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General Tabletop Discussion
*TTRPGs General
What minor worldbuilding details have you added to your campaign world?
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<blockquote data-quote="mhacdebhandia" data-source="post: 3319985" data-attributes="member: 18832"><p>Incidentally, I see this a lot, but it's grammatically incorrect.</p><p></p><p>You mean to say "These days I use a homebrew setting" or "I don't use anything but a homebrew setting anymore".</p><p></p><p>So that this post isn't entirely rude correction of someone else's English . . .</p><p></p><p>In the Wasteland, nearly all wizards (as opposed to sorcerers, hexblades, and warlocks) are trained for three years by a single mentor, then exchanged for another wizard's student for a further year and a day. It's very common for rivals to arrange apprentice exchanges, both in order to deride their counterpart's methods and teachings and to ferret out what secrets they can from the hapless apprentice.</p><p></p><p>Because necromancy dominates the body of magical knowledge in the Wasteland, most settlements where magic is widely-used cling to religious or philosophical beliefs which firmly hold that the soul is the essential "self", and that the body is nothing more than a shell for this spirit. That said, people can be emotional in contradiction to their beliefs, so all but the most heartless and uncaring (or powerful) mages conceal the forms and features of their undead servants lest someone recognise a loved one's corpse lurching around.</p><p></p><p>Among the druidic sects of the Wasteland's frontier and wilderness areas, druids and rangers are considered spiritually equal; spellcasting ability is not the measure of wisdom, merely a side-effect of one's particular focus. It's as common for a ranger to serve as the spiritual head of a sect as for a druid to hold that position. The only exception is that it's extremely rare for new minority sects to form around a wise or charismatic ranger; almost all are first founded by druids.</p></blockquote><p></p>
[QUOTE="mhacdebhandia, post: 3319985, member: 18832"] Incidentally, I see this a lot, but it's grammatically incorrect. You mean to say "These days I use a homebrew setting" or "I don't use anything but a homebrew setting anymore". So that this post isn't entirely rude correction of someone else's English . . . In the Wasteland, nearly all wizards (as opposed to sorcerers, hexblades, and warlocks) are trained for three years by a single mentor, then exchanged for another wizard's student for a further year and a day. It's very common for rivals to arrange apprentice exchanges, both in order to deride their counterpart's methods and teachings and to ferret out what secrets they can from the hapless apprentice. Because necromancy dominates the body of magical knowledge in the Wasteland, most settlements where magic is widely-used cling to religious or philosophical beliefs which firmly hold that the soul is the essential "self", and that the body is nothing more than a shell for this spirit. That said, people can be emotional in contradiction to their beliefs, so all but the most heartless and uncaring (or powerful) mages conceal the forms and features of their undead servants lest someone recognise a loved one's corpse lurching around. Among the druidic sects of the Wasteland's frontier and wilderness areas, druids and rangers are considered spiritually equal; spellcasting ability is not the measure of wisdom, merely a side-effect of one's particular focus. It's as common for a ranger to serve as the spiritual head of a sect as for a druid to hold that position. The only exception is that it's extremely rare for new minority sects to form around a wise or charismatic ranger; almost all are first founded by druids. [/QUOTE]
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What minor worldbuilding details have you added to your campaign world?
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