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Post by dmmadmaxi on Sept 10, 2015 21:30:00 GMT
First off let me just say. LOVE IT. EVERY DANG WORD OF IT! some great stuff here! Also disclaimer, this could be a LENGTHY post (if that is okay)
My setting, Anchorhead has gone through many iterations. Resulting in the change of all the continents, as well as creatures in the world. This has also created three different distinct ages or time periods in my setting. The first was very crude, wild, and unexplored. With only three main races and each race was spread out and only had small encampments. This went on and technology progressed, lifestyles drastically changed, and eventually small tribes formed larger tribes or clans. Until enough gathered together to form the first legitimate empire. Once the three primary races had their own empires (Humans, Elves, and dwarves), the first age ended with the penning and signing of the 'New Dawn Treaty'. This treaty created a lasting NAP (Non-aggression pact) between the races, allowing the exchange of; wealth, culture, and knowledge. This pact also paved the way for the 'peace and plenty' living style of the second age. During the middle of the second age the primary races begin mixing, creating the half breeds (Half-Dwarves/Half-Elves). A hundred or so years later and the half-breeds begin mixing again with human society, creating the race of little-folk. Halflings descended from half-elves and human mixing (and some genetic mutation), while Gnomes are the product of half-dwarves and humans mixing. Five or so centuries of peace and prosperity pass before things begin to worsen. Illness, jealousy, and many other emotions and tools of corruption spread across the land. Around the end of the eighth century the 'Sin War' erupts. Sinking the world into a prolonged conflict and destroying much of the old world before the war ends one hundred years later. With the end of the war, and the sealing of the rift the third age is born.
The third age is the 'new' setting of my world. Some regions/nations/houses are recovering and others are still pretty bad off. However much of the racial animosity is gone, and is instead replaced by old friendships being broken and new ones founded. A lot of suspicion and mistrust is left over from the Sin War. The Elves and Dwarves do not trust the humans, and are instead allied/friends of one another. Nearly the entire population of Gnomes have moved in with their Dwarven cousins, living in their underground empires. The race of Man has populated much of the surface world and are a dominant race. Among their empires and kingdoms many of the other races are welcomed, but none of them have immersed themselves into human culture like the Halflings have. Since many of the powers of the old world were destroyed, a new process of obtaining nobility and the status of a sovereign nation was created. Allowing anyone the means to rise from rags to riches. This pretty much sets the mood for the world in the third age.
The landscape has for sure changed. Now that I have a world that I like drawn, I am thinking of eventually going back and drawing the landscape as it would be in the 2nd age, and even in the first age. Just in case I run a game in a different time frame! Since this has been in development for a while I have also been able to come up with some homebrew subraces, a personal spin on Orcs or Orks as they are in my world. Homebrew orders and societies have been created, and I even changed the way dragons work on my world. I have done QUITE a bit to this setting, but that is because it originally started with my dad and his friends and carried over to me! Thanks for taking the time to read this long post!
EDIT: The setting is called Anchorhead, my world is called Pretaeus and is split into a northern continent w/some islands and a southern continent with some islands. I also have a custom pantheon that is often referred to as 'Elder Gods' or 'Deities of the old world'. Many of them have lost their followers and have fallen out of power. Being replaced by whatever pantheon the group wants to use. Although some of the old deities are fighting their way back in the third age! Dragons have also mysteriously vanished from my setting, they are so rare that not even dragonborn exist yet.
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Post by whipstache on Oct 4, 2015 13:43:48 GMT
I don't have enough detail about my world to put together a post (and no one has ever played in it yet), but I'm so excited reading all of these. It's wonderful to see how much creativity there is out there. Keep up the good work, all!
