D&D 5E What makes your homebrew setting special?

bedir than

Full Moon Storyteller
I've written a campaign one-sheet for those that drop in. The short version is here.

Campaign Premise

The World of the Everflow is an episodic campaign designed for drop-in play that will most often join a regular group, but that can also play independent sessions, while exploring a world where every thinking person has an animal companion that is both tool and beloved.

Background

Twenty-one years ago the land of Kin (the people of love) had no magic. Then the Awakening happened. Borders changed as Kingdoms applied these new powers. Quests to discover how it happened, why it happened and what could be done to stop it or further it started. Adventurers young and old left their homes hopeful that they could apply these new, small spells and make names for themselves.

Kin is different now. Still bonded with beasts the people meet strangers with suspicion of odd powers. No one knows what else to expect. What more will happen to the world? Are more legends real?

Races were originally limited to human, halfling and a variant goliath (I would use the actual one now if I was starting over). There is one goblin PC, and the three goblinoid races are sexually tri-morphic living in a society of gritty steampunk ruled by guild-families. The fey races are now open to play as they have been discovered. In this case fey races are elf, dwarf, gnome. Dragons are not playable, but are fully integrated into that fey/magic society.

Various PC endgames involve growth out of their backgrounds. The escaped slave will become the leader of a lost tribe that rides rocs. The cleric will lead his faith out of its dogmatic orthodox leadership into a more personal relationship with Quar, one that isn't supported by mercantilism. The barbarian/pit-fighter desires a pluralistic nation, so he's founding it, even if he isn't smart enough to run it (he's making his smarter party members do the mental work).

Only one animal companion has died. It came back as a skeleton, an offering from The Necromancer, but then the group killed the Necromancer, so that didn't work out. In Tier 1 play the companions were every where, but now the group attempts to hide them from danger.
 

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steeldragons

Steeliest of the dragons
Epic
Steeldragons' World of Orea: Regions & Nations, Non-Human.

Let's knock out the major non-human species' geography and realms of influence and then move on...

"PC Races" in Orea can be looked upon (and chosen) in a rather simple Common/Uncommon/Rare breakdown. A general rule of thumb/thought would be to consider them in terms that roughly align with:
"Basic/BECM D&D" [Common] to "full AD&Dish list" [Uncommon] to "AD&D + some [1e's] Unearthed Arcana + supplemental/third party work" [Rare].

Common . . . . . . . . . . . . . . . . . . . . . . .Uncommon . . . . . . . . . . . . .Rare
Human, Freelander [default] . . . . . . . . . .Human, Thel . . . . . . . . . . . Dwarf, Naradun [northern]
Human, Mostralian . . . . . . . . . . . . . . . . Human, R'Hathi . . . . . . . . . .Elf, Kantiiri
Human, Grinlian . . . . . . . . . . . . . . . . . . Human, Gorunduun . . . . . . . Elf, ShiCynallae
Human, Tankuun . . . . . . . . . . . . . . . . . Satyr . . . . . . . . . . . . . . . . Zepharim (Orean winged folk)
Elf, Miralostae[default] . . . . . . . . . . . . . Half-Elf . . . . . . . . . . . . . . Jerali (Orean feline-folk, Thundercatsian minus the tech)
Dwarf, Daegun [southern, default] . . . . .Centaur . . . . . . . . . . . . . . .[rare exception: Lizardman]
Daelvar . . . . . . . . . . . . . . . . . . . . . . . Gnome . . . . . . . . . . . . . . . [rare exception: Ossan, Orean self-controlled werebear shapeshifters]
.................................................................................................[rare exception: Elf, ShiStaliiri]

So, that in mind...

Miralosta/The Miralostae Elves: Literally, from the [Orean] elvish, "Those who Watch/Follow the Moon." Sometimes colloquially referred to as "the Watchers" or "Sentinel Elves" by humans. These most commonly encountered elvish people are the diaspora who left their homeland -defying their king- in the troubling times of the Scourge Wars to assist the fight against the forces of the Demon Godson, Aishapra. Like their ancient ancestors, the small nation of elves moved throughout the realms, trailing/leaving small communities in a number of areas in its wake before finding and settling in the great northern wood which they dubbed with their ruling/leader's house name, the Miralosta. The centuries have seen them become much more..."human." They are still elves, of course. Concerned with the preservation of nature, the arts, magic, excellence and precision in all they do, including training with arms and battle (they were, of course, a nation born in and grown out of War). But they also share a curiousity for exploration, outgoing/interested in the world around them, and have largely eschewed the strict house-caste system of their ShiStaliiri culture/roots, making them more relatable than either their haughty and superior ShiStaliiri kin or reclusive less-civilized cousins, the Kantiiri. The realm of Miralostae sits north of the Orean Plains, south of Gorundu, sandwiched by Daenfrii to the east, and northern Resahd/southern-eastern D'Ensior on its west. In the three centuries since its claim/founding, the elves of this "center//home" for all Miralostae elves has seen the rise of its capital city/fortress of their ruling king and queen and three impressive fortified "cities" in the eastern, southern and western principalities of the realm each ruled by one of the senior/most powerful houses' patriarchs and/or matriarchs with the princely title of "Regent."

