Sell me on your low magic grim and gritty (LM/GnG) homebrew

For anyone who's bored enough to pay attention to my posting habits, I've probably made it quite clear that I'm a low magic, grim and gritty fan. Without getting into the specifics of how low that magic is, and how gritty and grim the setting really is, and certainly without getting into an argument about whether D&D should even be LM/GnG (we've had enough of those in the past to not need a hijacking in that regard here) I want to see what others have done.

What ideas do you have that set your setting apart? How do you develop interesting, fantastic things in a LM/GnG setting? Or do you? Are you more Harn-like; medieval realism and all that? What's an executive summary of your campaign setting?

I'm not really looking for what alternate rules you use, so much as what are the "soft" aspects of your setting; the stuff that makes it tick from an internal, not a metagame perspective.

Here's my example Dark Heritage campaign setting: more detailed information can be found in the link in my sig. Also, within the next few weeks I hope to start up a story hour based on our adventures in the world of Dark Heritage. It's not really grim and gritty in some ways (although it is in others) so much as it is low magic and swashbuckling; a kind of melange of Pirates of the Caribbean. John Carter of Mars, Robert E. Howard, Lovecraft, Warhammer and the Black Company.

Core Ethos Statement: A grim world in the grip of secret cabals of necromancers and fiends rule from the shadows but wherein swashbuckling, larger than life heroes can make their destiny and change the course of the world through bravery and wit.

Who are the heroes?: (in this case, specifically the three PCs). Konrad is a wild and wooly man from the wilderness, come to the great city of Cassant for reasons that are known only to him. He's a bit reckless, a bit scrappy, but he's capable and alert. Tson is a former slave and gladiator. He's a Bred human -- the former races who ruled the world created a number of human 'races', and Tson is known particularly for his strength, toughness and resiliance to the harsh environment. All of his race is covered with a thin layer of reddish-brown, downlike fur, but Tson is albino, making him stand out even more. His goals in Cassant are the discover what he can of the history of the breeding, to uncover what his roots truly are. And Roshan Boh is also a Bred human; a gracile, small man, although quick with his rapier. He's got pallid, chalky gray skin and piercing eyes, a soft raspy voice and a reputation as a spy and informer (common to his entire race.) He's also an amateur historian and scholar, with a keen interest in ancient history, from before the time of the Breeders, in fact.

What do they do? They freelance for the undermanned Inquisition in Cassant, trying to uncover the perpetrator of a number of robberies and murders done to secure ancient texts dangerous for their blasphemous versions of history, and their eldritch spells. They fight desperate boarding actions on the decks of failing airships, they search the seedy underbelly of Cassant for clues to their mysterious perpetrator, they battle thugs and toughs and summoned daemons and undead -- all the while wondering how they attracted such noisome attention. They search the hard lands out of town, and the dark graveyards of ancient cultures for knowledge of the truth about the Breeders, the breaking of the world, and the founding of the Monarchy of Cassant; itself the subject of a dark and threatening secret.

Threats, conflicts, villains? Someone has clearly marked the PCs -- they are followed by strange occurances and eerie happenstances, as well as more overt threats. Their very patron is suspicious and not to be trusted. Someone has been animating the dead, and using them as troops, and the shadowy figure of a soot-gray woman, bald and wielding two curved swords with deadly efficiency to steal forbidden tomes of dark content looms over their horizon like an oncoming storm.

Nature of magic Magic use is not natural to humans (Bred or otherwise) so it must be accomplished by touching the spiritual reflection of the world itself and manipulating that spiritual reflection to cause effects in the material world. However, actually doing magic is terribly dangerous -- at some time in the incalculably ancient past the world was literally ripped into pieces that now hang loosely associated in the sky like so much rubble. This catastrophic event caused a drastic mismatch between the material world and the spiritual reflection, and those who attempt to learn or use magic quickly find their sanity slipping through their fingers like a handful of water.
 

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I'll bite:

Core Statement: A world where Mankind is in accention, as the old empires of the Dwarves and Elves slowly crumble away. Players are wanderers, mercenaries, swordsmen (or swordswomen) seaking to find fame and fortuen, not knowing the horrors that hide just out of sight.


