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<blockquote data-quote="FickleGM" data-source="post: 2651540" data-attributes="member: 8964"><p>Well, I usually don't respond to these threads because, as my ID says, I am fickle. My homebrews change faster than my...socks <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /> . Anyway, with my discovery of True20 (and I realize that I mention the system in many of my recent posts - I am not trying to pimp it), I have started on a new homebrew. So, while still in the creation phase, I will put forth the basic framework:</p><p></p><p>Witch-Haven</p><p></p><p>Flavor: A bit of Sleepy Hollow, a bit of Brothers Grimm, a bit of The Village (without the "truth"), a bit of Pirates of the Caribbean (without the tropics), a bit of The Brotherhood of the Wolf and a bit of Baba Yaga folklore...now stir...</p><p></p><p>Geography: A relatively small demiplane/realm/dimension of sea and islands. The climate is temperate and the edges of the realm of are identified by the huge (wait for it...) fog banks (thank you Ravenloft) that seem to go on forever. Only rumors exist of what is beyond the fog (those who enter rarely return - a little different than the turn you around and send you back fog of Ravenloft). Four temperate seasons (although, in the spirit of witchery, spirits and halloween, autumn is the longest season) divide the year.</p><p></p><p>Races: Witch-Haven will be human-centric and will have three cultures.</p><p></p><p>- The Freefolk: These are the gypsies (mixed with various Native Americanisms) that roam the isles. They are hunters, entertainers, tinkerers, mystics and (some say) thieves.</p><p></p><p>- The Highfolk: These are the civilized folk (English/French colonial types) who dwell in the villages. They are farmers, shepherds, fishermen, merchants and politicians.</p><p></p><p>- The Seafolk: These are the seafarers (a bit of stereotypical pirate mixed with a bit of Sinbad) who dwell on ships and port towns. They are pirates, sailors, fishermen, traders and slavers.</p><p></p><p>As you can see, each of the races has differing qualities that very from good to unacceptable (ok, placing politician as the "bad" role for Highfolk was a jest - but there are plenty of brigands among the Highfolk).</p><p></p><p>Aside from the cultures, I will create backgrounds that will be used to fill out a character's role. I have not developed these yet, but some probable backgrounds could be: mystic, guide, acrobat, tinkerer and dancer for the Freefolk; militiaman, brigand, scholar, aristocrat and preacher for the Highfolk; pirate, swashbuckler, explorer, diver and surgeon for the Seafolk. Anyway, I only want to utilize these backgrounds to give direction, but not define a character so I do not know what game factors the backgrounds will have.</p><p></p><p>Flora and Fauna: Standard temperate fare with a North American focus (it's what I know). I will import what I want to add, but the world will probably be made up of heavily forested, mountainous islands. The animals will range from squirrels to lynx to wolf to moose to deer to hawk to owl to bat (ok, you get the point).</p><p></p><p>Supernatural: I will use a few standard creatures here, such as dragons, griffons and unicorns. I am not sure what place each will have in the world yet (but they are fan favorites - i.e. my wife insists). I will also use ghosts, vampires, lycanthropes and such. Finally, there will be The Witch, an enigmatic being who is said to have brought the Freefolk to this land when she fled from wherever she originated (heavy dose of Baba Yaga style witchery here).</p><p></p><p>Theology: Not sure. Aside from The Witch, I don't know if I will use actual tangible powers. If I do, they will probably be mysterious entities like The Witch, and may be revered on a localized level. Other religions will revolve around philosophies and such, rather than an actual being or beings.</p><p></p><p>Technology: I'll probably allow a colonial America level of technology to some extent (I don't mind flintlocks and cannons, but am not completely decided yet).</p><p></p><p>History: I have yet to come up with this. It will probably follow the basic lines of The Witch coming to this realm with the Freefolk, the Seafolk would have been pulled into the realm next and finally the Highfolk would have been pulled into this realm (and subsequently been forced to stick with a land based culture by the Seafolk). There will also be a pre-history, as The Witch was definitely not the first sentient being to have settled here. This will allow for the obligatory ruins and mystical what-nots.</p><p></p><p>Well, I have a meeting in a couple meetings so I'll post this...</p></blockquote><p></p>