The Miralostae are probably most renowned for their battleskill and capacity to mix the use of magic -second nature to most of them- with their skilled use of weapons. The high-flying Syplari Kii ("Hawk Blades" or "Hawk Guard"), astride intelligent giant hawk mounts, and mysterious order of the Sorarynae ("Golden Stags," a very discerning order of paladins), along with roving bands of Syar's ranger-priests, keep the wooded realm more than secured from would-be invaders.

The Miralostae still have caste-houses in their society, one's "Eres'ka," based on one's function/role within the society as a whole, much as the ShiStaliiri. The original split of the high elvish peoples, called by elves "the Mournful Parting," was led by the House of the Moon and several other less royal houses allied with it. They are simply much more relaxed about the eres'ka into which one is born, not letting it define one or one's interactions with individuals of other houses. In their original homeland, the interactions between houses now contained within the Miralostae nation would have been unthinkable.

Since the Mournful Parting and the fledgling nation-army's movements through the realms in pursuit of the defeat of Aishapra, small enclaves or individual families of elves that would, now, be considered "Miralostae" since their separation and subsequent exile from ShiStaliir, can be found in most realms: Ef'thriel and Larassal in the Freelands, the O'Douhn Forest in Grinlia, all through R'Hath, any of the Ancient Order of Mistwood's sacred woods, and even a few -often quite small- communities, if not individuals, in Orea's larger metropolitan centers.

ShiStaliir/The ShiStaliiri ["Those of the Blood of the Stars," Orea's take on "grey" elves] have been touched upon elsewhere, and inhabit a huge swathe of forests in the continent's southwest. But they are really not for PC consumption and only peripherally touched upon, more as historic reference points than in-game interactions or plot devices. It should be noted, the Shistaliiri possess vast riches and a wealth of magic, including several sacred items/treasures of their ancient past which feed and fuel the magic and protection of their kind and their realm. As one of -they would say "the"- original elvish race, ShiStaliiri are immortal, but can be slain. The Miralostae, it should be noted, are NO LONGER immortal, since their exile from ShiStaliir, though they are in possession of one of the great elvish treasures, a crystal orb called the Eye of Arinane.

The Daegun Mountains/Daegun ["Southern"] Dwarves: the southern peaks and mountain valleys of the Daegun mountains, separately the Freelands from the Aeiri Kros and points west, fall under the sceptre of one of Orea's greatest dwarvish realm, led by their king, Ortho Goldshield III. The center of the Daegun kingdom is their fortified city and great hall of Dundiran. The dwarves of the Daegun came prospecting to these mountains from the north some millennia ago and for a time leading to and during the Godswar, the dwarves of Daegun were all but unknown to the humans of their neighboring states. In the chaos that ensued, however, with the presentation of the Gifts of Doron to the lords of elves, men, and dwarves, the Daegun reentered the world above and beyond their stony halls and became one of Orea's greatest forces of good. Their natural skill as warriors, senses of duty and honor, and the strength of their convictions to their deities of Law and Order saw the dwarves of Daegun in the heart of many great tales and songs of battles won and evils thwarted. Like the Miralostae, the Daegun differ from the forebears of their ancestral home of Naradun -said to be the birthplace of all dwarf kind by the elder god, Oor- in their tolerance and willingness to interact with non-dwarf peoples and even sometimes, find honor with and appreciation for them and their specific talents. Today, the dwarves of Daegun are to be found living, mostly, throughout the Freelands if not in their own ancestral clan homes within and upon the mountains. But dwarvish traders, merchants, skilled artisans, masons and miners can be found nearly anywhere throughout the realms in the pursuit of trade, work,... and of course payment.