Who are the heroes: In the past my game has encluded...
A sorcerer who had part of his soul stolen by a Shadow Elemental,
A halfling bowman, haunted by the ghosts of a cursed forest
A drunk barbarian carring a sacred dwarven axe
A fanatical priest, youngest son of a noble family
A crazy bard, just looking for fun
---
The last son of a dead noble house
A professional soldier, looking for gold
A psychotic barbarian, as dangerous to her allies as her enemies
---
An elderly Doctor with an intrest in the ocult
A dwarven wizard seeking his masters killer
A knight seaking the runaway daughter of his lord
An Elven knight, destined to fall from grace
A swordsman and pistolier, son of an old noble house
A wandering monk and mystic, inadverntely heir to all the knowledge of a lost kingdom.
---
a Frontman on the run after a busness deal went south
a Settian Priestess looking to expand her knowledge of Daemonic and Necromantic Lore
A Crane Monk looking to help people
A Tiger Monk, lookling to master his skills
A Samurai wandering the world in search of adventure

What do they do? The first group were pretty much wandering mercs, taking what ever job came their way. They were Orc Hunters, defenders of an ancient elven fortress, detectives, treasure hunters, renegades hunted by the church.
the second group mostly acted as bodyguards for the doctor, a good hearted fellow who helped destroy many evil cults
the third group got involved in the search for a magical item with the power to transform mortals into gods, or so they though.

Threats, Conflicts, Villians
first group fought orcs, the undead servants of an ancient demi-god, an shadow wizard, mutiant rats, crazy wizard and his horror from beyond, a Daemonic spider, an Orc Shaman, an a power mad priest.
Second group fought a bored nobleman dabbling in drugs and black magic, a vampiric Dwarven Wizard collecting evil books, a resurected Plague Knight, a Ice Daemon, a corrupted Knight, a bandit with a taste for young girls, a cult leader seaking to resurect his Daemon God, a group of fanatical humans looking to start a religious war, and an overzelous priest looking to destroy an order of paladins.
Third Group fought, Gnoll raiders, Triad Thugs, a lecerous Monk, 4 Powerful elemental spirits, Canabalisic Dwarves, an immortal wizard searching for godhood, his undead bodyguard, and lots of Random Ninjas (TM)

The Nature of Magic Magic is not the sane, stable force found lands like Forgotten Relms. Rather it is like an ocean, with the mortal world as its surface. sometimes it can be calm and other times it can be stormy. True power lies below the surface however, in a dangerous realm where Old Things still lurk. Those who seak magical powers are inevitably forced to search out evil tomes written by mad wizards; or worse, try and decipher the ancient writtings of races long since dead.
 

Core Ethos Statement:
Barsoom is a world of swashbuckling desperation, where madness may be the only route to survival. There are no easy answers and no clear paths to the truth. On Barsoom, there are no good guys and no bad guys. There are only those who survived and those who were destroyed. And those who were destroyed are REALLY pissed off about it.

Who Are The Heroes:
The heroes of Barsoom are those who, upon discovering the threats to their world, respond with a willingness to challenge terrible powers even when the chances of success look slim.

What Do They Do:
They uncover ancient secrets, try to piece together what really happened from a myriad of not-so-reliable accounts that never quite align with each other, make difficult choices about who to trust and of course fight a lot. They find themselves involved in ancient rivalries and forced to choose sides without enough information. They try to help the innocent. They don't always succeed.

And sometimes they drive giant robots around and step on things.

Threats, Conflicts, Villains:
So many that it's literally hard to keep track of. And it's not always easy to know who's who. The DEMON GODDESS, a nightmarish being in the form of a beautiful woman who's completely frickin' insane, tortures little girls to death and possesses the ability to snuff the life out everything in the world -- sounds like a pretty clear bad guy, right? Not so fast...

Or perhaps Farouk ibn Zaoud, the noble protector of Suelekar ben Azan, the beloved founder of the Naridic nation, he who saved the world from dark menaces, storied in song and fable throughout the centuries -- surely HE'S a good guy? Yeah, you'd think so.

