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Help me design my homebrew setting...
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<blockquote data-quote="reelo" data-source="post: 7285954" data-attributes="member: 6706121"><p>Even though I'm currently DMing a campaign in the Realms, I somehow feel that it is too High Magic, Renaissance and generally too "upbeat" for my liking.</p><p>I've always wanted to come up with a homebrew setting with an old-school feel to it. Maybe it's a false sense of nostalgia, I don't know...</p><p>Anyways, I have a bunch of ideas floating in my head and I'd just like to bounce them around here to see if I can elaborate them into an actual setting.</p><p></p><p>First things first, I want to limit race and class options to the more "classic" choices. This means races are limited to humans, dwarves, elves and half-elves, and gnomes, and classes limited to barbarian, cleric, fighter, ranger, rogue, sorcerer and wizard. No monks and no warlocks. I will probably also want to incorporate some form of race/class restrictions like for example reserving the wizard class to elves (studying magic takes time), and sorcerer to humans, with arcane magic generally being rare and exceptional.</p><p></p><p>I also want to eliminate a lot of weird monsters from the MM, focusing rather on the more classical antagonists of orcs, goblins, ogres, giants, undead as well as evil humans and the likes.</p><p></p><p>I want gnomes, hill dwarves and high elves to mingle somewhat freely with humans, while mountain dwarves and wood elves are more secluded in their respective environments.</p><p></p><p>But most importantly, I want the world to have a more early middle-ages feel to it, not Renaissance (so no clockworks, no full plate etc) so I'm gonna use equipment and armor lists from AME. Also, slower healing (DMG options)</p><p></p><p>While I can reasonably well write up the mechanics, I'm struggling with internal consistency and history: as I said, I want a more early middle-ages feel to the world, (think Anglo-Saxon, Viking, Norman) so smaller settlements, with a few bigger cities. I don't want too much political infighting (like it would happen with small city-states and kingdoms) and I want to dot the landscape with ancient ruins and dungeons (undead-infested, no doubt!) I might be going for sandbox/hexcrawl, but my worry is, what would be the historical events of such a world be? Who made those ruins/dungeons? Think Aleyd ruins in TES Oblivion. What lost/sunken civilization? Was it humans that had advanced to a certain point? Did the elves once teach humans magic and they messed up big? Did the elves themselves mess up? Does any race remember what had happened? Are there resentments or hidden racism? Those are the questions that bug me. </p><p>How do the orcs and goblins factor in?</p><p></p><p>Any comments and critique that get my creative juices flowing are highly encouraged.</p><p></p><p>P.S. As you can see from the examples I'm giving, style-wise I'm aiming for a mix of 80s D&D, Elder Scrolls, Middle-Earth (minus the lore) and possibly Hârn.</p><p> </p><p></p><p>Sent from my Nexus 6P using <a href="http://r.tapatalk.com/byo?rid=93205" target="_blank">EN World mobile app</a></p></blockquote><p></p>
[QUOTE="reelo, post: 7285954, member: 6706121"] Even though I'm currently DMing a campaign in the Realms, I somehow feel that it is too High Magic, Renaissance and generally too "upbeat" for my liking. I've always wanted to come up with a homebrew setting with an old-school feel to it. Maybe it's a false sense of nostalgia, I don't know... Anyways, I have a bunch of ideas floating in my head and I'd just like to bounce them around here to see if I can elaborate them into an actual setting. First things first, I want to limit race and class options to the more "classic" choices. This means races are limited to humans, dwarves, elves and half-elves, and gnomes, and classes limited to barbarian, cleric, fighter, ranger, rogue, sorcerer and wizard. No monks and no warlocks. I will probably also want to incorporate some form of race/class restrictions like for example reserving the wizard class to elves (studying magic takes time), and sorcerer to humans, with arcane magic generally being rare and exceptional. I also want to eliminate a lot of weird monsters from the MM, focusing rather on the more classical antagonists of orcs, goblins, ogres, giants, undead as well as evil humans and the likes. I want gnomes, hill dwarves and high elves to mingle somewhat freely with humans, while mountain dwarves and wood elves are more secluded in their respective environments. But most importantly, I want the world to have a more early middle-ages feel to it, not Renaissance (so no clockworks, no full plate etc) so I'm gonna use equipment and armor lists from AME. Also, slower healing (DMG options) While I can reasonably well write up the mechanics, I'm struggling with internal consistency and history: as I said, I want a more early middle-ages feel to the world, (think Anglo-Saxon, Viking, Norman) so smaller settlements, with a few bigger cities. I don't want too much political infighting (like it would happen with small city-states and kingdoms) and I want to dot the landscape with ancient ruins and dungeons (undead-infested, no doubt!) I might be going for sandbox/hexcrawl, but my worry is, what would be the historical events of such a world be? Who made those ruins/dungeons? Think Aleyd ruins in TES Oblivion. What lost/sunken civilization? Was it humans that had advanced to a certain point? Did the elves once teach humans magic and they messed up big? Did the elves themselves mess up? Does any race remember what had happened? Are there resentments or hidden racism? Those are the questions that bug me. How do the orcs and goblins factor in? Any comments and critique that get my creative juices flowing are highly encouraged. P.S. As you can see from the examples I'm giving, style-wise I'm aiming for a mix of 80s D&D, Elder Scrolls, Middle-Earth (minus the lore) and possibly Hârn. Sent from my Nexus 6P using [URL=http://r.tapatalk.com/byo?rid=93205]EN World mobile app[/URL] [/QUOTE]
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