The Naradun Mountains/Naradun ["Northern"] dwarves: Providing the northern barrier between Grinlia's Duchy of O'Douhn and "the Forbidden[or Forboding] North" sits one of the Orea's most ancient mountain range. It is a matter for the sages where it was once a part of the Worldcrest range or the Worldcrest a part of it, but it is stated as incontrovertible by any of the wise [and every dwarf!], that Naradun was the birthplace of the dwarvish people. Carved and sculpted from the roots of the mountain itself by the Elder God, Oor, "The Rocks of Oor," they were called. Oor used iron for their veins, granite for their sinew, adamantine for their will, platinum for their honor. Gold, silver, copper was woven into the most fine braided beards. These were the first dwarves, the Rocks of Oor, progenitors of the Naradun dwarves. They are haughty and superior though do engage in some trade with and mining for the crown of Grinlia, and maintain a traditionally dwarvish toughness, skill in battle, and particularly strong sense and adherence to "honor" (of one's self, one's clan, and by extension one's entire people). The Daegun view the Naradun as exhaustingly vain and vapid, overly concerned with etiquette and "rules," while the Naradun think of the Daegun as "bumpkins," rubes, and fickle oath-breakers. The lords of Naradun make their homes in palatial stone strongholds, endlessly burning forges, and vast feasting halls that make up the great dwarvish city of Boromdal. In truth, the glory and honor of the origins of the Naradun is much faded as the precious stones and metals have been all but exhausted from the ever-deepening mines. The battles and wars fought by their great-grandfathers against the endless waves of encroaching evils are all but gone. The giants and dragons, armies of ogres and goblins, once their formidable enemies, have been wiped out, even beyond their formal borders, for some centuries. So, the Naradun drink and feast, sing their songs and tell their tales of [former] greatness, craft their golden wares and conduct their trades. Rarely seeking or interested in what goes on beyond their mountain home. But always, ALWAYS, the Naradun see to the guarding and keeping of the Giras Thor -"greatest craft of dwarves"- and the sworn duty of the kings of Naradun. A great fortified gate and labyrinthine defenses of mammoth proportions devised by the ancients (dwarf and ShiStaliiri, though a Naradun will rarely mention the elves) to lock away the evil monsters and demons that infested the ancient world (as the elves tell it, the Giras Thor was created to banish and imprison the ShiDaeiri -elves of wickedness and darkness), should they ever again attempt to rise up from their shadowy chasm, seeking to consume/conquer the world for the forces of evil.
 
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fobia

Villager
I'm still in the very early stage of collecting concepts and ideas for my homebrew to be.
A lot of interesting things in this thread, I'll certainly steal some of them.

But my first and foremost concern right now is to build a realistic economy, where trade is an important factor and prices and fees range according to supply and demand.
Most of my friends I play with and DM for are really into the Forgotten Realms, but they hate the "economy".
Maybe because money has become so important in our world, that the immersion is breaking, when prices and fees don't make any sense.
Also for some reason a lot of them are interested in mundane ways to get their coins.

This is a tough nut for me to crack so far. If anybody has tips for literature on this topic, I'd appreciate a PM.

PS: Oh, and also no Dragonborns or dozens of sentient beast races. And certainly not dozens of elf subraces. ;-)
 

MechaPilot

Explorer
It depends on which setting, because I have two of them: Tenesia and Wildwood.



Tenesia

Tenesia's primary theme is that of difference. Elves, Dwarves, Merfolk, Ophiliths (medusas), Slimes, etc. are immortal races created by the gods: Humans and Goblins evolved from apes and lizards (respectively). The immortal races are frequently called the "blessed" or "chosen" races. By contrast, the word Human comes from the elf word "Haluman" which means a creature without a soul, and it's used to describe Humans, Goblins, Golems, and mindless Undead. Goblin comes from the elf word "Golba" meaning vicious, mean, and nasty. Tenesia has no Hobbits, Orcs, or Dragonborn, and it uses my own variant of human.

Tenesia's chosen races are heavily tied to different things. Elves are true fey, and when they die they can't be raised from the dead, their souls return to nature and can't be separated back out. Dwarves are elemental creatures of flame or stone who take on more rocky or fiery appearance with age. Merfolk are creatures of music, and their language is written using both an alphabet and musical notation.

Tenesia's dragons are not highly-intelligent spellcasters. They're brutal beasts who hate magic (because it can harm them while non-magical weapons do half or no damage). They can't speak humanoid languages, and they're prone to hibernating for decades or centuries, before violently destroying and devouring those humanoids who have "invaded" their territory. While they aren't as intelligent as typical dragons, they're quite cunning. When attacking a town they'll target temples and smithing facilities first.

Tenesia has ley lines and ley line nexuses where magic is enhanced. These energies are the life of the land itself, and if they're removed or dampened, the land begins to die. Magic also benefits from blood sacrifices, and being cast during important astronomical events like eclipses and full and new moons.

