Coolest part of your homebrew?

The primary city in the campaign region (i.e. the one with the highest GP limit), former home to the draconic god of wealth (whose name I don't remember, but it's the one from Draconomicon) before his/her/its ascension, is scattered across a few islands and promontories on top of a waterfall. Said dragon chose this site as its personal fief, as it's the only crossing of the river for about 100 miles or so, and it controls an elevator to enable navigation up and down the river. It's heavily fortified, with walls that make those of Constantinople look like a barricade.

Unknown to all, the rocky islands and promontories are the fingertips of an enormous humanoid statue whose feet reach down into the mantle of the planet. (This was never going to come out in play, but I think it's a nice touch)

I also enjoyed figuring out how many levels a cleric would need in order to force his patron deity to shut up and grant him spells.

Brad
 

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physics_ninja just reminded me of something that I actually like quite a lot...

Gods are cut off from contact with my setting, so clerics get their power directly from a particular outsider. Every day when they prepare their spells, the outsider actually appears and interacts with them. Sort of like a "personal" god.
 

In one of mine (dwarven veangance, a homebrew Ptolus) the 17th level players are figuring out that the archdevil Belial has captured Lothian the paladin sun god patron of the theocratic Empire they live in, taken the druidic fire artefact he used on his mortal crusades against fiend cults to ascend to godhood, and sent the empire into civil war with both sides claiming the other is corrupted by fiends and pitting paladins against paladins as they fight their "misguided former brethren". The civil war has been going on in game for years IRL.
 

There really are canals on Mars, but they were built by cowboys intent on terraforming, not Martians...

And the only major landmass on Venus is an equator-girdling mat of compressed algae jungle-swamp inhabited by all the bio-engineered pets nobody wanted at the resort islands near Venus' north pole.
 


This is a fun thread.

My game is big on cosmological issues and divine power. My gods do not gain their power from how many or how faithful their worshippers are; they're gods.

Furthermore, my giant church of Pelor, not so loosely based on the Catholic Church, is NOT an inquisitorial, judgmental, corrupt-from-within church, but rather is the single largest bastion of goodness in my world.

In fact, ALL the good churches are actually "good," and not self-righteous, hypocritical blowhards that have so often become the stereotype. Likewise, my "evil" churches are not misunderstood or "interesting." They're tyrannical and brutal.

I like my good good and my evil evil. But that's just me. :)

C
 

My homebrew is pretty standard pseudo-European fare; but of course travel to other lands is possible (and will be a big part of the current campaign) where other cultures can be found. That's how I keep from getting too generic.

I guess one cool bit is one of the dwarven mountain kingdoms. The dwarves are thought to have died out years ago, and the entire mountain haunted by their ghosts. Black shapes have even been seen coming and going from the mountains. The secret is, of course, that the kingdom has been conquered by dark elves, which are heretofore unheard-of in the world. And given time, they will seek to expand their realm...
 


Frukathka said:
:uhoh: :confused:

What the heck kind of game are you playing PBartender?

Well, he never specified that it had to be a D&D setting, only that "In yours -- whether one you created/DM, or one you play -- what is the single coolest and/or most original element?" ;)

It's comes from a Classic Pulp Sci-fi setting I've been working up for a long time, but haven't actually had a chance to run a game in yet. :D

Those two details, along with the enclosed underwater cities that hang from underneath the Europan ice crust, and the telepathic faster-than-light communications network (superluminal travel doesn't yet exist in this setting) are what I consider some of the "coolest, most original elements" of that particular homebrew setting.
 
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Pbartender said:
It's comes from a Classic Pulp Sci-fi setting I've been working up for a long time, but haven't actually had a chance to run a game in yet. :D

Those two details, along with the enclosed underwater cities that hang from underneath the Europan ice crust, and the telepathic faster-than-light communications network (superluminal travel doesn't yet exist in this setting) are what I consider some of the "coolest, most original elements" of that particular homebrew setting.
Sounds six shades of awesome. I'd love to know all there is about this campaign. Is there a wiki or a campaign site?
 

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