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Post by LegendOfZia (formerly DM Phil) on Oct 4, 2015 21:51:16 GMT
I've just started a campaign in a new world. I haven't officially named the world yet, but I'm thinking "Rotas." Very little of this world has been fleshed out, with me mostly focusing on a very small nation called Marivia, which is a series of settlements consisting of refugees from another country called Laeridon. Laeridon descended into civil war about fifteen years ago, and people who got sick of the fighting banded together and fled south across the sea, landing on a new continent and founding a few towns there. This continent is already inhabited by barbarian humans, plus some elves in the jungles and dwarves and gnomes in the mountains--it's fairly typical, by and large, except that there has been no real human empire here, at least not for a very long time.
So that's the small picture of this world. I do also have a big picture in mind, which is that the world's entire cosmology (including its deities) is actually just a complex board game being played out by beings that are even more powerful than the world's pantheons. Each Cosmic Player has a monolith placed somewhere in the world (though not on the material plane), and the game is basically played by the opening of portals between plains. When one Cosmic Player starts to become more powerful, the entire world starts getting thrown off-kilter as every side in the game starts making aggressive moves. To the poor beings (Gods, mortals and every other living creature) in the world, these tumultuous times are known as "Upheavals" and they can last for centuries, or even millennia, in which nothing is safe and the entire cosmology is in flux. Usually they end when one of the Cosmic Player's monoliths is destroyed.
So there's the big picture/little picture of this world. I have other minor details worked out, but I don't want to make things too boring. One thing I'm still undecided on is how much of the world's underlying story to reveal to the players. I don't know if the PCs should ever realize that they are basically pawns in the universe's biggest game of chess. I am fairly certain that the time they live in is about to be turned into an Upheaval (if it hasn't already), and that they will need to hunt down and destroy one of the monoliths.
Anyway, those are the basics of my world. Can't wait to see more of what other people have come up with.
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shadowykittenwizard
Commoner
I play a loveable Half-Orc Ranger, Raagakush the Flower. He loves flowers and all things pretty.
Posts: 15
Favorite D&D Class: Ranger 5e, Paladin anything else
Favorite D&D Race: Half-Orc
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Post by shadowykittenwizard on Oct 6, 2015 21:18:26 GMT
kirklas164 that's crazy expansive. I love the random rolls and how you just flowed with it. I especially like the government setups. I don't have a lot of my world fleshed out yet, so far the two groups I've run games for have been content to explore this one city. In my first game I had some loose plans to move the adventurers onto bigger things in the wild, but when I asked my players if they wanted to do that they said they wanted to keep fixing the city (sorta think Kirkwall in DA2) which let me just flesh out the one place. The city is called Starfall and loosely based on Ravnica from Magic, I took the 10 guilds and converted them into the governing body of the city. Each has a head that advises the Duke of the city, plus a few more seats for treasury and such, altogether a 15 seat council including the Duke. Each guild serves a specific function in the city and corresponds to an alignment, with some overlap. There's one who'll do anything for knowledge specifically of the arcane kind, one that essentially the requirement for becoming the head you must have enough secrets of the person before you that you can blackmail them into making you the leader, a lawful good one where the head spends nearly all day every day thinking of new laws to put on the city to keep it safer, one that encompasses all the churches and has two heads one represents lawful good and one represents chaotic good and they only have one vote on issues they have to use together, then there's the evil ones like the one who's leadership requires being the host for a demon, and one who believes that the only way to make the city great is to spread diseases across the poor districts and raise the survivors on pedestals as the strongest and most talented the city has to offer. Kinda the whole point and why my players can always find something to do in the city is that there is so much corruption, but also all these factions so any character can make himself a niche in the city. However recently my new group grabbed a hook that took them outside the city a ways and after finishing part of the quest decided they just wanted to explore around, and so I'm one session into running my first dungeon crawl of the campaign. But the reason I bring this up is that I had decided for my world, because I'm a huge fan of the Percy Jackson book series and Greek Mythology in general, that the monsters of my world don't just die but instead burst into a powdery substance leaving behind a trophy (sorta videogame-y) that the adventurers can sell to vendors as it's rare that monsters are killed and so when they show up with a necklace of griffon feathers or something it's likely one of the first ever made. Also as another mechanic to this the monsters, post bursting, don't just die their essence actually travels to a god of mine, Lokath, Voice of Hunger (also a Magic reference) and his presence causes them to take form again, but he also makes changes and improvements. So this helps me explain my personal homebrew creatures and something I think is really cool, give monsters histories so the players over different campaigns can build up sort of rivalries with the great monsters of my world. I think it'd be sweet in the future to describe a situation, have a player remember the monster as one that wrecked their previous character, and then face it down once more.
