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<blockquote data-quote="Henry" data-source="post: 19546" data-attributes="member: 158"><p>In my home-brew campaign:</p><p></p><p>Elves only live for 750 years - still a long lifespan, but not the 1200+ eternity they have in other campaigns - they also do not care much for conquest or acquisition as a result, and the elves that do (such as the PC's) are considered clinically insane - just not a danger to others unless they prove to be so. There is no elf alive that actually remembers the coming of Arcane magic into the world.</p><p></p><p>There are half-goblin, half-troll, and half-ogre character races - and in keeping with the Dragonlance tradition, NO ORCS.</p><p></p><p>Halflings live at most 35 to 45 years of age (due to their small size and faster metabolism), and so are the most frenetic of the races - but they aren't cohesive enough to be an independent nation or fighting force,and have very few extended family values. Who has time for extended families when you've GOT to perpetuate the species?</p><p></p><p>Wizards need no deities to give them spells, and there is technically no god of "magic" or "the weave" - only a god of Knowledge, including magical research. No deities control Arcane Magic, because it is outside their purview.</p><p></p><p>The cosmology is Greek in backstory and flavor, but with more Norse characteristics among the deities themselves. And despite the gods' insistence that they are the creators, there are other powers greater than themselves that currently do not interact with the world - but should they begin to do so again, they may not be able to put the cork back in the bottle.</p><p></p><p>Finally, there are no more than 10 beings in the entire world currently alive that are above 20th level - and not all of them are good.</p><p></p><p>All these changes are certainly nothing original, but together they make for an interesting campaign setting where the PC's have the power to shape the world they live in.</p></blockquote><p></p>
[QUOTE="Henry, post: 19546, member: 158"] In my home-brew campaign: Elves only live for 750 years - still a long lifespan, but not the 1200+ eternity they have in other campaigns - they also do not care much for conquest or acquisition as a result, and the elves that do (such as the PC's) are considered clinically insane - just not a danger to others unless they prove to be so. There is no elf alive that actually remembers the coming of Arcane magic into the world. There are half-goblin, half-troll, and half-ogre character races - and in keeping with the Dragonlance tradition, NO ORCS. Halflings live at most 35 to 45 years of age (due to their small size and faster metabolism), and so are the most frenetic of the races - but they aren't cohesive enough to be an independent nation or fighting force,and have very few extended family values. Who has time for extended families when you've GOT to perpetuate the species? Wizards need no deities to give them spells, and there is technically no god of "magic" or "the weave" - only a god of Knowledge, including magical research. No deities control Arcane Magic, because it is outside their purview. The cosmology is Greek in backstory and flavor, but with more Norse characteristics among the deities themselves. And despite the gods' insistence that they are the creators, there are other powers greater than themselves that currently do not interact with the world - but should they begin to do so again, they may not be able to put the cork back in the bottle. Finally, there are no more than 10 beings in the entire world currently alive that are above 20th level - and not all of them are good. All these changes are certainly nothing original, but together they make for an interesting campaign setting where the PC's have the power to shape the world they live in. [/QUOTE]
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