conflict and assassination, the frost and fire giants have claimed swaths of land that more delicate races couldn't survive, and are becoming real powers. Power groups have used the four stabilizing gates for trade (the four gates not only stabilize, but connect to each other, allowing travel to the four corners of the world quickly). Unfortunately, these gates are becoming a source of wealth for those who hold them and conflicts arise for access...

Also, the hill dwarves just had their royal family assassinated, with the hobgoblins seeming the obvious culprits.
 

HRSegovia

Explorer
I wrote a movie script (which went nowhere, of course), but I'm rather proud of it. Mankind returns to Earth and finds he must take it back from new inhabitants. I figured, as a post release prequel, an anime series based on the Earth survivors left behind (while much of mankind was gone) would be a great setting for BESM.


[sblock]
DES1E1: Aurorenia and the Stigmata

FADE IN

GRASSY FIELD - NIGHT

A metallic-like star hovers far in the night sky. Two teens
lay on the ground.

GIRL
Wow... it's so far away now.

BOY
Enjoy it while you can.

GIRL
What's it like up there?

BOY
Who cares?

The boy sits up. The girl is still staring at the stars.

GIRL
I do.

BOY
(rhetorically)
Do you think they're actually
looking down here hoping to come
back?

GIRL
Maybe.

BOY
We're dead to them. -- They're
happy up there. They're not lonely.
They're Safe.

GIRL
But the plague's gone.

BOY
They don't know that... and neither
do we.

The girl lays her head to the side and stares at the woods in
the distance.

GIRL
How long has it been?

BOY
About an hour.

The boy searches the horizon.

The girl sits up.

GIRL
See him?

Concentrating on the horizon, the boy simply gives a negative
nod.

GIRL (CONT'D)
Do you think he found anybody else?

BOY
Maybe. -- Wait, there he is!



MAN RUNNING

Panting and wheezing, a well built man with a beard sprints
as he occasionally glances back in fear.

BOY (O.S.)
(distant)
Hi, Dad!

GIRL (O.S.)
(distant, overlapping)
Daddy!

The man gets a concerned look on his face.

MAN
Get inside, now!

The kids continue their greetings.

MAN (CONT'D)
For God's sake, get back in the
shelter!



THE TEENS

They pause and look at their father in confusion. As the man
approaches, several vicious creatures (each different in
their own design) rapidly persue him. The children look at
each other and run for a horizontal, bunker-like door.

GIRL
What are they?!

BOY
I don't know!

The girl descends into the opening.

The boy stops and glances back for his father.

BOY (CONT'D)
Hurry, Dad!

He begins to cry and runs down the opening.

INT. SHELTER

It's dark and damp. The two kids stand in the moonlight that
shines in. Both of them cry as they glare out the opening,
waiting for their father.

MAN (O.S.)
You're gonna have to run faster
then that to catch --

A gruesome growl is followed by a squishy puncture sound.
Silence.

GIRL
(softly)
Daddy?

The kids continue to stare, waiting for a response.

With shocking speed, they briefly see their father reach the
opening, but he is jerked back by monstrous hands. Blood
sprays into the room and the door slams shut.

BLACKOUT

BEDROOM - NIGHT

A gorgeous woman, about the age of 18 wakes up and catches
her self screaming.

WOMAN
Daddy! --

She closes her eyes and puts her hand to her face. With her
other hand, she throws the blanket off of her and reveals her
nudity.

She turns to stand from her bed and reveals that her back is
covered with scars from whiplashes.



KITCHEN

She enters the room fully clothed and puts on a jacket. She
makes no attempt to lighten the room. Instead, she looks out
of the window. The sun is beginning to come up.

COTTAGE - DAY

Barely lit by the dark-blue sky, a tiny shimmer emanates from
the hilt of her sword as she steps out and stretches. Mid
stretch, she pauses and sniffs.

Her face turns to sudden awareness. She leans swiftly to her
right, twisting her body and barely dodges the tip of an
arrow, arms flailing for balance.

A short, stalky figure emerges from the shadows. A gray beard
is visible through the shadow of his wide-brim hat.

WOMAN
Dammit JOAQUIN!

