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My homebrew world of Edhel -- Updated with psionics !
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<blockquote data-quote="Gez" data-source="post: 53297" data-attributes="member: 1328"><p>I had a more complete thread on the old boards, but well, it was lost.</p><p></p><p>So, here's a new one. I'll post here the updates.</p><p></p><p></p><p></p><p>Edhel is a land of clash between species, of shade of greys, of old secrets, lies, and delusions. It is a place of high elven noble living decadently in palace, of greedy gold dwarven merchants, of bestial orcs and frigtheningly cunning orcs, of ubiquitous halflings, of mysterious gnomes, of goblin pirates, of fabled serpentfolk. It is a place where the dragons, sphinxes and other wondrous beasts live in crowded cities, and have other agendas than being a mere wandering monster seeking death at the PC's blade. It is a place where nothing is as simple as it seems.</p><p></p><p>Edhel is a place torn in two, where the moon has blue seas, green lands and white clouds, and where one can see the light of cities during eclipses. The moon is verdant, and populated by the gods and the reincarnation of the dead, and sometimes terrifying events happen on the moon so large in their scale that they can be seen from the earth. Long ago, Edhel was one, but one day the mortals committed a crime that made the gods cut the world in two, one for the mortals, one for them and the spirits.</p><p></p><p>On Edhel lies unique magics, strange customs, weird creatures and unforgiven treacheries. Despite the small size of the known land, and the seemingly unity of the nations, struggle and old hatred abounds.</p><p></p><p>Edhel is a generic campaign setting. Or rather, can be. Its particularities can be hidden quite well on a local scale, so as to import scenarii from other setting; but when seen in its entirety it has enough specificities that makes it really unique. One of my aim for designing Edhel was to have a careful balance between genericity, so as to not disturb players and let me finetune it as we game, and personality, so as I don't receive comments like "but why don't you use the Realms, you would have less work to do ?". Yeah, I could have ran a Realms campaign rather, but their was too much concept that I couldn't have put into the Realms without making it too much hodgepodge for my taste, and their was lots of things in the Realms that I didn't wanted to have.</p><p></p><p>What do you have in Edhel ? Some bits of steampunk (gold dwarves, grey elves, deep gnomes), evils that bask in the sunlight rather than hiding in the darkness, mysterious races, fantastic creatures playing a real role, magic really taken into account, unique twist on some old critters so as they're not boring cannon fodder. So, you have a tragic creation myth for kobolds, a frightening subrace of orcs leaded by an alien intelligence, and the harsh but joyous life of the golden goblin pirates ! But standard races and subrace are present as well (except drows, I don't wanted 'em to be native from this world).</p><p></p><p>What do you don't have ? Manicheism, mainly. Sure, it's D&D so we have alignments, but I'm wanting a setting where these alignments are less set in stone than in other D&D settings. 2e leftover: something that really annoy me in the Realms is that the 2e stereotypes are engraved in the setting. So, for example, powerful relics from a fallen highly magical civilization are always elven or human in the Realms (well, sometimes they're from a monstrous civilization such as illithids). The most powerful wizards are all humans in the Realms -- no way you can found, say, a gnome archidruid or a dwarf archimage in the FR. Finally, the Realms have some things that are just overdone: drows, for example. On the WotC boards, "NiTessine" was gathering lists of the highest level wizards, clerics, etc. in the Realms. It turned out that the majority of the level 18+ clerics where drow priestess of Lolth. I would have thought that the highest level clerics would have been those of a greater deity (more clerics, more probability of having a high-level one) that would not advocate promotion through assassination of those above you (making the majority of your clergy die before they can acheive a position where they become too hard to kill).</p><p></p><p></p><p>A longer description can be found on my draft at <a href="http://gez117.free.fr/dnd/edhel.html" target="_blank">http://gez117.free.fr/dnd/edhel.html</a>.</p><p></p><p>Here you'll find some new feats, races, and prestige classes.</p></blockquote><p></p>
[QUOTE="Gez, post: 53297, member: 1328"] I had a more complete thread on the old boards, but well, it was lost. So, here's a new one. I'll post here the updates. Edhel is a land of clash between species, of shade of greys, of old secrets, lies, and delusions. It is a place of high elven noble living decadently in palace, of greedy gold dwarven merchants, of bestial orcs and frigtheningly cunning orcs, of ubiquitous halflings, of mysterious gnomes, of goblin pirates, of fabled serpentfolk. It is a place where the dragons, sphinxes and other wondrous beasts live in crowded cities, and have other agendas than being a mere wandering monster seeking death at the PC's blade. It is a place where nothing is as simple as it seems. Edhel is a place torn in two, where the moon has blue seas, green lands and white clouds, and where one can see the light of cities during eclipses. The moon is verdant, and populated by the gods and the reincarnation of the dead, and sometimes terrifying events happen on the moon so large in their scale that they can be seen from the earth. Long ago, Edhel was one, but one day the mortals committed a crime that made the gods cut the world in two, one for the mortals, one for them and the spirits. On Edhel lies unique magics, strange customs, weird creatures and unforgiven treacheries. Despite the small size of the known land, and the seemingly unity of the nations, struggle and old hatred abounds. Edhel is a generic campaign setting. Or rather, can be. Its particularities can be hidden quite well on a local scale, so as to import scenarii from other setting; but when seen in its entirety it has enough specificities that makes it really unique. One of my aim for designing Edhel was to have a careful balance between genericity, so as to not disturb players and let me finetune it as we game, and personality, so as I don't receive comments like "but why don't you use the Realms, you would have less work to do ?". Yeah, I could have ran a Realms campaign rather, but their was too much concept that I couldn't have put into the Realms without making it too much hodgepodge for my taste, and their was lots of things in the Realms that I didn't wanted to have. What do you have in Edhel ? Some bits of steampunk (gold dwarves, grey elves, deep gnomes), evils that bask in the sunlight rather than hiding in the darkness, mysterious races, fantastic creatures playing a real role, magic really taken into account, unique twist on some old critters so as they're not boring cannon fodder. So, you have a tragic creation myth for kobolds, a frightening subrace of orcs leaded by an alien intelligence, and the harsh but joyous life of the golden goblin pirates ! But standard races and subrace are present as well (except drows, I don't wanted 'em to be native from this world). What do you don't have ? Manicheism, mainly. Sure, it's D&D so we have alignments, but I'm wanting a setting where these alignments are less set in stone than in other D&D settings. 2e leftover: something that really annoy me in the Realms is that the 2e stereotypes are engraved in the setting. So, for example, powerful relics from a fallen highly magical civilization are always elven or human in the Realms (well, sometimes they're from a monstrous civilization such as illithids). The most powerful wizards are all humans in the Realms -- no way you can found, say, a gnome archidruid or a dwarf archimage in the FR. Finally, the Realms have some things that are just overdone: drows, for example. On the WotC boards, "NiTessine" was gathering lists of the highest level wizards, clerics, etc. in the Realms. It turned out that the majority of the level 18+ clerics where drow priestess of Lolth. I would have thought that the highest level clerics would have been those of a greater deity (more clerics, more probability of having a high-level one) that would not advocate promotion through assassination of those above you (making the majority of your clergy die before they can acheive a position where they become too hard to kill). A longer description can be found on my draft at [url=http://gez117.free.fr/dnd/edhel.html]http://gez117.free.fr/dnd/edhel.html[/url]. Here you'll find some new feats, races, and prestige classes. [/QUOTE]
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