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Tell me about your Homebrew 5E campaign setting
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<blockquote data-quote="Mercule" data-source="post: 6575494" data-attributes="member: 5100"><p>My homebrew originated with 1E and really gained a lot from the 2E priestly rules. It focuses mainly on "PC race" bad guys, with a streak of traditional horror critters (undead, lycanthropes, fiends, etc.) doing their things. Civilization is fairly well established in many places, but there are some major evil threats. Psionics are often the second or third generation result of contact with artifacts or magical experimentation (one evil empire was known for lots and lots of experiments on segments of its population and the area still has a very high wild talent rate, with psions being more common than wizards.</p><p></p><p>The standard PHB races exist, sans halflings. Tieflings are rare manifestations of fiendish ancestry and dragonborn are rarely seen and come from remote area. Goblinoids are split, with one group of hobgoblins having channeled their lawful tendencies to following a god generally associated with paladins, valor, and the sun.</p><p></p><p>The BECMI spheres (entropy, energy, matter, time, thought) exist, but are outside the knowledge of most folks. Gods are BECMI-style immortals, but hail almost exclusively from the early celestial races. This is all generally immaterial to most campaigns, but has been fleshed out in a couple of very high-level games, including one PC who ascended to godhood and one who discovered that elves are a celestial race that gave up immortality to live among and shepherd the mortal races, but have also been devolving for millenia (shorter and shorter lives, less magic, forgotten origins, etc.) until they aren't much different than the other PC races.</p><p></p><p>The biggest unique element is probably the importance of gems, cosmically speaking. Each type of gemstone has properties associated with it (see the 1E DMG for some examples). These have some impact on magic and magic items, but the major impact is in some mysterious artifacts that appear from time to time, usually resulting in great war. The artifacts run along the lines of weapons, staves, shields, etc., formed from solid gems. Each is associated with some deeper purpose, but not all are beneficial (yeah, surprising, I know). Occasionally, these show up one or two at a time, but generally there are dozens in play. There have been three great cataclysms directly related to the appearance of the gemstone weapons, and a handful of lesser "falls" (like the fall of Rome) that have set back civilization to darker ages, only to grow strong again.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6575494, member: 5100"] My homebrew originated with 1E and really gained a lot from the 2E priestly rules. It focuses mainly on "PC race" bad guys, with a streak of traditional horror critters (undead, lycanthropes, fiends, etc.) doing their things. Civilization is fairly well established in many places, but there are some major evil threats. Psionics are often the second or third generation result of contact with artifacts or magical experimentation (one evil empire was known for lots and lots of experiments on segments of its population and the area still has a very high wild talent rate, with psions being more common than wizards. The standard PHB races exist, sans halflings. Tieflings are rare manifestations of fiendish ancestry and dragonborn are rarely seen and come from remote area. Goblinoids are split, with one group of hobgoblins having channeled their lawful tendencies to following a god generally associated with paladins, valor, and the sun. The BECMI spheres (entropy, energy, matter, time, thought) exist, but are outside the knowledge of most folks. Gods are BECMI-style immortals, but hail almost exclusively from the early celestial races. This is all generally immaterial to most campaigns, but has been fleshed out in a couple of very high-level games, including one PC who ascended to godhood and one who discovered that elves are a celestial race that gave up immortality to live among and shepherd the mortal races, but have also been devolving for millenia (shorter and shorter lives, less magic, forgotten origins, etc.) until they aren't much different than the other PC races. The biggest unique element is probably the importance of gems, cosmically speaking. Each type of gemstone has properties associated with it (see the 1E DMG for some examples). These have some impact on magic and magic items, but the major impact is in some mysterious artifacts that appear from time to time, usually resulting in great war. The artifacts run along the lines of weapons, staves, shields, etc., formed from solid gems. Each is associated with some deeper purpose, but not all are beneficial (yeah, surprising, I know). Occasionally, these show up one or two at a time, but generally there are dozens in play. There have been three great cataclysms directly related to the appearance of the gemstone weapons, and a handful of lesser "falls" (like the fall of Rome) that have set back civilization to darker ages, only to grow strong again. [/QUOTE]
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