[QUOTE="FickleGM, post: 2651540, member: 8964"] Well, I usually don't respond to these threads because, as my ID says, I am fickle. My homebrews change faster than my...socks ;) . Anyway, with my discovery of True20 (and I realize that I mention the system in many of my recent posts - I am not trying to pimp it), I have started on a new homebrew. So, while still in the creation phase, I will put forth the basic framework: Witch-Haven Flavor: A bit of Sleepy Hollow, a bit of Brothers Grimm, a bit of The Village (without the "truth"), a bit of Pirates of the Caribbean (without the tropics), a bit of The Brotherhood of the Wolf and a bit of Baba Yaga folklore...now stir... Geography: A relatively small demiplane/realm/dimension of sea and islands. The climate is temperate and the edges of the realm of are identified by the huge (wait for it...) fog banks (thank you Ravenloft) that seem to go on forever. Only rumors exist of what is beyond the fog (those who enter rarely return - a little different than the turn you around and send you back fog of Ravenloft). Four temperate seasons (although, in the spirit of witchery, spirits and halloween, autumn is the longest season) divide the year. Races: Witch-Haven will be human-centric and will have three cultures. - The Freefolk: These are the gypsies (mixed with various Native Americanisms) that roam the isles. They are hunters, entertainers, tinkerers, mystics and (some say) thieves. - The Highfolk: These are the civilized folk (English/French colonial types) who dwell in the villages. They are farmers, shepherds, fishermen, merchants and politicians. - The Seafolk: These are the seafarers (a bit of stereotypical pirate mixed with a bit of Sinbad) who dwell on ships and port towns. They are pirates, sailors, fishermen, traders and slavers. As you can see, each of the races has differing qualities that very from good to unacceptable (ok, placing politician as the "bad" role for Highfolk was a jest - but there are plenty of brigands among the Highfolk). Aside from the cultures, I will create backgrounds that will be used to fill out a character's role. I have not developed these yet, but some probable backgrounds could be: mystic, guide, acrobat, tinkerer and dancer for the Freefolk; militiaman, brigand, scholar, aristocrat and preacher for the Highfolk; pirate, swashbuckler, explorer, diver and surgeon for the Seafolk. Anyway, I only want to utilize these backgrounds to give direction, but not define a character so I do not know what game factors the backgrounds will have. Flora and Fauna: Standard temperate fare with a North American focus (it's what I know). I will import what I want to add, but the world will probably be made up of heavily forested, mountainous islands. The animals will range from squirrels to lynx to wolf to moose to deer to hawk to owl to bat (ok, you get the point). Supernatural: I will use a few standard creatures here, such as dragons, griffons and unicorns. I am not sure what place each will have in the world yet (but they are fan favorites - i.e. my wife insists). I will also use ghosts, vampires, lycanthropes and such. Finally, there will be The Witch, an enigmatic being who is said to have brought the Freefolk to this land when she fled from wherever she originated (heavy dose of Baba Yaga style witchery here). Theology: Not sure. Aside from The Witch, I don't know if I will use actual tangible powers. If I do, they will probably be mysterious entities like The Witch, and may be revered on a localized level. Other religions will revolve around philosophies and such, rather than an actual being or beings. Technology: I'll probably allow a colonial America level of technology to some extent (I don't mind flintlocks and cannons, but am not completely decided yet). History: I have yet to come up with this. It will probably follow the basic lines of The Witch coming to this realm with the Freefolk, the Seafolk would have been pulled into the realm next and finally the Highfolk would have been pulled into this realm (and subsequently been forced to stick with a land based culture by the Seafolk). There will also be a pre-history, as The Witch was definitely not the first sentient being to have settled here. This will allow for the obligatory ruins and mystical what-nots. Well, I have a meeting in a couple meetings so I'll post this... [/QUOTE]
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