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Post by robosnake on Dec 5, 2015 4:38:05 GMT
It would be interesting to see a author as brilliant as tolkien create a universe where Melkor wins and becomes the Master of Arda. Are you familiar with the Midnight setting for D20 during the OGL boom-time? Basically, it is a whole fantasy setting where the Dark Lord won and campaigns take place 100 years after that victory. Grim stuff and a great setting, in my experience anyway.
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Post by robosnake on Dec 5, 2015 4:51:20 GMT
Right now I have two campaigns I'm trying to maintain, each with a homebrew setting (and I've posted a few things about both from my blog here in other threads). Neither one has a name in my mind at the moment, but the first has the Middle Kingdom in the center of the map. It is based off of east and south Asian folklore, history and mythology, with the Middle Kingdom being a fantasy take on medieval China (approximately Song Dynasty period). To the northeast is a collapsed Shogunate, the fall of which plunged this part of the world into a kind of dark age a few hundred years ago. The Shogunate is loosely based on Heian Japan and also covers regions similar to North and South Korea and Mongolia, once conquered and occupied but liberated and cut off from much of the rest of the world. To the southwest lie the Riverlands, based on the Mughal Empire in northern India with many other things mixed in. Unlike the Middle Kingdom or Shogunate, the gods play a big part in the society of the Riverlands. To the southeast are various tribes and city-states known to the Middle Kingdom simply as the Lao, a term that covers a lot of territory physically and culturally. Off the coast to the southeast are the Malku Islands, drawn from Indonesian and Malaysian history and folklore, and the Dry Lands beyond those. The Middle Kingdom and Shogunate are strongly rooted in Confucian and Daoist philosophy, and I reworked the way that elements interact to reinforce this theme. The Riverlands used to be ruled by domineering, long-lived naga, was later liberated by garuda, and has since entered a kind of golden age. For the setting I built a number of homebrew races, including garuda, tengu, vanara, kumiho, half-oni, naga and koropokuru to replace the usual fantasy races. The other campaign is taking place right before the main events of Ragnarok, and in my mind I just think of it as Midgard. For this one I did research into historical maps, using their inaccuracy to build maps of various regions, and then just took Old Norse versions of historical place-names and extrapolated out from cool historical details (like the Visby Lenses and the Varangian Guard - Google and enjoy For races, since they are much closer to the European mythological norm, I just used more Old Norse names and interpretations, but basically just what's presented in the PHB. This was partly because the campaign was for new players I hadn't gamed with before, so I wanted something with strong flavor and theme but not a lot of new things to learn. So you have alfar (high elves), exiles (wood elves), huldufolk (forest gnomes), dvergar (mountain dwarves), trols (half-orcs), helmingalfar (half-elves), and of course volk (humans). So a shorter list than the PHB, but I didn't feel like tieflings, dragonborn, or even rock gnomes fit in the setting, which is more Dark Ages than vanilla D&D (so almost no plate armor, no crossbows, and a few other changes to the options in the books).
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Post by grimmhelm on Jan 19, 2016 9:58:59 GMT
My world has been on and off for a long while but the original gist is this. A very, very long time ago back before any written tomb there was a world of wonder -a world where man could travel the world in hours, they could slip into strange metal mechanical huts and move all over there country and contents, they could have almost any information they wished by looking at strange tablets of metal (or something close to metal at the very least) and glass with a touch of there fingers. They had found much about the facts of life, medicine, comfort for all - it was an amazing time or so the tales say...and then they found the box. Such a small thing, such an innocent thing, but of course such a curious and advanced people could not help but open it.