Barsoom has been fought over endlessly throughout its thousands of years of history. There's been at least three races that have held dominance, though nowadays humans are practically alone on the surface of the world. Most people don't even know there was ever anything but humans on Barsoom, but they are wrong. Once the world was ruled by the Keyad'ar, fearsome reptilian creatures that enslaved the human race and were only at last defeated by the goddess Ky'in... who then ruled the world in a fashion every bit as despotic as the beasts she'd driven into extinction. And before the Keyad'ar Barsoom was the demesne of even more horrible creatures. Creatures that still lurk somewhere in the outer reaches of existence...

The current world is criss-crossed with a myriad of conspiracy groups and international organizations that try to keep a lid on the emergence of powerful individuals. Of course, many of these groups are actually RUN by the powerful individuals they're trying to keep a lid on, so it gets complicated.

Nature of Magic:
Sorcery is the usual route of the power-hungry, and its near-certain crushing of sane minds ensures that the most powerful people on Barsoom are always the most deranged. Sane minds aren't in fact the usual pursuers of sorcery in the first place. Because the power sorcery grants cannot be limited by social pressures or any sort of external checks and balances, what inevitably happens is that the most paranoid, the most ruthless and the most fanatical of individuals are the ones who rise to the top, usually by exterminating any and all rivals.

The first and most important lesson in sorcery is KEEP A LOW FRICKIN PROFILE. If these powerful sorcerers who are so ruthless, fanatical and paranoid happen to hear about you, their most likely reaction is to simply destroy you. Why allow someone else to learn the secrets that provide them with such power? This applies even to the most powerful of sorcerers -- due to their paranoia, they also keep their profiles low. Who knows if some hitherto unknown power has been lurking in wait all these years just waiting for you to reveal yourself? Incautious sorcerers are ALWAYS destroyed by whoever was that much more paranoid than they.

Sorcery sucks the life out of everything around where it manifests. It destroys, it burns, it consumes. It never heals or restores. It is as dangerous and as powerful as fire itself. And its nature has shaped the history of Barsoom more surely than any single other force.


Check out my Barsoom Tales Story Hour for more.
 

Core Statement
Yril (the name of my world, and consequently the 'earth-mother' deity) is an ancient world, with a deep and mysterious history. The first-born races have only a toe-hold in the world, having never recovered from a horrific war in the age before days. The world of men seems strong, but it may be on the verge of destruction by its own power, perhaps with aid from ancient evils. If this darkness comes, the first-born races will finally be destroyed, the great kingdoms of men will be shattered, and ancient evils will rise to conquer the world itself.

These events will come to pass unless the bravest individuals of all races fight together against the coming darkness.

Who are the Heroes?
--The Group of PCs--
Eben, a giant who looks to avenge the destruction of all that he ever held dear.
Delethorn, a young warrior who seeks to bring his house honor by destroying evil in the world.
Belenaer, a half-elf who is learning to live with strange, magical powers.
Banowaith, an elfling (half-fey/half-elf, halfling-sized) who has left her forest home to travel with her new-found companion, Eben.
Various elves who I don't remember the names of, who have gone together into the world to destroy evils which threaten their home.

--Major NPCs--
Kynwyr, a wizard who hopes to find heroes who can stop the massing armies of the south.

--The Group in the book (which takes place after the campaign)--
Galethorn, the rightful wielder of Daramor, a sword of legend. It is said that his fate is to fight an ancient evil, and destroy it once and for all.
Delethorn, Galethorn's best friend, who has pledged to follow on his quest.
Dologar, an aging dwarf-lord who has known Galethorn since he was a baby.
Solaryn, an elf, Galethorn's mentor and friend, who has given an oath to follow until the end.
Felena, a young woman who grew up side-by-side with Galethorn and Delethorn, who may not be the best warrior, but always has a solution for a problem.

What do they do? (the PC party)
Having come together as mutual friends, hirelings, and 'appointed helpers', this unusual group has only just had its first 'real' adventure together, but they seem to have found a way to work together. They also have an 'aura of destiny', which has piqued the interest of Kynwyr.

