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Tell Us Of Your Game Settings

Oversquid

First Post
So I've been getting a weird itch that needs to be scratched. See, I really enjoy seeing the kinds of places and worlds others have created; and I want to read what settings you came up with.

This thread can be a "post and read", or even a "setting help", or whatever you think you need. Whatever the case, I will read all of your settings, and I will try and make commentary on them as well.

Some questions to aid you in discussing your setting are found below. You by no means have to answer them, as the questions are just there to help you better articulate your setting.

I'll post my setting below, and I hope to read yours soon! But now the questions:

1. What is the theme of your setting? (It could be a genre, but it could also be a general vibe or feeling that the setting is themed with.)

2. What is the world like? Is it a continent? A city? A universe? Another dimension? A room? What about it?

3. What are some of the cool things about that world? Their denizens? Their landmarks? Rumors and legends?

4. Perhaps some history on the setting would be in order? Maybe discuss the fate of the setting as well?
 

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Yora

Legend
With pleasure:

I have first been tpying with the idea of creating a setting based on the High Forest 4,000 years before the standard Forgotten Realms timeline back in 2004, but soon realized that there is little reason to actually call if Forgotten Realms and instead could be a completely new setting.
I seriously started working on my Ancient Lands setting 3 years ago, and the basic concept is that of a mostly "regular" fantasy world, but set at a much earlier time period than usual. Elves and gnomes have just started to establish their great realms and cities, dragons and giants are plenty, and humans are one of several barbarian peoples. But what little civilization there is is still rather tiny and the vast majority of the world is still covered by unsettled and unexplored forests and wilderness, where the fey people rule. The cultural level is that of the late Bronze and early Iron Age, but more similiar to Europe, Southeast Asia, and America, than to the cultures of Greece and Mesopotamia. The constant struggle of survival manifests itself in two ways. Keeping the monsters and other dangers of the wilderness away from the small villages and few young city states, and exterminating any corrupting influence of dark sorcery that is festering in their very midst. Two tasks that call for local heroes who protect their people with both courage and cunning. But vigilance is not always enough and there are countless of wonderous places hidden in the wilderness, that hold magical secrets that can bring both wealth and prosperity, but also terrible evil.

The setting covers the eastern coast of a large continent, which is an area about as large and varied as western Europe, the american East Coast, or the Chinese Sea. Just a relatively small portion of the world, but still a massive area too large for any single person ever to explore. Next to the world of mortals, there is also the Spiritworld, a place that is very similar in many respects, but also home to incredible forces of nature and ancient beings of imense power. Maintaining the peace between the world of mortals and the Spiritworld is of great importance, and every village has its own shamans who oversee the relations with the spirits, which makes them among the highest standing people in society. The spiritworld does not only mirror the world of the humanoid races, but also extends deep into the world below the ground. The Underworld is even more strange and dangerous than the mountains and forests of the Spiritworld and inhabited by creatures of alien minds that defy descriptions by mortals. While most people prefer to never think about these things, there are also those who consider the spirits of the underworld to be even more ancient and powerful than the spirits of the surface world, and attempt to seek them out to worship them as their true gods.
Even more alien and unknown is the Void, the infinite outer dark far beyond the stars. It's a realm without time, where even distance is a concept without meaning. But even in such a hostile place, there are still spirits known to mortals as demons. The demons have no physical form and rarely even take notice of the world of mortals, but occasionally some develop an interest into the realm of physical beings and attempt to enter it by possessing the bodies of both the living and the dead. Not all demons are evil, but all of them are careless of their unnatural influence their very presence in the material world has on those around them, and demonic corruption leaves a blight upon the land and can transform both people and animals into horrific abominations over time.

The history of the mortal races begins only about 4000 years ago, when the fey races of the shie and naga began to abandon their grand palaces and citadels they had build in the mortal world and returned to join their brethren in the spiritworld. As they disappeared, they left behind many of their enslaved servants, whom they had captured from the primitive savage people that lived in the hills and jungles. Some retained the skills they had been tought by their masters and rejoined their people to share the knowledge of farming, metalworking, and magic. Over the following millennia, the lizardfolk and the elves became the most successful among the humanoid races, but in the mountains and hills the gnomes and the kaas beastmen created their own societies, and some human clans spread throughout the great plains to the west, in the heart of the continent. The people of the Ancient Lands were only few, but fought fiercely over the best spots to grow grain and raise animals. But some 500 years ago, the methods of farming had become advanced enough that most clans chose to cultivate the land they already had rather than fighting others for their fields and pastures. And they also produced enough to not only feed themselves, but also to trade. The most valuable good were those from the places most far away, especially from the lands beyond the great plains in the west, which elven traders aquired from human nomads. Controling the overland trade routes was the most effective way to wealth and power and fierce wars started anew. But soon there were not enough warriors to both defend the lands at home and protect the caravans on their month long treks. So the elven merchant lords began to hire mercenaries from the human nomads. As these proved to be very effective, they were also used to assist the armies in the elven lands along the coast, which over the next two centuries led to a large scale migration of human nomads settling in the river valeys of the Ancient Lands. In the elven city states these humans are still considered savages by many, not better than the kaas or the wild lizardfolks of the outer islands, but they still have become the fifth major race to inhabit the region. While many of the human clans are still vasalls to elven lords, they have established many small realms of their own.
 