Magic flooded back into the world after been sealed away in the farthest back times of the worlds pre-history, races began to re-emerge with there kingdoms other planes of reality opened there gateways, and then like a crack in a dam it burst, the whole world was wiped clean, all the marvels of technology and science and medicine gone in the blink of an eye. It has been many many millennia since then, and although the ruins of once grand cities still stand few are brave enough to enter the great walls around them -monsters of magic and of metal roam the great pathways, the titan buildings groan with age and many are infested with all manor of creatures but there are some who choose to enter. They are called Adventures.That is how i began my world, it has evolved a ton since then and it took on a more D&D sort of feel when I had parties traversing the actual world rather than the old ruins of cities and there are many 'wild places' between the scant few towns and cities that lay over the new lands. I also built an effective pantheon and a tale to go with them as well as a being known as 'The Great Old One' who created them, though recently the god of death has recently...vanished (it's not really the right word, he's taking an extended vacation in the mortal form of one of the old adventures bodies to get away from the other gods for a bit) which of course is causing all sorts of problems with souls not passing on and vampires, ghosts and other forms of undead now beginning to appear due to it. There is of course the stranded currency's in the world of Copper, silver, electrum, gold and platinum but I also added Raidum (pronounced raid-oom) A special sort of coin given to those who venture into the old world ruins bringing back ether kills of the larger creatures or old world tech/data/anything really of value - although the coin is of the same value as silver it can be used to trade for very specific items that is built from the old worlds wonders. I also have a bit of an ending building up currently to the world -those who do not learn your history are doomed to repeat it as they say, after all this time with all this magic and life and wonder no one ever wondered who sealed away the magic in the first place and why? There was a small 'cult' (for lack of better term) a few campaigns ago that was dedicated to eradicating magic - believing it to be the source of all the worlds evil its been 200 years since that little shed of men and now its become a major semi-secret force waging war on the world of magic itself. Magical items have began to lose there power, or malfunction spectacularly! spells sometimes fail to go off even when done perfectly and some spells have vanished utterly, on top of that some of the worlds most powerful magic users have gone missing and the few who turned up have been gibbering madness and have lost all signs of there magic. Somehow this force is literally killing magic one little cut at a time and you have to ask yourself is that really a bad thing? (got a lot of reference for that from the new doctor strange comic that just came out recently, which is amusing because I was butting my head against a wall with it a week before I even knew it was coming). But that is my world all in all. Mostly I have focused around Old Lon Don, one of the few standing walled ruins, the creatures, relics and places within with a bit of globe trotting for good fun Although i'm also looking into doing a small New York side game since a few of the older players really want to see what's happening in the rest of the world, it wont be a pleasant trip for them if there expecting to come across familiar creatures and places >
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Post by galakan on Jan 20, 2016 1:24:52 GMT
I started a thread for mine in this section, but in case folks missed it! The World Of LyrentiaEons ago in an age before remembering, there was a vast Empire. Its fingers stretched across everywhere the Gods could touch, and yet now there remains but whispers of their greatness. It is said that the leaders of the Empire touched upon a power not meant for mortals and unleashed a cataclysm the likes of which had not been since since the Creation. In an effort to save all they could, the High Mages created a construct simply called The Gate. It alone holds back the force of this power and protects the only land still known this day: Lyrentia. I have quite a bit of stuff so if that little blurb is interesting to folks go ahead and check out the actual post!
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Post by dmnate on Jul 1, 2016 23:24:50 GMT
UITIS the gods of Uitis. I used the element planes for the gods. Each God represents a plane.
The God of the sea livithain The God of earth behemoth The God of the sky Zyz The Godess of fire Aqasis The temporal God Ymus The negative energy Goddess Ivuna The positive energy Goddess Owtrix
The gods have a huge impact on how the world changes in climate and technology. Like the elements do in our world. The power of these gods constantly shift. The gods are always hungry for more of the material plane. A big part of how magic works in this world is THE TREE OF UITIS. This a collossual tree that grew from the elemental gods creating Uitis. The tree breaths out raw magic. The magic is then converted either into arcana or divine.