Threats, conflicts, villains
Though they don't know it, the party is 'destined' to fight in the war that looms in the south. Even the wise cannot guess their part, but it is known that they will play a great one.
So far, however, they have dealt with vengeful spirits, giant spiders, and other denizens that usually pop up in very old forests.

The Nature of Magic
"Magic is a tangible force to those that know how to feel it; it is everywhere, all around us, but always out of reach" -Angol, the Loremaster of Minas Erthad

Those who meddle with magic are a diverse bunch--learned scholars who use measured motions and sylables to bridge the gap between the two worlds, priests who use the power of their will and the teachings of their deities to bend reality to their wishes, and those who gain an often unheralded, instinctive and 'natural' link to the magical world from some strange event, unusual parentage, or natural affinity, as with elves. The first two are most common among men (albeit still uncommon), the second is the only known method employed by dwarves, and the third is most common among other sentient races.

Those who gain magical affinity 'naturally' are perhaps the most directly (and immediately) affected by their power; one who gains this 'wild' magic often 'slips' partly into the magical world, causing magical auras to become visible...all the time. This is seen as a curse by some, a blessing by others, and a quirk by most with the power. An interesting side effect of 'slipping' is that, being partly in the world of magic, you glow brightly to those that can see into that world. This makes it nearly impossible to hide one's nature from other spellcasters.

Though it grants great power, magic is a terrible risk to those who use it; it taxes the caster's body and makes him visible to all manners of evil beings. Practicioners of magic know the risks, however, and usually see the benefit as much greater. Because of this, you seldom meet a dedicated spellcaster without some grand goal, either good or evil.
 
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Well, without getting into it too much, at least to the extent that you guys did (I have to head to bed), I am currently playing in a low magic G&G world. I DM a high magic game and one of the players DMs a G&G game. We only can be Humans, so far, since we have not meet other races yet, we have to met them before we can play them.


As far as magic, there is none, well, there is very little. Average party level is 3rd and we have had a grand total of four healing potions for magic, that is it.

The Dm only lat's us start out as Fighters, Rangers, or rogues. If we find a wizard class, we can start out in that too. So far we have one wizard type. I say type because the DM doesn't want us to Metagame the magic. It is different from the players book.

All and all, I give the DM a hard time, but he is good and I have fun. Maybe I will stop by later and fill out more info for you.
 

I'll take a crack at this too:

Core Ethos Statement: Netheros is a grim, dark world filled with superstition, bizarre occurrances, and indifferent or malevolent entities. The gods take very much a "hands off" approach to the world, and divine servitors almost never make appearances. Despite this, the supernatural often remains unseen or behind the scenes, while the most foul and corrupt creatures are humans. The world is morally VERY grey, and the PCs are free to make thier own destinies. In feel, its low magic, gritty, and draws heavily upon the Thieves World series, Robert E Howard, Lovecraft, Karl Edward Wagner, and the Black Company novels, with a LOT of researched medieval mysticism thrown in regarding legends, magic, and monsters (not like D&D monsters).

Who are the heroes?: There have been many PCs in the 13 year campaign in my world, but the major PCs are detailed below. Also, its worth noting that the only PC race is human, although there are 13 different cultures modeled on real-world cultures from Europe and the Middle East that are essentially different "races" in D&D terminology. There have been tons of NPC allies and other minor PCs, but these are the major ones:

-Kendal Heilbronn: Male Adunic Knight Veritas of Herion (Paladin with some tweaks), Kendal is determined to mete out justice in his god's name tempered with compassion- a trait that is sorely lacking in Netheros. Kendal's current obsession is investigating charges of corruption in his own temple/order.

-Marlys of Lynwyd: Female Adunic Maga (homebrew arcane spellcaster class) who is focused on learning obscure and ancient lore. Somewhat of a Lovecraftian hero type, but with a MUCH more stable mind. She focuses primarily on divination, illusion, and enchantment spells.

