I bring you to the world of Valeros (Earth, in the language of the Valakut)
Long ago (Really just a century and half ago), The Valakut empire controlled 80% of non-island landmass, razing land, and conquering countries. A few years before the Age of Gods, the island nation of Stachumia declared war uniting the island nations of Kamago and several others to help. They were crushed, if not for something crazy.
The first god was born, she blessed armies with might, and created the Bridge of Dreams, allowing the Stachumians to instantly mobilize anyway. She created an massive wall forged from plants, and burnt the mainland of Valakut to dust. This god was known as Alexandros (My namesake on this account) and soon afterward two more gods were born, Cambio (god of rebbelion), and Sabra (God of thought).
Thus began the age of gods, people began to master magic and nations rose anew, new gods slowly joined to Patheon, and a traitorous devotee of Alexandros became one himself. They were killed, creating the Vurvians (Phoenix-Kin). The nature god Messis pushed her homeland to create Ramkins, and Katidga created the Tempete those of storms.
The world is one of modern wonder, mixed with everpresent, but terrifying magic, dragons clash with planes in the sky. Those from the moon walk amid humans, while storm nomads ut on shows for food. The land is dying from the actions of the Valakut, but many work to restore it.
lucien, a high magic setting with all sorts of fun thing like monarch-z, magic blimps, mutant tarresques ( still only one dont worry), ancient runes, and much much more (if you want lore just say so)
It is a world with no single name—a Frankenstein's creation type of world where several worlds were spliced together from a conjunction accident.
Cataclysmic events are still common as the new world is continuing to adjust to its new conditions while there are still wildly varying biomes next to each other—some dying, some becoming invasive, some thriving normally.
The conjunction was caused by powerful, influential individuals seeking even more power on each original world—performing a forbidden ritual at the same time as the others—and still rule over their own slice of the world that became grafted to the others.
Human. Male. Possibly. Don't be a divider. My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong. I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲 “It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
I have a world that is a permanent desert but it is also a magic sphere kind of like the magic circle from THOR: RAGNAROK and to add to the sand has the appearance of sand, gold dust, and brown sugar. There is also an eternal sandstorm that has always been there and always will so yes no one has seen the sky or stars.
I haven't been able to play this one yet, but i'm calling it Caliset. The idea behind the world is that it had been an incredibly advanced magical society 1,500 years ago (i.e. magic space travel). However, an event known as the Grand Discordance shattered the world. The "Magic magnetic fields" essentially realigned, making once powerful wizards powerless and unimportant farmers frightened wild magic sorcerers (basically all magic users are descended from these wild magic sorcerers). The only race unaffected by the Grand Discordance were the warforged.
The world itself was changed, gigantic rifts pushing air out from the center of the planet. The air cast the earth they had been under into the atmosphere, creating floating continents cut off from the surface. Each rift has a planar energy associated with it, and the biggest rift is a massive one in the middle of the ocean separating the two main continents on the surface with a towering wall of steam.
The warforged took advantage of the chaos of the Grand Discordance to take power. They created the Vesselian Empire, led by an incredibly powerful wizard called Evervessel. They started the process of reegineering the magic machinery of the original society. Unfortunately, the warforged weren't exactly the kindest to the organic races (i.e. slavery) and two groups rose up and shatter the empire. The Sons of Bahu were a group of dragonborn and elves that used their sorcery to escape to the other continent. The War Kings were a belligerent group of sorcerers and warlocks that shattered the empire, and were in constant war with one another for the past 200 years.
As I said before, the players would be starting 1500 years from the Grand Discordance. Three kingdoms are set up on the main continent. Archenos is the direct descendant of the Vesselian Empire, and is a bureaucracy run by wizards, artificers and civilized magic users attempting to reclaim the learning of the original society. Kycela and Recmoncal are the legacy of the most powerful warking in history, Kymoncal. The two kingdoms are run by the families of Kymoncal's daughter and son, a changeling and a tiefling.
Rollback Post to RevisionRollBack
“Today might be a good day to die, but it’s a better day to visit the municipal pool, in my opinion.”
