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What's so special about your homebrew?

What makes mine unique:

I do what I do and not what other people do.

*I like to combine things that don't seem to get combined that often, and even when they are I don't combine them the way they're usually combined. I like a modern world with magic, but instead of "our world with magic" it's "a world that was fantasy and so has magic but now looks like our modern world".

*I like to use cool things because cool makes sense to me and I always hope that when I'm done putting in the cool thing other people will realize why the cool thing actually makes sense.

*I like to make the material world important and not ruled by some spiritual idea.

*I like to make my settings a stable place without the constant danger or other conflict I see in other settings, because only then do I feel like someone fighting for what they believe in actually means anything and isn't just another historical footnote.
 

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In short, it is a low magic, politically-charged world that is entirely humanocentric. Some of the more interesting facets of the game revolve around a great internal war that has torn asunder one of the most influential and resource rich nations in the known world. The nation of Aglador struggles against the foreign nation of Goth Moran, as as secret cloak and dagger civil war rages within its own borders. As I pride myself on the little details, the three major faiths is both rich and familiar - particularly the faith of the Divine Source. It combines the foundations of monotheistic Christianity into the faith of three primary gods - the Steward, the Martyr and the Learner.


Key Conceits

Magic
Magic, or Sorcery as it is known, is extraordinarily. It takes a rare individual to be able to command the powers of The Weave. Sorcerers, as Wizards are called, tend to hide their abilities. Even the most remote of indication of the supernatural amongst folk is enough to either send them running for the hills or in the worst case, gather a host against the "dark power". Even to that effect, it still takes a unique individual to take hold of sorcery and make of it as she will. Sorcery consumes; even the most knowledgable of adepts have succumbed to the Higher Mysteries. Even the most sharpest of minds is vulnerable to the most "common" or paltry of sorcerous tricks. Madness and melancholy often go hand in hand with the vast resources the Weave can offer the merest of adepts. More often than not, those few rare Sorcerers who've lived an age or two is either consumed by his abilities, or takes his own life. To understand Sorcery is to understand death, and to understand death one must look beyond into the Well of Souls.


Deismaar and the Well of Souls
Our world of Deismaar, while defined by our understanding of science as elemental, is not the only world we as men understand. Deismaar connects directly to one, and only one, other plane. This plane is called the Well of Souls. This "shadow world" reflects the mortal world, but in strange facsimile. Everything is dark and an air of emptiness hangs heavily, as if everything has been long-abandoned. Details change between one glance to the next; a building might remain the same, but a wagon parked beside it might be in a slightly different place, or gone, and a door that stood open might close. The more ephemeral a thing is in the real world, the more its position or condition might change – the less firm its reflection. Ancient relics, long since torn down, may still stand in the Well of Souls. When a mortal being dies, its soul "wakes" in the Well of Souls and begins its journey towards the home of its patron god. Each spirit instinctively feels the direction in which it must travel to reach the end of its journey; the strength and accuracy of this pull is proportional to the soul's devotion to the ideas of its patron deity. Spirits that have little or no association with a patron are believed to be doomed to wander both Deismaar and the Well of Souls in parallel in what is called Ba'ator until they forget their sense of self and fade into oblivion.

Between the Well of Souls and Deismaar is a thinv veil called The Weave that acts as both a barrier and a gate between raw sorcery and Deismaar. With the Weave in place, mortals can access magic and are protected from the harmful effects of contacting raw magic while still able to tap its refined energy. The Weave is present in everything in Deismaar, whether living, dead, undead, inanimate, solid, liquid, or gas. It permeates the soil, suffuses the deeps of the seas, and stretches to the limits of the air in the sky and beyond. The Weave is like a great base fabric upon which the substance of the world is embroidered, a web upon which mortals walk like spiders, a great ocean upon which all objects float. At the same time, it is an aspect of Olorin, and it is by His will that the Weave reaches where it does. Spellcasters, knowingly or not, cause spells to work by drawing power from the Weave, adjusting the balance of energy so that the power of the Weave comes forth and is shaped by their actions and will. When the Weave is damaged by reckless sorcery or disaster, it can be torn, shredded, or destroyed, leaving areas that the laws of physics do not apply. This is the case where breaches through the Weave directly into the aether can be found and hauntings such as in the case of Baileen Abbey.