-Dellion Orcsfell: Male Adunic Ranger, follower of Surma (god of the wilderlands) and foe-hammer of orcs. Think a rather black humor version of the Jeff Foxworth redneck with a hatred for orcs and a penchant for booze, and you have this fellow. Good hearted, but with a temper.

-Dara Viridian: Felmale Dunal Witch, the youngest of four sisters of a poor Dunal farmer, she has the ability interact with the Sprit World, and ran away from home at 13 to apprentice herself to a renowned medium and witch. Currently investigating the disappearances of powerful spirits in the Spirit World.

Lazeros: Male Vosyar Druid, the last of his order, which was betrayed by his master. Trying to hunt down the heartstone from a sacred site in his homeland taken by his master to "repair the damage civilization has caused to the natural order."

What do they do?: Well, short answer is, whatever they want. I have 2-4 plot hooks and adventures ready at any point in time, and let them investigate what they want at their lesuire. That said, once they decide to investigate a plot arc, there are usually 3-5 connected adventures involving lots of research, problem solving, roleplaying, and combat. Generally, they try to aid/protect others from destructive forces or people, but they also do a fair number of adventures out of curiousity and wanting to learn more.

Threats, conflicts, villians?: I've never liked the BBEG model, so I set out when I designed the world to have at least 20 different organizations/forces/individuals who are doing bad things the characters might try to stop or hinder. The major ones are demons (who are enemies of the gods and try to lure mortals to damnation and corruption), fey (who are jealous of mortals because they have souls, and for driving the fey out of their lands due to expansion), the Iron Circle (a cabal of arcanists with unknown but generally shady motives), and the distant but everpresent threat of elder entities (Lovecraftian). There are lots more, but in general there isn't a single overriding BBEG- instead I used a number of factions, which the PCs have played off against each other before. I find it makes the world much more interesting and believable.

Nature of magic: Magic is something that is difficult to master and tends to have a will of its own, easily going awry if the caster overexerts himself or goes beyond his capabilities. There are no wizards or sorcerers per the PHB, instead I made up different cultural traditions of magic that each operate a little differently with different capabilities, strengths, weaknesses, and spell lists. Briefly, there is Alchemy, Cabalsim (ritual magic), Classicalism (a more scientific approach), Diabolism (power from demonic pacts), Romari (basically mediums with the powers of divination and illusion/enchantment), Runcasters (very Norse inspired and draw on the power of divine runes), Sorcery (mostly necromancy and domination type abilities), and Witchcraft (bargaining with natural spirits for power). Divine power is channeled through clerics and druids, slightly modified from the PHB. In any case, spells 5th level and above require lengthy rituals, and all evocations are bumped up one spell level. Magic items are rare, and supernatural mosters are truly terrifying since they seem invulnerable unless you can find a weakness.
 

This should qualify for low-magic grim & gritty - our Western campaign, which uses combined Boot Hill and D&D rules.

Core Ethos Statement: Historically based to some degree except that the various D&D races replaced several from our human history and several pantheons are worshipped rather than Christianity. Instead of the Protestant Reformation the major schisms of Europe's 15th and 16th centuries involved Clerical magic vs. Wizard magic. North America was settled by the clerical magic counties while Latin America was dominated by wizard magic.

Who are the heroes?: The gang consists of western heroes whose lives intersected in 1881 at the town of Promise City, Arizona. They are led by a human "mysterious stranger" who is a fighter/druid. The party has a human fighters of "gunslinger" and a young human "kid". They have a half-orc "Chinaman" fighter/rogue. An "noble Indian" centaur fighter has joined the party. The female party member is a half-elf "Indian maiden" druid/bard. A Scottish dwarf cleric of Odin will be introduced in the next game.

What do they do? Interact with the world and have the world interact with them. They are rather reluctant heroes, who have now become victims of their own growing reputation.

Threats, conflicts, villains? Thus far they have encountered and come up against the James Gang, Billy the Kid, the Clantons, the Earps, Doc Holliday, Johnny Ringo, Geronamo and a variety of other intereresting historic characters. They are currently on a side trip to Victorian Engand in a story straight out of H.P. Lovecraft. The next short module will borrow heavily from the works of Alexandre Dumas and Alan Moore.