Resurrection is difficult in Tenesia, assuming you can be raised. The gods' power depends on the number of souls they hold, so they jealously compete for souls and wrenching one away from them is very difficult. You have to give a soul to get a soul, so raising the dead require humanoid sacrifice.

The gods have a pact that prevents them from directly interfering, so they rely heavily on mortal agents. This pact against direct intervention also makes them dependent on religions created by mortals, so they tolerate different races and cultures having different religious and picturing them in different ways.

Tenesia includes a type of mage called a crystal mage. They lack the arcane recovery feature, but they can create spell crystals that store spell points (Tenesia uses spell points instead of slots. Yes, that's mandatory) or that have spells inscribed into them allowing you to cast a spell as if you had it memorized while holding the crystal. in days past, crystal mages created spell crystals to power great machines called crystal-magic war beasts. Imagine a mechanical tiger that can be ridden and has a bank of spell crystals in front of the saddle allowing the rider to cast those spells through the beast, or on the beast and itself.

Tenesia has a type of mage called a blight mage. Their magic is corrosive and deadly. It kills plants and small animals, and harms larger life forms. Blight mages all develop an incurable illness like consumption or epilepsy that they have to deal with for their entire lives.

Tenesia has a kind of paladin called an inquisitor, more colloquially called a mage-slayer. They come from a time where arcane magic was demonized thanks to the actions of sorcerers who ripped the ley lines from the land and used that power to exile the gods and become emperors of vast nations. The mage-slayers have paladin abilities specifically designed to combat and resist arcane magic.

Tenesia also breaks one of the cardinal rules and has a kind of wizard who is a healer. They're called "Medicians" and they have access to all the healing, curing, and resurrecting spells clerics have. However, they also swear a vow not to kill. All their offensive spells are incapable of killing simply by inflicting damage. If a Medician does manage to kill with her magic, she must atone for it or else have to spend double the spell points to cast a healing, curing, or resurrecting spell.

Tenesia makes no distinction between D&D's angels, demons, and devils. All of them work for Gods of whatever alignment. In Tenesia, if such a being serves your god, it's an angel. If it serves a god hostile to your own, it's a devil. If it has no form and can possess people, it's a demon.

In Tenesia, an arcane caster who has at least one spell point left can fly on a broom. A cleric with at least one spell point left gets an ability dependent on their chosen deity (such as being able to walk on water).

Tenesia has no kobolds or orcs. The role of kobolds is filled by Gelks. They use kobold stats, but they look like Gollum from the animated Hobbit movie. Orcs are typically replaced with Human thugs.


Wildwood

Wildwood is a primeval world where nature is an overdeity who abhors civilization. Literacy is almost nonexistent, so wizards have no spellbooks. Weapons and armors are made of wood, stone or bone. Metal weapons are considered to have the same quality as magic weapons (another common form of armor is warpaint that's ritually empowered to provide protection). When a civilization grows too large, nature itself afflicts them with diseases, disasters, and with dragons (who exist solely as ancient embodiments of nature's wrath).

Animals in Wildwood are larger and more cunning than in other worlds. All animals use dire animal stats (regular animal stats are used for baby animals). Animals have their own languages (canine, feline, etc.), these languages can be learned as exotic languages.

Wildwood has no global pantheon of gods. Archfey are worshiped as deities along with the deities of other worlds (whose power is diminished on Wildwood), and local geographic features (like mountains, volcanoes, lakes, etc) have spirits of their own and are often venerated as deities.

Glass is extremely rare. Most potions are held in waterskins, clay vials, or come as gooey pellets that are eaten instead of drunk. Scrolls are virtually nonexistent.
 
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Magistus71

Explorer
I've written a campaign one-sheet for those that drop in. The short version is here.



Races were originally limited to human, halfling and a variant goliath (I would use the actual one now if I was starting over). There is one goblin PC, and the three goblinoid races are sexually tri-morphic living in a society of gritty steampunk ruled by guild-families. The fey races are now open to play as they have been discovered. In this case fey races are elf, dwarf, gnome. Dragons are not playable, but are fully integrated into that fey/magic society.

Various PC endgames involve growth out of their backgrounds. The escaped slave will become the leader of a lost tribe that rides rocs. The cleric will lead his faith out of its dogmatic orthodox leadership into a more personal relationship with Quar, one that isn't supported by mercantilism. The barbarian/pit-fighter desires a pluralistic nation, so he's founding it, even if he isn't smart enough to run it (he's making his smarter party members do the mental work).