Gods and Spellcasting
Gods do not grant spells. Sorcery is elemental, as stated above. Spellcasting "priests" do not exist in the same way they do in standard D&D. Rather, Gods do not take an immediate enough interest in mortals as to grant them god-like abilities. Men from the past have proclaimed that their abilities were given to them by "Those-Upon-High". Generally, this is either a case of the person attempting to justify their actions to common folk by invoking terror/fear/admonition/worship, or the person was truly insane and had no true understanding of where their powers originated from.

The gods are feared. The gods don't really care all that much about the smallest of men. The gods rarely grant miracles, or cure the sick, or make men fabulously weathy, or restore lovers from the dead (more on that later). But yes, the gods are positively real. How is it that great Masser, burning bright in the daytime sky, does not come crashing down into Deismaar upon its own accord? What of Mandos, the great mirror of light that waxes and wanes with the passage of stars and seasons does not simply wink out? The why is in that Aldernon and the Founder create and destroy, while the Firstborn gods adjudicate the laws of the universe through their strength amongst their followers. Mankind understands science, but attributes a greater power behind the origin of nature and the order of the universe. To many, there simply are many inexplicable and strange things in Deismaar that nothing other than the will of distant beings could have instilled such order amongst beasts and men.


"Monsters" and the Menagerie of Fairytales
Monsters are real. Well, real enough at least to have been recognized most prevalently during the First Age, some of the Second Age, and rarely, if ever, seen during the Third Age. The thought is that these First Age "beasts" came out of history as Aldernon set out to create what we know as life, and Bhaelos twisted his creations into abominations. A side effect of this has been that what was once seen a just and "goodly" creatures (such as the Lammasu amongst the Olorinites) corrupted over time, and passed into the Well of Souls.


On Death
People die, and they tend to die at a young age. A child amongst most cultures is consirered a man by fifteen years of age, and generally married by the time he's sixteen. He will likely die by the time his children become men from sickness; only the rarest of individuals manage to cheat death and live past the age of 50. For that matter, people die from disease, festering wounds, perish in war, have their appendages hacked off and die of old age Ressurection, Raise Dead, Cure Disease - these common tropes of the Dungeons and Dragons world simply do not exist on a massive scale in Deismaar. However, as mankind realizes that the Well of Souls exists in a paradoxical parallel to Deismaar, he also knows that the dead are a mere touch away from our world. Men murmur of the Hurmasti, restless spirits that dwell between here and there, barely touching either the railings of Deismaar or the Well of Souls. They walk along the razor of the Weave, coexisting in both life and oblivion.


Typical Fantasy Races
Elves, Dwarves, Gnomes, etc...they're real, but not in the same sort of ways that we've become to believe in the fantasy world. These "Lost Folk" are known by many different names, but all have two things in common - they're xenophobic, and extraordinarily dangerous. The deadly Siabran and Carbaen folk, wicker mask-bearing worshippers of death, protect their sanctuaries with a cold neutrality and have never traded goods or met under the flag of peace with mankind. Even then, it's not like they're inviting folk to stumble into their extremely remote settlements...


Mankind and Humanity
Humanity is abound. The races of men inhabit a diverse variety of locales; from the Dunmen of Dunbrude, to the Gothric of the vast country of Goth Moran all the way to the remote ancient Zahara, the mannish races rule Deismaar. As creations by Aldernon in the image of his Firstborn children, mankind truly rules this world. They fight back the wilderness, they conquer stone mountains, they burn and build and destroy the living world - all the while, fighting each other. One has to look no further than the Andals (and their children the Aradain and Dalefolk) to understand the impact that humans have had upon this fair world.


Politics and War
Politics is the core of the setting. There is no escaping the crook and cudgel of the branches of the Divine Source faith, no more so than the sword and shield of the Fifth House. Whereas the faith of mankind rules the spirit of our fair world, it is the same that government, ranging from kings, barons, counts and even pretender priest-kings, would call themselves the ruler of mankind.

War is everywhere. Ranging from the civil war amongst the loggers and the abolitionists of Walstania, to the inter-political house warfare of the Aradain in Aglador, to even the fight amonst the Fomorian for the tinyest rock within their barbarian kingdoms, if there was anything to be said about Deismaar, it is that war drives mankind. War drives commerce, war drives alliance, war drives war. There is no country that has been untouched by the hand of war generals, even the idyllic countrysides of Rhovania boils with hatred, prejudice and murder.
 
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Mine is a mix of Howard's Conan with Thieve's World (the series, not the Green Ronin CS). It is heavy Sword & Sorcery with an over-arching theme of the Gods' will on people, i.e. differing religions warring, though there are no clerics or divine power.

