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The World of Daith'Adur (feedback welcome!)

Crioni

First Post
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.

Climate 2.0.jpgPeople Groups.jpgRegion names.jpg
 

Attachments

  • DaithAdur Mechanics and Items.docx
    27 KB · Views: 89
  • New Races and Subraces Daith.docx
    16.5 KB · Views: 74
  • The World of DaithAdur.docx
    34.4 KB · Views: 192
  • Lands of DaithAdur.docx
    24.4 KB · Views: 127

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Crioni

First Post
I should note that this is far from complete. Still a lot of fleshing out to do with cultures, peoples, organizations, and so on. For instance, the Khuyalakh function as two symbiotic castes (warrior and merchant). A lot of stuff bouncing around my head. ^_^

Edit: I forgot to describe what each document is about.
Mechanics and Items: Describes most of my homebrew rule changes. I'm open to feedback on that, but primarily in the area of game balance. It also contains the new weapons and armor lists.
New Races and Subraces: Exactly what it sounds like.
The World of Daith'Adur: Includes that intro blurb that I put in the OP, then goes on to give a very basic intro for all of the cultures, races, and classes in the world. Includes a semi-detailed pantheon.
Lands of Daith'Adur: Descriptions of the various geographical places, as well as the major cities you see on the map.

Hope you all enjoy!
 
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