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<blockquote data-quote="FXR" data-source="post: 7486171" data-attributes="member: 6781105"><p><strong>The Savage Lands</strong></p><p></p><p><em>In a nutshell</em></p><p></p><p>The Savage Lands is my homebrew world (well, actually part of a continent), deeply influenced by Sword & Sorcery literature and the Wilderlands of High Fantasy. Civilization amounts to a few decadent city-states surrounded by wilderness and barbarians.</p><p></p><p><em>A brief history of the world</em></p><p></p><p>The Great Goddess escaped her prison in Chaos and transformed herself into a world. Her dreams and nightmares formed the Feywild and the Shadowfell. Thousands of years after, this world was colonized by the mysterious Progenitors, of which little is known. At some point, the Progenitors left, leaving only a few artifacts, including a mysterious black book and 144 human babies. The Progenitors kidnapped 3 333 faeries and gave them a mortal existence, transforming them into elves. The elves would regain their faery nature once Humanity would have reached its destiny.</p><p></p><p>So Humanity, with the guidance of elves, prospered until the Great Devourer came and revealed the Black Books to humans. These became Yuan-Ti and enslaved other humans, turning them into dwarves and halflings, for their nefarious purposes. The elves, free humans and escaped slaves defeated the Yuan-Ti, who escaped in far-away jungles and other remote places, plotting their revenge.</p><p>Humanity (which for the elves, include dwarves and halflings) prospered again, until the gnolls came from the West and invade the Savage Lands, topping kingdoms and empires. The gnolls were beaten by a loose alliance of barbarians who, impressed by the elves, civilized themselves later on, creating an empire which would be the last known.</p><p></p><p>A few centuries later, a prophet claimed that the gods were angry and they would destroy the world. Indeed, rains of fire, drought, climate changes and other catastrophies killed most of the mortals, but the world didn’t end. Humanity is quite resilient.</p><p></p><p>In the present days, decadent city-states ruled the Savage Lands, while the gnolls wait for a powerful omens and Yuan-Ti are active again (in a stealthy manner, of course).</p><p></p><p><em>Races</em></p><p></p><p>Other than humans, available races are:</p><p>- Dwarves: the dwarves were once united, but there is a now a huge riff between the dwarves who manage to evade the Wrath of the Gods by hiding in their stone fortresses (mountain dwarves) and those who couldn’t reach the fortresses in times (hill dwarves). The mountain dwarves are a little paranoid about the outside world, while the hill dwarves lost most of their culture.</p><p>- Halflings: Halflings lost all their ancestral lands during the Wrath of the Gods. Most became nomads (lightfoot) while others settle in rough mountainous eras (stouts).</p><p>- Elves: Following the Wrath of the Gods, elves split into three factions. The syndics were those who believe Humanity was too immature to govern themselves and had to be ruled “temporarily” by elves. The wild elves have pretty much given up on Humanity and believe they will never become faes again, while the Guardians are somewhere in between.</p><p>- Minotaurs: minotaurs were once, super-soldiers created by a group of cultists using the Progenitors’ black book, to carve themselves an empire. The cultists were killed and minotaurs were enslaved. Most are still slaves today, while a few escape.</p><p>- Infernals (Thieflings) were once humans who made a pact with a demon prince to avoid the effects of the Wrath of the Gods. The Infernals profited from Humanity’s collapse to became the world’s greatest power, but they are now mostly decadent and their influence is waning. Other Infernals are second-status citizens in most city-states.</p><p>- Gnomes were once hill dwarves who were sheltered from the Wrath of the Gods by a powerful archfey. They emerged from the Feywild many decades later, transformed into dwarves. The rock dwarves try to cling to their Humanity, while the forest gnomes are closer to true faes.</p><p></p><p>There are no dragons, orcs and goblinoids in the Savage Lands. Gnolls are the creation of a demon, while giants are the bastardized of Progenitors’ offspring who became ill of body and mind (the most affected became ogres and hill giants, while the least affected became storm giants). Hags are faes who somehow escapad the net of the Progenitors and found themselves in the mortal world.</p><p></p><p><em>Gods</em></p><p></p><p>There are no gods in the D&D sense. People worship what they believe are gods, but these might be demons, big animals, human sorcerers, a complete fraud or anything else. The Great goddess does not answer to worship and might not even know that Humans exist. </p><p></p><p><em>Classes</em></p><p></p><p>There are no clerics. Nobody can grant divine powers. Bards and rangers are spell-less.</p><p>Druids can whisper to the Great Goddess and use her reaction to do some magic. </p><p>Paladins only have their oath spells. Their magic come from secret rites (a sort of pact magic) and no gods are involved.</p><p>Since the world is low-magic, several archetypes are banned.</p></blockquote><p></p>