JOAQUIN
You lost your balance.
(sighs)
FATIMA... you're slacking.

Joaquin turns and begins to walk away.

FATIMA
That was a high speed sharp stick.
Whad'ya expect, QUINO!?

He stops.

JOAQUIN
More.

FATIMA
Christ! I can't bel --

Joaquin turns and shoots Fatima a sharp look.

JOAQUIN
Watch your language, Hunter!
Remember who you serve!

Fatima stands in shock at Joaquin's sudden shouting. Joaquin
calms.

JOAQUIN
(CONT'D)
I'm sorry. It's just --

A twig breaks in the distance. Both of them pause, listen,
and watch. Fatima reaches for her sword. Joaquin stops her.

JOAQUIN (CONT'D)
(stern whisper)
No.

FATIMA
(whisper)
What?

JOAQUIN
You're not ready.

FATIMA
(slightly louder)
It's not the first --

JOAQUIN
(matching her volume)
Are you ever gonna stop questioning
me?

They hear another snap. From the tall brush, a bluish, three
eyed beast emerges.

JOAQUIN (CONT'D)
Okay, time to run.

Fatima draws her sword.

FATIMA
You know what? --

Three more creatures, each different and just as mean
looking, emerge as well.

JOAQUIN
You're questioning again.

The creatures charge.

FATIMA
You're right, run.

Fatima and Quino run in the opposite direction into the tall
grass.

The dodge their way through the forest of weeds.

The demons are close behind.



EXT. TULIAVILLE

Fatima and Quino climb steps through a wooden archway. They
are soaked with water.

FATIMA
What were you thinking?

JOAQUIN
We're alive, right?

FATIMA
If you call cutting a bridge and
falling four-hundred feet into a
river "alive"? Then yeah, we're
alive.

A man in hunter clothing stands at the top.

HUNTER
State your business.

Quino and Fatima stop in their tracks, noticing the man.

JOAQUIN
Oh! Dear. My apologies. We're
traveling through and need lodging.

HUNTER
One night. Be quick with your
business. These townspeople aren't
fond of strangers.



INT. SPEARED HEDGEHOG INN & TAVERN

Quino and Fatima sit at a table with plates in front of them.
The plates have pieces of meat skewered on hedgehog quills.

The place is full, but conversation is minimal. Most seem to
be watching the visitors.

FLASHBACK



INT. MAYPOLE INN

Fatima sits at a table. Suddenly, with a loud crack, Fatima
screams in pain. Her white shirt is stained with blood along
her back.

The crowd watches in amazement as more cracks are heard and
more blood appears on her back.

Nobody is striking her.

BACK TO SCENE

Fatima flinches.

JOAQUIN
You okay?

FATIMA
What am I, Quino?

Quino looks around.

JOAQUIN
Shhh! You don't want these people
to hear. They don't like hunters.

FATIMA
Aren't these the people I'm trying
to save?

Quino closes his eyes and sighs.

JOAQUIN
Yes. But they fear change. These
are hard times, and all they know
is trouble follows people like you.
They are already suffering.

FATIMA
People like me? What kind of
cryptic crap is this? I'm tired of
the games!

JOAQUIN
Fatima. You have the stigmata.
You've been chosen by God.

Fatima slams her fist on the table.

FATIMA
I don't even believe!

Onlookers worry. A bouncer exits from behind the bar and
heads towards the table.

JOAQUIN
Those things are real. Aren't
they? And so are the marks on your
back. And your new powers.

FATIMA
Why me, huh?

The bouncer arrives at the table.

BOUNCER
I'm gonna have to ask you to leave.

JOAQUIN
We're not done with our meals.

The bouncer grabs the plates and turns them upside-down on
the table.

BOUNCER
Now you are.

Fatima stands.

JOAQUIN
Fatima, no!

FATIMA
Listen --

The bouncer puts his hand on her shoulder firmly.

BOUNCER
No! You listen!

Fatima grabs his hand and places her other on his elbow,
locking his arm and slamming his head onto the table,
pressing his face into the food.

The bouncer grunts and The crowd stands in opposition.

A woman screams from outside.

