Sell me a campaign setting! Now!

I also like Swashbuckling Adventures

Although this setting doesn't fit the dark fantasy bill as well as Ravenloft, you get a lot of nifty toys to play with.

From AEG's web site (note that 7th Sea is the name of the non-d20 RPG that Swashbuckling Adventures is based on. The d20 book is a seperate prouct, but draws heavily from the previous work):

About Seventh Sea
7th Sea is a roleplaying game of swashbuckling and sorcery, piracy and adventure, diplomacy and intrigue, archeology and exploration. It's a world of musketeers, pirates and privateers, ancient sorcery and lost civilizations, horrors that hide in the shadows and horrors that hide in plain sight.

Théah is an exciting and dangerous world of sharp blades and sharp wits where a cutting retort can be as deadly as the tip of an assassin’s dagger.

It is a world in which the nobility controls the most powerful force of all: sorcery. Strange magic pulses in their hearts, power given to them in an occult Bargain made long ago. Some sorcerers control the weather. Others weave fabulous and deadly illusions. Some rip through the fabric of reality while others toy with the forces of Fate itself. The hard edge of steel coupled with the shadowy substance of sorcery: this is your first step into the world of 7th Sea.

The waters of 7th Sea are populated with the deadly pirate bands of the Brotherhood of the Coast who are united under the banner of freedom -- freedom from the tyranny of sorcerer and merchant prince, freedom from the shackles of the Church of the Prophets, freedom from greedy landowners and moneylenders. Pirates live the high life envied by landlubbers; they sail where they want and take what they please, leaving behind a trail of broken hearts and empty treasure chests. While the Vaticine Church is preoccupied with spiritual matters on the land, things have become pretty good for pirates as the leaders of Théah hire daredevil adventurers to explore the unknown and bring back the booty they discover. Of course, if said adventurers lower their guard for even a moment, the odds are fairly good that they will see the black flag -- just a moment too late.

The lands of Théah are in a state of flux: some kingdoms are on the verge of becoming countries while elsewhere a swelling tide of nationalism is beginning to blossom and a new kind of war is finding its way into the world. In the courts of kings and queens, diplomats dressed in powdered wigs, lace and silk try to resolve the disputes of nations. Of course, if such diplomacy fails, there is always the cold steel of the dueling sword hiding just under the painted facade.

A new kind of espionage is making its way into the world as well. Men and women trained in the arts of deception are living perilous lives of illusion and artifice as they pillage enemy secrets with only their beauty, cunning and wits and a willingness to do anything for crown, country or wealth.

Buried beneath thousands of years of dust and the waves are vast ancient ruins – the cities of the long-dead Syrne. Who knows what ancient treasures are here for the taking, unseen by human eyes, untouched by human hands? Men and women calling themselves "archeologists" are hired by Théan nobles and rulers to unearth these artifacts. Praised by some as heroes and reviled by others as scavengers, they risk their lives in hopes of discovering the secrets of the Syrneth.

As you traverse the world of 7th Sea, you will find much that is familiar – and much that is totally strange and wondrous. More like a distant cousin than a twin sister, Théah is a whole new world ready to be explorde. So, fling back your cape, oil up that buckler and sharpen your sword!

Prepare to enter a world where a man’s word is defended with steel and a woman’s smile hides a deadly secret.

This is the world of 7th Sea.

Lazy as I am, I'm linking to a comprehensive review:

http://www.gameplaynews.com/reviews.php?article_id=407

I like this setting as well, and I think it would fit your wish list well.

But... if you go for Scarred Lands, you can't go wrong either.

Cheers!

Maggan
 

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Oathbound fits all of your favorable criteria. Very gritty and VERY exotic. PCs can come from any culture imaginable as it is a cap stone setting and there are a great many very nice cultures included in the setting.

There are no Elminster like characters. All of the high level NPCs are either involved in their own projects or really scary and hard to talk to.

The setting itself is an exotic locale. The corebook comes with tables for determining light intensity at any given time on a world with two suns and a recipe for approximating a favorite dish in the local setting.

