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Help me find a setting

Von Stalhein

First Post
Greetings and salutations,

I'm in the process of prepping a new campaign for my weekly group and I'm a bit stuck on choosing the setting. So I thought I might consult ENWorld's collective wisdom as to possible recommendations. There are a few constraints which are making it difficult for me:

1) Fantasy setting, on an Earth-like world (i.e. Planescape sadly is not suitable);
2) Plenty of room for wilderness adventuring and preferably an emphasis on nature in the material itself;
3) A solid sense of mystery to the world, its magic, and so on.

There are lots and lots of bonus points available for any setting which is either almost-all-human, or which has a particularly impressive implementation of the standard D&D/fantasy races.

Many sincere thanks,

VS

P.S. I have researched this a fair bit already, but it's hard to get inside a lot of settings without purchasing their materials - and that's a bit beyond my wallet unfortunately! Thus my request for others' opinions/accounts.
 

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Conan / Hyboria

Plus, since its all human, you do not need to worry about races. Magic, on the other hand, may be a challenge. I believe there was a d20 version out there (now out of print) - I cannot vouch for it. Under Savage Worlds its awesome-sauce, but that is another tale entirely.
 

Black Company setting could be useful for you. The magic system is really versatile, human only, and large chunks of the world are open for exploration and adventure.
 

Also out of print, but very definitely worth it is White Wolf's Scarred Lands campaign setting. I tried to write my own writeup, but it pales in comparison to the official intro:


[SIZE=+2]T[/SIZE]he Scarred Lands were not always so. Less than two centuries ago, the world of Scarn was healthy - its forests were green, its seas pure, and its very heart pulsed with magic. The mortal races toiled the land and hunted the beasts, building entire civilizations, stone by stone. It was no paradise, but it was a prosperous world.

Of all Scarn's beings, both magical and mundane, the most awesome were the titans. The titans were entities of monstrous power, and their strength was derived from Scarn itself. The elements of the world and the skies above nourished them, granting them near-limitless abilities. Given sufficient time and patience, a titan could sculpt islands and mountain ranges, cut rivers, and breathe life into entirely new species of creatures. If they combined their powers, they could create entire continents. Even so, they were entities of raw fury, forces of nature that lacked the vital spark that would make them into something more.


Mighty though the titans were, they were not gods.


Although philosophers have difficulty explaining just why and how it could have happened, the children of the titans were not truly titans themselves. Like their progenitors, they drew some power from the world of Scarn, but the remainder of their potency derived from another source. They drew the greatest portion of their strength from the world's mortal races, feeding on the intensity of belief and on the vibrant mortal condition. The power these children called from the mortal races made them something new, something better. It made them gods.


The gods' enviable connection to the mortals of Scarn was destined to set them against their parents. For although the titans were at one with the essential elements of heaven and earth, they cared little for the world in their charge. If a titan was disappointed with how a coastline developed, he thought nothing of reducing it to sand with a series of tidal waves, cleaning the slate. If a titan grew bored with the thriving mortal races in her domain, she might give birth to horrific monsters to make things more "interesting."


The gods, who felt the suffering of the mortal races to their very souls, decided that the titans' reign had to end. Even the cruelest of the gods realized that if the titans were to cleanse the world of mortals on a whim - a very real possibility - loss of the mortals' faith and vitality would cripple the gods. So these celestial lords met in secret and plotted rebellion. When Denev, the titan of the earth itself, spoke out against her brethren, the gods took it as a sign - and the Titanswar erupted.


Eight gods and one titan went to war against a dozen other titans. The revolution shook the heavens' pillars, shattered the blazing iron streets of hell, and raged across the face of the world. Under the force of combatants' blows, mountains split into rubble-strewn plains. Islands sank as warriors used them as stepping stones. Gods and titans alike spawned races of monsters and humanoids as foot soldiers in their feud. And divine blood spilled across Scarn, warping the very land.


Terrible though the war was, it finally came to an end. With the help of Denev, the gods were victorious. They could not kill the titans, once and for all, however - not even they possessed such power. Each titan had to be restrained or imprisoned, prevented from regaining his strength and seeking revenge. The gods pulled the teeth from Gaurak the Glutton before burying the Ravenous One beneath the earth, ensuring that he could not chew his way out. They cut Mormo the Serpent Mother into pieces, scattering the parts far and wide so the Queen of Witches could not reform. And so the gods dealt with each titan in turn, stripping them of their power and sealing them away.


Now, Scarn is no longer the world it once was. The land bears horrible scars where gods felled titans. The Kelder Mountains are split with chasms left by a heavenly axe. The Hornsaw Forest has grown gnarled and twisted after feeding on the spilled blood of Mormo. Great deserts and badlands linger where verdant fields once lay. An entire sea runs red with the blood of Kadum who lies chained at its depths. The world has twisted and changed wherever the titans or their dismembered remains lie. Many of the monstrous races created by the titans and gods during the war still survive in the gouged reaches of the land. Those races favored by the gods prosper. The titans' chosen are less fortunate, watching and waiting from their wilderness exile, plotting to restore their fallen patrons.


Scarn is no longer, it is now simply the Scarred Lands - a wounded world that has yet to heal.


But there is hope. Cities begin to prosper once again under the watchful eyes of their patron deities. Mortals sharpen their skills of war and magic, the better to hunt the monstrous beasts that prey upon the weak and injured. The followers of the gods are ever vigilant, careful that the titans' scattered minions do not succeed in restoring their heartless lords. The Scarred Lands are a place of fierce barbarism and intense struggle - and yet, the mortal races aspire to something much greater. With good fortune, bravery, sorcery and skill - and no small amount of providence - perhaps the Scarred Lands can be rebuilt. Perhaps Scarn can be restored.


But first, the heroes of the Scarred Lands must survive.

No campaign setting has ever grabbed hold of me like the Scarred Lands have. The world is vibrant and the books have scads of information about everything in the world around the characters. Fauna, flora, politics, economies, plots, philosophies, the list goes on and on.
 
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RAS' demon wars campaign setting is mostly humans with elves/monsters etc only being a myth. The magic system is very unique as its all based on stones that grant powers.
 


Wow, I just read the Scarred Lands bit. How is this not more popular, that sounds so cool. 4e, Savage Worlds, Iron Heroes, and more games could have amazing campaigns in that. The coolest aspect is the hope. The PCs can make a lasting change in a world like this.
 

If you don't mind a little steampunk-like atmosphere, you should check out The Iron Kingdoms. It is definitely human-centric and uses the standard fantasy races and adds a couple of new ones. With very little searching you should be able to find enough information on-line to give you a real good grasp of the setting.
 

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