Oversquid

First Post
(This is long, but I've been working on it for a long time too)

My game setting is best described as being high fantasy with planetary and stellar travel being a major thing as well. But the biggest thing that I want to convey is how small things become when at a great height, and as the players ascend to larger heights, they see the old problems and the places they once were to see how small scale their problems really are as they continue towards what they feel is important.

In particular, my setting spans the universe, and its nigh infinite dimensions and planes. Despite its large scope, the game does have a beginning- an Earth sized moon called "Zemnja" orbitting a blue/purple gas giant called "Vljunoju" orbitting a binary star system composed of a sun-like star named "Shansja", and a brown dwarf star named "Shansjaka".

Zemnja orbits Vljunoju in very close proximity, and amazingly enough, Zemnja's life thrives. Thanks to this close proximity, Zemnja experiences a day/night cycle very unlike Earth.

Day on Zemnja is defined by seeing Vljunoju in the sky, with Night being defined as being Vljunoju's absense. Zemnja rotates once along its axis every 24 hours; not unlike Earth (Yes, I know; 24 hours is an approximation for Earth and not an exact number), which means that Zemnja sees Vljunoju for 12 hours, and then ceases seeing Vljunoju for 12 hours as well.

This means that Vljunoju is consistently dark even during day, though Vljunoju does tend to illuminate Zemnja in a soft blue and purple light. Sometimes it gets much more bright once Shansja comes into clearer view like daytime on Earth. Though sometimes, the soft red glow of Shansjaka is visible, but rarely does Shansjaka show up alone, but when it does, it casts a crimson/red light.

Zemnja also completes one rotation around Vljunoju every 30 hours. Once in those 30 hours, Vljunoju eclipses Zemnja, plunging the world in very dark blues and violets, but also making the living creatures of Zemnja react more extremely to anything, and even heightening their physical power. Some creatures are resilient to this, but others react in a very extreme way to it as well.

One of those creatures are the Gham'Kkhorza, a race of blue and violet skinned humanoid who are covered in small horns and boney plates as well who have taken to a nomadic existance by and large who worship Vljunoju (Or Kkhorza in their tongue) as the god of might. During an eclipse, the Gham'Kkhorza transform into enormous beasts; with their horns growing even larger, their bone plates growing into spikes, their faces growing out with fangs and snouts, their hands growing wicked claws as the end, and their muscles swollen. It is during those 2 hours that the Gham'Kkhorza raid, pillage, and conquer. At the end of the eclipse, the Gham'Kkhorza pay tribute to Kkhorza as thanks for the strength bestowed to them.

Zemnja is home to many landscapes, from a single large ocean that extends from the equator to the north pole, to marshlands and rivers, to grasslands and forests and jungles, to mountains and desert.

One of the more imfamous deserts is known as Zemnja Volzhje, which is located within a mountain range that separates two powerful empires that desire to trade with each other. This desert sports highly multicolored sand and dust, hot springs bubbling scalding hot water and sulfuric acid, volcanoes that spew lava, sulfuric gas, and superheated water vapor at regular intervals, and of course an inland sea of sulfuric acid that constantly churns towards Vljunoju with violent tidal power.

Most who enter into Volzhje get ill in moments, and start developing rashes, bruises, cysts, and other malign growths. Though there is one being that has learned how to thrive in Volzhje, a race of beings that look to be scarabs, except with an upper body thats more akin to a human in shape, but still very chitinous like a scarab. The lower scarab body has only 4 legs, while the upper more humanoid looking body has 2 arms, with a head that looks just like a scarab's head. These creatures call themselves the Chitsektek.

The Chitsektek have made tunnels and cities within the thick bedrock beneath Volzhje that is impervious to the seismic shocks that are common all throughout the desert. The Chitsektek are also notable for being able to wander around the surface of Volzhje without getting sick or suffering any ill effects.

