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D&D General Let's Share Our Alternate Lore

Inanity

Explorer
Two major bits of homebrew lore inform every game I ever run:

1. Deities. There were five to start, four representing two great universal dualities (Good-Evil and [Yin-Yang a.k.a. Male-Female] and the fifth representing Neutrality-All-Nothing. Eventually life etc. grew so complex these five realized they needed help; also a new duality - Law-Chaos - had arisen. So, they between them created 16 more deities, for a total of 21.

And despite there being thousands if not millions of different deities etc. worshipped across the universe, almost every one of them is simply an aspect of one of those 21.

Which means, no matter what I ever run or what local pantheon might be used, I can tie it in to this overarching system.

2. Magic. I've made magic a fifth physical force, along with gravity, weak, strong, and electromagnetic. This fifth force is suppressed on worlds that have a particular element (uranium) in their makeup, thus explaining the existence of mundane worlds like this one we're sitting on. Some living beings can by whatever means access this fifth force and in some cases harness it and-or bend it to their will; and these are the spellcasters. Other living beings need its presence in order to exist and-or survive, and these are the creatures we in the real world would consider as 'fantastic'.

This gives me a nice simple easy-to-grok foundation for magic to work on. The differences between arcane, divine and bardic magic are all to do with the means of access employed by the casters.

I do BOTH of these things... but particularly concerning 2.) Magic is smoothly interpreted as a physical force... we can go so far as to say the thesis "EVERYTHING IS PHYSICAL" (in the sense of the STUFF WE KNOW EXISTS that OOmphy stuff, extended stuff that stuff that moves other stuffs about, etc. is all the kinds of stuffs there are!) is a viable theory and possibly correct (or stipulated to be) correct (by the DM)... in this way we dont need to (embarrass ourselves) and attempt to explain why we can seemingly GOTO a PLACE, dare I say a space, that is a purely non-physical place (dare I say space!) where I can SEE other purly non-physical beings and at that KILL THEM! rubbish as far as I am concered and D&D need not commit a DM to some radically austere ontology or metaphysics of non-physical places and things that (purportedly/seemingly/apparently) have both spatial and temporal properties and locations... EDIT: and I dont take the 'existence' of dreams to show that there ARE NONPHYSICAL PLACES WE CAN VISIT; i.e. that we can move our bodies to a dream place; indeed a dream place is no place at all but merely something moe akin to a hallucination (at least I would be prepared to argue for such a claim)...

Anyway, definitely appreciate your take...
 
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Inanity

Explorer
A post script to my above post to Lanefan: of coure a Dm is free to stipluate any metaphysics they want and I am in no way discouraging a Dm to create their own world that works THEIR WAY... I do see though something similar to this happening: namely a DM being discouragd in making a purely physical world (since well magic); but why wouldt magic be a phyiscally understandable and possibly codified into a science (after all magic seems to be part of the domain of physics; physicists would view magiC as a physically efficacious 'thing' and as such, apt to be studied by physicists; in short magic moves stuff...
 

Reynard

Legend
Supporter
A post script to my above post to Lanefan: of coure a Dm is free to stipluate any metaphysics they want and I am in no way discouraging a Dm to create their own world that works THEIR WAY... I do see though something similar to this happening: namely a DM being discouragd in making a purely physical world (since well magic); but why wouldt magic be a phyiscally understandable and possibly codified into a science (after all magic seems to be part of the domain of physics; physicists would view magiC as a physically efficacious 'thing' and as such, apt to be studied by physicists; in short magic moves stuff...
Magic in D&D is formulaic and predictable, making it much more akin to a science than the helter skelter bending of reality. I don't necessarily prefer it that way (I am more in the "forces men cannot hope to control" camp for magic) but as written magic as science works fine in D&D.
 

Dannyalcatraz

Schmoderator
Staff member
Supporter
Lizardfolk live by the credo, "You are what you eat." They hunt and eat monsters to grow strong, eat elves to get smart, etc. To the lizardfolk, humanoids are soft and brown/beige because they eat too much bread. The highest honor a lizardfolk can pay to a deceased comrade is to eat them.
 

When a dragon gets itself a nice, big pile of treasure and a full belly, it tends to hibernate. When it wakes up, it may be a different kind of dragon. How or if it changes is (purposely) beyond mortal comprehension, with one exception: don't wake it up early, it will be evil and angry; a dragon can wake up on its own evil and angry, a good century's sleep is no indication of good alignment. If a dragon wakes up in an environment that is no longer comfortable (say a red dragon goes to sleep in a volcano and wakes up a silver), it will move.

Everyone has a strong alignment tendency (law, chaos, good, evil), and a weak one. My afterlife has 2 parts. You usually start as a humanoid-looking fiend or celestial in Archeron (strong law, weak evil), Gehenna (strong evil, weak law), the Grey Wastes (I switched it with Carceni for aesthetic purposes; strong evil, weak chaos), Pandemonium (strong chaos, weak evil), Ysgard (strong chaos, weak good), the Beastlands (you are actually beast-looking celestial; strong good, weak chaos), Elysium (switched with Bytopia for aesthetic purposes; strong good, weak law), and Arcadia (strong law, weak good).

If your afterlife lasts long enough you can choose to double down on your strong alignment, going to Mechanus, Carceni, Limbo, or Bytopia); you can strengthen your weaker alignment, going to the 9 Hells, the Abyss, Arborea, or Mt. Celestia; or you can give up the alignment thing and try to go to the Outlands (the survival rate is pretty low, it is one thing that angels, modrons, slaad, devils, demons, etc. can agree on that they really don't like the Rilmani and anyone who might become one).
 