In the current age ( the only age we have played in so far. It is covered mostly in water leaving small island and only a few small continents for land dwellers the sea dwellers is another story they are thriving in the modern age. Livithain has imprisoned behemoth and is slowly consuming what he once owned. I have a few cities and islands flushed out but I'm just kind of making it as we play in the world. Bouncing ideas off my players and now you guys here at the DMB! Askar: an island city flouting ontop the ocean. Askar is a very steampunk city using the trees raw magic to fuel technology. Such as air ships, guns, creating warforged. Xephan: isles of the dead. These islands are a barren wasteland of all undead life. This is actually an island found in the 3.5 setting of ghost walk. I just loved the idea so much I had to throw it in there. The isles are ran by a council of vampires. The floating isles of the high elves. This one hasn't been fully flushed out but basically each island has a Mage school specific to it. That's a small part of my world. I still have a lot to do and hopefully a lot of adventures to run in it!
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Post by blakeryan on Jul 5, 2016 3:28:36 GMT
So back in 1997 I wanted to create a homebrew D&D world that had stronger links to both biology and mythology. I created Utanskea (which means Beyond the Shadow in a mix of old greek & norse), a world in the middle of a world tree, with different worlds/planes in other parts of the world tree. I had the water & fire planes as a moons, and while massive they were not infinite. Often I would work on my world, and I did several revisions of nations, gods and races during and after campaigns I ran in 2nd-5th editions.
I initially had my own RPG with it, but encouraged to much player resistance to a skill system, they wanted levels, 3d6 stats etc, fair enough. I had dwarves are rock based lifeforms, elves as plant based race (like Sylvari in Guild Wars 2). Always I could check my world is not using parts of Forgotten Realms or Greyhawk, but used original content inspired by mythology or modeled on biology. Total time on Utanskea would be well into 5,000 hours work, in creating, editing and running.
The problem was while the campaigns worked and told stories, the world did not. I always had trouble recalling details about my own world, which was annoying since 75% of it was original content from my own head. Basically it did not gel. There was something missing. Like I had the ingredients for a good recipee, but not the right ratio or correct preparation method.
Then I found the Dungeon Masters Block podcast. I discovered that half the world building stuff I had already done and was proud of my accomplishment. But the other half made me realize that i'd seriously screwed things up. There were no coherent tropes or conventions, just lots of stuff throw together to make challenges at different levels (city/country/region/world). In particular were the episodes with Rich Howard and Lou Anders, I found myself constantly taking notes and inspired with what I need to do. Was another revision due? No. I had to start again. Because while I enjoy D&D to tell the story, I did not want a D&D world, I wanted a Fantasy world, and just use D&D as the storytelling vehicle.
So yes after 5,000 hours of work I have started again. It's a bumpy road-world building, often without gratitude of players, but its worth it when it gels both in and out of game. What I have done on my new world has gelled well from the beginning, which spurs more ideas, story springboards and flavor. And no I don't feel bad like i've wasted time, I enjoyed doing it, and i've learned lessons that has helped me craft a much better product.