The Chitsektek are knowledgable of the empires around them, especially their want to traverse and trade with each other, and so the Chitsektek, for the right price, will allow for those nations to traverse their tunnels to the other side. The Chitsektek in turn gets their gold, valuables, or other trasures.

Then Chitsektek then puts those treasures into a big round bag that is made to roll easily, and then the Chitsektek rolls the bag of treasure around like a scarab rolls a dung ball.

The male Chitsektek tend to be the ones to hoard treasure, and the only use that Chitsektek have for that treasure is to build nests. The males would use that bag of treasure as a nest to attract a mate. Once attracted, the Chitsektek female will lay her eggs inside the bag. Once hatched, the grubs will be constantly pushed down by the treasure. This pushing will give the grubs a hard and resilient exoskeleton while they pupate.

Other notable denizens are listed below:

- Dragon: Dragons are mysterious and powerful monsters who have been seen by few leaving Zemnja for the stars above, and even coming to Zemnja from the stars as well. Dragons are repulsive creatures, and most living creatures have an innate aversion to them as well. Due to their rarity, many folks believe dragons to be a myth.
- Dwarf: Dwarves are stout humanoids who prefer to be left alone and ignored by most of the other species, and so they make their homes deep within the mountains behind stone walls. Once in a while though, a Dwarf welcomes foreigners inside.
- Elf: Elves are an artistic folk who live in the most beautiful places on Zemnja- be they in treetops, underground, in jungle canopies, or in the water itself.
- Gnome: Gnomes are short and stocky folks who are very inventive, and sell their inventions to the highest bidder. The Gnomes have invented gunpowder, and many mechanical contraptions as well.
- Goblin: Goblins are short, smelly, and ugly creatures who are very prolific, and scavenge the scraps from the other races. If left alone, Goblins have been shown to congrigate and make empires themselves.
- Gorbuuk: Large rocky folks who claim to have come from space itself- from infused comet shards. Very peaceful, long lived, and don't see much of a purpose in making an empire. Gorbuuk naturally grow stones and metals like humans grow hair. Some of those stones and metal are precious.
- Gremlin: Gremlins was the Gnome's first attempt at making a life form. The Gremlin was made with spliced Gnome and Goblin cultures along with some alchemy. The Gremlins display the inventiveness of a gnome, and the cunning of a goblin, but are physically frail. The Gremlins are struggling to attain their independence from their Gnomish masters.
- Hobbit: Very short and simple folks with wooly feet and a love of a laid back life. Some Hobbits however have grown with a zest for travel.
- Human: Humans tend to try to make big empires to outlast their lifespans. Some militaristically, others diplomatically, and others through sheer force of spirit.
- Orc: Orcs tend to believe in conflict being a necessary part of existance, otherwise existance becomes stagnant and weak. So the orcs wander and raid what they can to constantly stir up others.

Zemnja has one really notable faction, being a sect of priests who call themselves the Gaho. The Gaho are located in significant numbers in 19 different places around Zemnja. Each of those places is a stone circle with an inscribed stone in the center written in an ancient language.

There used to be 20, but the ruins of one such stone circle is found in Volzhje, slowly eroding into a sulfuric lake.
 

Oversquid

First Post
With pleasure:

I have first been tpying with the idea of creating a setting based on the High Forest 4,000 years before the standard Forgotten Realms timeline back in 2004, but soon realized that there is little reason to actually call if Forgotten Realms and instead could be a completely new setting.
I seriously started working on my Ancient Lands setting 3 years ago, and the basic concept is that of a mostly "regular" fantasy world, but set at a much earlier time period than usual. Elves and gnomes have just started to establish their great realms and cities, dragons and giants are plenty, and humans are one of several barbarian peoples. But what little civilization there is is still rather tiny and the vast majority of the world is still covered by unsettled and unexplored forests and wilderness, where the fey people rule. The cultural level is that of the late Bronze and early Iron Age, but more similiar to Europe, Southeast Asia, and America, than to the cultures of Greece and Mesopotamia. The constant struggle of survival manifests itself in two ways. Keeping the monsters and other dangers of the wilderness away from the small villages and few young city states, and exterminating any corrupting influence of dark sorcery that is festering in their very midst. Two tasks that call for local heroes who protect their people with both courage and cunning. But vigilance is not always enough and there are countless of wonderous places hidden in the wilderness, that hold magical secrets that can bring both wealth and prosperity, but also terrible evil.

