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What flavor do you use to make your gameworld unique?
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<blockquote data-quote="TheAuldGrump" data-source="post: 2809915" data-attributes="member: 6957"><p>Early to mid 1600s technology and tactics. (I am fond of black powder weapons...)</p><p></p><p>A crumbling monotheistic religion. (Domains are granted by specific saints for most of the offshoots of this religion.) Religious war spreads as the schisms multiply.</p><p></p><p>Magic is a force that was kept out by the power of faith, as that faith crumbles magic is returning, as are the monsters. (The PCs get to witness the first dragon spawning in 1000 years... while fishing... and dragons are amphibious in this setting... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" />) Sorcerous bloodlines have reappeared. The number of spells that a Wizard can cast increased greatly. (Think the change between 2nd and 3rd edition D&D.)</p><p></p><p>The islands of the high elfs returns. </p><p></p><p>An age of exploration and exploitation is in full swing, with the discovery of several new continents about 150 years ago.</p><p></p><p>The dark elfs control most of the Central and South American analogs.</p><p></p><p>Orcs are the aboriginal natives of the North American analog. The Humans, dwarfs, and ogres are invading them and stealing their lands.</p><p></p><p>Gnomes & dwarfs are a single species with different cultures.</p><p></p><p>Halflings likewise have two cultures, one settled, the other nomadic.</p><p></p><p>Ogres are not evil, and not quite as stupid as their D&D counterparts, just very ssllooww of thought. Get along best with the dwarfs. Good at chess, astronomy, and other tasks where deep thinking is required as opposed to quick thinking. (Negative Int modifier, but the ability to 'take 30' on Int based tests. The Copernicus analog was an ogre.)</p><p></p><p>Dwarfs in this world are genetically speaking giants... just very <em>short</em> giants!</p><p></p><p>A greater power is deliberately fomenting the schisms and religious war - weakening the faith in order to bring about the End of Days and the Final War.</p><p></p><p>Magic is illegal in much of the Old World - one of the points of schism was that the parent faith started granting 'Licenses' to wizards - allowing them to practice their abilities. These licenses are ruinously expensive to purchase, and may only be granted by very high ranking members of the church.</p><p></p><p>The most common form of spellcaster is the Hedge Wizard from Mongoose Publishing's Powerclass series. Most priests are Experts.</p><p></p><p>The Auld Grump</p></blockquote><p></p>
[QUOTE="TheAuldGrump, post: 2809915, member: 6957"] Early to mid 1600s technology and tactics. (I am fond of black powder weapons...) A crumbling monotheistic religion. (Domains are granted by specific saints for most of the offshoots of this religion.) Religious war spreads as the schisms multiply. Magic is a force that was kept out by the power of faith, as that faith crumbles magic is returning, as are the monsters. (The PCs get to witness the first dragon spawning in 1000 years... while fishing... and dragons are amphibious in this setting... :p) Sorcerous bloodlines have reappeared. The number of spells that a Wizard can cast increased greatly. (Think the change between 2nd and 3rd edition D&D.) The islands of the high elfs returns. An age of exploration and exploitation is in full swing, with the discovery of several new continents about 150 years ago. The dark elfs control most of the Central and South American analogs. Orcs are the aboriginal natives of the North American analog. The Humans, dwarfs, and ogres are invading them and stealing their lands. Gnomes & dwarfs are a single species with different cultures. Halflings likewise have two cultures, one settled, the other nomadic. Ogres are not evil, and not quite as stupid as their D&D counterparts, just very ssllooww of thought. Get along best with the dwarfs. Good at chess, astronomy, and other tasks where deep thinking is required as opposed to quick thinking. (Negative Int modifier, but the ability to 'take 30' on Int based tests. The Copernicus analog was an ogre.) Dwarfs in this world are genetically speaking giants... just very [i]short[/i] giants! A greater power is deliberately fomenting the schisms and religious war - weakening the faith in order to bring about the End of Days and the Final War. Magic is illegal in much of the Old World - one of the points of schism was that the parent faith started granting 'Licenses' to wizards - allowing them to practice their abilities. These licenses are ruinously expensive to purchase, and may only be granted by very high ranking members of the church. The most common form of spellcaster is the Hedge Wizard from Mongoose Publishing's Powerclass series. Most priests are Experts. The Auld Grump [/QUOTE]
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What flavor do you use to make your gameworld unique?
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