Well, at least this interested the people I game with
EPHEMYR
1. Ephemyr is a land where the stuff of seven sleeping titans’ dreams, and nightmares, is made real.
2. There are two common forces that cause the inhabitants of Ephemyr to rise up and become heroes. The majority are heroes of circumstance, responding to any threats to the dreamscape. Less common are those with a drive to become real. They wish to be independent and separate from the subconscious forces of the sleeping titans.
3. The majority of heroes defend the dreamscape. They attempt to maintain a peaceful harmony free from the chaos of nightmares. Those few that wish to become independent of the titans’ dreams strive to find the key to this transformation. This quest pits them against the creatures of nightmare that can’t accept the loss of a single target for their fiendish torment.
4. The dark side of the titans’ collective subconscious threatens the world of Ephemyr. Nightmares are given form to terrorize the dreamscape. Beings that embody baser emotions, such as greed, lust, hate, and envy, arise and try to subjugate the inhabitants. Discord also arises when the dreaming desires of the titans are at odds. When the thoughts of two or more titans strive for conflicting ends disturbances in the dreamscape occur. These disturbances can result in the spontaneous birth of fiendish creatures. Then there are those who wish to disrupt the dreamscape for their own ends. Some of the seekers of reality take this path, turning to the power of nightmares in their attempts at transformation. Others simply exploit the dreamscape for power.
5. Magic infuses the land of Ephemyr; it is the stuff of dreams. Harnessing magic however, is dangerous. Everyone knows about the existence and use of magic, but the dangers inherent in its use restrict its abundance. Divine magic is the result of petitioning the titans themselves through prayer. Arcane magic is the result of imposing ones will on the dreamscape itself. Those wielding magic always run the risk of becoming like the nightmares that disrupt the dreamscape. The motive of a divine caster is always suspect. When motivated by personal gain divine casters risk disturbing the titans’ slumber. This can result in the failure of spells, the twisting of the caster’s form, or worse. Using arcane magic is, in and of itself, a risk. The very act of imposing their will on the dreamscape makes practitioners of the arcane a disturbance in the dreamscape. The greater the disturbance the more likely it is to attract the unconscious notice of the titans. As with divine casters, the titans’ notice can have dire consequences.
6. Ephemyr is a moderately low magic campaign. Small, enchanted items, such as potions and charms of limited duration, are more or less common. Magic items of greater power, and disruptive spells, are more limited. As such, many alternatives to the +3 sword and meteor swarm are implemented to combat this world’s fiends. Discovering these alternatives require research and interpretation of clues. For example, the sharpened spade used to bury the body of an Ephemyr vampire can be employed as an effective weapon against that vampire.
The non-human races are not the elder dying races. Humans, being creatures similar in likeness to the titans came first. It was only after centuries of dreaming did dwarves, elves and other non-human races arise. This changes their outlook on the world. They are expansionist in nature instead of retreating or trying to maintain a foothold.
The use of magic has consequences beyond those caused by its immediate effects on the surroundings. It is not simply fire and forget.
Ephemyr’s religion is monotheistic. Even though there are seven slumbering titans, religious teachings describe them as seven aspects of one being. The titans are not omniscient and their clergy are not restricted by alignment. This allows for the corruption of priests who must then be discovered by a process other than noticing their loss of spells.
Dwarves are the prolific race, producing many curious crossbreeds.