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*Pathfinder & Starfinder
What are the archetypal, iconic qualities of a D&D fantasy setting that you love?
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<blockquote data-quote="Mercurius" data-source="post: 6065379" data-attributes="member: 59082"><p>[MENTION=6682161]Will Doyle[/MENTION], I like your archetypal lands - you really captured the classic tropes quite well. </p><p></p><p>I personally don't like tweaking races in the ways you suggest - I like giving them unique qualities, but am not as much into complete reversals that redefine them in a way that makes them almost unrecognizable from the archetype. For instance, nomadic horse-riding dwarves....why not just a short race of humans that ride horses? I'd rather not "ruin" dwarves in that way. On the other hand, I have no problem with, for instance, making dwarves completely sterile through some curse of a few hundred years ago; this is a deadly secret they keep to themselves, for the flip side of it is that they have managed to keep themselves alive through turning themselves undead....this makes that "dying dwarven empire" trope even more extreme!</p><p></p><p>I also really like your ideas for religion and science. In the last setting I created the gods were actually the surviving sorcerer kings from a magical apocalypse in which they killed (most of) the old gods. I've also always been intrigued by the idea of some kind of alternate form of "technology" as part of a fantasy setting, although there is danger there of becoming too exotic and veering too far away from classic fantasy.</p><p></p><p>A thought that came to mind while reading your ideas for "epic weirdness" is that a way that I could incorporate multiple "epically weird" locales is to have a "meta-epic-weirdness" in the form of some kind of "magic sea" boiling at the edges of the known world...the further you go from the heart of civilization, the strong the effects and the more "epically weird" things get. Perhaps ancient sorcerers had created a boundary to keep the epic weirdness out of the known world through some kind of wards or wall, but it, of course, leaks in...which is where many monsters and other mutations come from. Imagine a series of massive towers on the edges of civilization that keep the worst of the magic out. A whole campaign could be designed around these towers failing. I would envision three somewhat concentric tiers of regions - the "Inner Lands" of civilization that are magic-stable, the "Outlands" of wilderness that, and the "Eldritch Lands" beyond the Ward Towers. Most adventures only go into the Outlands, but some actually go beyond into the Eldritch region (need a new name).</p><p></p><p>The Eldrich lands could be akin to another plane so that there would be roaming creatures from other worlds. Perhaps there is some kind of native race that lives there, sort of akin to the githyanki. This also gives me a variant on the planes; this could even replace the Astral Sea and make it possible to travel to other planes by foot or sea. Perhaps in the Eldritch lands there are myriad gates to other worlds....</p><p></p><p>Just riffing off some of your ideas! That's why I started the thread, after all.</p></blockquote><p></p>
[QUOTE="Mercurius, post: 6065379, member: 59082"] [MENTION=6682161]Will Doyle[/MENTION], I like your archetypal lands - you really captured the classic tropes quite well. I personally don't like tweaking races in the ways you suggest - I like giving them unique qualities, but am not as much into complete reversals that redefine them in a way that makes them almost unrecognizable from the archetype. For instance, nomadic horse-riding dwarves....why not just a short race of humans that ride horses? I'd rather not "ruin" dwarves in that way. On the other hand, I have no problem with, for instance, making dwarves completely sterile through some curse of a few hundred years ago; this is a deadly secret they keep to themselves, for the flip side of it is that they have managed to keep themselves alive through turning themselves undead....this makes that "dying dwarven empire" trope even more extreme! I also really like your ideas for religion and science. In the last setting I created the gods were actually the surviving sorcerer kings from a magical apocalypse in which they killed (most of) the old gods. I've also always been intrigued by the idea of some kind of alternate form of "technology" as part of a fantasy setting, although there is danger there of becoming too exotic and veering too far away from classic fantasy. A thought that came to mind while reading your ideas for "epic weirdness" is that a way that I could incorporate multiple "epically weird" locales is to have a "meta-epic-weirdness" in the form of some kind of "magic sea" boiling at the edges of the known world...the further you go from the heart of civilization, the strong the effects and the more "epically weird" things get. Perhaps ancient sorcerers had created a boundary to keep the epic weirdness out of the known world through some kind of wards or wall, but it, of course, leaks in...which is where many monsters and other mutations come from. Imagine a series of massive towers on the edges of civilization that keep the worst of the magic out. A whole campaign could be designed around these towers failing. I would envision three somewhat concentric tiers of regions - the "Inner Lands" of civilization that are magic-stable, the "Outlands" of wilderness that, and the "Eldritch Lands" beyond the Ward Towers. Most adventures only go into the Outlands, but some actually go beyond into the Eldritch region (need a new name). The Eldrich lands could be akin to another plane so that there would be roaming creatures from other worlds. Perhaps there is some kind of native race that lives there, sort of akin to the githyanki. This also gives me a variant on the planes; this could even replace the Astral Sea and make it possible to travel to other planes by foot or sea. Perhaps in the Eldritch lands there are myriad gates to other worlds.... Just riffing off some of your ideas! That's why I started the thread, after all. [/QUOTE]
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What are the archetypal, iconic qualities of a D&D fantasy setting that you love?
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