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Tell me about your Homebrew 5E campaign setting
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<blockquote data-quote="Grainger" data-source="post: 6576020" data-attributes="member: 6779234"><p>My 5e campaign is, which has as its point-of-departure an Anglo-Norman style setting. It has a broadly 11th-century technology and social structure. The kingdom is populated by Humans, Halflings and Dwarves ruled over by an Elven elite, who invaded 80 years ago and introduced the Feudal system to the land. I originally thought this would be a good way to teach a bit of history to my daughter (pointing out where things diverged of course, but showing peasant life under the Feudal System).</p><p></p><p>However, as I developed the setting, it soon became clear that things would have to pan out very differently from "real" history. You've got rulers and aristocrats who will live hundreds of years - you're not going to have much change in this setting, unless it's forced on the setting, and the same individuals (barring accidents or murder) will still be in charge. You also have Halflings and (especially) Dwarves who fought for the previous (Human) King who remember the times before the invasion, and the scourging of the rebellious Dwarven cities afterwards. As such, there's a built-in longer-term resistance to the "Normans" that you didn't get in real life. Throw in fantasy elements (the Elves used magic to defeat the Human/Dwarven army, which the survivors see as "cheating") and you have an interesting twist on things, in my opinion.</p><p></p><p>I've also thrown a coming undead apocalypse (I hadn't seen Game of Thrones when I came up with the setting, I swear), and add in the usual crazy idiot NPCs I tend to come up with, and I think it's a setting with great potential for drama, high adventure, intrigue and humour.</p><p></p><p>As I said upthread, I don't think it has anything in it that was driven by running it in 5e, or indeed D&D. However, I do think that 5e made it very easy to come up with this world; it has the right combination of ease of play but richness of options.</p></blockquote><p></p>
[QUOTE="Grainger, post: 6576020, member: 6779234"] My 5e campaign is, which has as its point-of-departure an Anglo-Norman style setting. It has a broadly 11th-century technology and social structure. The kingdom is populated by Humans, Halflings and Dwarves ruled over by an Elven elite, who invaded 80 years ago and introduced the Feudal system to the land. I originally thought this would be a good way to teach a bit of history to my daughter (pointing out where things diverged of course, but showing peasant life under the Feudal System). However, as I developed the setting, it soon became clear that things would have to pan out very differently from "real" history. You've got rulers and aristocrats who will live hundreds of years - you're not going to have much change in this setting, unless it's forced on the setting, and the same individuals (barring accidents or murder) will still be in charge. You also have Halflings and (especially) Dwarves who fought for the previous (Human) King who remember the times before the invasion, and the scourging of the rebellious Dwarven cities afterwards. As such, there's a built-in longer-term resistance to the "Normans" that you didn't get in real life. Throw in fantasy elements (the Elves used magic to defeat the Human/Dwarven army, which the survivors see as "cheating") and you have an interesting twist on things, in my opinion. I've also thrown a coming undead apocalypse (I hadn't seen Game of Thrones when I came up with the setting, I swear), and add in the usual crazy idiot NPCs I tend to come up with, and I think it's a setting with great potential for drama, high adventure, intrigue and humour. As I said upthread, I don't think it has anything in it that was driven by running it in 5e, or indeed D&D. However, I do think that 5e made it very easy to come up with this world; it has the right combination of ease of play but richness of options. [/QUOTE]
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