World/Campaign Setting Themes/Flavours

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



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I voted Other.
My homebrew is set in a planet which is conscious.
Nature has a lot of influence, while Arcane Magic not that much.
The forces of light and dark are trying to conquer this world.

Dwarves and gnomes are nature oriented.
While Elves and half-elves and faeries are celestial-tainted (Light)
Orcs, goblins, etc are Dark-tainted.

Anti magic, anti teleportation and anti scrying is the province of nature magic.
 

My homebrew is a swords & sorcery, rare magic world set in a late dark ages/early medieval world that is just beginning to relight the flame of civilization and learning. Barbarian hordes and worse things ravaged the lands a few hundred years ago, and the former dominant empire is just beginning to get back on its feet. Numerous small kingdoms and duchies exist that war on each other for resources, land, and power. The only PC race is human, as dwarves, elves, etc are mythical creatures believed by most people to be legend. Orcs and goblinoids are fairly common, but they worship dark powers that seem bent on the destruction of civilization. There are numerous horror undertones to the world, with strong Lovecraftian (eldritch horrors) and Faustian (infernal) undertones, as well as some elements of gothic horror. Because of the chaotic nature of the world, the PCs can have a big impact on the outcome of events, for better or worse.
 

Three rolled in one

Firt off: my homebrew is as yet unplayed, more a thought model I spend my commuting time on. There are several texts already written, and elements I use in other worlds are designed with an eye toward it.

Technically it would be a renaissance period world with a taint of horror. The amount of magic is not yet decided on. The world has three separate parts:

An old world with old countries, stratified societies and a monotheistic approach. More or less the classic way a bit like Warhamme's Old World. There are a some spirits of people who didn't go for the beyond after their death but come back to posses creatures. When such a creature is slain, the spirit returns to the mystical world between the worlds, only to return at some point and start on its projects again. (This explains the dungeons as being the products of such spirit's activity).

The new world is geared toward exploration and detecting secrets of the past, which are of relevance to the whole world.

The ocean between the old and the new world is filled with a mystic fog, which hinders sailing and makes the passage very unsecure. But in the middel of nowhere there is an island with clear sky surrounding it. As it is the ideal resting playce for anyone wanting to cross the ocean, a city has been built on this island. It is big, crowded, goverened by the church, and the perfect place for spies, secrets and undercover activities.

So each of the three parts would have its own atmosphere and its own sort of adventures.

Huldvoll

Jan van Leyden
 

Swords & Sorcery Classical Medieval Low Fantasy w Renaissance technology. A player called one campaign "earthy high fantasy", which I think means low fantasy of the WHFRP variety but with powerful PCs.
 

My next game I am building material up for is going to be a historical World War Two game. An in historical, I mean no evil nazi zombies or bionic Hitlers. Although it won't be 100% historical as the players will be soldiers in an alternate/fictional paratrooper unit. I'm really looking foward to this game as I've been really itching to play a WWII RPG for awhile.

So anyway, I voted Modern as thats pretty modern right?
 

Multiple choices? oops.

Really just an exercise, although one day I'd like to run a game there.

Quasi-East Asian, but with some pulp Polynesian-flavoured bits to the south. Couldn't resist the ex-aquatic orcs and the volcano goddess - in fact she's the only 'goddess' in the world, with the rest run by the spirit courts - though the human islands in the area are a bit more Pacific. Lots to do yet though.

It was envisaged as a brightly coloured setting for kung-fu play, really. Just a fun thing.

People who voted Polynesian - I'd love to hear a little more about the flavour/realism of your settings!
 

Mine is mostly a project for me as I rarely run D&D games, though I love world-building. I chose other, mainly because the most apt description is apocalyptic/post-apocalyptic. It's designed for play during/just after a cataclysmic event which sunders the main continent, destroying most of its land mass, though leaving a plethora of small islands, including one which is mainly the former capital of the grand human empire (which derives basically from the formerly dominant prairie elves, who were split by a great theological divide and the birth of a rival pantheon to the old gods, who are mostly forgotten by the time the continent is split). Essentially, I start with the three original races, Elf, Dwarf and Orc, and from them come any variants (humans from elves, halflings from dwarves etc).

The premise is essentially: the world is in chaos, what do you do? :eek:

It sounds fun in my head, at any rate. :p
 

Modern day science fantasy post apocalypse recovering society with cthulhoid things waiting for their cue.

Add in technomancy for flavor and you've got Dragon Earth.
 

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