Currently, the cult of Zehir succeeded in awakening the Yuan-ti, and are spreading like a plague across the land.

Much of my game deals with pacts and rituals that grant power if the cost is given (usually in sacrifice).

There are no non-humans, save for the Yuan-ti.
 

The Shadowend is a fairly generic dark-ages/medieval setting, but my players and I have had alot of fun with it over the years. I'm currently working on revising and rewriting it as a "skeletal" setting with the Swords & Wizardry ruleset. (note the introduction is a little out of date: the Queen of Larenyss is now the Queen of Shalanholt)

Excuse the long post; I just copied & pasted from my wiki and a setting thread here on EN World (long neglected, alas).


Introduction:

Welcome to the Shadowend, a land of magic and mystery, where the dungeons of a hundred lost lands lie waiting for the brave, the daring, and the cunning. It is a land where the immortal ilvenkin walk in the lands of man, valiant dweorhin battle goblins in an unceasing war in the depths, and cunning gnomes uncover secrets thought lost in ages gone by.

In the lands of the Shadowend, all is new. The Second Speaking of Te, “So it begins”, undid all the gods had done before. Dragons, once confined by divine edict, regained the powers of their progenitors, to breath fire and change form. Umoth, the Sunfather, was freed from his imprisonment, and once more the gods war in heaven to prevent the immolation of the Wyrld. The Lord of Smiths regained his place in the Underhalls, weaponsmith to the gods and champion of liberty.

Seek you power? Then look to the graves of kingdoms, for of the Fourteen Treasures of the House Lands, only three are claimed today. Seek you opportunity? Then look to the west, for the Chalice of Tears has been seen in crystal Ashyntarri, and where that fell artifact goes, opportunities are laid for those willing to take them. Seek you fortune? Then look to the Shadowend Forest, for the queen of Larenyss has declared a crusade, and the man who does the most for her shall gain her hand and a kingdom.

Hie, is it magic you seek? Then look around, my friend, and find it in the vaulted halls of the deep forest, in the twisting passageways of the earth, in the billowing cathedrals of the clouds, and in the flowing channels of the sea. In the Wyrld, in the Shadowend, in you, magic is already, and to find it is as easy as opening your eyes and stretching out your hand.


Theme: Civilization vs ruin is something that threads through alot of the Shadowend - and civilization is losing. The forces of ruin aren't always evil (though some are), but they are amoral and uncaring. Civilization isn't always good (though some are), and it's often domineering and restrictive. I'm not sure who I'm rooting for. There is magic. There was stronger magic in the past, but while that magic is currently lost, it is neither inaccessible nor unusable.

Fey, monsters, and the divine powers are strong elements in my campaigns, as well as resurrected leavings of the Amerite Empire like the Fallen and the Black Legion.

History: The rule of Law peaked in the Shadowend nearly a thousand years ago, with the rise of the Amerite Empire. When the Dragon Throne weakened, though, the peoples of the Shadowend were among the first to tear free, beginning a long period of anarchy and conflict as petty warlords, princelings, and kings fought for control. Eventually, the kingdoms of Larenyss, Arramor, Dore, Sarn, Sieriven, and Asavar coalesced from the chaos. That respite was brief, however, as Sarn fell to goblinoid hordes, and Sieriven to the divisive manipulations of the Crone Goddess Kajalla. Arramor split apart, its western reaches forming the country of Roen, Romagna, and the Forest of Eoghin.

The Second Speaking of Te ushered in a new Age of the Wyrld. Divine bonds were casted off, and many remnants of past Ages surfaced for the first time in millenia. Asavar fell to a plague of monstrous creatures, though the survivors rebuilt as the kingdom of Coedalan. Innergild seceded from Dore, and Dore itself was hit by waves of orc hordes, devastated the country and reducing it to a shadow of its former self. The fey Queen of Larenyss disappeared, then reappeared, unaged, forty years later, instigating a war of revolution that irrevocably weakened the Griffon Throne, established the palatinate state of Guanes, and led to the recovery and resettlement of parts of Sieriven as Shalanholt. The sidhe returned to the Shadowend, bring a new complication to the lives of elves and men alike.

The Taras Penninsula remained relatively unchanged this whole time, insofar as that change and revolution was the order of the day. Petty states rose and fell, eventually leading to the current major realms of Orbor, Triumport, Chollor, the Open Halls, Bellararan, Archen, Starfell, and Vaena (plus the ungoverned Marchlands, and a host of minor realms - many no larger than a tower keep and some farmland).