My homebrew setting is called Takoaka. It is on the back of an enormous flying space turtle who smokes a pipe. The smoke from the pipe blows over its back as clouds and a group of cloud giants grow tobacco on its neck to provide clouds to provide land for their kingdom. A whole city has been chained to its shell and is dragged through space behind the turtle. The chains are as big as bridges, and the city is filled with outcasts and criminals. The shadowfell is a strange warped land in the turtles shadow. The underworld is on the underside of the turtles belly, and so it is place of eternal darkness because the sun is on the top. ( The sun is actually a shining arrow shot across the sky by a celestial who races across the world to catch it on the other side at sunset. The moon is also an arrow shot by the Sun Archers twin brother.) The underworld is filled with abyssal and infernal creatures who rage against each other and if they could ever agree and work together, they would probably be able to escape over the side of the shell and take over the world. A group of powerful creatures called Rimwalkers patrol the edges of the shell to make sure no denizens of the underworld escape over the side. The Rimwalkers are celestial reindeer people who can transform into giants for awhile, and can also transform into bird creatures. I have homebrewed a lot of monsters for the world that are based off of mythical creatures and beasts from folklore. A rare and incredibly valuable material that is made of the turtle’s shell can be found deep below the earth but it is incredibly rare because the shell is very deep below the earth. I have created a weird pantheon of celestials for this world and they are really strange.
In one of our shared worlds we did a thing where we decided on
3 surprising things that are common here but not IRL
3 things that are common IRL but don't exist in this world.
I find the latter super inspiring. I remember only two of them. They were Iron (and steel ofc) and horses.
Amazing how creative you have to get when all iron melts away. Maybe not magical iron in your case.
So obsidian was a big thing for a long time. Then "the obsidian curse" came and ruined that too. Bronze was used but had to be magically tempered. Later came exotic rubber mixtures for armor etc. Mithril and adamantium exist but are mega rare.
Game mechanically this doesn't change anything. It's all included in the dnd mechanics since there are no steel weapons to compare to. So it's just flavor..
Also riding elk carriages and hogs etc. instead of horses etc.
The world I run my campaigns in has the working title of Aegir (until I come up with a better name). There are five continents: Eturnaem, Pol’Beur, Vel Hadten, Geltersid, and Kileten (read: dead-but-recovering-empire land, discount Nordic-Arctic-siberia, both americas in one, gray wasteland, and Australia).
A few specific locales:
Iftendal, a city on Eturnaem. The largest city in the world, home to a wide variety of both adventurous heroes and subtle villains. It is the capital of the slowly-declining Burning-Crest Empire.
Arcanaloch, a lake in the middle of a desert on Vel Hadten. Upon the lake, a quartet of pyramids (forming one large pyramid) make up the structure that shares the lake’s name, within which mages gather and learn from each other. The lake itself is said to have a large shard of the original Primordial Chaos at the bottom, which attracts magic-users.
Jerula Town, a city-state in the Shadow Sands on Geltersid. The city, built entirely out of tan sandstone despite being surrounded by black desert, is built higher, as though the streets were once canals. And one month a year, they are, as the nearby Duarus River floods and encompasses the town. Jerula Town houses the largest temple to the sun god, Helio, in the world.
High Plateau, a grassy mesa that makes up the northern third of the continent of Kileten. Gnolls and Minotaurs are native to this plateau, as well as a massive purple worm. Many a careless explorer has been swallowed up by the worm’s maw. Few paths onto the plateau are known, including Clifftown, a mining settlement built directly into the side of the mesa.
Tonitru Valley, a basin on Pol’Beur that houses Nimburi Village. The valley is blessed directly by Umberlee, goddess of storms. Those that are born within are born with an “inner storm”, which can manifest as primal magic powers. Nimburi Village has its own elite guard that make good use of these storm powers.
Mine is a giant water filled cave with four main landmasses and a bunch of smaller islands called The Great Cavern.Ruled by a necromancer bone elf (a custom race of my own design) sort of a dark fantasy pirate-ish vibe
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
I bring you to the world of Valeros (Earth, in the language of the Valakut)
Long ago (Really just a century and half ago), The Valakut empire controlled 80% of non-island landmass, razing land, and conquering countries. A few years before the Age of Gods, the island nation of Stachumia declared war uniting the island nations of Kamago and several others to help. They were crushed, if not for something crazy.