Fanaelialae

Legend
Magic in D&D is formulaic and predictable, making it much more akin to a science than the helter skelter bending of reality. I don't necessarily prefer it that way (I am more in the "forces men cannot hope to control" camp for magic) but as written magic as science works fine in D&D.
Sure, but since it is magic there are lots of ways it can be less like science and more like magic. For example, you might need an ephemeral "spark" that you're born with to use magic. If you don't have that spark you can learn all the arcane theory you want, but your spell casting simply won't accomplish anything. Sorcerers could be those with strong sparks that manifest on their own, whereas wizards have weaker sparks that need to be nurtured.

Another way for magic to be more magical is that there might be certain times when magic simply ceases to work (I think Mystara had something like that). Laws of physics don't typically take the day off.

An idea I've toyed with is making magic the result of an alien reality that is hostile to standard reality. Magic is essentially when standard reality is overwritten by the alien reality. As that alien reality is cognitive in nature, it responds to will. As a result, all arcane magic would be quasi-illusory in nature, and in this system resisting a spell would be successfully disbelieving it.
 

Marandahir

Crown-Forester (he/him)
On Goblins

Though they vary widely in form and temperament, all goblinoids are the same kind of creature, and all start life as goblincobbles[1]. These are waxy pumpkin-sized lumps of a sebaceous material that accumulates in pits and crevices wherever goblinoids (or their corpses) congregate. When a goblincobble is properly tended by goblin shamans, it melts away, leaving behind a moist but otherwise fully-functional goblin[2].

New goblinoids grow over time. The majority of these creatures live and die as ordinary goblins. Aside from those, a significant fraction eventually develop some degree of intellect and cunning to become gobgoblins[3] or bogbers[4]. A scant few others, however, grow more dull in wit but more immense in size and appetite. These are oggers[5].

The bigger a goblinoid is, the more it likes to sleep. Oggers-- especially the really big ones-- can sleep for very long periods, sometimes for so long that soil and weeds might even heap up on them. Like most predatory hiberators, oggers tend toward extreme hunger and grumpiness upon rousing.

The more a goblinoid sleeps, the more likely it is never to reawaken, and instead crumble into a mass of foul tumors and oily sludge. Some of this material might eventually congeal into a handful of goblincobbles, thus completing the dubiously beautiful goblinoid lifecycle[6].

Goblin social structure

Notoriously referred to as "the gnome's sock drawer of cultural phenomena"[7], goblinoid society is as chaotic as goblinoid hygiene is pungent. Thus, it has steadfastly defied all logic and patience to be investigated, and scholars no longer bother.

Goblin religion

Goblinoid legend tells that one day their kind will be led to dominion over "All the Places" by the biggest, goblinest ogger of all goblindom: the Gobgrimmoggerbog[8]. They believe this stupendously big ogger is divinely warded from slumberous discorporation into goblincobbles, and continues to snooze fitfully beneath some long-forgotten hill.

Elven scholars who have researched this primitive goblin tale mockingly refer to it as goblinkind's "terrible dark hope," or (in the Elvish language) their tarasque[9].


Notes
[1] Technically termed repugnantite by scholars, gobblincobbles are colloquially called "hill boogers," "snot jade," and other similarly colorful names.
[2] If the newly-excavated goblinoid is particularly small, humans might call it a "norker."
[3] gobgoblin - what humans call a "hobgoblin"
[4] bogber - what humans call a "bugbear"
[5] ogger - what humans might call an "ogre" or "hill giant"
[6] The goblinoid lifecycle follows a pattern referred to in the technical natural philosophical literature as bioperparageogenesis.
[7] Kartoffelwerfer, B. “Filth, Fancy, and Fact: A Meta-analysis of Goblin Studies.”
Journal of Academic Exasperation vol. xxix, pp.12-17.
[8] Gobgrimmoggerbog - Translated from the goblin language, this means "big, bad, really scary goblin."
[9] tarasque - This term[10] conjoins the Elvish words t'ara[11], meaning "of or pertaining to a shade of black so dark it causes clinging despair;" and asque[12], meaning "hope."
[10] No, what you are thinking is just a coincidence[13].
[11] The Elvish word t'ara is the likely root of the human word "tar."
[12] The Elvish word asque is the likely root of the human word "ask."
[13] Just. a. coincidence!
How, if at all, do Boggles, Nilbogs, Redcaps, and/or Banderhobbs fit in?
 

SkidAce

Legend
Supporter
...
2. Magic. I've made magic a fifth physical force, along with gravity, weak, strong, and electromagnetic. This fifth force is suppressed on worlds that have a particular element (uranium) in their makeup, thus explaining the existence of mundane worlds like this one we're sitting on...

Hmm, then maybe "trace" elements of uranium could create dead magic zones.

Can I steal this and mod it?
 

Tonguez

A suffusion of yellow
2. Magic. I've made magic a fifth physical force, along with gravity, weak, strong, and electromagnetic. This fifth force is suppressed on worlds that have a particular element (uranium) in their makeup, thus explaining the existence of mundane worlds like this one we're sitting on. Some living beings can by whatever means access this fifth force and in some cases harness it and-or bend it to their will; and these are the spellcasters. Other living beings need its presence in order to exist and-or survive, and these are the creatures we in the real world would consider as 'fantastic'.

I did a similar thing for a Supers setting I played in once, Magic was the fifth physical force with the Thaumic-Field responsible for maintaining dimensional stability in the multiverse. Some substances (cold iron, silver. Nth Metal and uranium in your case) were able to cause Thaumic flux and some societies had learnt to harness the flow of Thaumic energy to open dimensional gates and produce other magical effects. I played a physicist who theorised that the magic using character was able to manipulate dimensional stability within objects.
It was also theorised that Spirits and gods of ancient myth were inhabitants of other Dimensions who had been able to breach the Thaumic field.
 

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