SCREAMING WOMAN (O.S.)
They're here! Demons!

An onlooker walks by Fatima and points at her.

ONLOOKER
This is your fault!

He runs outside. Others follow.

Fatima lets the bouncer go. He collapses to the floor.

JOAQUIN
Time to get to work.

Fatima draws her sword.

FATIMA
I'm ready.

JOAQUIN
No you're not.

Fatima looks at Quino.

JOAQUIN (CONT'D)
But we don't have a choice now, do
we?



EXT. TULIAVILLE

A giant woman with a snake body and eight arms torments the
town.

TOWNSMAN
It's Aurorenia!

FATIMA
The serpent queen. -- Die!

Fatima charges with her sword.

Aurorenia screams and several smaller demons fly from her
mouth toward Fatima.

Fatima slices through them like jungle vines.

Aurorenia swipes her giant tail through the town, wiping away
fifteen townsfolk and smashing into a shop.

Fatima leaps into the air.

She manages to slice off an arm, but Aurorenia slaps her away
with another.

Fatima slams into a wall.

Aurorenia spits more demons at Fatima.

Joaquin draws an arrow and fires.

The arrow cuts through the air and pierces Aurorenia's skull.

Aurorenia flings her head back in pain, then recovers and
breaks the arrow off.

Fatima fights-off the smaller demons.

FATIMA
We can't kill her!

JOAQUIN
There's got to be a way! -- There's
always a way!

Quino draws another arrow and fires it.

Aurorenia is about to spit more demons, but the arrow pierces
her mouth, sealing it shut.

She throws her tail around in pain causing more destruction.

Fatima finishes the smaller demons. She begins to charge
Aurorenia, but flinches in pain and falls to the ground.

FLASHBACK



INT. MAYPOLE INN

Fatima sits at a table. Suddenly, with a loud crack, Fatima
screams in pain. Her white shirt is stained with blood along
her back.

VOICE (V.O.)
I grant thee the power of Holy
Vengeance.

The crowd watches in amazement as more cracks are heard and
more blood appears on her back.

Nobody is striking her.

BACK TO SCENE

Fatima recovers and looks at Aurorenia intently.

She stands and walks towards Aurorenia.

Aurorenia makes another swipe with her tail. Fatima leaps
over it as it slams into another building, shattering it to
splinters.

Fatima stops and raises her right hand and closes her eyes.

A giant, blue, spinning cross appears in her open palm.

The scars on her back begin to bleed.

FATIMA
Holy --

She throws her hand forward, flinging the cross like a giant
boomerang at Aurorenia.

FATIMA (CONT'D)
-- Avenger!

The cross spins and spirals toward Aurorenia.

It impales her and explodes into a blue sphere of light.

Aurorenia screams as she disintegrates.

The dust settles and the townsfolk emerge. They look around.

The bouncer shows up behind Fatima. He looks concerned as he
glares around at the townsfolk.

BOUNCER
You should leave.

The townsfolk look at Fatima.

TOWNSMAN 2
This is your fault!

BOUNCER
Quickly.

JOAQUIN
She saved you!

A stone hits Quino on the head.

FATIMA
You ungrateful --

More stones fly.

BOUNCER
Now!

The bouncer gets in the way of the stones to provide cover
for Fatima and Quino.

Fatima and Quino run.



EXT. WOODS

Quino and Fatima are on foot.

FATIMA
I need to rest.

JOAQUIN
It seems safe.

Fatima plops her butt down near a tree.

FATIMA
So what was the question?

JOAQUIN
What would you wish for if you
found a genie in a bottle?

FATIMA
I don't know.

JOAQUIN
It's different when money isn't a
factor anymore, huh?

FATIMA
What would you wish for?

A young male voice resounds.

VOICE (O.S.)
I'd rather find a message in a
bottle than a genie.

Fatima jumps up. A teenage boy leans on the tree at which
Fatima sat. He is dressed in a monk's robe.

TEENAGE BOY
I don't want to play God, just hear
him.

FATIMA
Who are you?

The boy walks toward Fatima.

TEENAGE BOY
My name's Jacopo. I live here.

Quino looks around.

JOAQUIN
In the woods?

