• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

What's so special about your homebrew?

My homebrew is a backlash against FR. One of the things I never liked about FR is how many gods there are. I never played in a party where 2 PCs worshiped the same god.

So I made a world with one good god. The campaign is set in the monotheistic theocracy of that god.

Mine (Lands of Sul) is not too far off from this. Largest human empire worships Thane, a Priest-King that sacrificed himself to save his countrymen some 1200 years ago and founded a faith around his ideals of righteous might. Although only one god, clerics and paladins may follow one of three paths representing a particular aspect of Thane: Eye of Thane (Counselors, Intelligence), Hand of Thane (Military), and Heart of Thane (Healers, Caregivers).

Demihumans still follow the Old Faith, which is made up of 12 gods that were sent by Iam (Creator) to shape the continent of Sul. Hobgoblins have their one nation, and are at constant war with humans. Elves also have their own nations, and likewise war with humans and dwarves. Basically, a world rife with conflict, fear, and ignorance. Low magic, and arcane magic looked on as evil by most humans. Enlightened human lands exist to the east however (ala Al Quidim), but again isolated.
 

log in or register to remove this ad

I just had to chime back in- I mentioned my 1900's Supers campaign upthread, but the fact is, but for my first few campaigns back in the late 1970s, every last game I've run has more or less been some kind of homebrew.

Sometimes I just have a few minor tweaks to a published setting- which I don't really consider homebrew, just customization.

But I've designed campaigns with huge differences from standard D&D games, such as:

1) Dwarves were sentient stone, each carved from the rock and given life in a special ceremony.

2) Elves were actually "Grey" aliens from a crashed ship protected in a stasis field- which is the reason for accounts of time passing differently in "Underhill."

3) Illithids from the future caused an apocalypse whose survivors include Elves who are sentient plants, the only surviving Dwarves are those who transplanted their (psionically active) brains into bodies of metal, a council of Awakened Aspen that in turn Awakened a host of animals to serve them, and Nephilim- the offspring of mortals and outsiders- who now walk the land.

IMHO, homebrew helps keep things interesting- on BOTH sides of the screen.
 

Glad to see people like Cat, I find it is really useful to have recurring characters since my settings diverge wildly from one another (like the one I put in this thread) it is familiar base. The players can go, "okay we need some information lets find Cat." I have to alter them sometimes for different settings, like Cyberpunk setting Cat is a malfunctioning information-gathering AI.
 

the only surviving Dwarves are those who transplanted their (psionically active) brains into bodies of metal.
Were you the guy who basically used Cybermen as the inspiration for this?

I just want you to know that I recall your posts with regards to how you handled your races, and they have been an inspiration. :) I've been wanting to implement some of them for a while, but every game I run always seems to be vanilla because I'm with a new group, and thus don't get the chance to change the waters.
 

Were you the guy who basically used Cybermen as the inspiration for this?

Yep- them and the Daleks!

I just want you to know that I recall your posts with regards to how you handled your races, and they have been an inspiration. :)

Where is the smilie that starts blushing and then the head explodes?
:lol:

Thanks for the compliment!
 

Into the Woods

Remove ads

Top