World/Campaign Setting Themes/Flavours

What is the flavour of your homebrew campaign setting/world?



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The campaign I hope to someday return to had a Final Fantasy feel to it... in that events were world-shaking, elemtents of technology hide in fantasy guise, and religion seems to be the cause of everyone's problems.

I have my 'world' in three parts:

The Old World: stereotypical Norse and Celtic feel, fey creatures, Dwarves are essentially Vikings, and the tribes battle it out for kingships and glory.

The New World: largely unexplored, parallels "the new world" in reality, save that the 'natives' are mostly manimals of various types; area houses ancient technologies/weapons used in struggle between god-like beings; Aasimar and other part-elemental races descended from god-like beings, some humans take on racial template at maturity.

The Renaissance: steampunk/conspiracy; the rich are rich, the poor extremely so; the man/men in power try to wipe out magic-using races so they have the monopoly on magic which they use to subjugate their people; think Shadowrun in the Renaissance era.

I haven't accounted for any "Asian" influences yet, but one of the chief "bad guy" organizations in the New World are trying to take it over from the other side of the continent, essentially desert warriors ala Arabics.

I started this campaign with the New World and my PC's made it to 7th level before we had a falling out and stopped playing. Sad, really. I had hoped to see this place of mine in print or comics someday... keep the dream alive and all that.
 

There are many elements.

The setting at large is roughly medieval-european. There are a few bits of Renaissance here and there, paganism and animism, and a few subtle Arabic overtones in one of the countries, while another has similarly subtle Ancient Greek City State overtones.

Magically, it's mostly sword & sorcery with bits of high fantasy dropped in, plus maddening horrors from beyond the stars for good measure. And a cosmology rich in planar tangles and dimensional folds.
 

A fair mix, though I'd say it errs on the side of high fantasy because, well, it's more or less a D&D game.

I'd say my setting's basically a mix of Medieval & Renaissance eras (well, with the mix & match of weaponry from various eras & all that). No gunpowder (at all--don't care for that in D&D), though some "advanced" tech like the printing press, large walled cities (with sewage systems) and large trans-oceanic ships (and not just world travel ala coast-hopping) are available.

It's high fantasy (well, as high fantasy/magic-prolific as D&D is in comparison to Conan, Lankhmar, LOTR, etc.), but it's nowhere near the level of a magic-rich environment as Forgotten Realms or Eberron.

Allow all of the core PHB races & classes (don't allow subraces ala drow & duergar, etc.--they're just standard elves & dwarves [etc.] w/ different complexions), plus psionic core classes, the CG/LE/CE paladin variants from Unearthed Arcana, and a few core classes from Complete Warrior/Divine/Arcane/Adventurer. Considering allowing changelings from Eberron as well, as well as orcs & xvarts (goblinoids are off-limits due to plot elements/reasons). May allow 1 PC to be "reincarnated" as a warforged if they die in game (the idea sorta remains me of the sentient iron golem in the Forgotten Realms comic, which I thought was cool for a unique character).

The main adventuring area is more-or-less pseudo-European, though there are other pseudo-Earth cultures present (though I don't have subraces, I do have different regional "flavors" for various groups--the northern dwarves thend to be chaotic, pale-complexioned, barbarian-pseudo-Norse types (the notable NPCs are reminiscent of the surviving Norse gods of Ragnarok & their kin), while the southern dwarves in the desert montains are more lawful, dusky-complexioned, tending towards monks & samurai (sorta a weird sort of Arabic/Persian/Japanese/Chinese mix--the first 2 due to environment, the second 2 due to culture/order/structure).

Elves & orcs are low in number & tend towards isolationism (they nearly wiped themselves out in a war about 5 centuries ago). Gnomes are actually a half-halfing, half-dwarf mix that bred into a race of their own. Halflings are an integrated part of the dominant human cultures.

It's got it's own sort of spin to things, but it's generic enough to fit into a D&D mold & meet most player expectations of D&D (unlike my past homebrews).
 


The Ashara campaign is Swords and Sorcery/Industrial/Rennaisance/with quasi Arabic elements. I usually write down some words for each campaign to keep my adventure and scenario ideas on-theme. Ashara's list is something like 'ancient, Byzantine, archeology, schemes, desert, hot, dry, baked mud, dust, wind, airships, greek influenced egypt' and more.


The Greatwood game would be High Fantasy/Mideval/Native American, influenced by more modern fantasy than S&S. The list for it is something like 'new world vs old, druid, forest, dark, elves gone, dragon, lizard, snake, merchant class, dwarves friends to empire, irreconcilable differences'.
 

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