JACOPO
There's a monastery nearby. Where
are you headed?

JOAQUIN
Everywhere... and nowhere.

JACOPO
I thought only my teacher talked in
riddles.

FATIMA
We've just started. We're
searching for answers --

JOAQUIN
-- and demons.

Jacopo motions to Fatima and Quino.

JACOPO
You've come to the right place. --
C'mon.



INT. MONASTERY

Several monks and the party sit in a circle on the floor.

MONK 1
These are the end times, and we are
in judgement.

JOAQUIN
So these really are demons.

The monk looks at Fatima.

MONK 1
And you really do have the
stigmata.

FATIMA
And I'm really gonna die.

The monk opens his palms. He has circular scars on his
wrists.

MONK 1
With the end comes eternal life for
those who are saved.

JACOPO
But who will be saved, master?

FATIMA
Those who are saved are already
gone. Of those of us left, only
the redeemed will go to Heaven.

Quino looks around.

JOAQUIN
But monks --

MONK 1
-- are only human. -- It will be
far, but you will find the path to
your redemption in Russia. There
you will begin your journey to your
final destination. It will be long
and treacherous, but it is your
lot. Remember your place as a
hunter along the way.

Fatima crosses her arms and scoffs.

FATIMA
Why should I?

MONK 1
Because you know he's real. And
you know the alternative.

FATIMA
Damned if I do; Damned if I don't.

MONK 1
Only if you don't. -- You can sleep
here tonight. You journey in the
morning.



BEDROOM

Fatima is asleep in bed. She wakes to the sound of a grunt.



HALLWAY

She follows the grunts down the hallway as they become yelps.
She reaches a spiral stairwell.



STAIRS

The yelps become screams.

At the bottom of the stairway is light. A shadow is cast on
the wall of a monk as he flails around in pain.



CATACOMBS

She reaches the bottom of the stairs and finds Monk 1
flailing in pain.

A spray of blood splashes on her face as the monk swings his
arm. His wounds have reopened and his face is covered in
blood.

He gurgles blood as an invisible spear pierces his lung.

The monk collapses in a pool of his blood.

Fatima looks around. There are other monks in the room.
Tears well up in her eyes.

FATIMA
(top of her lungs)
And you didn't help him!

MONK 2
There was nothing we could do but
pray for his soul.

Fatima cries and gasps for air as she looks at him and feels
her body.

MONK 2
Yes. Your fate is the same.

She shakes her head "no".

Quino shows up behind her.

She turns around, falls to her knees and holds him.

MONK 3
They will be attracted by this.
You should go.

JOAQUIN
What will you do?

MONK 3
Fight them.

JOAQUIN
Can you?

MONK 2
We don't have a choice.

Fatima sniffles as she stands.

FATIMA
Yes you do. -- We'll stay.

The monks nod in acknowledgement.

MONK 3
Let's bury our brother before they
arrive.



EXT. MONASTERY - GRAVEYARD

Twenty monks crowd an open grave.

MONK 2
In sure and certain hope of the
resurrection to eternal life --



WOODS

Several different demons rush through he forest as they
grunt, heave, and drool.



GRAVEYARD

Fatima turns to the woods and watches.

MONK 2 (CONT'D)
-- through our Lord Jesus Christ,
we commend to Almighty God our
brother Archibald --



WOODS

The demons continue their charge.



GRAVEYARD

Fatima still stares.

MONK 2 (CONT'D)
-- and we commit his body to the
ground --



WOODS

They still continue to charge and exit the woods.



GRAVEYARD

Fatima's eyes widen.

FATIMA
They're coming.

MONK 2
(overlapping)
-- earth to earth --



WOODS

Still charging.



GRAVEYARD

Fatima draws her sword.

FATIMA
Hurry up!

MONK 2
(overlapping)
-- ashes to ashes --



WOODS

Charging.



GRAVEYARD

Quino draws an arrow.

MONK 2
-- dust to dust. --



WOODS

Closer.



GRAVEYARD

MONK 2 (CONT'D)
The Lord bless him and keep him,
the Lord make his face to shine
upon him and be gracious unto him --

Quino's hand trembles as he holds the bow's draw.