Only one animal companion has died. It came back as a skeleton, an offering from The Necromancer, but then the group killed the Necromancer, so that didn't work out. In Tier 1 play the companions were every where, but now the group attempts to hide them from danger.

I did something like your campaign sheet when I started my current game. Though as it's kind of a points of light type of world it really didn't give much world background, but more so on the area the campaign opened on, and the players have yet to move on from there.
 

steeldragons

Steeliest of the dragons
Epic
And a gracious good morning to you all. Hopefully, today, we will dispense with the remaining notes on the major non-human civilizations and cultures. I'm sure there is great disappointment that I shall be traveling for the holiday beginning tomorrow and, thus, further posts on the World of Orea will have to wait or be spotty for the coming week or so.

But for today...HALFLINGS!

Steeldragons' World of Orea: Regions & Nations, Non-Humans, Part II.

The Daelvar: Halflings in the world of Orea are [politely] referred to by themselves, humans, and most others as, "daelvar" or "the dalefolk." The elfin term for them is "vaaria" ("people of the hills," iirc). They are the hair-footed country-dwelling, food/drink/smoke/creature comfort-loving original versions of the species, though generally a bit more fit and capable of some muscle -a la Jeff Dee's original images for them- than the paunchy pot-bellied folk of Bilbo Baggins. Having no interest in nations or "kingdoms" of their own, they are perfectly content to live within the geo-political regions of others, or upon their fringe, and happily trade and deal with other races (they are impressively good farmers, orchard tenders, herders of sheep, cooks, and distillers of alcoholic beverages -especially known for the quality of their various fruit-flavored and rich golden brandies and quality -even for a dwarf!-ales, daelvar vintners are rather rare, but they do exist and are often viewed as a bit odd by other daelvar (wine-making being a bit finicky and taking just too bloody long to get a drink in. If you want a good wine, call the elves). Their carpentry, leather-working, and weaving/fabrics are also quite nice and valued by other races. The daelvar of Orea also possess something of curiosity streak, a kind of "lust" for experiencing life and exploring that other traditional versions of the halfling race lack. A subtle difference, but one that makes the spread of the species and their locations across much of the known world more legitimate.

Where the daelvar came from is anyone's guess. It is known from the Histories, that their first mention comes from those brief incomplete records of the Lost Age, following the Godswar. So, as far as anyone is concerned in the current day, daelvar have just always been around/part of the landscape...like everyone else. For the daelvar, themselves, they are the creation of the their mother goddess, Faerantha, a protecting and nurturing nature-based deity. It is said Faerantha -desiring children of her own like her sisters Gaela and Jepsebelle- dug the first daelvar out of the side of the only rolling green hills (where daelvar communities are most commonly found) that were left in the world, molded them from the loamy soil and grass and roots, and then gave them life.

The primary holding of daelvar in the east is to be found in the series of towns and villages occupying the Hollow Hills in the Freelands, near the western borders of the lands of Hawkview, buffering the region from the eastern edges of the Lost Sands (where the daelvar never dare to tread, even for trade). Somewhat not-so-originally collectively named "the Free Hollows," there are roughly a half dozen small towns of daelvar, some with individuals or small numbers of non-daelvar residents (mostly satyrs and gnomes), with individual homesteads, farms, pasture, and orchards between/connecting them. It is a realm of general peace and pastoral tranquility (the occasional ogre or goblin incursion is swiftly met and dealt with, larger threats often involve the calling for aid from the lord of Hawkview). Just about every daelvar in the Freelands can trace roots -if not existing family- back to the Free Hollows.

In the west, daelvar populations are primarily limited to the western Kiari Hills and southern reaches of the O'Douhn forest where they enjoy a history of friendliness and cooperation with the centaurs and elves who make their homes there. Goldendale and Heatherheathe are the two largest communities and the only ones ever really referred to by those in Grinilia who are aware of the daelvar's homeland and don't just view them as the diminutive helpful "brownies" of human folklore (at which most western daelvar have learned not to take offense. True Brownies, of course, are a fae-relative of the daelvar and extraordinarily rare to find in the material/mortal world, though the mortal daelvar know nothing about that). Though individual daelvar or familiy groups might be found in just about any of Grinlia's larger population centers, with small daelvar ghettos to be found in Aberol and Bluside.

There are smaller communities to be found in the northeast (though outside of R'Hath! Sorcery being a decidedly odd -if not inherently "evil"-and un-daelvarish thing to pursue) along the river D'Evand (though none, known anyway, within the borders of the Miralostae) and in the wooded hills and dales of the prosperous Laklans. And that about does it for permanent or known congregations. Elsewhere, daelvar encountered will be individuals or small clans/family units eking out a living or pursuing some kind of thrill or excitement (often "riches" which is the root of all luxury and creature comforts) in some form or another among the bigfolk.

