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An Adventurer's Guide To Chevar (+)d
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<blockquote data-quote="doctorbadwolf" data-source="post: 8889300" data-attributes="member: 6704184"><p>So, the idea to make a “D&D version” of my game is actually older than the idea to make my own system. I made homebrew races and spells and magic items in high school, for 3.5, to play in the world of Chevar. But I didn’t actually like 3.5, and I never ended up running it. </p><p></p><p>Anyway, 10 years ago my wife and I created the first Quest for Chevar character while driving up California’s Pacific Coast Highway to Monterrey for our honeymoon, and a decade later the game I built for my friends is in its 4th major iteration, and I am planning on publishing it within the next couple years. </p><p></p><p>The setting is a multiverse of Nine Worlds, but the version I’m working on now is designed to just focus on the world of Chevar, the Crossroads of The Nine Worlds. </p><p></p><p>In short, it’s a world that has been the front line of many wars over millennia, between forces from many worlds and from the outer dark, a world littered with the ruins of wars and attempts at empire, but also a world of magic and wonder, where dragons dwell alongside mortals who have become more like the dragons they bond with over generations in the great city of Parth, and brave knights ride griffons to protect the farms and towns and rolling hills and dense woods of the Southern Kingdoms, where pre-industrial architecture juxtaposes with technology from earth and fairy magic. </p><p></p><p>And it’s a world with 13 moons, 8 tied to the other worlds while the other five are mysterious and possibly haunted. And ancient sleeping threats locked in deep stone to keep all worlds safe. And megafauna and megaflora extinct on Earth and elsewhere and some that never graced our world. </p><p></p><p>It’s ripe for adventure, and full of danger, wonder, excitement, heroism and villainy. </p><p></p><p>Where else can you take out Nazi remnants that have tanks while you ride in on dragons?</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8889300, member: 6704184"] So, the idea to make a “D&D version” of my game is actually older than the idea to make my own system. I made homebrew races and spells and magic items in high school, for 3.5, to play in the world of Chevar. But I didn’t actually like 3.5, and I never ended up running it. Anyway, 10 years ago my wife and I created the first Quest for Chevar character while driving up California’s Pacific Coast Highway to Monterrey for our honeymoon, and a decade later the game I built for my friends is in its 4th major iteration, and I am planning on publishing it within the next couple years. The setting is a multiverse of Nine Worlds, but the version I’m working on now is designed to just focus on the world of Chevar, the Crossroads of The Nine Worlds. In short, it’s a world that has been the front line of many wars over millennia, between forces from many worlds and from the outer dark, a world littered with the ruins of wars and attempts at empire, but also a world of magic and wonder, where dragons dwell alongside mortals who have become more like the dragons they bond with over generations in the great city of Parth, and brave knights ride griffons to protect the farms and towns and rolling hills and dense woods of the Southern Kingdoms, where pre-industrial architecture juxtaposes with technology from earth and fairy magic. And it’s a world with 13 moons, 8 tied to the other worlds while the other five are mysterious and possibly haunted. And ancient sleeping threats locked in deep stone to keep all worlds safe. And megafauna and megaflora extinct on Earth and elsewhere and some that never graced our world. It’s ripe for adventure, and full of danger, wonder, excitement, heroism and villainy. Where else can you take out Nazi remnants that have tanks while you ride in on dragons? [/QUOTE]
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