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<blockquote data-quote="Greenfield" data-source="post: 8594646" data-attributes="member: 6669384"><p>My group has been running home-brew worlds for several decades now, each one home to the PCs as they ran from levels one up to Epic (D&D 3.5).</p><p></p><p>My favorite was fashioned around a fantasy version of Rome, late 5th century. In this world, however, there are Elves, Dragons, Dwarves, magic etc. The various nomadic tribes such as the Hun, the Vandal, the Goth and Visigoth were played by Orcs, Bugbears etc. We had to remove the sunlight penalty for some of thse races, when attacking in an army, though we kept it place for individual encounters.</p><p></p><p>We overlaid the standard D&D languages with the real-world ones: Dwarven was Germanic, Common was Latin, Elven was Gaelic, Sylvan was Greek, Draconic was Chinese etc.</p><p></p><p>Part of the beauty was that we had the deep, rich fabric of the ancient Mediterranean world to play with, including legends from Greece, Egypt, Norse and Celtic cultures</p><p></p><p>One house rule we had was that, to bring back the dead you had to venture to the lands of the dead, be it Hades, Tor', Hel, or the Egyptian Palace of Two Truths. There you had to find the soul of the fallen one and find your way back. No Raise Dead or Res' spells, PC death became an adventure hook.</p><p></p><p>We also eliminated Teleport and its variants: Over land travel tends to drop away from many games when the party gains the ability to just blip' to their destination. Besides, there weren't any legends of such things in Greco-Roman tales anyway.</p><p></p><p>I wrote up some of our adventures in that world, as stories. Look for "Curse of Darkness" in the "Story Hour" forum, if you care to. They might still be there.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 8594646, member: 6669384"] My group has been running home-brew worlds for several decades now, each one home to the PCs as they ran from levels one up to Epic (D&D 3.5). My favorite was fashioned around a fantasy version of Rome, late 5th century. In this world, however, there are Elves, Dragons, Dwarves, magic etc. The various nomadic tribes such as the Hun, the Vandal, the Goth and Visigoth were played by Orcs, Bugbears etc. We had to remove the sunlight penalty for some of thse races, when attacking in an army, though we kept it place for individual encounters. We overlaid the standard D&D languages with the real-world ones: Dwarven was Germanic, Common was Latin, Elven was Gaelic, Sylvan was Greek, Draconic was Chinese etc. Part of the beauty was that we had the deep, rich fabric of the ancient Mediterranean world to play with, including legends from Greece, Egypt, Norse and Celtic cultures One house rule we had was that, to bring back the dead you had to venture to the lands of the dead, be it Hades, Tor', Hel, or the Egyptian Palace of Two Truths. There you had to find the soul of the fallen one and find your way back. No Raise Dead or Res' spells, PC death became an adventure hook. We also eliminated Teleport and its variants: Over land travel tends to drop away from many games when the party gains the ability to just blip' to their destination. Besides, there weren't any legends of such things in Greco-Roman tales anyway. I wrote up some of our adventures in that world, as stories. Look for "Curse of Darkness" in the "Story Hour" forum, if you care to. They might still be there. [/QUOTE]
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