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Your1 Nightmare
Commoner
Posts: 17
Favorite D&D Class: Bard
Favorite D&D Race: Teifling
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Post by Your1 Nightmare on Jul 6, 2016 21:51:11 GMT
I would love to discuss my world but I am saving most of the history of the world until a friend and I finish working on it. We plan to make it into a podcast and have already started recording. So I will save most of the details for the podcast. My world is call Ifiron. The land of Itherion has seen nothing but war for as long as the races can remember. The lands are dangerous as going into the woods can risk ones life. Death surrounds everyone. Even the oceans are too dangerous for travel and exploration. Those who try to leave the continent by magic seem to never return. My pantheon consists of 9 gods (one for each alignment because I was originally lazy) The God of Justice The Goddess of Fate The Goddess of Death The God of Life The God of Knowledge The God of Tyranny The Goddess of Love The God of Trickery The Goddess of Poison I have been running a campaign (that has been going on for 7 months as of this post) and is serving as sort of an alpha test for the podcast that takes place in this world. This has also let me add more to my world as questions get brought up. Literally building most of the world as I have been going along. The world is actually pretty magic heavy so magic items are a bit more common, they are even used in defending towns and villages. The DM's Block podcast actually assisted in me flushing out several things in my world that I originally would have never thought about. I have done writing about the worlds creation and even worked out ancient histories that will come up in the podcast and give something for the players to think about and investigate. Wish I could say more, but I don't want to spoil it yet
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Post by halfacreoffun on Jul 17, 2016 18:44:56 GMT
Another great thread that took me way to long to find. Awesome worlds you all have here. Maybe I'll steal an idea or 6 for my world. OK now on to my world.
My world is named Luminarous. Named by Pelor after he plucked the world from it's orbit around a dying sun. Unable to choose between his 2 favorite stars, Pelor set Luminarous into orbit around both. The power created by the figure 8 Luminarous makes around these star would ensure they burn for eternity. This has created a very interesting cycle of seasons. As the world circles Sanguinārius (the blood sun as its called by the Blood Cult) the winter is harsh. As the world travels between Sanguinārius and Saffrānum the summer is blistering and the world experiences very little darkness. Each day having 2 short periods of "night" as the world rotates out of the light of 1 sun and into the other. The winter Luminarous experiences as it circles Saffrānum is much like ours here on earth. 1 year cycle on Luminarous is = to about 2 and a half years on earth. Each day is 24 hrs long.
The Ages...
World called Vol Age of the Titans 0-2000 The titans create the world and it's people. The Ascension 2000-2300 The titans power begins to fail on Vol and mortals are chosen to ascend to God hood. The Ice Age 2300-2500 The sun is dying. Caused by the titans pulling energy from it to grant Pelor his power.
The world is called Luminarous The Great Flood 0-100 TS After Pelor moves the world to it new home between 2 suns the intense summer melt the ice and floods the world. Water World campaign. The Collapse 100-200 TS An ancient elemental is destroyed in the underdark creating a fissure under the water. Underground rivers fill the underdark. The Rebirth 200-1000 TS Life begins to flourish again the gods reshape much of the world. The Dragon Wars 1000-1500 TS Good and evil dragons war with each other bringing destruction and pain to Luminarous. The Great Sealing 1500-1600 TS With the help of Bahamut and the gods a group of adventures, The Dragons Bane, seal off the dragons good and bad away in another plane. The Age of Unity 1600-2100 TS All nation are united under 1 High King and his lineage. The remaining dragonkind are hunted down by over zealous rulers.
Don't have a name for the next age. I think I'll let the players help name it based on what they do during theach campaign set here.
I think that's about what I have so far. Of course all info is subject to change and some limits do apply.
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Post by zenith on Aug 30, 2016 4:55:09 GMT
I got into DM'ing after playing one session ran by a friend of mine. I had read the 3.5e Player's Handbook several times, but I'd never actually played before then. This was the world I built with my friends, and the story I came up with. Please don't judge it too harshly.