MONK 2 (CONT'D)
the Lord lift up his countenance
upon him and give him peace. Amen.

Quino releases his arrow and takes down the lead demon as it
pierces his skull.

Fatima screams as she charges.

MONK 2
Bury him quickly!

The demons arrive and the remaining monks draw their weapons
as well.

Three monks remain with shovels throwing dirt in the grave.

Fatima's sword dices the next demon.

Quino fires arrow after arrow.

A flying demon soars over Fatima and charges one of the
shoveling monks.

He drops his shovel and begins to shove dirt with his hands.

Just as the demon is about to reach him, another monk slices
it in half with a naginata.

The monks circle the grave and thwart demon after demon.

FATIMA
Why do they want him?!

MONK 2
They just don't want us to bury
him?

Fatima continues to fight.

FATIMA
Why not?

MONK 3
It's a long forgotten divine law!
Bury the dead! Now with the
plague, the unburied come back as
demons!

Out of the woods, a twenty-foot tall fat man appears. He is
grotesque and twisted.

FATIMA
What is that?

Monk 2 stands in amazement.

MONK 2
I don't know.

BLACKOUT

FLASHBACK



EXT. TULIAVILLE

Aurorenia tears up the village.

FATIMA (V.O.)
(narrative)
Wow! Demons seem to follow us like
weevils on rice.



EXT. MONASTERY - GRAVEYARD

The giant beast approaches.

FATIMA (V.O.)
(narrative)
And to think some of them were once
unburied humans! How are we going
to defeat this thing?

END FLASHBACK



EXT. WOODS

Quino, Fatima and the monk venture along a road.

FATIMA (V.O.)
(narrative)
Next time, Quino and I venture on
and one of the monks tags along.
Looks like we're headed to Russia!

Clouds cover the sky and day turns into night. Rain begins
to pour.

They run towards a cave for cover from the rain. The ground
collapses from under them and they fall into darkness.

FATIMA (V.O.)
(narrative)
But it's two days to the nearest
harbor, and Quino and I are
detoured by a storm, a sinkhole --

They get up slowly and in pain. Several glowing, horrific
figures hover around them.

FATIMA (V.O.)
(narrative)
-- and Ghosts?!

Fatima draws her sword. Quino knocks an arrow, and the monk
slaps his hands together as though praying.

FATIMA (V.O.)
(narrative)
"How are we going to get out of
here, Quino?" Come back and find
out! Next week it's "A PLEA FROM
BEYOND THE GRAVE".

FADE OUT[/sblock]

Mod Note: Dude he asked for a paragraph, and you post an entire script? And you force the color to black, so it cannot be read in the commonly used black forum skin. I've put it in an spoiler block, and removed the color. ~Umbran
 
Last edited by a moderator:

Celebrim

Legend
Korrel:

Meta: The world of Korrel is inspired by equal parts Tolkien, Grimm's Fairy Tales, HP Lovecraft, and Greek myth with dashes of Shakespeare, Dumas, Dickens, Hugo, Howard, and Gygax for spice. It is a world of talking animals, gods walking among men, and sanity destroying horrors. Originally based off a rearrangement of the map of the known world in the Expert Boxed set, it's now morphed on its own into something just about unrecognizable and certainly vastly different from the canonical known world. However, the overlaps mean that I can set many published modules logically within Korrel - for instance, there is an 'Isle of Dread', a Barony of Barovia, and lich named Acererak. As such, it's never really been conceived as a publishable setting, but as an imminently practical gamable world.

Overview: Korrel's history is divided into several great epochs going back into the unrecorded past when even the gods did not exist. Each of these epochs was marked by rising power authority and acts of creation, but was marred by a great cataclysm that ended the age and plunged the world into a dark age of violence, ignorance, and fear. Depending on which historian you listen to, Korrel is now in the interim period after the collapse of the Age of Kings but before the next great Kingdom has been produced. However, signs are hopeful that this new blossoming of power and knowledge is only a short time away, as the world is beginning to change at an accelerating rate and the learned generally agree that a new Age is about to begin.

