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Torturing my brain with a homebrew: help needed, new questions!
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<blockquote data-quote="Turanil" data-source="post: 2521690" data-attributes="member: 9646"><p>I am on my own quest for the holy-grail: designing the perfect campaign setting... probably an endless quest <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /> , but one of utmost worthiness! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>So, this threads follows in the tracks of "<a href="http://www.enworld.org/showthread.php?t=145222&page=1" target="_blank">Is it possible to have an exciting and long-lasting campaign in a historical setting?</a>", and others before that. Hence, I have more questions for your brilliant minds! </p><p></p><p>So, to begin with, if I don't do a pseudo-historical setting on an alternate Earth, what if I add historical elements into a fantasy setting?? I mean, real-life elements added into a fantasy place. After all, knights, full-plate armors, kings, ogres, etc. come from our hitory and legends; so what if I put in a fantasy setting Charlemagne, the Chrisitan faith, etc., along D&D staples?</p><p></p><p>Here is my homebrew setting right now:</p><p></p><p>-----------------------------------------------------------------------------------------</p><p></p><p>-- <strong>Style:</strong> Medieval Dark-Ages with sword and sorcery, plus vaguely Cthuluesque / Moorcockian stuff thrown in.</p><p></p><p>-- <strong>Races:</strong> I ditch all the D&D races. There are humans; Nakhmir'ites, a race of degenerated humanoids practicing sorcery, who resemble stunted humans and live in underground cities; Sidhe, who resemble Melniboneans but truly are human with yuan-ti ancestry; and Thungols, a race of savage humans raiders with beast traits (look more like half-orcs; druids and lycanthropes can only be of that race; while gnolls are in fact a degenerated strain of thungols). </p><p></p><p>-- <strong>Religions:</strong> The True Faith (clerics) is monotheistic and almost Christian, and uses the Christ as its main figure. Paladins are always individual warriors who devote themselves to the defense of the True Faith (although there aren't Church Knights or Templars per se). Barbarians have beast cults (druids), and evil individuals serve some demons in exchange of magical powers (it could be unfaithful clerics who secretely turn to the "devil's worship" to regain the magic they lost for being unfaithful). </p><p></p><p>-- <strong>Geography:</strong> Vaguely ressembles western Europe in 500 AD. The empire of [xxxx] is decadent, and thus has fallen to the rampaging hordes of barbarians (the thungols) from northern wastes and eastern steppes. Only remain a few roman-like city-states, plus a small kingdom resisting against the invaders, and that is heavily based on Charlemagne's empire and Camelot.</p><p></p><p>-- <strong>Greatest Foes:</strong> Two ancient races whose empires' ruins mostly lie far away, are trying to come back. They are vaguely Cthuluesque (based off mind flayers for one, and yuan-ti dfor the other), and are responsible for the chaos in human lands. Also, demons and the like are just the most powerful of these races, who elevated to an almost divine status after millenaries of acquiring magical power. These races fell from incessant wars and infighting, and now renew their wars through human puppets on a distant land.</p><p></p><p>-- <strong>Adventures:</strong> Begin in a simply wartorn land during the invasions, up to dealing with the two ancient races. Typical PCs are christian clerics, knights, roman legionaries raising their batallions of mercenaries, Nakhmir'ite sorcerers, etc.</p><p></p><p>-----------------------------------------------------------------------------------------</p><p></p><p>What do you think about it. Should I do it more fantasy, or more pseudo-Europe?</p></blockquote><p></p>
[QUOTE="Turanil, post: 2521690, member: 9646"] I am on my own quest for the holy-grail: designing the perfect campaign setting... probably an endless quest :( , but one of utmost worthiness! :D So, this threads follows in the tracks of "[URL=http://www.enworld.org/showthread.php?t=145222&page=1]Is it possible to have an exciting and long-lasting campaign in a historical setting?[/URL]", and others before that. Hence, I have more questions for your brilliant minds! So, to begin with, if I don't do a pseudo-historical setting on an alternate Earth, what if I add historical elements into a fantasy setting?? I mean, real-life elements added into a fantasy place. After all, knights, full-plate armors, kings, ogres, etc. come from our hitory and legends; so what if I put in a fantasy setting Charlemagne, the Chrisitan faith, etc., along D&D staples? Here is my homebrew setting right now: ----------------------------------------------------------------------------------------- -- [B]Style:[/B] Medieval Dark-Ages with sword and sorcery, plus vaguely Cthuluesque / Moorcockian stuff thrown in. -- [B]Races:[/B] I ditch all the D&D races. There are humans; Nakhmir'ites, a race of degenerated humanoids practicing sorcery, who resemble stunted humans and live in underground cities; Sidhe, who resemble Melniboneans but truly are human with yuan-ti ancestry; and Thungols, a race of savage humans raiders with beast traits (look more like half-orcs; druids and lycanthropes can only be of that race; while gnolls are in fact a degenerated strain of thungols). -- [B]Religions:[/B] The True Faith (clerics) is monotheistic and almost Christian, and uses the Christ as its main figure. Paladins are always individual warriors who devote themselves to the defense of the True Faith (although there aren't Church Knights or Templars per se). Barbarians have beast cults (druids), and evil individuals serve some demons in exchange of magical powers (it could be unfaithful clerics who secretely turn to the "devil's worship" to regain the magic they lost for being unfaithful). -- [B]Geography:[/B] Vaguely ressembles western Europe in 500 AD. The empire of [xxxx] is decadent, and thus has fallen to the rampaging hordes of barbarians (the thungols) from northern wastes and eastern steppes. Only remain a few roman-like city-states, plus a small kingdom resisting against the invaders, and that is heavily based on Charlemagne's empire and Camelot. -- [B]Greatest Foes:[/B] Two ancient races whose empires' ruins mostly lie far away, are trying to come back. They are vaguely Cthuluesque (based off mind flayers for one, and yuan-ti dfor the other), and are responsible for the chaos in human lands. Also, demons and the like are just the most powerful of these races, who elevated to an almost divine status after millenaries of acquiring magical power. These races fell from incessant wars and infighting, and now renew their wars through human puppets on a distant land. -- [B]Adventures:[/B] Begin in a simply wartorn land during the invasions, up to dealing with the two ancient races. Typical PCs are christian clerics, knights, roman legionaries raising their batallions of mercenaries, Nakhmir'ite sorcerers, etc. ----------------------------------------------------------------------------------------- What do you think about it. Should I do it more fantasy, or more pseudo-Europe? [/QUOTE]
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