The Gnomes: Gnomes in Orea are an...odd bunch. Their sense of humor and general perspectives and attitudes toward things other species would find dangerous or outlandish, gnomes think is just great and fine or funny. They are uncannily skilled in the working of soft metals and cutting of gemstones. Like the daelvar, their woodworking and leather-work are also valued, and they are particularly prized for cobbling and clothes-making (all of the "greatest" fashion designers of the largest cities are gnomish). They have the race's traditional flare for illusion magic. Their primary known communities are found in the Onyx Hills of southern Grinlia, in feudal allegiance to the Grand Duke of Denil. Wandering traders and merchants are to be found -and to be wary of- in most areas where serious trade happens. In the east, there gnomes known to live in relative seclusion in the hills of the Laklans and among the foothills of the Zarchan Mountains. Many gnomes can be found throughout R'Hath and are all but ubiquitous in the halls of the Sanctema Phantasma (the Arkanademia's school of Illusion Magic). In nearly all areas where gnomes establish a permanent settlement, called a Warren, its location is a fervently guarded secret by its inhabitants, hidden for their own protection from the goblins, kobolds, and larger foes and predators that can often be found in the terrain gnomes prefer. There is little else to tell about gnomes. They are, as I said, an odd and magical bunch who do not generally involve themselves in the goings on of the worlds of Men and Elves...though do enjoy a drink with daelvar or dwarves, and especially enjoy the company of satyrs.

The Satyrs: Satyrs in Orea are as one would generally expect (minus a good deal of the R- or X-rated stuff satyrs for which are known). Both male and female exist and have various shapes of goat or ram horns atop their heads. Caprine ("Goat-like") legs and haunches. Shapely and generally fairly attractive human torsos and heads. They rarely achieve more than 5' in height, though might count as much as an additional foot with their horns. Men commonly wear some form of facial hair -scruff, goatee, mutton chops, a close or carefully braided beard, etc...- though rarely the lengthy unkempt things of dwarves. Male and female hair is usually wavy or curly, coming in all shapes of brown, black, russets/reds, and the rare sandy blond, matching the color of the coarse curly hair of their haunches. Eyes are overwhelmingly brown or black with rarities of grey and green. They love drinking copiously, loving/lusting over someone or the other nearly all of the time, humor, songs, and of course, dancing and making music. Weaving magic through music is practically second nature to them.

Satyrs in Orea were created in the ancient past by the Elder God of animals, the wilds (and masculine fertility/virility) Pehn before he went all mad evil corrupted. In short, when the Godswar and worldly destruction that would bring was imminent, the elder goddess Llyndra the Green (Pehn's lover/wife) discorporated herself to form the extradimensional realm now called Faerie. Some satyrs took Llyndra's invitation and offer of protection and left Orea's mortal world. Those satyrs became the beings known to students of the lands of the Fae as "fauns." Those who remained in the world twisted by Pehn's madness or the corruptive influences of Karos or Djarthoon, became the mountain goat- or ibix-headed mountain-dwellers, the evil "aegyr" or "aegor." The rest, who maintained their traditions and love of the physical natural world, and a fire to defend it and those of this world, are the Satyr's of today's Orea.

Not so numerous nor interested (nor Lawful) as to develop nations or kingdoms of their own, small farming and herding villages of family groupings (nearly all interrelated) of Satyrs can be found in several out of the way (of humans, at least) rolling hills and fields, in woodland glades or at the edges of untouched forests, where they can grow their vinyards and tend their caprine herds in relative peace. There are many in the woods of Miralosta and O'Douhn, scattered among the Laklans and Daenfrii, and some in the more untouched regions of Resahd. Individuals can often be found -for business or pleasure- in the company of daelvar and gnomes (and the rare dwarf), whose company and lust for drinking and entertainment they very much enjoy, or in close proximity to centaurs and elves (who are generally a bit too stuffy and tight-assed to associate with casually or for satyrs' tastes, but are usually quite beautiful and excellent chaps to have around for trade or if war/battle becomes necessary). Humans are a funny lot and satyrs can be very fond of them -members of both genders can often be quite comely to the satyr's eye, can be great drinking or gambling chums, handy -and goodly sized- to have around for a fight, or humans might be too serious and stuffy (like elves and centaurs). Satyrs are not fond of overtly pious or religious types of humans, at all (making them all but unseen in the more populated lands of Grinlia).

