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What's so special about your homebrew?
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<blockquote data-quote="MortalPlague" data-source="post: 4798256" data-attributes="member: 62721"><p>Absolutely brilliant. I may have to adopt this particular NPC at some point in the future.</p><p></p><p>I used to create a new homebrew campaign every time we started a new game. It was fun, though; I enjoy world building. I take great pleasure in drawing out a map, filling in the countries and cities and the like, making up the kingdoms and empires and the conflicts they share.</p><p></p><p>For 4th Edition, myself and one of my players who DMs from time to time crafted a world. We put it into effect for our last short campaign in 3.5 as our evil characters brought about the apocalypse that shattered the Tothandran Empire and brought an era of law and order to an end. Our 4th edition world emerged from the ashes with three isolated kingdoms warding their borders against the Great Plain, filled with savages and roaming tribes. The Free Cities to the south are the only refuge from imperialism, a collection of loosely allied city-states.</p><p></p><p>Each kingdom has its own general theme, and we threw in the free cities as a DM's toolbox; if one of us required a location that bucked the trend established in one of the kingdoms, or if one of our players wanted to play a character with odd characteristics, they could be from a free city. We also have some nebulous continents scattered about, like the huge Magocracy to the south, but these are deliberately left blank to let us develop them as we choose.</p></blockquote><p></p>
[QUOTE="MortalPlague, post: 4798256, member: 62721"] Absolutely brilliant. I may have to adopt this particular NPC at some point in the future. I used to create a new homebrew campaign every time we started a new game. It was fun, though; I enjoy world building. I take great pleasure in drawing out a map, filling in the countries and cities and the like, making up the kingdoms and empires and the conflicts they share. For 4th Edition, myself and one of my players who DMs from time to time crafted a world. We put it into effect for our last short campaign in 3.5 as our evil characters brought about the apocalypse that shattered the Tothandran Empire and brought an era of law and order to an end. Our 4th edition world emerged from the ashes with three isolated kingdoms warding their borders against the Great Plain, filled with savages and roaming tribes. The Free Cities to the south are the only refuge from imperialism, a collection of loosely allied city-states. Each kingdom has its own general theme, and we threw in the free cities as a DM's toolbox; if one of us required a location that bucked the trend established in one of the kingdoms, or if one of our players wanted to play a character with odd characteristics, they could be from a free city. We also have some nebulous continents scattered about, like the huge Magocracy to the south, but these are deliberately left blank to let us develop them as we choose. [/QUOTE]
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What's so special about your homebrew?
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