Geography: The Shadowend is a mostly temperate region in the northeast corner of what was once the Amerite Empire. To the south lies the Glittering Plain, a vast grassland dominated by primitive humanoid tribes and the arcane ruins of Nekkarn. The Shadowend Forest dominates the east; a trackless expanse not even the elves have fully explored. The Kameurhorn Mountains define the northern border; beyond the Horns lies the unyielding power of the High Ice and the frozen domains of its servants. West is the Shattered Sea, and beyond that the once-mighty nations of Amatheir and Bherune.

The Shadowend may be split into four sub-regions; the Near North, Utgard, the Woodmarches, and the Hundred Kingdoms. The Near North includes the Voriskoghn, wherein dwell the Vorisk and the Vanar; the city-state of Gaidrilar, the City of Coins; the mage-city of Innergild and the realm of Dore; the dwarven greathall of Arthringlaur and its tributary realm of Kameurgard; and Keldruag tribes of Keldru. Utgard includes the eastern Kameurhorns; Tuonela, the realm of the Black Sorcerers; the wasted land of Kaulderzhun; Jarnwold, the stronghold of the Iron Witches; and countless miles of swamps, fens, forests, mountains, and moors. The Woodmarches are in many ways the front lines of civilization against the forces that would bring ruin, and include the kingdoms of Larenyss, Roen, Coedalan, and Guanes; the near-fey realm of Shalanholt; the goblinoid stronghold of Old Sarn; the ruins of Asavar; dwarven Tarandrellur and the remnants of the elven realm of Illendia. Finally, the Hundred Kingdoms of the Taras Penninsula are the gateway to the civilized west, and include the fey redoubt of Wythin Wood; sinister Blackgate; the matriarchal tyranny of Orbor; imperial Triumport, still courting Amerite favor; wizard-ruled Starfell; and the slave-trading merchants of Chollor.
 

A really good recipe using only the finest of ingredients, carefully prepared to order, resulting in an incredibly satisfying meal.
 

Awesome thread.

I'm not really using a homebrew setting myself - I more or less am simply using the Mystara (known world) map and some of the major players. The rest I have been doing with as I wish (but nothing crazy).

I am working (quickly) on a small setting for my next campaign (to begin this summer). Once I have some more details (when I get some ideas nailed down) I will head back here and post it - mainly just wanted to move this thread back up in the queue and thank everyone for the great thread/inspiration ;)

Good stuff!
 

13 worlds ( a 14th was destroyed ages ago) in 13 different but connected universes. Those 13 worlds are linked to 12x13 other worlds as they are on the same world tree.13x13 PCs, too, all starting out as children. Each of the 13 worlds is different. Not all races are everywhere etc. Dragons can have any colour and alignment (we have indeed a neon pink fairy dragon with silver glitter at one of the major gateways). The duty of the heroes is to win against the ages old foe from the "negative" version of the world tree. They are not the first ones to try, there have been many parties in ancient past. But of course, ours will be the one to win (if not for eternity as the circle will have to begin anew one day). Time travel is an integral part of the story, too.

#1 is a self-made world based on basic magic and some early technology like steam engines. Politically it is fairly stable, and the western continents are populated by feline races. Orcs are good guys here, most of the time. The map is far from finished, unfortunately.
Most of the deities of this universe are word games usually only noticable if you speak German.

#2 is a water world protected by dragonkind, doesn't have much humans and uses several islands and continents not having anything to do with each other originally (Eberron is the main continent). Landspace is a problem, as one of the races has some of its members morph to land and air dwellers and the islands are now overcrowded.

#3 is an alternate earth with drow and elves and illoni and the occasional halfling. Those races have gotten there around the time when Hannibal tried to cross the alps (which thus never happened). The political and religious set up is totally different now, and the world is almost destroyed due to pollution. The world has also lost almost all of its magic potential.

#4 is a scifi set up (loosely based on ST, SW, Noble Armada and some other settings). It uses a world set up from a regular at the CG. Magic only works through art, i.e. you draw or sing or dance your spells etc.

#5 is a mixed setting of Lot5R, Shattered Empire and a dwarf empire setting I used long time ago. It uses two maps put together. Dragons were seen as the enemy until recently when our heroes solved an old misunderstanding.

#6 is a mix of Greyhawk and another map set I found somewhere. It used to be a high tech world but a war plunged it back into a mix of Mad Max 3 and any given magical world. Except that magic works differently there, arcane and divine works the other way round. There's still a spaceship in orbit, but the PCs do not know that yet.