The first god was born, she blessed armies with might, and created the Bridge of Dreams, allowing the Stachumians to instantly mobilize anyway. She created an massive wall forged from plants, and burnt the mainland of Valakut to dust. This god was known as Alexandros (My namesake on this account) and soon afterward two more gods were born, Cambio (god of rebbelion), and Sabra (God of thought).
Thus began the age of gods, people began to master magic and nations rose anew, new gods slowly joined to Patheon, and a traitorous devotee of Alexandros became one himself. They were killed, creating the Vurvians (Phoenix-Kin). The nature god Messis pushed her homeland to create Ramkins, and Katidga created the Tempete those of storms.
The world is one of modern wonder, mixed with everpresent, but terrifying magic, dragons clash with planes in the sky. Those from the moon walk amid humans, while storm nomads ut on shows for food. The land is dying from the actions of the Valakut, but many work to restore it.
My homebrew content: Monsters, subclasses, Magic items, Feats, spells, races, backgrounds
lucien, a high magic setting with all sorts of fun thing like monarch-z, magic blimps, mutant tarresques ( still only one dont worry), ancient runes, and much much more (if you want lore just say so)
A 3-sentence world:
It is a world with no single name—a Frankenstein's creation type of world where several worlds were spliced together from a conjunction accident.
Cataclysmic events are still common as the new world is continuing to adjust to its new conditions while there are still wildly varying biomes next to each other—some dying, some becoming invasive, some thriving normally.
The conjunction was caused by powerful, influential individuals seeking even more power on each original world—performing a forbidden ritual at the same time as the others—and still rule over their own slice of the world that became grafted to the others.
Human. Male. Possibly. Don't be a divider.
My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong.
I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲
“It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
I have a world that is a permanent desert but it is also a magic sphere kind of like the magic circle from THOR: RAGNAROK and to add to the sand has the appearance of sand, gold dust, and brown sugar. There is also an eternal sandstorm that has always been there and always will so yes no one has seen the sky or stars.
I haven't been able to play this one yet, but i'm calling it Caliset. The idea behind the world is that it had been an incredibly advanced magical society 1,500 years ago (i.e. magic space travel). However, an event known as the Grand Discordance shattered the world. The "Magic magnetic fields" essentially realigned, making once powerful wizards powerless and unimportant farmers frightened wild magic sorcerers (basically all magic users are descended from these wild magic sorcerers). The only race unaffected by the Grand Discordance were the warforged.
The world itself was changed, gigantic rifts pushing air out from the center of the planet. The air cast the earth they had been under into the atmosphere, creating floating continents cut off from the surface. Each rift has a planar energy associated with it, and the biggest rift is a massive one in the middle of the ocean separating the two main continents on the surface with a towering wall of steam.
The warforged took advantage of the chaos of the Grand Discordance to take power. They created the Vesselian Empire, led by an incredibly powerful wizard called Evervessel. They started the process of reegineering the magic machinery of the original society. Unfortunately, the warforged weren't exactly the kindest to the organic races (i.e. slavery) and two groups rose up and shatter the empire. The Sons of Bahu were a group of dragonborn and elves that used their sorcery to escape to the other continent. The War Kings were a belligerent group of sorcerers and warlocks that shattered the empire, and were in constant war with one another for the past 200 years.
As I said before, the players would be starting 1500 years from the Grand Discordance. Three kingdoms are set up on the main continent. Archenos is the direct descendant of the Vesselian Empire, and is a bureaucracy run by wizards, artificers and civilized magic users attempting to reclaim the learning of the original society. Kycela and Recmoncal are the legacy of the most powerful warking in history, Kymoncal. The two kingdoms are run by the families of Kymoncal's daughter and son, a changeling and a tiefling.
“Today might be a good day to die, but it’s a better day to visit the municipal pool, in my opinion.”
I was or are planning to Build a world where even the land is summoned as a play feature.