The Setting: PaloranIt started out as a small continent very loosely based on Terry Brooks's Four Lands. The campaign centered on, well, the center of the commonly known portion of the continent. Two rivers converge and then split again around an island. The city there, spread across both banks, and on the island itself, is called Bridges. It is ruled by a triumvirate of elected officials from the three major factions: The Loren (academics), the merchant's guild, and the guard. It is also home to Golemborn, which is just a poorly named re-skinning of Warforged. In this world, the Golemborn are sentient constructs which have souls. They 'mate' by touching an artifact deep under the city called The Heart of Bridges. When they do so, their souls merge, and a splinter of the joining splits off, creating a new soul, which is then channeled into a waiting construct body. The current Voice of the Triumvirate is Doried, a Loren who is several thousand years old. There is a monarchy in the north which, in any other setting, would be a theocracy from which paladins tend to issue forth. It is not a theocracy, however, for reasons we'll get to later. The kingdom is called Canthanyl (the C sounds like an S). There are clerics and paladins in this world, but their power comes from faith in an ideal or code, not a deity, at least not to begin with. In the south lies The Fens, ruled by a necromancer queen some 3000 years old. I forget her name, as it's been about a decade and a half since I ran the campaign in which she was defeated. Changelings, lizardfolk, and other sorts of beastial races also come from the south. Also in the south, just to the north of The Fens, there is what is an deep, old-growth forest. Nearly a jungle really, home to Wild Elves and various barbarian folk. It is also home to the Sha'al Dhan, pantherfolk. Dwarves hail from the mountains in the east, which bisect the continent. To the east of the mountains lies the great sand sea, home to the psionic folk. In this world, the Elan live there. Scattered around the continent, there are several large forests which house various elven societies. The First CampaignNow, as to religion, this world at the time of the first campaign set here, has only one 'real' deity, Taela. She first appeared as a seer of sorts, speaking in riddles. When asked a question she would say things like "It could be that what you say is true. Possibly not, but maybe. Probably." It turned out that she is the essence of probability. Fate. It was also revealed in the campaign that there was a great war nearly 3000 years ago (which is a number of years which may ring a bell), and in that war, an entire race of people called Elimnists was nearly wiped out. The last remaining Elimnist was placed in stasis by Doried, and hidden away in a particular wood, guarded by a group of half-elves. Elimnists had a collective racial ability to steer probability, but the gift was spread among them. Aelyn Fain, the last remaining Elimnist, was a child, and so could not be trusted to handle all that power by herself. She had been dreaming for 3000 years, tutored in sleep by The Loren. The campaign began with the theft of The Heart of Bridges. The party tracked the thieves out of the city and southward, where they were led to an ancient temple. They discovered at the center of the temple an empty pedestal, where they later discovered another powerful artifact had been hidden. They then did some research on the Great War from long ago and learned that a third powerful artifact was in Canthanyl. Together, these relics were called Fate Stones, and were created by the Elimnists. They reached Canthanyl just in time to witness the necromancer/sorceress/BBE Gal making off with it. Doried appeared to them and told them of Elimnist Fain, and that it was time to wake her. So they did. Some events which I don't remember the details of very clearly ensued, which culminated in a huge battle with the sorceress. Using the Fate Stones, she summoned three copies of herself from alternate lines of probabilty. Fain responded by doing the same for the party. It was madness, and I'd almost certainly never run that combat again. In the end, the rift was closed, and the sorceress was defeated. The battle damaged the fabric of fate, so Elimnist Fain did the only thing she could. She erased the entire thing from a single collapsed string of possibilities. The people most closely tied to the events were elevated to true godhood, because it was either that or they had to die, and they were her friends. She ascended as well, deeming it too dangerous to remain mortal. There was a schism in the minds of the entire world (sort of). On one hand, everyone remembered the war, but on the other, it never happened. People who very vividly remembered being killed or mutilated were whole. The entire episode became known as The Forgotten War. The Second CampaignIn the next campaign (in which I was a player, but my best friend DM'd and we collaborated on some of the larger ramifications), it was revealed that the continent which had been previously thought to be the whole world was actually only a continent. The Elimnists had forseen a catastrophic event destroying the world. Their talent was so spread among them that they couldn't prevent it entirely, so they gathered as many peoples as they could and removed their continent from the causality stream in which the rest of the world exists. Elemn, as it later became known, rejoined the rest of the world in the second campaign set in this world, emerging into a post-post-apocalyptic setting in which the world had been all but destroyed thousands of years ago, but some survived. When Elemn came back, The Forgotten War became part of the global memory, bringing the new gods with it.