#7 is loosely based on Dark Sun and a wild west setting and has very little water. Humans are very much the minority there. Sphynxes are the protectors much like dragons are on world#2. We haven't done much there until now.

#8 uses the main FR map, although it is very very different. The world has 3 layers (high mountains, sea level and "the below" swamp level whee living conditions are rather specific. Half of the seas on the FR map we turned into swamp. This is the only world with Centaurs, and also hosts a form of undead (we call it unlife) which tends to be lawful good. Knight tournaments are common, and the elf race there is stuck up on their own beauty and thinks everyone else ugly. The politics here are almost as complicated as in RL and take up some time. Makes for some interesting RP.

#9 uses the Al-Qadim map, but is based on a scifi setting. It is polluted and half destroyed and the rich breed perfect healthy children in a sterile environment to use for organ harvest (they are called spareans). Lots of people live in radioactive or chemically polluted areas simply because there is no space on any of the moons or in unpolluted areas. Water begins to be a problem.

#10 is an ice world dominated by a canine race and by halflings. Magic is only seen as useful if it helps you to survive, as in produce heat or help hunt. Any other magic is seen as a waste and the pack members of the canine race may be cast out if they are found to do useless stuff. Intelligent Yeti have a strong culture here, too. We're using the Birthright map for this one.

#11 is a world not very far evolved. Iron is not used widely yet. Magic is based mainly on elemental stuff, and there is even an elemental race where 4 (sometimes 5) elemental humanoids form an inseperable link even without ever having met. If one of them dies, most of the time the others will follow quickly after. There are ents here, too. Humans play no role asides from causing trouble in their small kingdoms. We're using the map of humanity for this one.

#12 is a dark world out of orbit from its sun, which is now only a pale white glow in the sky. It uses the Dragonlance map and does indeed have lots of dragons and gnomes with a love for tech stuff. Technology is starting well here, and helps people to survive, although magic is still seen as more useful by far. They even invented magical TV and used it to show "running man" style TV shows with surplus children. Our heroes managed to end this tough (some have been among those kids destined to die). Religion is mainly based on the sun and how to get it back.
In the north, there is the City of Lost Names which keeps changing from inside to outside and hosts many weird and forgotten creatures, not only from our campaign. Well know characters from other universes can be found there, like Morla, the Little Prince, the clown from "It," Roland of the Black Tower and whatever else fits in. If you go in too deep, you will forget who you are and become lost, too, unless you find a way store your name somwhere. The Library of Inner Truth and a few other things are in the center of the city, so every now and then someone has to go there.

#13 is a post-ap world losely based on World of Darkness, Darklands and Mad Max 3. Large areas are uninhabitable though, and the main gateway is in an area where you can't take even one breath unless you want to die.

Some of the moons are inhabited as well, but I think you get the idea.

No pre-made setting could give us anything like this. We're now in season 5 of our Epic campaign, each season takes roughly half a year. I doubt we'll ever catch up with adventure descriptions and other stuff in the wiki though, only two of us work on it and we play way too often.

Main Page - Worlds of Cyndu
 


First post, wee.

I don't really have much in mine that is unique, but I do get a kick out of twisting things. For instance, I like Warforged so I threw them in my campaign setting. But rather than straight up magical constructs I made them the soldiers of an empire of undead, not vampires or mummies or something of that nature, just a cursed race of men that are rotting and cannot die. These guys can never die even if taken down to just ash and crushed bone. So to keep their numbers from dwindling to nothing they collect the remains of several of their people and fuse the necromantic energy in those remains to a metal shell and viola: undead robots.

Also, it is a steampunk campaign which I guess is somewhat unorthodox and I'm finding really tricky to do with 4th Edition.
 

Since there's some broad interest in some Mesoamerican/South American gaming going on here, I thought I'd post the one-page from my FEATHERED DRAGON setting.

One thing I remember most fondly about it was that I took the spell-like abilities of the 3e dragons, which were brilliantly themed, along with their breath weapons, and I applied them to dinosaurs. Nothing beats swamp-fights in the wet jungle between a party of desperate PC's and a troupe of black-feathered T-rexes who could summon waves of insects and spit streams of acid....

Or the bronze pteranadons in the misty desert...

Or....so many cool dinosaur-dragon fights in that game!

Anyway, here's the one-page.

(PS: Steampunk settings are kick butt...the INFINITE SKIES campaign is a little Steampunk-meets-Tranhumanism in parts...gear-worshipping druids and ancient gods as mecha...)
 

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