[QUOTE="FXR, post: 7486171, member: 6781105"] [B]The Savage Lands[/B] [I]In a nutshell[/I] The Savage Lands is my homebrew world (well, actually part of a continent), deeply influenced by Sword & Sorcery literature and the Wilderlands of High Fantasy. Civilization amounts to a few decadent city-states surrounded by wilderness and barbarians. [I]A brief history of the world[/I] The Great Goddess escaped her prison in Chaos and transformed herself into a world. Her dreams and nightmares formed the Feywild and the Shadowfell. Thousands of years after, this world was colonized by the mysterious Progenitors, of which little is known. At some point, the Progenitors left, leaving only a few artifacts, including a mysterious black book and 144 human babies. The Progenitors kidnapped 3 333 faeries and gave them a mortal existence, transforming them into elves. The elves would regain their faery nature once Humanity would have reached its destiny. So Humanity, with the guidance of elves, prospered until the Great Devourer came and revealed the Black Books to humans. These became Yuan-Ti and enslaved other humans, turning them into dwarves and halflings, for their nefarious purposes. The elves, free humans and escaped slaves defeated the Yuan-Ti, who escaped in far-away jungles and other remote places, plotting their revenge. Humanity (which for the elves, include dwarves and halflings) prospered again, until the gnolls came from the West and invade the Savage Lands, topping kingdoms and empires. The gnolls were beaten by a loose alliance of barbarians who, impressed by the elves, civilized themselves later on, creating an empire which would be the last known. A few centuries later, a prophet claimed that the gods were angry and they would destroy the world. Indeed, rains of fire, drought, climate changes and other catastrophies killed most of the mortals, but the world didn’t end. Humanity is quite resilient. In the present days, decadent city-states ruled the Savage Lands, while the gnolls wait for a powerful omens and Yuan-Ti are active again (in a stealthy manner, of course). [I]Races[/I] Other than humans, available races are: - Dwarves: the dwarves were once united, but there is a now a huge riff between the dwarves who manage to evade the Wrath of the Gods by hiding in their stone fortresses (mountain dwarves) and those who couldn’t reach the fortresses in times (hill dwarves). The mountain dwarves are a little paranoid about the outside world, while the hill dwarves lost most of their culture. - Halflings: Halflings lost all their ancestral lands during the Wrath of the Gods. Most became nomads (lightfoot) while others settle in rough mountainous eras (stouts). - Elves: Following the Wrath of the Gods, elves split into three factions. The syndics were those who believe Humanity was too immature to govern themselves and had to be ruled “temporarily” by elves. The wild elves have pretty much given up on Humanity and believe they will never become faes again, while the Guardians are somewhere in between. - Minotaurs: minotaurs were once, super-soldiers created by a group of cultists using the Progenitors’ black book, to carve themselves an empire. The cultists were killed and minotaurs were enslaved. Most are still slaves today, while a few escape. - Infernals (Thieflings) were once humans who made a pact with a demon prince to avoid the effects of the Wrath of the Gods. The Infernals profited from Humanity’s collapse to became the world’s greatest power, but they are now mostly decadent and their influence is waning. Other Infernals are second-status citizens in most city-states. - Gnomes were once hill dwarves who were sheltered from the Wrath of the Gods by a powerful archfey. They emerged from the Feywild many decades later, transformed into dwarves. The rock dwarves try to cling to their Humanity, while the forest gnomes are closer to true faes. There are no dragons, orcs and goblinoids in the Savage Lands. Gnolls are the creation of a demon, while giants are the bastardized of Progenitors’ offspring who became ill of body and mind (the most affected became ogres and hill giants, while the least affected became storm giants). Hags are faes who somehow escapad the net of the Progenitors and found themselves in the mortal world. [I]Gods[/I] There are no gods in the D&D sense. People worship what they believe are gods, but these might be demons, big animals, human sorcerers, a complete fraud or anything else. The Great goddess does not answer to worship and might not even know that Humans exist. [I]Classes[/I] There are no clerics. Nobody can grant divine powers. Bards and rangers are spell-less. Druids can whisper to the Great Goddess and use her reaction to do some magic. Paladins only have their oath spells. Their magic come from secret rites (a sort of pact magic) and no gods are involved. Since the world is low-magic, several archetypes are banned. [/QUOTE]
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