Life on Korrel is dominated by the Seven Free Peoples - Fey, Goblinkind, Elves, Humans, Dwarfs, Orine, and Idreth. The first of these has existed since the unknown creator left the world behind to its own devices, and the oldest fey claim to remember when grass and animals were first made and even to have known spirits that said they saw the creator striding across the unformed world (though given this is fey we are talking about no one is really sure whether to believe them). The other six races where made by the 1000 Gods in imitation of fairy kind to be their servitors. (incidentally, 1000 Gods is simply a marker for 'a large number'. No one is really sure how many their are, as it is far from unusual for the same god to be known by different forms and names in different parts of the world and to different races but the gods are usually rather terse about providing such information, so you usually have to make a guess at it.) Six designs were adopted because the 1000 Gods could not agree on one single plan, but they did agree to give each design a crucial and beautiful gift - free will - which is most evident in the fact that each of the Free Peoples is free to chose its own gods (or even to serve none at all). The original purpose of the Free Peoples was in theory for them to heal the many woulds left on Korrel after the Gods departed it as their primary dwelling at the end of the God's War. However, in practice the many gods have each sought to manipulate the Free Peoples toward their own plans and purposes, and the Free Peoples themselves - being free - have also taken up their own causes and purposes that perhaps aren't completely according to the will of any god.

The gods still regularly intervene on Korrel and even occasionally sojurn their, but according to the terms of the truce that ended the God's War, which is known only as 'The Compact' and the text of which is not known to mortals, can only intervene in limited ways and according to certain arcane and esoteric rules.

In general, campaigns on Korrel are about shaping what sort of Age is about to be given birth to, as the great abundance of heroes and villains - acting according to the whim of various gods - tries to create new wonders and new order out of the darkness and chaos of the present period - or tries to prevent the same. It is a time of revolutionary change when the horrors and mistakes of the past are unearthed, either to be healed or to once again wreck havoc on the world. It is a time for things long forgotten to be remembered, and for things that have never before been to be created. Players are encouraged to actively bring their agenda to the table. You don't like that the world is sexist, racist, and violent - change it. You don't like that the world is irreligious/too religious - change that. You want to rule the world? Now is the time to do it. Now is the time when great Kingdoms that will last 1000 years are being founded. Get in on the ground floor.
 

Piston Honda

First Post
Orina:
While much of the campaigning has been done in a fairly standard fantasy setting, what I think makes this world special is that it’s developed for play across multiple eras. So, there is no true static Orina, and it has seen campaigns and adventures across its history, and it’s been interesting to develop it this way and see how things change and run the same world in an ancient ice age to an Old West setting, with plenty of high fantasy in between as nations rise and fall. Players who have campaigned in one setting and adventured in another have enjoyed seeing the change in dynamics with a former isolated City-State becoming a powerful Southern Empire, as well as going backwards to see some of those old ruins they explored with other PCs at the height of their glory. The saddest thing is that they’ve never come across any immortal NPCs in two different eras; as they've been important and unique allies.
 

Nellisir

Hero
I feel like I've done this before, but maybe not...
Here's the intro for the Shadowend setting. It's a little out of date, but still works.

The Shadowend is a high-fantasy setting that emphasizes traditional fairy tale, sword-and-sorcery, and folkloric themes. There are feuding gods and godlings; a glass mountain; kings, queens, and politics; fair elves and bridge trolls; mountain dwarves and jotunar; dragons and the sidhe; a city of assassins and thieves; immortal sorcerers; and endless adventures.

Civilization vs ruin is something that threads through a lot of the Shadowend - and civilization is losing. The forces of ruin aren't always evil (though some are), but they are amoral and uncaring. Civilizations aren't always good (though some are), and they are often domineering and restrictive. I'm not sure who I'm rooting for. There is magic. There was stronger magic in the past, but while that magic is lost, it is not inaccessible or unusable.

Fey, monsters, and history are strong elements in my campaigns, the latter two often resurrected leavings of the Amerite Empire like the Fallen and the Black Legion. Tension between Chaos and Law is likewise influential, though neither is "right" or "wrong", and there are no overt manifestations of it in the campaign setting itself (no one worships "Chaos").
 

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