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<blockquote data-quote="doctorbadwolf" data-source="post: 8292289" data-attributes="member: 6704184"><p>I'll think about the topic at work today, and throw some ideas out soon with specific threads and tag you. This thread makes a good general discussion thread for the topic.</p><p></p><p>Fair enough. I think my setting fits that. It's Hidden World style, except for the future era, and assumes that any sentient, from humans to trolls (more norse/germanic myth, not dnd style) to Fir Bolg, to Gnomes, to Humans, can be Good, Evil, or indifferent. Shifters (werewolves and such) are generally good, as their origin is that they were created by trickster gods and psychopomps to stand guard between the mortal races and the monsters of the darkness between worlds, but when they go truly bad, they are some of the most terrifying monsters alive.</p><p></p><p> There are three Eras that are fairly fleshed out. </p><ul> <li data-xf-list-type="ul"><strong>Turn of The 20th Century</strong> (1890's to 1930's) - Magic is waning as the first true signs of a globally connect world arrive in the form of increased intercontinental travel, radio, telegraph and telephone, and even flight! The world is changing, dramatically and rapidly, and most folks don't even know the half of it. The secretive Thule Society is collecting relics of power, the Night Battles have grown fiercer with each passing year, and old evils are finding the seals that bind them weakening. The shadows grow longer as a great winter approaches, and the drums of war begin to beat. <ul> <li data-xf-list-type="ul">There are reports amongst the Wise that gods are going silent, the Hidden Folk are retreating to their strongholds and hollows, and that magic itself is getting harder to access.</li> <li data-xf-list-type="ul">Toward the end of the Era, in 1936, a red comet streaks across the sky, visible from Iceland to Gibraltar. The world will never be the same. </li> <li data-xf-list-type="ul">A council of The Wise is called by Americans concerned about an element of dark powers hiding amongst the governements of Europe and America, and the Order of Rangers is founded. Volunteers who work in secret to protect the various folk of the world from threats supernatural and mundane. Each Ranger protects an area that they're familiar with, and answers to a Ranger Captain, and in some regions further hierarchy beyond that.</li> <li data-xf-list-type="ul">Ancient orders like the Knights of The Red Dragon in Wales, whose dedication to the Red Dragon of Wales and their specialised training allows them to absorb and negate magic, the all-female alchemist-warrior Order of Saint Mary based in Italy, and the renowned hunters of predatory monsters like vampires, the Order of the Silver Sword in Spain, and others across 6 continents, join into alliances with regional orders of Rangers, sharing a common goal.</li> <li data-xf-list-type="ul">The Thule Society, and then their Nazi successors, become obsessed with finding the hidden "Ninth World" of Chevar, a land rumoured to overflow with magical resources, rare materials, and crossroads to other worlds than this one. They cannot be allowed to gain a foothold in the Ninth World, because every wild claim about what it holds are understatements.</li> <li data-xf-list-type="ul">Gameplay can vary from Indiana Jones racing Nazis to secure artifacts of power, to stories in the fading twilight of the Old West, keeping folk safe from monsters both supernatural and entirely human, or even explorers searching for lost worlds.</li> </ul></li> <li data-xf-list-type="ul"><strong>The Turn of The 21st Century (1990s - 2030's) - </strong>Magic is waxing again, but the Rangers have waned in it's absence. As monsters and magic return to the world, small orders of "Slayers" crop up, usually in rural areas. While some seem well intentioned, others view all non-humans as dangerous freaks to be driven out or put down. The Rangers begin recruiting in earnest again, determined to stop Slayers from becoming a greater threat. Most of the Hidden Folk join the Rangers and their allies than ever before, and the work takes on a much greater challenge in terms of keeping the hidden world hidden in an age of increasing surveilance and public media. Meanwhile, whispers of war across the Nine Worlds are spreading. Seals weakened a century ago have broken, and creatures not seen on Earth in thousands of years are being sighted across the globe. A war is coming, and it's front line is the world of Chevar, where all worlds meet. <ul> <li data-xf-list-type="ul">Different factions want to either send the Hidden Folk back into hiding or to have them come out of hiding sooner rather than later. Which side will you support?</li> <li data-xf-list-type="ul">Play a supernatural ancestry in a modern world.</li> <li data-xf-list-type="ul">The Rangers are spread thin, and are recruiting anyone whose response to learning of the Hidden World is to try to protect people at the border of our world and theirs. Seek out unknown worlds, warn them of the coming war, and gather allies.</li> </ul></li> <li data-xf-list-type="ul"><strong>The Sky Full of Stars (2190s - 2230's) - </strong>The mortal races have expanded beyond Earth into the stars of Midgard, developing engines that manipulate Crossroads between worlds to bend space and shorten the distance between stars. Brave pioneers chart new routes through space, facing terrible danger with each venture in order to send back charts that can then be used to create stable Crossroads between two points in space, dropping millennia of travel into months of time. Space station cities orbit once-dead planets as starships bring mortals of every lineage and immortals like the Vaettr to help teraform planets to support mortal life. <ul> <li data-xf-list-type="ul">Encounter strange new life on strange new worlds, or play one of several alien people, some of whom are just as strongly tied to Otherworld and others of the Nine as humans are.</li> <li data-xf-list-type="ul">Dig into the mystery of why these aliens are so similar to the people of Earth, and why every language we encounter amongst the stars seem to have some sort of common root.</li> <li data-xf-list-type="ul">Seek out the lost world of Chevar, which has not been visited or heard from since the mid 2100's, or begin your adventure there and find a way to visit other worlds from a world with advanced magic but no advanced technology, littered with ruins from an epic conflict that few remember the details of, as it was fought between peoples of many different worlds, even the legendary world of Earth from whence your people come, nearly a thousand years ago! (time is weird babeeee)</li> <li data-xf-list-type="ul">Investigate why the Night Battles went quiet for so long, and why they have now become nearly insurmountable, and what is consuming our furthest flung colonies!