The setting covers the eastern coast of a large continent, which is an area about as large and varied as western Europe, the american East Coast, or the Chinese Sea. Just a relatively small portion of the world, but still a massive area too large for any single person ever to explore. Next to the world of mortals, there is also the Spiritworld, a place that is very similar in many respects, but also home to incredible forces of nature and ancient beings of imense power. Maintaining the peace between the world of mortals and the Spiritworld is of great importance, and every village has its own shamans who oversee the relations with the spirits, which makes them among the highest standing people in society. The spiritworld does not only mirror the world of the humanoid races, but also extends deep into the world below the ground. The Underworld is even more strange and dangerous than the mountains and forests of the Spiritworld and inhabited by creatures of alien minds that defy descriptions by mortals. While most people prefer to never think about these things, there are also those who consider the spirits of the underworld to be even more ancient and powerful than the spirits of the surface world, and attempt to seek them out to worship them as their true gods.
Even more alien and unknown is the Void, the infinite outer dark far beyond the stars. It's a realm without time, where even distance is a concept without meaning. But even in such a hostile place, there are still spirits known to mortals as demons. The demons have no physical form and rarely even take notice of the world of mortals, but occasionally some develop an interest into the realm of physical beings and attempt to enter it by possessing the bodies of both the living and the dead. Not all demons are evil, but all of them are careless of their unnatural influence their very presence in the material world has on those around them, and demonic corruption leaves a blight upon the land and can transform both people and animals into horrific abominations over time.

The history of the mortal races begins only about 4000 years ago, when the fey races of the shie and naga began to abandon their grand palaces and citadels they had build in the mortal world and returned to join their brethren in the spiritworld. As they disappeared, they left behind many of their enslaved servants, whom they had captured from the primitive savage people that lived in the hills and jungles. Some retained the skills they had been tought by their masters and rejoined their people to share the knowledge of farming, metalworking, and magic. Over the following millennia, the lizardfolk and the elves became the most successful among the humanoid races, but in the mountains and hills the gnomes and the kaas beastmen created their own societies, and some human clans spread throughout the great plains to the west, in the heart of the continent. The people of the Ancient Lands were only few, but fought fiercely over the best spots to grow grain and raise animals. But some 500 years ago, the methods of farming had become advanced enough that most clans chose to cultivate the land they already had rather than fighting others for their fields and pastures. And they also produced enough to not only feed themselves, but also to trade. The most valuable good were those from the places most far away, especially from the lands beyond the great plains in the west, which elven traders aquired from human nomads. Controling the overland trade routes was the most effective way to wealth and power and fierce wars started anew. But soon there were not enough warriors to both defend the lands at home and protect the caravans on their month long treks. So the elven merchant lords began to hire mercenaries from the human nomads. As these proved to be very effective, they were also used to assist the armies in the elven lands along the coast, which over the next two centuries led to a large scale migration of human nomads settling in the river valeys of the Ancient Lands. In the elven city states these humans are still considered savages by many, not better than the kaas or the wild lizardfolks of the outer islands, but they still have become the fifth major race to inhabit the region. While many of the human clans are still vasalls to elven lords, they have established many small realms of their own.

I like this a lot. Is your game based on getting through the Dark Age?

You playing out a campaign in this setting?
 

Yora

Legend
I'm currently in my third campaign (though the other two were pretty short ones).
Getting through the Dark Ages seems a strange description for what I'm doing with it, though. It's more Iron Age Sword & Sorcery.
 


Storminator

First Post
I've had a new setting idea bubbling up in my head for a while. It's not fully fleshed out, and I haven't gamed in it yet. I'm thinking it might use O.L.D is N.E.W. as it's system. We'll see.

The central idea is that knowledge, and particularly recorded knowledge pushes back magic. Technology only works where magic has been pushed back. So there's civilization, which in a metaphysical way is defined by the edges of the maps, and out in the wilds there are wizards and sorcerers. Storytelling and oral traditions have some of the force of written records - these tales and teachings channel magic into organized schools.

I think there could be a lot of interesting stories told in a world where telling stories actually forms the basis of reality.

PS
 


Storminator

First Post
Though what technology level can be achieved before magic disappears?

Good question! Does magic ever fully disappear? I can imagine somewhere out beyond the edges of the map a group of adventurers finds an abandoned civilization - one that used to have maps of their local area - that has "regressed" back to magic.

In practice I would think the technology level would be whatever made the game the most fun.

PS
 

Oversquid

First Post
It could be that Magic is a sentient thing, in that it wishes to associate themelves with creatures that aren't coming up with ways to master the universe on their own?

Also creatures that lack technology as we know it, such as worms or fish, would they be the most magical, or does magic go that far?
 

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