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5e Homebrew Setting: Malebolge, Post-Apocalyptic Fantasy
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<blockquote data-quote="QuietBrowser" data-source="post: 6917742" data-attributes="member: 6855057"><p>:crickets chirping:</p><p></p><p>...I must confess, I am underwhelmed with that response. :sigh: Well, I really do need to get working on this, so I will try to continue... to my best efforts, this currently marks my list of planned expansions to this setting so far:</p><p>* Continuing the Setting Bible by writing up the events of the Doom War and the Black Dawn than ended it by creating Malebolge.</p><p>* Write-ups of various regions (compare: Fallout's Mojave, Capital Wasteland, Point Lookout, Commonwealth, whatever the area Fallouts 1/2 are set in).</p><p>* An examination of classes appropriate to the setting, with possibly examinations of how they relate to established/canonical races of the setting.</p><p>* Detail the differing "styles" of the Old World Cultures, talk about how they thought about the world around them, their artistic forms, etc, just try and flesh out how you can tell an ancient dwarven ruin from an elfin one, or what makes a human-made magical item visually distinct from its dwarfin and elfin equivalents.</p><p>* Maybe discuss the races I'm planning on fielding, in order to better expand on them?</p><p></p><p>Actually, on that latter note, there is something I could use folks help with, if you're willing? Long story short, the plan I have for the Dwarves is that there is a minority of "purebloods" (Hill Dwarf stats) around, but the majority of them mutated, either partially (creating 5e Forgeborn Dwarves) or into a whole new species (Gnomoi - Rock Gnomes). I'm just kind of struggling with how to handle the fate of the elves in comparison.</p><p></p><p>Also... in case I haven't said it before, I envisioned the "old world" of this setting as being extremely magically advanced. I'm talking Eberron with a dash of Forgotten Realms Age of Magic. I had a project, once upon a time, about "hypertech" in 5e... and, really, a lot of "science fiction" stuff can easily be reskinned as magical. Do folks think it makes sense to talk about the possibility of such material lingering in the form of ancient relics? "Golemtech" artifical limbs, mana-fuelled energy blasters, chainswords, etc?</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 6917742, member: 6855057"] :crickets chirping: ...I must confess, I am underwhelmed with that response. :sigh: Well, I really do need to get working on this, so I will try to continue... to my best efforts, this currently marks my list of planned expansions to this setting so far: * Continuing the Setting Bible by writing up the events of the Doom War and the Black Dawn than ended it by creating Malebolge. * Write-ups of various regions (compare: Fallout's Mojave, Capital Wasteland, Point Lookout, Commonwealth, whatever the area Fallouts 1/2 are set in). * An examination of classes appropriate to the setting, with possibly examinations of how they relate to established/canonical races of the setting. * Detail the differing "styles" of the Old World Cultures, talk about how they thought about the world around them, their artistic forms, etc, just try and flesh out how you can tell an ancient dwarven ruin from an elfin one, or what makes a human-made magical item visually distinct from its dwarfin and elfin equivalents. * Maybe discuss the races I'm planning on fielding, in order to better expand on them? Actually, on that latter note, there is something I could use folks help with, if you're willing? Long story short, the plan I have for the Dwarves is that there is a minority of "purebloods" (Hill Dwarf stats) around, but the majority of them mutated, either partially (creating 5e Forgeborn Dwarves) or into a whole new species (Gnomoi - Rock Gnomes). I'm just kind of struggling with how to handle the fate of the elves in comparison. Also... in case I haven't said it before, I envisioned the "old world" of this setting as being extremely magically advanced. I'm talking Eberron with a dash of Forgotten Realms Age of Magic. I had a project, once upon a time, about "hypertech" in 5e... and, really, a lot of "science fiction" stuff can easily be reskinned as magical. Do folks think it makes sense to talk about the possibility of such material lingering in the form of ancient relics? "Golemtech" artifical limbs, mana-fuelled energy blasters, chainswords, etc? [/QUOTE]
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5e Homebrew Setting: Malebolge, Post-Apocalyptic Fantasy
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