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<blockquote data-quote="Jürgen Hubert" data-source="post: 1161774" data-attributes="member: 7177"><p>Well, I try not to miss any chance of plugging my homebrew campaign world... ;-)</p><p></p><p>Urbis - A World of Cities</p><p></p><p><a href="http://juergen.the-huberts.net/dnd/urbis/index.html" target="_blank">http://juergen.the-huberts.net/dnd/urbis/index.html</a></p><p></p><p>This campaign world started, like so many others, with the infamous WotC "Setting Search" last year. My writeup didn't even make it past the first round, but I figured that this one was too good to give up on it (and I have still hopes of seeing it published one day, though it will probably be as a PDF...). With this setting, I had basically two design goals:</p><p></p><p>- I wanted to create a world in which the D&D rules <em>make sense</em>. Just where do all these magic items come from? What happens to a society when the rich can afford to be raised from the dead until they hit old age? How do area-affect combat spells and teleportation spells affect warfare?</p><p></p><p>I also didn't want to make any unneccessary additions or alterations to the D&D rules. All monsters within the SRD exist in this world as well - but not many more. Same goes for spells and PC races. I wanted to use the entirety of the D&D rules, while breaking pretty much every expectation about how a D&D fantasy world "should look like".</p><p></p><p>- I wanted some really big cities. This was inspired by a series of comics by certain Belgian artists (see <a href="http://www.ebbs.net/" target="_blank">http://www.ebbs.net/</a> for some extremely cool images), but it was also a logical conclusion of the first point - why should there only be small, medieval cities in a world where you can cast plant growth, cure disease, and lots of other spells that make larger populations feasible?</p><p></p><p>All in all, I think this world has developed really nicely for something that started out as an intellectual exercise, and I hope to reach the 100,000 words or so that I want to meet for publication (so far, I've reached approximately 30,000 words)...</p></blockquote><p></p>
[QUOTE="Jürgen Hubert, post: 1161774, member: 7177"] Well, I try not to miss any chance of plugging my homebrew campaign world... ;-) Urbis - A World of Cities [URL]http://juergen.the-huberts.net/dnd/urbis/index.html[/URL] This campaign world started, like so many others, with the infamous WotC "Setting Search" last year. My writeup didn't even make it past the first round, but I figured that this one was too good to give up on it (and I have still hopes of seeing it published one day, though it will probably be as a PDF...). With this setting, I had basically two design goals: - I wanted to create a world in which the D&D rules [i]make sense[/i]. Just where do all these magic items come from? What happens to a society when the rich can afford to be raised from the dead until they hit old age? How do area-affect combat spells and teleportation spells affect warfare? I also didn't want to make any unneccessary additions or alterations to the D&D rules. All monsters within the SRD exist in this world as well - but not many more. Same goes for spells and PC races. I wanted to use the entirety of the D&D rules, while breaking pretty much every expectation about how a D&D fantasy world "should look like". - I wanted some really big cities. This was inspired by a series of comics by certain Belgian artists (see [url]http://www.ebbs.net/[/url] for some extremely cool images), but it was also a logical conclusion of the first point - why should there only be small, medieval cities in a world where you can cast plant growth, cure disease, and lots of other spells that make larger populations feasible? All in all, I think this world has developed really nicely for something that started out as an intellectual exercise, and I hope to reach the 100,000 words or so that I want to meet for publication (so far, I've reached approximately 30,000 words)... [/QUOTE]
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