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What makes your homebrew setting special?
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<blockquote data-quote="schnee" data-source="post: 7304595" data-attributes="member: 16728"><p>The campaign world has a few interesting characteristics:</p><p></p><p><strong>The Planes overlap and bleed into the world.</strong></p><p>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.</p><p></p><p><strong>The campaign world is shaped like a Moebius Strip.</strong></p><p>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?</p><p></p><p><strong>It uses the OD&D world concept of strongly themed regions.</strong></p><p>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.</p><p></p><p>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.</p><p></p><p>I can't wait to run them through a converted Expedition to the Barrier Peaks.</p></blockquote><p></p>
[QUOTE="schnee, post: 7304595, member: 16728"] The campaign world has a few interesting characteristics: [B]The Planes overlap and bleed into the world.[/B] 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. [B]The campaign world is shaped like a Moebius Strip.[/B] 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? [B]It uses the OD&D world concept of strongly themed regions.[/B] 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. [/QUOTE]
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