Looking for a setting...

I probably would like the scarred lands, but it's not quite what I'm looking for. Still, your enthusiasm is admirable (if perhaps a bit misplaced) ;)

I didn't mention a game system because I didn't want to preclude anything (is preclude even the right word?). That said, I would prefer d20 or a system that is similar to d20. Perhaps I will just have to find a rules system that supports my idea and use history books for the setting (at least there's plenty of material available!).
 

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Couple of potential options.

1. Harn. Can't get much more "realistic" than this. It just oozes with medieval goodness. It isn't really an actual real-world setting, but it is heavily influenced by real-world medieval culture. No fighting dragons while slinging spells here. Chances are, you'll run into an evil lordling who has kidnapped a noblewoman while bringing millstones back to your lord's manor instead. Shek-Pvar (spellcaster)? More than likely you'll be feared and shunned by the populace rather than expected to make fancy prestidigitations to keep the locals entertained.

2. Kalamar. Again, it oozes with character. You just gotta love a campaign world that spends the time to flesh-out hobgoblin tribes. Not based on any real-world culture, but it *feels* right - weather patterns make sense. Locations of mountains, forests, and rivers makes sense.

3. Epic of Aerth. It is for Dangerous Journeys: Mythus and is out of print, but it is basically Earth 1000 years before our own time, but with Lemuria, Mu, Atlantis, and all of that cool ancient mysteries stuff.

4. Pendragon - King Arthur and Camelot - 'nuff said.
 

Green Ronin has the Medieval d20 one that tweaks away from D&D.

Avalanche Press has historical myth books for D&D. Their Camelot one is medieval but I don't own it and don't know how much straight D&D would be in it or how much of the location is real world sites.

Pendragon is not D20 but is Fantasy England.

Ars Magica is not d20 but has wizards and magic and fantasy galore and lots of real world sites set in fantasy Middle Ages Europe. Great sourcebooks with real world sites.

GURPS has a lot of sourcebooks, I assume GURPS Russia has real world Novgorod et al.

World of Darkness Dark Ages has a lot of real world medieval sites but uses Vampire, et al. instead of d20.
 


Ars Magica is very historical. But if you're looking for a Conan-like setting, it's probably not for you. It focuses primarily on wizard colleges, and relegates fighter types to mere sidekick status.
 

dungeon blaster said:
I didn't mention a game system because I didn't want to preclude anything (is preclude even the right word?). That said, I would prefer d20 or a system that is similar to d20. Perhaps I will just have to find a rules system that supports my idea and use history books for the setting (at least there's plenty of material available!).
Then you should definitely check out Ars Magica. It's a game set in the Middle Ages, relying very heavily on real-world history and in-period myths. The setting is often described as "Europe as the people of the time thought it was", with angels and demons and giants and wizards and so on. It's perfectly suited towards the use of history books, and even better real historical in-period sources (which include the supernatural whereas the history books often write it off).

It does not, however, have a connan-like flavor in that you normally play wizards and their companions rather than amazingly tough warriors, plus combat is rather deadly (and in some ways more boring than D&D combat, although even a few house rules can fix that). Although a Mythic Companion built for combat can be a truly frightening thing to behold... hmm, I think I'll build one just for fun.

You can check out the previous edition of Ars Magica for free, it's available from e23. There are some supplements that expand on local geographies and mythic elements, such as the excellent Dragon and the Bear or Guardians of the Forest, there are anthologies based on medieval faerie tales and myths such Living Lore, there are books based on real in-period or similarly inspired magic such as The Mysteries or Ancient Magic. And there is a lively community who loves history and to dwell on it (though I don't much, personally), with a forum and a mailing list.

The current edition (5th edition) is far superior to the one offered for free. Amongst its advantages is that it's far easier and more fun to read, and less dry. Still, the 4th edition should give you a taste of what the game and setting are like, for free.
 

dungeon blaster said:
I probably would like the scarred lands, but it's not quite what I'm looking for. Still, your enthusiasm is admirable (if perhaps a bit misplaced) ;)

It usually is misplaced but not sure about admirable. ;) In any event thank you for consideration. Even if it was only for 5 minutes. ;)
 

3catcircus said:
Couple of potential options.

1. Harn. Can't get much more "realistic" than this. It just oozes with medieval goodness. It isn't really an actual real-world setting, but it is heavily influenced by real-world medieval culture. No fighting dragons while slinging spells here. Chances are, you'll run into an evil lordling who has kidnapped a noblewoman while bringing millstones back to your lord's manor instead. Shek-Pvar (spellcaster)? More than likely you'll be feared and shunned by the populace rather than expected to make fancy prestidigitations to keep the locals entertained.

Hârn is my world of choice, so I’m more than a little biased, though certainly no more than Nightfall. Of course any game with magic and monsters can’t be ‘realistic’ but Hârn tries to incorporate a little magic and a few monsters into the world. In that respect if you are:

dungeon blaster said:
Looking for a setting that mixes fantasy with real medieval history. Or at least patterns itself after the real world.

Then I’d advise you to at least take a look at Hârn. There is a separate rules system ‘HârnMaster,’ but the HârnWorld material is all systemless background material. If you want to get a flavour of the world then I’d advise a visit to www.lythia.com and check out the free downloads provided by Hârnfans. You’ll find an introduction to Hârn at www.lythia.com/downloads/intro.pdf plus lot of good quality stuff, especially in the ‘places’ section. It will give you a flavour of Hârn. You could also check out the Earl's Progress for an adventure idea the like of which you've probably never seen before! I'd also suggest that you check out www.Harnforum.com and ask the guys there, they’re friendly enough.

The Guild of Arcane Lore represent the spellcasters (the Brotherhood of the Shek Pvar) and discourage their members from showy magic (of course, like all advice in a setting book - this can be disregarded) There are many people using many different rules systems on Hârn and many peoples versions of Hârn vary dramatically. It's certainly possible to run a 'high fantasy' Hârn adding monsters & magic to taste. Most Hârnfans seem to believe that it's easier to add magic to a low magic setting than to remove it from a High magic one. There are elves, and dwarves, and (sort of) orcs, but it's actually fairly easy to ignore them.

The pro's in my opinion are:

Solid medieval background
Attention to detail
Limited magic
Good maps

The con's in my opinion are probably:

Solid medieval background
Attention to detail
Limited magic
 

dungeon blaster said:
...that mixes fantasy with real medieval history. Or at least patterns itself after the real world.

For an alternate take on mixing real world history with a fictional world, take a look at GURPS Banestorm - in it, humans from medieval Earth got transported to a fantasy world thanks to a massive spell failure and founded their own realms.
 

Thanks for all the great replies! Harn and Ars Magica sound like they might work, although Ars Magica might be too "high magic" for my purposes. I'll have to check them out further.
 

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