Hey all, wanted to put this out here for everyone's enjoyment. (Feedback is also highly appreciated!)
As far as goals for this world go, I'm aiming for a slightly gritty feel. That's not to say I want uber realism, however. While I desire immersion in my storytelling, my primary goal is fun. That means keeping things reasonably simple (not adding too much complexity on top of the vanilla 5e system), and making a vibrant, descriptive world to have adventures in. I've included a decent chunk of homebrew rules, along with modified weapons and armor lists. A bunch of attachments incoming!
Disclaimer: I've collected some various bits of homebrew work from around the web over time. Unfortunately, I haven't done a great job of keeping track of who on what site made what. So while the vast majority of this is purely my own work, there are a few homebrew races and feats that are not wholly original to me (Centaur and Lizardfolk player races are two easy examples).
Enjoy!
The World of Daith'Adur
It has been only a few hundred years since the glaciers receded and the seas thawed. The people of Daith’Adur have begun to grow, establishing new civilizations; trade routes, towns, cities, kingdoms, empires. This is not a traditional high fantasy world. The civilizations of Daith’Adur are primitive, no more advanced than the very early Bronze Age at best. Many have not yet gone beyond weapons and tools of stone. Slavery is everywhere, the high seas are uncharted and unknown, vast expanses of primeval wilderness stretch between burgeoning pinpricks of order and culture, and the gods are young and keen to interfere with the mortal world.
Magic users are not particularly rare, for it was through magic that the civilized races held onto life throughout the long years of ice. Drawn from a variety of sources, magic acts as one of the primary forces of cultural and political change in this young world. That being said, there are ways in which magic remains undeveloped and uncertain. There are few magical items, and spells can be unpredictable if there is an error in the casting process.
Magic is still needed, however, as the retreat of the ice has led to the advance of other threats. Orc and hobgoblin hordes have grown steadily as the world has warmed. Evil dragons, content to hibernate for the endless winter, now arise to seek slaves and plunder. The evil gods, led by Adur, have taken advantage of the growing civilizations, spreading sorrow and pain with sadistic glee. And with the rise of “civilized” folk comes the inevitable. Banditry, war, slavery, and all manner of vice.
As far as goals for this world go, I'm aiming for a slightly gritty feel. That's not to say I want uber realism, however. While I desire immersion in my storytelling, my primary goal is fun. That means keeping things reasonably simple (not adding too much complexity on top of the vanilla 5e system), and making a vibrant, descriptive world to have adventures in. I've included a decent chunk of homebrew rules, along with modified weapons and armor lists. A bunch of attachments incoming!
Disclaimer: I've collected some various bits of homebrew work from around the web over time. Unfortunately, I haven't done a great job of keeping track of who on what site made what. So while the vast majority of this is purely my own work, there are a few homebrew races and feats that are not wholly original to me (Centaur and Lizardfolk player races are two easy examples).
Enjoy!
The World of Daith'Adur
It has been only a few hundred years since the glaciers receded and the seas thawed. The people of Daith’Adur have begun to grow, establishing new civilizations; trade routes, towns, cities, kingdoms, empires. This is not a traditional high fantasy world. The civilizations of Daith’Adur are primitive, no more advanced than the very early Bronze Age at best. Many have not yet gone beyond weapons and tools of stone. Slavery is everywhere, the high seas are uncharted and unknown, vast expanses of primeval wilderness stretch between burgeoning pinpricks of order and culture, and the gods are young and keen to interfere with the mortal world.
Magic users are not particularly rare, for it was through magic that the civilized races held onto life throughout the long years of ice. Drawn from a variety of sources, magic acts as one of the primary forces of cultural and political change in this young world. That being said, there are ways in which magic remains undeveloped and uncertain. There are few magical items, and spells can be unpredictable if there is an error in the casting process.
Magic is still needed, however, as the retreat of the ice has led to the advance of other threats. Orc and hobgoblin hordes have grown steadily as the world has warmed. Evil dragons, content to hibernate for the endless winter, now arise to seek slaves and plunder. The evil gods, led by Adur, have taken advantage of the growing civilizations, spreading sorrow and pain with sadistic glee. And with the rise of “civilized” folk comes the inevitable. Banditry, war, slavery, and all manner of vice.