Coolest part of your homebrew?

That would be the slumbering sea leviathon that occasionally gets restless and snacks on a continent.

When they realized that the remaining islands they'd been mapping from their airship formed the shape of a bitemark they got slightly worried. It took several adventures going on as normal to convince them there was nothing out of the ordinary about to happen, it just woke up and ate continents every once in a while.
 

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WarlockLord said:
How about the flying city? I got the idea from Gulliver's Travels. Basically, the city flies around in the air eternally.

I think everybody does the flying city at least once.

Yeah I have floating islands of varying sizes between about half a square mile and about eight hundred square miles in area. They float above the landscape at varying heights and follow long meandering tracks over land and sea. They're where most of the more advanced cultures are.
 

its about Time

My homebrew is split into Seven Ages. Portals exist that can transport characters between the Ages.

The default Age is the 4th... which is pretty much vanila D&D (in the context of this particular world).

I should consult my notes before trying to explain further... (its been a few several months since I've even thought about working on this project...)

edit: "Final Fantasy as Chrono Trigger as D&D" would perhaps convey what my setting tries to do.
 

Herobizkit said:
These Serpahim went by namy names, and many were came to known by different names. [Here, I introduce the origin of all the "modern day" Gods -- specifically, the Greek/Roman, Norse, and Native American pantheons. In essence, all religions are the same because they reference the same group of beings, though the people of the world do not know this]... And thus, the D&D world is created.
So, is your geographical setting Earth, with an alternate history? If so, do you use real-world historical events, personalities, or locations alongside the D&D stuff?
 

Here is another one:

In the city of Asheril (the main city of my homebrew), undead creatures are not an uncommon sight. From well-placed and wealthy liches and vampires to municipal zombie street sweepers, a post-mortal existence is an accepted part of city life. However, one undead creature is constantly feared: the ghoul.

Ravenous, relentless, and clever pack hunters, ghouls have threatened to devour the city on several occasions. An outbreak of a swarm usually begins with a single ghoul wandering into the city or more rarely one is created through sorcery. Instinctively knowing that their strength lies in numbers, a single or small number of ghouls tend to go into hiding, quietly infecting those they find with ghoul fever and turning as many people as they can. At this stage of infection, they feast rarely and will flee if discovered.

Once their ranks have swollen to some threshold known only to themselves, or perhaps only till they can no longer contain their endless hunger, they burst forth from their hiding spaces and devour anything living they can find. Their hunger temporarily sated, they then tend to go back into hiding, but not before dragging off anyone still living that can be infected with ghoul fever. In dark holes and forgotten places, the next wave of ghouls is born, ready to repeat the process.

Only the most dedicated efforts by the city can break this cycle once it has reached a certain stage. There are few crimes more heinous than introducing a ghoul into the city (intentionally or otherwise) or worse creating a new one with magic.

The fear of ghouls in the city has recently been heightened, as a neighboring city-state has successfully weaponized the causative agent of ghoul fever. A virulent, communicable, air-born variant of the agent was first used approximately five years ago in a war with another group of city states. Deployed in a bombing raid in a major civilian area, the ghoul-bomb (as it has come to be known) caused a huge and almost instantaneous outbreak of ghouls. The city is haunted by its former citizens to this day.
 

Drowbane, that sounds really interesting and I can't wait to hear more about it! Although I'm curious how you avoid certain paradoxes... For example, how do you prevent someone from going back one age and killing off their own (or an enemy's) great great great great great great grandfather?

Pell-Mell, that seems like it'd be a blast to play in. I can already see the PCs getting sent to investigate, discovering the signs of ghouls, and then having to find and stop them before they reach a critical mass...
 



In the aftermath of the Second God War, those who could not be turned from the worship of their dead gods were exiled from the great continent to the western seas. There they found the archipeligo, and made their new home. The Solarians (sun elves) settled on one island which they named for themselves, and invited the Dwarves to the island nearest them, as they were the only races amongst the exiles who could still feel the presence of magic.

Almost two thousand years later, the Solarians have taken the realm of the arcane for themselves, reducing the dwarves to their body-guards, protectors, and smiths: servants. In secret, the dwarves have been preparing for the day in which they no longer serve. They have made pacts with exiled Solarians, arranging the creation of half-breeds: Gold Dwarves. Raised deep underground, these bastardized dwarves are trained in a new way of Dwarven magic; the way of the Hexblade, the way of the mage slayer. Many of the gold dwarves can pass for human, and make excellent spies and assassins in the human realms. Those who can pass as Dwarven or Solarian lay in wait for the uprising.
 

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