Nature of magic Very low. The common priests in the clerical magic locations tend to only be 2nd or 3rd level. Wizard magic is shunned and seen as evil in most of America. Magic items are few and far between. The druid/bard character made a major impact on the "O.K. Corral" encounter just by using a pair of cantrips and a single first level spell.


If the above sounds interesting to you please read the story hour:

http://www.enworld.org/forums/showthread.php?t=28906

The concluding chapter of our 4th module should be posted in the next few days and we start our 5th module in this campaign on Sunday (tentatively titled "League of Extra-ordinary Cowboys").
 
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--Here's the info for my campaign which is about to relaunch.

Agrinias​

Core Ethos: Agrinias is one large land mass with a few islands scattered in the oceans. It is a dark world where the drow have reclaimed their "rightful" place on the surface through force and alliances with other nations of power (the last group died trying to prevent this and the current campaign takes place well after). One of these nations is Treckslen, a predominatly human militaristic theocracy (Bendrast is the diety's name, but in common terms think Hextor) with goals of eventually ruling the entire known world. Also there's Sargrese, known for its rule by the wealthy, a despot nation where money is the only source of power. These nations combined their power (with aid from orcs and giants) to launch devastating attacks and crushed the Elven nation of Delaphor, the human nation of Falknor (or as the half-orc called it paladinland), the Confederation of the Crown (NG Confederacy of largely independent city states) and enslaved the barbarians of the plains of Asghost. A red great wyrm of incredible power named Malyx frequently makes raids on the kingdom of Brendel. The remaining nations have largely acquiesced to the obviously superior firepower of the evil nations. The only free lands left are largely unfit for civilization and include the Pehlt Forest (think land before time), Vahlon's stretch (a foreboding and deadly desert), the Great Anvil (arctic wasteland), and the Bleak Marsh (let's just start by saying that nearly every black dragon in my world lives here and you tell me if you think its a good idea to travel there let alone live there). The dwarves have largely retreated to their underground homes rarely venturing forth into the dangerous world outside. The elves, halflings, and many humans have scattered taking refuge where they can. Magic use is restricted and controlled by local tyrannies and an evil wizards' guild.

Who Are The Heroes: I don't know, but my characters have pretty much full flexibility with most core races (no gnomes!!!). The characters are restricted to no evil alignments. Any class other than monk and wizard is allowed (the only monastary still standing being evil and all doesn't help).

What Do They Do: Battle the overpowering evil while staying low key and not attracting the attention of the powers that be who will surely kill them.

Threats, Conflicts and Villians: Everyone, from the actual power holders, who will try to slay any threat to their power to mere commoners, who look to any heroes as champions in these dark times and will unwittingly alert the higher powers of the characters.

Nature of Magic: Relatively low. Wizardry outside of the Wizard's guild is strickly forbidden. Freedom of religion does not exist and only temples to Bendrast, Rixau (drow), Gorash (orc) and Seletk (giant) <- for their contributions in the war, Paulst (magic), and Arik (merchants) can openly exist. Heretics and rogue wizards are hunted and slain with high rewards placed on the heads of the more elusive.

--There's more but it'll take me way too long to type the bulk of it.
 

Greyhawk Supersized

Core concept: All beings are pure magic that have manifested in physical form and have lots and lots of magic abilities. Characters take the form of Gestault versions of clerics, wizards and Psions. To balance this all fighters start out with at least 100,000 gp worth of magic items at first level.

Heroes? I prefer to think of them as manifestations of divine power among weak mortals.

What do they do? Go around solving minor problems by orbiting from space and dropping 100 d20 magic blast attacks. Nothing really challenges them, so the rest of the game is spent making items and abusing the teleport spell.

Nature of Magic: High powered and wimsical. Even small children and some minor forest creature wield magic, ususally as if it was technology. Every peasant knows they will get at least three or four raise deads cast on them during the campaign. Beggars in the street use powerful magic to create great fortunes and .....

Sorry, I couldn't resist...
 

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