Great thread! I've always been a big fan of homebrewing toward a low-magic (or, rather, magic-rare, as I prefer to call it) setting for whatever RPG I am playing/presenting. I like gritty settings that require magic use to tire and/or corrupt the user and those associated with the user. I like having stretches of RPing between exploring ruins due to broken bones and wounds that are safer to allow time to heal than to risk going to the divine well too often. I like to present my Grymvald setting in that manner, much like Howard but with less ancient-fantasy elements and more Medieval Fantasy (religion more organized, and thus capable of being strongly political, with cults on the fringes rather than widespread, weaponry and agricultural tech more late-Feudal, pre-gunpowder but naval/merchant ships a bit more advanced, etc.). I like this at the heart of the setting but, of course, just off or nearly off the map in all directions are cultures from many contemporary (to the setting) or earlier eras, so that all of ancient and Medieval history can be plundered.