The Centaurs: the Centaur tribes of Orea are becoming ever more scarce as the realms of humans, elves, and others (but mostly humans) continue to expand and chip away at the centaurs traditional tribal lands and natural resources therein. They claim large tracts of woods, hills, and plains across northern Grinlia, Miarlosta, and the sprawling grasslands of the Orean Plains (where it is rumored zebra-striped centaurs have been seen, though only from afar as they are far more reclusive than the western centaurs). There are also numbers to be found in the south, mostly secured within and defenders of the sacred groves of Mistwood, but small bands or individuals have been encountered in Larassal (where one small clan produces a most exotic and highly-prized wine), and Mostrial's eastern marches, the Calidwyn Hills, and even in Balwood. They are greatly valued as allies of the crown in Grinlia, viewed moreso as equals by the Miralostae, but tend to prefer their own company and council. A stoic and proud people of ancient nobility and much loss from their carefree days as one of the first child-races of the elder gods (Pehn's first people, specifically).

The Orean tribes of centaurs are modeled on, it may be obvious, Native American cultures mixed with a smattering of tribal Celts/Gauls. Shamanic practices and ritual tattooing are common. A reverence and inter-connectivity with the natural world (and nature magic), as well as a strict sense of honor and fairness, impressive physical strength (and size), battle and weapons skills (particularly bows, javelins, and spears/lances). Small bands of centaurs defeating/routing far superior forces is a recurring story seen throughout the Histories. Though unusual in these days, centaurs (often in their younger years) are sometimes struck by a desire to wander/explore and experience the greater world and get to know Orea's diverse peoples. It's almost instinctual, but has been largely lost over the past several centuries when stable-permanent (guarded, if not hidden) territories and settlements have become the norm for the centaur's own preservation of their traditions and protection (other than among the more "wild" and dangerous centaurs of the open Orean plains and the desert borderlands who still roam freely among and fiercely defend their territories).

The Zepharim: have been touched on elsewhere. Their primary -and far largest- community is to be found at the freestanding mountain just south fo the Dragonreach range and sitting just outside the Denillin territory of Whitehold, Allannan Peak. They are tall (usually topping 6' by a few inches for males, 6' for females), attractive males and females with feathered wings and feathers mixed in with their hair, giving them the appearance of wearing feathered caps or headdresses (depending on the style they keep). Their garments are usually quite scant or free-flowing, with specially forged chainmail armor -similar to elfin chain- that allows full use of their wings while not weighing them down -though most prefer light armors anyway).

Older than the elves, the zepharim were originally servants and messengers of the elder gods, the observers and collectors of all information in Orea, Sorilore's original created race. For some transgression long lost to time and myth, a group of zepharim were exiled from the home of the gods and locked into a mortal existence (when they had been immortal and capable of freely moving between worlds). Even the zepharim have lost this knowledge, and any concern for it, celebrating their existence and enjoying life, though still with an ever-piquing curiosity and desire to observe and record significant goings on around the world. Tp this end, even in their ever-dwindling numbers (as males and females only mate every few years and otherwise often keep to the company of their own gender), individual or small groups of zephari might be found in just about any climate or terrain, and/or engaging in all manner of adventure and exploration...though they are loathe to go underground or stay indoors for too long, prone to fits of acute claustrophobia inherent to their species.

They maintain certain minor magical abilities from their immortal heritage, including light generation and turning invisible, and the greatest and eldest among them are rumored to be able to call up storms and control the weather. But their enhanced vision, dense[r than human] skin, and resistance to the cold or their preferred lofty mountain aeries, and for many an affinity for magic-use, make them fine adventurers and warriors -though the females of the species often outclass the males for sheer combat and weapons skill, think winged-amazons. While males are more prone -though not exclusively so- toward roguish (moreso rangers, than thieves) or magical pursuits.

Those hit all of the major PC races allowed in my campaigns. Monstrous races are typically reserved for monstrous things, like being "bad guys" and villains and, well, monsters.

Monstrous Humanoids
Orcs are more mountainous and underground foes, collected into kingdoms of varying size and strength. They are villainous pillagers, cruel slavers, and savage warriors led by ever-changing warlord-kings. No "noble savage hero" types to be found among them. They are inherently evil creatures spawned by the corrupting chaos of Karos. If they could organize they would be a serious threat to many realms. Green, Black/grey, and Blue varieties exist in various locations and climates and various sub-races sometimes interact and interbreed (which sometimes results in unusual mutated offspring rather than just an orc). OH! And they are the porcine-looking originals. As we all know, Orcs of any color are fecund and will interbreed with just about anything -though human, goblin, and ogre crossbreeds are the most common.

