Looking for low-magic D&D world for Cthulhu crossover

Jürgen Hubert

First Post
After reading the advice in Call of Cthulhu d20 on doing a D&D/Cthulhu crossover, I'm wondering how to pull this off. While it would feel the most realistic to create a new D&D fantasy world from scratch and incorporate the Cthulhu Mythos in it, that would require a lot of work - and I'm already involved in a major worldbuilding effort (see my signature).

So I thought it would be best to seek out an existing, published D&D campaign setting to use as the "mundane layer" above the Cthulhu Mythos, just as our modern-day world represents the mundane layer that obscures the terrible realities of the Mythos universe. To be useable, it should fulfill the following criteria:

- It should be a relatively "low-key" setting - most people won't live much differently than in our Middle Ages (or Renaissance), and magic and magic items should be relatively rare. It should be recognizeable to the players, and not have a huge number of fantastic elements. In other words, something like the Scarred Lands would be right out - it's hard to make the Cthulhu Mythos work effectively when the very land is formed out of the bodies of gigantic creatures (the titans). Humans and near-humans should be the dominant species, and truely abnormal monsters should mostly be legends or live in far-off land (at least, as far as most people know...).

- Divine powers should be low-key. There should always be some uncertaincy whether the gods of humanity exist (and in a Mythos universe, they of course don't exist, or are weak, feeble things before the Great Old Ones and Outer Gods). It should be possible to remove clerics entirely from the setting, or reduce them to some sort of prestige class, without making the setting inconsistent.

Does anyone know of a published setting that fits this descriptions? From what I've heard, Kalamar is supposed to be fairly low-key, but I don't know all that much about it...
 

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What about Harn? I've never played it, but it often gets mentioned as a very "realisitc" setting. They have some d20 stuff done (modules with d20 stats), I think.
 

Barendd Nobeard said:
What about Harn? I've never played it, but it often gets mentioned as a very "realisitc" setting. They have some d20 stuff done (modules with d20 stats), I think.

I have it, but it is a bit too low-key for my tastes, and it isn't recognizably D&D either, if that makes sense...
 

Doesnt Avalanche Press do d20 middleages stuff? Or I might have them confused with another publisher.

You should also take a look over on rpgnow.com and the pdf's there. I believe theres a few historically inclined middleages type d20 products there.
 

Freeport by Green Ronin is pretty close to what you want; although there are still some fantastic elements in it. I think your best bet would be Skull & Bones, also by Green Ronin. It is a low-magic world. Of course, if you don't want pirates, it isn't the thing for you (even though it says "Swashbuckling horror").

The last choice might be The Hunt: Rise of Evil by Mystic Eye Games. It would take some adjusting, but you could make it work. Go to thier website for a preview.
 
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Oh and on Kalamar, I would not say it is low key when talking about magic and fantsy creatures/races, but rather a fairly detailed middleages type fantasy setting. It would be easy enough to use the Kalamar books just for the world geography, and the nations/politics without having to use all the fantsy/magic elements.

I would recommend taking a browse at it in your hobby store. The campaign setting sourcebook, player's guide, and atlas books should be enough to give you a rather detailed geographic setting along with all the political, and regional features. The lands of mystery and the various gazetters all add greater detail tot he setting.

Anyhow I think you can take the setting and easily rip out the fantasy/magic elements that you dont want with Kalamar.

I think thats going to be about the only way your going to get what your looking for is to take some existing d&d setting and take out the parts you dont want. Or go with the historically based middleages type d20 products which means using earth as the setting.
 

Depending on what want to do, you could use the Conan D20 setting.

There was all sorts of Cthulu type monsters in the Conan novels.
 


Maybe Sovereign Stone. It's got it's own magic system, which is a bit weaker (but more flexible) than regular D&D magic, and has no clerics.

It's somewhat low key. That it, it's supposedly at the start of an invasion from another world by these evil critters (the Taan), but that has really only happened in the novels, and in one sourcebook. It's easy to ignore it. You could also replace them with Deep Ones or something icky.
 


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