Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
What makes your homebrew setting special?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Irda Ranger" data-source="post: 7299574" data-attributes="member: 1003"><p>Going back to Greyhawk, and this is from E Gary Gygax himself, pretty much all the official D&D settings have strong currents of "Gygaxian Naturalism". Monsters exist, but they also follow the basic rules of non-magical biology. They lay eggs or have babies, get sick, are born and die like humans, etc. Dragon Magazine built a regular "The Ecology of the X" series of articles around this.</p><p></p><p>Also most of the OD&D and 1E settings were basically just Earth 2 settings with magic tacked on, but nothing really different about the world because of it once you got past the random encounter tables.</p><p></p><p>I've thrown all that out.</p><p></p><p>My campaign setting replaces “Gygaxian Naturalism” with “Magical Realism”. Most monsters arise from magical processes, not biological ones. Or they’re quasi-biological at best. Things like love and having children is what mortal (PC) races do. Orcs are created by boiling human or elf prisoners alive in Black Cauldrons. Goblins, hags, and trolls are Fey spirits who have taken over a mortal’s flesh and corrupted it (basically the same as Undead are spirits from the Shadowfell that have inhabited a human body). Kobolds are minor Earth elemental spirits that arise from mines; they are the dark mirror of gnomes. </p><p></p><p>Dragons do lay eggs, but only after swallowing a requisite number of gems and then producing eggs asexually; and the color of the parent has no relation to the color of the offspring (dragons also teleport regularly between worlds, so they’re essentially a migratory species across the whole of the Prime Material Plane). Etc. Etc.</p><p></p><p>There are a lot of ways to do magical things without being a spellcaster. Getting to the Feywild or Shadowfell is fairly easy if you know where the walls between realities are thinnest. You don’t need to be a spellcaster to go get your beloved back from a Lord of the Shadowfell. Many poor souls even end up there by accident just walking through the wrong part of the forest under the wrong astrological sign.</p><p></p><p>I also try to think about how spellcasting does work, and how that would affect society. Regular Charm effects mean that most rulers have rings of Mind Shielding as standard equipment. But at the level of society, what about Teleport? My current campaign is centered on a third-tier city in a borderland province of a loosely coupled Empire. But there is only one Teleport Circle allowed near the city, and it’s buried under a hill with a long tunnel that can be collapsed. A city-sized Private Sanctum over the city prevents enemy armies from Teleporting forces into the city itself. Yes, it’s an expensive endeavor, but so are tall curtain walls. </p><p></p><p>(Also, stone walls and tall embankments aren’t as expensive as you’d think. The Stone-Magic Guild uses Mold Earth, Stone Shape, Wall of Stone, and Move Earth to great effect. There are, uh, a lot of Guilds)</p><p></p><p>The Magic Initiate feat means that Cantrip-level magic is really common. Every army worth the name has sappers with the Mold Earth cantrip. (This in turn means that the Stone-Magic Guild suggests Walls of Stone should go as deep as necessary to fuse with the bedrock beneath the city if as all possible, and at least twice the height of the wall if not so that sapping cannot cause the wall to collapse) There’s a gnome-only Cantrip that allows them to smell the purity and alloy mix of any metallic object, and all gnomish money changers have it. Aqueducts are enchanted with Move Water to get the water over hills.</p><p></p><p>Animated Object magic isn’t just for suits of armor guarding the King’s Treasury. Animated Looms mass produce fabric. Animated Plows don’t need horses to pull them, and can plow a dozen rows of crops at a time. The level of development feels about the same as the Age of Exploration, mid-19th century.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 7299574, member: 1003"] Going back to Greyhawk, and this is from E Gary Gygax himself, pretty much all the official D&D settings have strong currents of "Gygaxian Naturalism". Monsters exist, but they also follow the basic rules of non-magical biology. They lay eggs or have babies, get sick, are born and die like humans, etc. Dragon Magazine built a regular "The Ecology of the X" series of articles around this. Also most of the OD&D and 1E settings were basically just Earth 2 settings with magic tacked on, but nothing really different about the world because of it once you got past the random encounter tables. I've thrown all that out. My campaign setting replaces “Gygaxian Naturalism” with “Magical Realism”. Most monsters arise from magical processes, not biological ones. Or they’re quasi-biological at best. Things like love and having children is what mortal (PC) races do. Orcs are created by boiling human or elf prisoners alive in Black Cauldrons. Goblins, hags, and trolls are Fey spirits who have taken over a mortal’s flesh and corrupted it (basically the same as Undead are spirits from the Shadowfell that have inhabited a human body). Kobolds are minor Earth elemental spirits that arise from mines; they are the dark mirror of gnomes. Dragons do lay eggs, but only after swallowing a requisite number of gems and then producing eggs asexually; and the color of the parent has no relation to the color of the offspring (dragons also teleport regularly between worlds, so they’re essentially a migratory species across the whole of the Prime Material Plane). Etc. Etc. There are a lot of ways to do magical things without being a spellcaster. Getting to the Feywild or Shadowfell is fairly easy if you know where the walls between realities are thinnest. You don’t need to be a spellcaster to go get your beloved back from a Lord of the Shadowfell. Many poor souls even end up there by accident just walking through the wrong part of the forest under the wrong astrological sign. I also try to think about how spellcasting does work, and how that would affect society. Regular Charm effects mean that most rulers have rings of Mind Shielding as standard equipment. But at the level of society, what about Teleport? My current campaign is centered on a third-tier city in a borderland province of a loosely coupled Empire. But there is only one Teleport Circle allowed near the city, and it’s buried under a hill with a long tunnel that can be collapsed. A city-sized Private Sanctum over the city prevents enemy armies from Teleporting forces into the city itself. Yes, it’s an expensive endeavor, but so are tall curtain walls. (Also, stone walls and tall embankments aren’t as expensive as you’d think. The Stone-Magic Guild uses Mold Earth, Stone Shape, Wall of Stone, and Move Earth to great effect. There are, uh, a lot of Guilds) The Magic Initiate feat means that Cantrip-level magic is really common. Every army worth the name has sappers with the Mold Earth cantrip. (This in turn means that the Stone-Magic Guild suggests Walls of Stone should go as deep as necessary to fuse with the bedrock beneath the city if as all possible, and at least twice the height of the wall if not so that sapping cannot cause the wall to collapse) There’s a gnome-only Cantrip that allows them to smell the purity and alloy mix of any metallic object, and all gnomish money changers have it. Aqueducts are enchanted with Move Water to get the water over hills. Animated Object magic isn’t just for suits of armor guarding the King’s Treasury. Animated Looms mass produce fabric. Animated Plows don’t need horses to pull them, and can plow a dozen rows of crops at a time. The level of development feels about the same as the Age of Exploration, mid-19th century. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What makes your homebrew setting special?
Top