The goblinoid trio (gob's, hob's, and bugbears) are found more spread out, just about anywhere evil is to be found or goods (and slaves) are available for stealing. Hobgoblins, naturally, more organized and thus dangerous, have amassed large numbers and are attempting to amass an "empire" of goblinoids, orcs, and giantkin within the broken evil lands of Thole. This would-be empire of warlords and evil spellcasters of a variety of species commands most of Thole, into the Black Waves (razor sharp peaks of obsidian, frozen in bending layers, like giant waves of shining black glass that encompasses much of the northern perimeter of Thole), and the Gorge of Gorgadon along the eastern side of the Dragonreach mountains separating those peaks from the Lost Sands of Thel. Even beginning to elicit the aid of the bestial packs of Grorn inhabiting the western desert and desolate tracts of the gorge.

Kobolds -the original little scaly rat-tailed dog-men, but their true-to-folklore color, various shades of Blue!- are an infesting scourge for just about any mining operation and almost exclusively found underground with no known centralized location or coherent leader beyond a group's particular chieftain.

The reptilian races are the remnants of a once high-civilization -before its fall to the rising Selurian Empire- of degenerate vile evil human snake-/reptile-demon worshipers to engaged in all manner of alchemy and evil sorceries to mutilate their gods-granted forms. Brought low by their enemies and any semblance of civilized society further decimated by the Godswar, the primitive Froglins, tribal (though no longer inherently evil) Lizardmen, and subterranean Troglodytes are all that remain of the original people of Land of Duus. Their noble and priestly class, referred in the single account of them that remains as "Medusae," have fallen into the realm of nearly forgotten legend. Their once fabled giant war-lizards have devolved into the much smaller (rare to the point of possible extinction), yet no less dangerous, six-legged lizards now called in the bestiaries of the learned by their Old Selurian name, Basilisks.
 
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aramis erak

Legend
For mine, it's the gods.. here's a sampler.
  • Doutain Mou, God of Knowledge and Hyperactivity
  • Arnold Schvornhammer, God of Strength.
  • Barg, The Bearman, God of Hunting
  • Barb, Barg's Wife, goddes of Hearth & Home
  • Noradth, God of War. (His symbol is a flaming mushroom)
  • Snuffy the Smith God, patron of Smiths and Distillers.
 

schnee

First Post
The campaign world has a few interesting characteristics:

The Planes overlap and bleed into the world.
Lush fey-inhabited forests have direct paths to the Feywild, the Underdark has dank caves with access to the Shadowfell, mountains above the cloud layer have portals to different Celestial realms, volcanos have portals to the Plane of Fire, etcetera. Those create the same sort of environmental weirdness as an Ancient Dragon, and bring creatures with it. So, that explains the existence of bizarre creatures that couldn't exist given the ecology of the area, martials can access other planes of existence without spellcaster chaperones, and we can have a much more pervasive 'high fantasy' feel.

The campaign world is shaped like a Moebius Strip.
There are places where the sea ends in a literal waterfall into nothingness, where falling down it dumps you into a completely different part of the world via a waterfall from the sky, and you could have also traveled there overland via a direct path. We're doing this to open up some truly fantastic settings, like literal sky cities, escaping pirate ships via falling off into an abyss and ending up in another sea, things like that. We're also blowing up the idea of the universe being like ours, with spheres and whatnot. Why have it be mundane?

It uses the OD&D world concept of strongly themed regions.
This is tied to character tiers - so the places where things are the most 'Tolkein' are lower CR, and as they get further into the world, they discover regions that are quite different. There's a literal 'Dinosaur Island'. There's a place called the 'Broken Lands' were gravity is strange and chunks of land float in nothingness. It has a desert of glass where the sand has been repeatedly melted flat by the Fire Material Plane breaking through. Forget having a 'Desert' area that just feels like the near past Middle East; we're going to make it closer to the City of Brass instead.

This is driven by us DMs being big fans of old high fantasy and weird stuff that breaks assumptions, like Dying Earth, the Elric series, and Chronicles of Amber. D&D used to be a bizarre kitchen sink, so we're bringing back OD&D and amping it up.

I can't wait to run them through a converted Expedition to the Barrier Peaks.
 

TwoSix

Dirty, realism-hating munchkin powergamer
My campaign setting is special because it combines heavy doses of political intrigue with a lot of BDSM oriented subclasses. I call it Fifty Shades of Fey.
 


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