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[4e] Setting Build Challenge: 4e Banestorm
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<blockquote data-quote="LoneWolf23" data-source="post: 5298481" data-attributes="member: 643"><p>I want to see if D&D 4e can handle one of my favorite Fantasy settings: Yrth, the world of GURPS Banestorm.</p><p></p><p>Basic setting context: the world of Yrth is populated by a wide variety of races and monsters, including humans snatched from Earth during the medieval period, who have since become one of the dominant races on the continent, spread across various nations, like the magic-using empire of Megalos, the Barbaric Nomad Lands, or the Muslim lands of al-Haz and al-Wazif.</p><p></p><p>Differences from your usual PoL settings:</p><p></p><ul> <li data-xf-list-type="ul">No active pseudo-pagan deities; the dominant faiths of Yrth are Christianity and Islam for humans, with Paganism in the Nomad Lands, and a vague religious philosophy called "The Eternal" practices by Elves and Dwarves. Other non-humans tend to follow one of those faiths.</li> <li data-xf-list-type="ul">The role of "Divine Magic Users" is taken up by religious people who happen to be talented in the use of arcane magic.</li> <li data-xf-list-type="ul">Goblins are only slightly shorter then humans, and are actually a rather intelligent and curious people, who generally take on mercantile roles in human society. Hobgoblins are their larger, brutish cousins.</li> <li data-xf-list-type="ul">No Drow. There are "Dark Elves", but these are a xenophobic offshoot of elven culture, who believe non-elves should be tamed or destroyed.</li> <li data-xf-list-type="ul">Magic isn't universally consistent. There are regions where "magic levels" are either stronger or weaker. The Kingdom of Caithness is founded in a "Low Mana" region where spellcasting is harder, and the wizards who live there are in fact more skilled to harness it. And there is a whole region called the Great Desert, where magic cannot function at all.</li> <li data-xf-list-type="ul">There are beings called "Djinn", but they are not true genies. They are in fact humans bonded with powerful immaterial beings, actually Ascended elves, who enter symbiosis with human hosts. (In fact, they are very much like the Inspired of Eberron.)</li> <li data-xf-list-type="ul">Yrth is a "Dimensional Sargasso"; meaning dimensional travel <em>to</em> Yrth is easy, but travelling <em>off</em> of Yrth is difficult. Planar travel isn't going to be readily accessible, even at Paragon levels.</li> </ul><p></p><p>Here's a <a href="http://www.sjgames.com/gurps/books/banestorm/img/banestorm_world.jpg" target="_blank">Map.</a></p><p></p><p>There are other, more subtle differences, but I think these are the ones that would require the most "adjusting" of 4e's Base Rules to convert the setting. Giving the matter some thought, one could take the Cleric and Paladin, and convert the flavor text to make them "ordinary" spellcasters, trained to use Magic in service to their Faiths, and I've never really been fond of "Mana Levels" myself, so that could be dropped.</p><p></p><p>Anyone have any ideas, opinions or suggestions?</p></blockquote><p></p>
[QUOTE="LoneWolf23, post: 5298481, member: 643"] I want to see if D&D 4e can handle one of my favorite Fantasy settings: Yrth, the world of GURPS Banestorm. Basic setting context: the world of Yrth is populated by a wide variety of races and monsters, including humans snatched from Earth during the medieval period, who have since become one of the dominant races on the continent, spread across various nations, like the magic-using empire of Megalos, the Barbaric Nomad Lands, or the Muslim lands of al-Haz and al-Wazif. Differences from your usual PoL settings: [LIST] [*]No active pseudo-pagan deities; the dominant faiths of Yrth are Christianity and Islam for humans, with Paganism in the Nomad Lands, and a vague religious philosophy called "The Eternal" practices by Elves and Dwarves. Other non-humans tend to follow one of those faiths. [*]The role of "Divine Magic Users" is taken up by religious people who happen to be talented in the use of arcane magic. [*]Goblins are only slightly shorter then humans, and are actually a rather intelligent and curious people, who generally take on mercantile roles in human society. Hobgoblins are their larger, brutish cousins. [*]No Drow. There are "Dark Elves", but these are a xenophobic offshoot of elven culture, who believe non-elves should be tamed or destroyed. [*]Magic isn't universally consistent. There are regions where "magic levels" are either stronger or weaker. The Kingdom of Caithness is founded in a "Low Mana" region where spellcasting is harder, and the wizards who live there are in fact more skilled to harness it. And there is a whole region called the Great Desert, where magic cannot function at all. [*]There are beings called "Djinn", but they are not true genies. They are in fact humans bonded with powerful immaterial beings, actually Ascended elves, who enter symbiosis with human hosts. (In fact, they are very much like the Inspired of Eberron.) [*]Yrth is a "Dimensional Sargasso"; meaning dimensional travel [I]to[/I] Yrth is easy, but travelling [I]off[/I] of Yrth is difficult. Planar travel isn't going to be readily accessible, even at Paragon levels. [/LIST] Here's a [URL="http://www.sjgames.com/gurps/books/banestorm/img/banestorm_world.jpg"]Map.[/URL] There are other, more subtle differences, but I think these are the ones that would require the most "adjusting" of 4e's Base Rules to convert the setting. Giving the matter some thought, one could take the Cleric and Paladin, and convert the flavor text to make them "ordinary" spellcasters, trained to use Magic in service to their Faiths, and I've never really been fond of "Mana Levels" myself, so that could be dropped. Anyone have any ideas, opinions or suggestions? [/QUOTE]
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