hellbender said:Magocracy is the general rule for most parts of the world. However, there are several levels of "secret masters", who weave their plots. Bands of rakshasas, ogre magi death cultists, wandering troupes of shadowdancers, etc. The average commoner is pretty much living in servitude to one magic user or another.
Jackelope King said:My setting is an all-psionic world which has just gone through a failed/stalled Age of Exploration. A world-wide cataclysm destroyed almost the entire planet, save one small continent (where the game takes place). The two colonizing powers (a European-esque empire and an oriental-esque empire) are coming to grips with their loss of political and military power over the natives (an east-coast American-Indian group, a hulking Inuit/north-central American-Indian group, and a Meso-American Indian group). At the same time, spirits from the Aether are coming over to the world of mortals in droves, creating a conflict between traditional psionic power and ancient, forbidden spirit magic.
The spirit world provides plenty of opportunities for psychological horror, with betentacled Lovecraftian monsters and unreal landscapes. Psionics also plays up psychological horror, especially when you betray Cartesean logic ("I think, therefore, I am") and you cannot even trust that your thoughts are your own.
The key non-core books for my game have been Lords of Madness, Heroes of Horror, Expanded Psionics Handbook, and Magic of Incarnum. Tons of fun.
arscott said:I'm in the process of starting a swashbucking pirate campaign set on earth circa 1667 plus magic and monsters, and the uniqueness comes at least partially from trying to blend real-life history, traditional mythology and folklore, and D&D specific tropes.
or instance:
The European spellcasting tradition manifests itself in sorcerers, who derive their power from their connection to the drakes--intensely powerful draconic sea-monsters.
Given his name and his occupation, it seems reasonable for Sir Francis Drake to have been a Sorcerer as well as an explorer and privateer. And in the alternate history of my campaign, Drake had a son shortly before his death.
The Son, Christopher Drake, leveraged his father's fame and his own sorcerous ability into a political career. During the English civil war, he earned his place in history by rallying England's sorcerers to the monarchist cause. Now he's the Cheif sorcerer of Great Britian.
He's also the current head of the Order of Dueling Serpents. This sorcerous organization draws its name from a prophecy made my Merlin Ambrosius, and is said to date back to the time of king arthur. Having been lost to time and legend, it was revived by Charles II following his restoration, as a way of officially recognizing and honoring the nation's sorcerers, as well as a means of keeping tabs on them. Now, some dueling serpent initiates busy themselves uncovering hidden remnants from previous incarnations of the order, while others deal with the consequences of the modern organization--more intertwining of sorcery and politics than has ever been seen in england's recorded history.
[plug]The game's still looking for players. If you're interested, check out the link in my sig below.[/plug]

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.