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Post by blakeryan on Sept 2, 2016 22:52:58 GMT
Galakan - Setting:Lyrentia - Gotta love 'here be monsters' in D&D that could be anything from oni to carrion crawlers. Your post and map are good. - What is across the sea to the east? was the old Empire there or has no one ever crossed it? - Does Lyrentia have an Underdark? are those creatures busy dealing with something else eg Planar critters?
Your1 Nightmare - Setting:Ifiron - Let us know when your podcast is out! - Do your gods have chosen races and racial enemies? eg did the goddess of death create Duergar and they hunt Halflings? - If there is so much death, is anyone helping civilisation or select heroes? eg disguised dragons, elder fey or even genies?
Zenith - Setting:Paloran - It looks like you've had some fun fleshing our your world and running your campaigns which is great. - Do your Pantherfolk eat people, or are they civilised? the thing with bestial races is how bestial do you make them vs humans in a fur coat. - Are there people worship Archfey or Elemenetal Lords? For that matter are there elemental planes, feywild and shadowfell?
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SouldiamondDM
Squire
Stay safe, don't talk to strangers, don't do drugs, only you can prevent forest fires, etc.
Posts: 41
Favorite D&D Class: Warlock
Favorite D&D Race: Human
Gender: He/Him
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Post by SouldiamondDM on Sept 4, 2016 1:27:00 GMT
Alright, here I am. I'm going to be one of the lengthy ones. A few things before I start. One, I'm not sure exactly what to put here, so I'm just going to write down the basics and see what happens. Two, I am only a young-un and still do not have a firm grasp on how worlds work so if there's any glaringly weird things here than that's why.
So, my world isn't really named yet. At the moment I'm calling it "Souldiamond" after the artifact that created it. Souldiamond was created when a war between the gods literally tore the material plane apart. A human mage who has gone down in history as "The Paragon" built a device called the Soul Diamond, which absorbed the powers of the gods, effectively killing them. The Paragon used the power of the gods to tear the planes apart and use the pieces to rebuild the material plane into a brand new world. But, the new patches of planar land (Planar Shards, as I call them) spread throughout the material plane mutated the original races of the world into new, powerful races.
In terms of races, I divide them into three groups: original, planar, and other. Original races are humans, dwarves, elves, halflings, and dragonborn. They are the races that came from the original world. Planar races are tieflings, aasimar, and genasi. They are the races created from magical manipulation of the planar shards. The other races are anything that doesn't fall into the first two groups. Included are shadar-kai, a race of bat-like humanoids called ahool, a race of shark-like giants, and a bunch of other extremely rare races.
There are many, many different organizations and empires in my world which create most of the conflict in the world. Included are the Dwarven Democracies, the scattered dwarven remains of an old empire, the Votrane Confederacy, all of the non-dwarven remains of said empire, the Three Kingdoms, a few magocratic high-elf cities that like to send out ambassadors, Scozia, a powerful tiefling/genasi empire, and Etelenty, which is basically Atlantis. There's also the halfling tribes, the dragonborn monasteries, the wood elf clans, the criminal Order of the Dust Mephit, the fabled hobgoblin hordes, and so on.
Religion in Souldiamond is a bit weird. There are very, very few actual gods. Most of them were killed by the Soul Diamond. Instead, buried somewhere in the multiverse, there is a heavily guarded tomb that holds the Soul Diamond. If a creature manages to find and touch the Soul Diamond, they are granted some of the godly power it holds, creating a sort of demigod called a Lord. As in Demon Lord, but also Celestial Lord, Elemental Lord, and so on. Most of these Lords either live on the Sojourner's Isle, a continent floating somewhere in the Astral Plane, the Flipside, the underside of the Sojourner's Isle, or the Material Plane. It's not surprising to see a temple built in a small-town tavern where a Lord decided to stay the night.
I think that's all at the moment. Feedback is welcome.
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