My homebrew setting is called Takoaka. It is on the back of an enormous flying space turtle who smokes a pipe. The smoke from the pipe blows over its back as clouds and a group of cloud giants grow tobacco on its neck to provide clouds to provide land for their kingdom. A whole city has been chained to its shell and is dragged through space behind the turtle. The chains are as big as bridges, and the city is filled with outcasts and criminals. The shadowfell is a strange warped land in the turtles shadow. The underworld is on the underside of the turtles belly, and so it is place of eternal darkness because the sun is on the top. ( The sun is actually a shining arrow shot across the sky by a celestial who races across the world to catch it on the other side at sunset. The moon is also an arrow shot by the Sun Archers twin brother.) The underworld is filled with abyssal and infernal creatures who rage against each other and if they could ever agree and work together, they would probably be able to escape over the side of the shell and take over the world. A group of powerful creatures called Rimwalkers patrol the edges of the shell to make sure no denizens of the underworld escape over the side. The Rimwalkers are celestial reindeer people who can transform into giants for awhile, and can also transform into bird creatures. I have homebrewed a lot of monsters for the world that are based off of mythical creatures and beasts from folklore. A rare and incredibly valuable material that is made of the turtle’s shell can be found deep below the earth but it is incredibly rare because the shell is very deep below the earth. I have created a weird pantheon of celestials for this world and they are really strange.
In one of our shared worlds we did a thing where we decided on
3 surprising things that are common here but not IRL
3 things that are common IRL but don't exist in this world.
I find the latter super inspiring. I remember only two of them. They were Iron (and steel ofc) and horses.
Amazing how creative you have to get when all iron melts away. Maybe not magical iron in your case.
So obsidian was a big thing for a long time. Then "the obsidian curse" came and ruined that too. Bronze was used but had to be magically tempered. Later came exotic rubber mixtures for armor etc. Mithril and adamantium exist but are mega rare.
Game mechanically this doesn't change anything. It's all included in the dnd mechanics since there are no steel weapons to compare to. So it's just flavor..
Also riding elk carriages and hogs etc. instead of horses etc.
Finland GMT/UTC +2
Since this has resurfaced I guess
The world I run my campaigns in has the working title of Aegir (until I come up with a better name). There are five continents: Eturnaem, Pol’Beur, Vel Hadten, Geltersid, and Kileten (read: dead-but-recovering-empire land, discount Nordic-Arctic-siberia, both americas in one, gray wasteland, and Australia).
A few specific locales:
Iftendal, a city on Eturnaem. The largest city in the world, home to a wide variety of both adventurous heroes and subtle villains. It is the capital of the slowly-declining Burning-Crest Empire.
Arcanaloch, a lake in the middle of a desert on Vel Hadten. Upon the lake, a quartet of pyramids (forming one large pyramid) make up the structure that shares the lake’s name, within which mages gather and learn from each other. The lake itself is said to have a large shard of the original Primordial Chaos at the bottom, which attracts magic-users.
Jerula Town, a city-state in the Shadow Sands on Geltersid. The city, built entirely out of tan sandstone despite being surrounded by black desert, is built higher, as though the streets were once canals. And one month a year, they are, as the nearby Duarus River floods and encompasses the town. Jerula Town houses the largest temple to the sun god, Helio, in the world.
High Plateau, a grassy mesa that makes up the northern third of the continent of Kileten. Gnolls and Minotaurs are native to this plateau, as well as a massive purple worm. Many a careless explorer has been swallowed up by the worm’s maw. Few paths onto the plateau are known, including Clifftown, a mining settlement built directly into the side of the mesa.
Tonitru Valley, a basin on Pol’Beur that houses Nimburi Village. The valley is blessed directly by Umberlee, goddess of storms. Those that are born within are born with an “inner storm”, which can manifest as primal magic powers. Nimburi Village has its own elite guard that make good use of these storm powers.
so yeah
Come participate in the Competition of the Finest Brews, Edition XXVIII?
My homebrew stuff:
Spells, Monsters, Magic Items, Feats, Subclasses.
I am an Archfey, but nobody seems to notice.
Extended Signature
Mine is a giant water filled cave with four main landmasses and a bunch of smaller islands called The Great Cavern.Ruled by a necromancer bone elf (a custom race of my own design) sort of a dark fantasy pirate-ish vibe