</li> </ul></li> </ul><p>I'll write more about it later! For now, I gotta go to work!</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 8292289, member: 6704184"] I'll think about the topic at work today, and throw some ideas out soon with specific threads and tag you. This thread makes a good general discussion thread for the topic. Fair enough. I think my setting fits that. It's Hidden World style, except for the future era, and assumes that any sentient, from humans to trolls (more norse/germanic myth, not dnd style) to Fir Bolg, to Gnomes, to Humans, can be Good, Evil, or indifferent. Shifters (werewolves and such) are generally good, as their origin is that they were created by trickster gods and psychopomps to stand guard between the mortal races and the monsters of the darkness between worlds, but when they go truly bad, they are some of the most terrifying monsters alive. There are three Eras that are fairly fleshed out. [LIST] [*][B]Turn of The 20th Century[/B] (1890's to 1930's) - Magic is waning as the first true signs of a globally connect world arrive in the form of increased intercontinental travel, radio, telegraph and telephone, and even flight! The world is changing, dramatically and rapidly, and most folks don't even know the half of it. The secretive Thule Society is collecting relics of power, the Night Battles have grown fiercer with each passing year, and old evils are finding the seals that bind them weakening. The shadows grow longer as a great winter approaches, and the drums of war begin to beat. [LIST] [*]There are reports amongst the Wise that gods are going silent, the Hidden Folk are retreating to their strongholds and hollows, and that magic itself is getting harder to access. [*]Toward the end of the Era, in 1936, a red comet streaks across the sky, visible from Iceland to Gibraltar. The world will never be the same. [*]A council of The Wise is called by Americans concerned about an element of dark powers hiding amongst the governements of Europe and America, and the Order of Rangers is founded. Volunteers who work in secret to protect the various folk of the world from threats supernatural and mundane. Each Ranger protects an area that they're familiar with, and answers to a Ranger Captain, and in some regions further hierarchy beyond that. [*]Ancient orders like the Knights of The Red Dragon in Wales, whose dedication to the Red Dragon of Wales and their specialised training allows them to absorb and negate magic, the all-female alchemist-warrior Order of Saint Mary based in Italy, and the renowned hunters of predatory monsters like vampires, the Order of the Silver Sword in Spain, and others across 6 continents, join into alliances with regional orders of Rangers, sharing a common goal. [*]The Thule Society, and then their Nazi successors, become obsessed with finding the hidden "Ninth World" of Chevar, a land rumoured to overflow with magical resources, rare materials, and crossroads to other worlds than this one. They cannot be allowed to gain a foothold in the Ninth World, because every wild claim about what it holds are understatements. [*]Gameplay can vary from Indiana Jones racing Nazis to secure artifacts of power, to stories in the fading twilight of the Old West, keeping folk safe from monsters both supernatural and entirely human, or even explorers searching for lost worlds. [/LIST] [*][B]The Turn of The 21st Century (1990s - 2030's) - [/B]Magic is waxing again, but the Rangers have waned in it's absence. As monsters and magic return to the world, small orders of "Slayers" crop up, usually in rural areas. While some seem well intentioned, others view all non-humans as dangerous freaks to be driven out or put down. The Rangers begin recruiting in earnest again, determined to stop Slayers from becoming a greater threat. Most of the Hidden Folk join the Rangers and their allies than ever before, and the work takes on a much greater challenge in terms of keeping the hidden world hidden in an age of increasing surveilance and public media. Meanwhile, whispers of war across the Nine Worlds are spreading. Seals weakened a century ago have broken, and creatures not seen on Earth in thousands of years are being sighted across the globe. A war is coming, and it's front line is the world of Chevar, where all worlds meet. [LIST] [*]Different factions want to either send the Hidden Folk back into hiding or to have them come out of hiding sooner rather than later. Which side will you support? [*]Play a supernatural ancestry in a modern world. [*]The Rangers are spread thin, and are recruiting anyone whose response to learning of the Hidden World is to try to protect people at the border of our world and theirs. Seek out unknown worlds, warn them of the coming war, and gather allies. [/LIST] [*][B]The Sky Full of Stars (2190s - 2230's) - [/B]The mortal races have expanded beyond Earth into the stars of Midgard, developing engines that manipulate Crossroads between worlds to bend space and shorten the distance between stars. Brave pioneers chart new routes through space, facing terrible danger with each venture in order to send back charts that can then be used to create stable Crossroads between two points in space, dropping millennia of travel into months of time. Space station cities orbit once-dead planets as starships bring mortals of every lineage and immortals like the Vaettr to help teraform planets to support mortal life. [LIST] [*]Encounter strange new life on strange new worlds, or play one of several alien people, some of whom are just as strongly tied to Otherworld and others of the Nine as humans are. [*]Dig into the mystery of why these aliens are so similar to the people of Earth, and why every language we encounter amongst the stars seem to have some sort of common root. [*]Seek out the lost world of Chevar, which has not been visited or heard from since the mid 2100's, or begin your adventure there and find a way to visit other worlds from a world with advanced magic but no advanced technology, littered with ruins from an epic conflict that few remember the details of, as it was fought between peoples of many different worlds, even the legendary world of Earth from whence your people come, nearly a thousand years ago! (time is weird babeeee) [*]Investigate why the Night Battles went quiet for so long, and why they have now become nearly insurmountable, and what is consuming our furthest flung colonies! [/LIST] [/LIST] I'll write more about it later! For now, I gotta go to work! [/QUOTE]
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