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<blockquote data-quote="Lord Mhoram" data-source="post: 7488265" data-attributes="member: 4789"><p>Savage lands is a name for a hidden prehistoric world in Marvel comics - that might be the familiarity of name.</p><p></p><p>My world:</p><p></p><p>Post cataclysm. The gods had a war - there were 13 gods (all good aligned) - one turned traitor an allied himself with the underworld creatures, and was eventually killed. That threw the world into a different orbit and changed the climate. The remaining gods used a huge amount of their power to keep the planet intact, and get a stable orbit. Before the cataclysm, the gods were like FR or Greek type - getting involved in the day to day affairs of certain mortals and being very close to the free races. The war (and the loss of personal power) taught them the error of that approach and the removed themselves from day to day running of the world.</p><p></p><p>This is background to set up a "points of light" kind of world, and to set up the religious feel I want for the campaign.</p><p></p><p>High Fantasy tone, with the PCs expected to be heroes, not self absorbed adventures - almost superhero in attitude. This was agreed upon by the group. Only good aligned PCs, no neutral, no evil. Good vs Evil is big, the law vs chaos is more the tone of your good or evil, and doesn't have much conflict with each other.</p><p></p><p>Religion - one religion that is the true church - it worships the 12. Think Catholic Church in many ways, but without most of the historical corruption. People revere the 12, but can focus on 1. There is no conflict between the 12 gods. There are no evil gods - evil comes from the lower plane dwellers, demons and devils. Other churches have sprung up, and faith is enough for clerics - so we have the equivalent of the many protestant churches, as well as those that worship ideals, or not unlike modern Wicca. This is a pretty important part of the culture. All the other churches sprang up after the cataclysm, when the gods stepped back.</p><p></p><p>Points of light setting - the world is just coming out of the after effects of the cataclysm. I steal liberally from any campaign setting info I can - I have Waterdeep (with a different background) and Undermountain. But I have lots of pieces of other campaign worlds too. There are great artifacts from elder civilizations - things like long range teleport circles that people are learning to use, as one example.</p><p></p><p>The world is a hollow world -within the hollow world it's Swords and Sorcery, dinosaurs, sand and sandals vibe. Magic isn't as prevalent there. Using pieces of Hollow World for Mystara, Primeval Thule and other such things. </p><p></p><p>Planar structure is a pretty classic for the inner planes (energy planes, elemental, astral, ethereal, shadow etc) but outer planes are very distinct. Pretty much one good plane, one evil, and limbo.</p><p></p><p>Races - I'm all for pubs in larger cities looking like the cantina in Star Wars. I use most all races in WotC books, plus stuff from a number of third party books (Scarred Lands and Midgard are big ones), and some homebrew and DM's guild.</p><p></p><p>Classes - at this point I only have the core PH classes, but use subclasses from lots of sources. </p><p></p><p>Mechanical changes - I have feats and Ability increased - as I feel feats are a great way to personalize the character. Both come at a slightly slower rate, but by 20th, there are a total of both that is significantly greater than core. I don't mind the power up - none of my players are serious optimizers.</p><p></p><p></p><p>I have the world map and the hollow world over-maps, and fill in what is needed for the characters.</p></blockquote><p></p>
[QUOTE="Lord Mhoram, post: 7488265, member: 4789"] Savage lands is a name for a hidden prehistoric world in Marvel comics - that might be the familiarity of name. My world: Post cataclysm. The gods had a war - there were 13 gods (all good aligned) - one turned traitor an allied himself with the underworld creatures, and was eventually killed. That threw the world into a different orbit and changed the climate. The remaining gods used a huge amount of their power to keep the planet intact, and get a stable orbit. Before the cataclysm, the gods were like FR or Greek type - getting involved in the day to day affairs of certain mortals and being very close to the free races. The war (and the loss of personal power) taught them the error of that approach and the removed themselves from day to day running of the world. This is background to set up a "points of light" kind of world, and to set up the religious feel I want for the campaign. High Fantasy tone, with the PCs expected to be heroes, not self absorbed adventures - almost superhero in attitude. This was agreed upon by the group. Only good aligned PCs, no neutral, no evil. Good vs Evil is big, the law vs chaos is more the tone of your good or evil, and doesn't have much conflict with each other. Religion - one religion that is the true church - it worships the 12. Think Catholic Church in many ways, but without most of the historical corruption. People revere the 12, but can focus on 1. There is no conflict between the 12 gods. There are no evil gods - evil comes from the lower plane dwellers, demons and devils. Other churches have sprung up, and faith is enough for clerics - so we have the equivalent of the many protestant churches, as well as those that worship ideals, or not unlike modern Wicca. This is a pretty important part of the culture. All the other churches sprang up after the cataclysm, when the gods stepped back. Points of light setting - the world is just coming out of the after effects of the cataclysm. I steal liberally from any campaign setting info I can - I have Waterdeep (with a different background) and Undermountain. But I have lots of pieces of other campaign worlds too. There are great artifacts from elder civilizations - things like long range teleport circles that people are learning to use, as one example. The world is a hollow world -within the hollow world it's Swords and Sorcery, dinosaurs, sand and sandals vibe. Magic isn't as prevalent there. Using pieces of Hollow World for Mystara, Primeval Thule and other such things. Planar structure is a pretty classic for the inner planes (energy planes, elemental, astral, ethereal, shadow etc) but outer planes are very distinct. Pretty much one good plane, one evil, and limbo. Races - I'm all for pubs in larger cities looking like the cantina in Star Wars. I use most all races in WotC books, plus stuff from a number of third party books (Scarred Lands and Midgard are big ones), and some homebrew and DM's guild. Classes - at this point I only have the core PH classes, but use subclasses from lots of sources. Mechanical changes - I have feats and Ability increased - as I feel feats are a great way to personalize the character. Both come at a slightly slower rate, but by 20th, there are a total of both that is significantly greater than core. I don't mind the power up - none of my players are serious optimizers. I have the world map and the hollow world over-maps, and fill in what is needed for the characters. [/QUOTE]
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