The setting has a meta-plot, but it is the best one I have ever seen. Functions more as a central mystery and set of motivations for the powers of the world, PCs can participate in it actively or not. Doesn't hurt gameplay not too and does add a lot of color and an ethic where DMs who play the system are constantly trying to find clues and creating theories.

Vs. Scarred Lands or any of the other settings that match your criteria I would say that Oathbound's advantages are its abundance of unusual and exotic locales, very responsive design team, and the fact that it comes in one book with a very good long adventure.

The fact that there is one book may seem a little odd as a selling point when so many other settings can provide you with such a wealth of options, but...
...Oathbound is cheap and quick to get into thanks to one excellent book, but expansive since the PCs are allowed to come from any world and be transported to the setting. I finally get to use all the books with the funky rules I buy impulsively.
 

Thanks Maggan.

I will also say, as fan of 2nd edition and now d20, Ravenloft 3rd edition has truly flowered into a campaign setting in it's own right. The core book is great, the monster book more than decent. The supplimental material most excellent! So if you want a familiar dark horror/gothic setting, still can't go wrong with one of the best, Ravenloft.
 

Bluffside: City on the Edge, is truly an awesome supplement, and I heartily recommend its purchase.

But the one thing it isn't is a cmplete campaign.

For that, I'll throw in my 2 bits with Oni and Nightfall and say that Scarred Lands is what you're looking for.

It seems to fill evry niche on your wish list better than most commercial product I've seen.
 

*smirks* *has to poke fun of Teflon just for this one thing..* Commericals?! We got commerials!? Hell I didn't we had radio yet! ;)
 


and don't forget...

I support Scarred Lands also, but if you go to Fantasy Flight Games website you will read about a new setting called Midnight, which I think is a world ruled by a dark god and his minions and the heroes all come from a very small part and are facing almost limitless odds. It is supposed to have some very unique twists as for how magic works, and it has the usual classes and stuff like that. If you want an analogy about Midnight, imagination a world where Sauron wins and gets back the ring instead of it being destroyed, and then after he wins the good races have to fight against his tryanny of evil and his spread of darkness across the lands.

Dragonlance will also be out, and even though this doesn't fit your requirements the coolest ever setting is being rewritten, and that's Gamma World. I don't imply that its the best, but definately one of the coolest.

Dragon Fist is also being redone for d20, and if you want a different game where Angels fight Devils then there is Engel from White Wolf (by the way White Wolf also does Scarred Lands, and is also going to release another setting later this year, I think).

From Mongoose there is Slaine, a setting of Celtic Fantasy.

I personally have never seen Bluffside and my store has never ordered it, so that bites for me. (side note: I even asked them and they keep saying that they can't order it. Don't know why but oh well).
 


MY favorite which does fit your tastes is Darksun but it will require a lot of converting. There is a website for the 3e version but there is little to it thus far. However, on e-bay you can get 2nd ed books cheaply. It is world where magic has tragically destroyed the planet and a huge 1000+ year long war has wiped out many races. The rest have mutated in way that is barely recognizable as D&D. Dwarves with no hair, elves that are thieves mainly.

For something in current 3e I lean towards Scarred Lands but really like Oathbound. Oathbound leans towards an epic level campaign but my understanding is this is changing as new accessories come out.
 

Nightfall said:
Oh and one more thing. S&SS, the company that makes the Scarred Lands, will by the time your player gets back, have at least Three if not FOUR players guides for the core classes:

Wizards, Bards, Sorcerers
Fighters and Barbarians
Clerics and Druids
and (hopefully) Rangers and Rogues

Nightfall, I've been meaning to ask you about this...

Because I have only passing familiarity with the Scarred Lands (I have several of the books but haven't fully digested them yet), I'm wondering why there appears to be no discussion of paladins or monks in these player guides. Frankly, I have no great interest in either class, but the lack of them seems curious. I know Mithril is FULL of paladins (just got that book for Christmas...yay!), while I am less sure about the place of monks in the overall setting.

Any insight?

Okay, it also bugs the heck out of me that all the print ads for these books refer to "archetypical" character classes instead of using the more common "archetypal." But hey, that's just me! "Archetypical" is a perfectly legitimate adjective; I even looked it up to convince myself. :rolleyes:

I'm sick, I tell ya...
 

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