I am looking for a D&D world setting that fits these thoughts that I had.
I had the idea for a world setting where the world never recovered from the war between the Gods and the Primordials. Abandoned by both, it has become a cold desert world. Wild magic storms are continually raging across the globe, twisting anything and everything they touch and spawning ferocious demonlike monsters that stalk the deserts, searching for prey. Once, long ago, during the Dawn War, the technology of this world was extraordinary. Vast magitech cities floated above the clouds, and the surface was a veritable Eden, teeming with life, maintained and cared for by magitech groundskeepers and gardeners, living machines so advanced that they were almost sentient.
The people of this world also used their knowledge and mastery of magitech to create terrible magical weapons used by both sides against the other during the Dawn War. However, when the war ended, the Primordials forgot about them, and the Gods left them behind as they tried to distance themselves from the horrors of what they had done. Unbeknownst to either side, however, the people of this world continued the war, fighting amongst themselves. For an age, the two tribes of Eosia battled each other, determined to prove that their side was superior. The war finally ended when the two sides, determined to eradicate the other, poured all their knowledge and power into creating an ultimate weapon and launched it against their foe. As a blinding flash lit up the sky, the cities began to fall, and wild magic energies surged across Eosia, destroying everything and eventually merging into two enormous wild magic storms that continue to rage across the surface to this day. The Everstorms kick up so much dust and debris that the days on Eosia are constant twilight, and the nights are as black as the deepest, darkest layer of the abyss.
Nighttime is the most dangerous time on Eosia, as that is when the demons and monstrous hordes come out in force. Despite being created by the Everstorms and are only demons in name, they are no less terrifying and deadly than the abyss' terrors. The daytime monsters are scary and extremely dangerous, but they seem tame compared to those that come out at night. The people of Eosia have learned not to venture out after dark, and instead, they huddle together by their campfires. As long as they remain in the light, they are safe from the demons and nighttime monsters, but they are not safe from the undead that roams around during the day and the night. Those who have died are often reanimated by the Everstorms and plague the living, driven into mad, murderous rages by undead torments.
Remnants of Eosia's past litter the world, and some of that ancient magitech sometimes inexplicably comes back to life. Gardeners attempt to cultivate the dry earth, soldiers attempt to continue the war, and reawakened cities trap people within their walls, their programing to protect and serve, corrupted by the wild magic energies that deactivated them, and their long slumber.
Life on Eosia is hard, and you owe your allegiance to your family first, and then your clan, followed by your broader tribe. There are two tribes of Eosia, something like nations, made up of various races' lineages. Some are more amenable than others; a few are little more than savages, even cannibals. It is not uncommon for people to be born with innate magical ability. Almost all of the monsters and demons created by the Everstorms possess natural magic, but magic on Eosia is wild and unpredictable and distrusted by most Eosians. Instead, Eosians have become mighty warriors, and those who are born with magic tend to become scouts or adventurers and are shunned and feared by others.
A favourite story of those who are born with magic is that of the Emerald City. The story tells that a single floating city, were magic is still practised, somehow survived the devastation. Some versions of the story even speak of the Emerald City being the home of mighty mages, capable of bending the demons and monsters that plague the surface to their will. Other versions of the story say the Emerald City is the home of the Kings of old. Whose hubris and desire to become Gods corrupted them and turned them into liches and monsters responsible for creating the Everstorms that destroyed the world. The Heavenly Order of The Conqueror, a cult that has long maintained that the Emerald City is the home of their Goddess, the Emerald Queen, believes the Emerald City to be hallowed ground. They also claim that the Emerald Queen created the Everstorms and the demons and monsters and undead and destroyed the world to punish the people of Eosia after they turned away from the path of righteousness. The Heavenly Order of The Conqueror also preaches that only those who possess the gift of magic, live righteous lives and do not shy away from who they are will be welcomed into the Emerald City when the Emerald Queen brings an end to the punishment.
The cult also believes that after the punishment is over, those welcomed into the Emerald City will become the new rulers of Eosia. Those who remain below will become slaves and servants. The Heavenly Order of The Conqueror strongly believes in the supremacy of those who possess magic and think that those born without magic should serve those who have it. Even amongst their own, they feel that more righteous people should rule, while those lesser righteous souls should follow and help those who do.
What constitutes righteousness to the Heavenly Order of The Conqueror seems to any who know of them to be little more than fanatical devotion to the Emerald Queen.
Opposing the Heavenly Order of The Conqueror is the Scions of The Seventh Dawn.
The Scions of The Seventh Dawn; also believe that the Emerald City is hallowed ground and in the supremacy of those who have magic. Unlike the Heavenly Order of The Conqueror, however, The Scions believe that the Emerald City is the primordial Void's home. They claim that the demons, monsters and undead are the children of Void and that Void created the Everstorms to destroy the Emerald Queen and her children, to prevent Eosia from being corrupted by her evil. The Scions will fight and kill any member of the Heavenly Order of The Conqueror or those who follow them in an attempt to eradicate the children of the Emerald Queen—believing that Eosia can not be reborn until they have eliminated all traces of the Emerald Queen.
Maintaining a tentative peace between the two opposing sides are the Brass Blades of The Immortal Flames. For hundreds of years, the Blades have attempted to keep the peace and bring the two sides together, as they believe that only by uniting the two halves of Eosia's soul can the world indeed be reborn. It is a never-ending task, but one to which the Immortal Flames dedicate themselves. The Brass Blades of The Immortal Flames are the closest thing on Eosia to clerics or monks. They are accomplished healers, fighters, traders, and negotiators who dedicate their lives to restoring and maintaining the world's balance. Druids also often join the Immortal Flames, as their calling naturally drives them towards equilibrium. The Immortal flames do not fear or distrust magic as others do, as they see magic and its use as just another part of the balance of things.
Stories, myths and legends play a considerable part in the lives of Eosians, and bards are quite common. As they have learned to use words to inspire and hinder, and having become master storytellers and performers and keepers of history, bards are the only accepted magic users. However, they are still greatly feared for their power.
For the most part, except for the cults, Eosia is governed by the oldest, presumably the most knowledgable and wisest people. Significant knowledge of Eosias past is required to be in a position of authority, and as a result, bards tend to become authority figures as they get older. However, historians of any stripe would have the opportunity.
As life for Eosians is pretty severe and challenging, the birth of children and reaching old age are both times of life that celebrated with an abandon of joy. The elderly are highly thought of and respected, and many younger Eosians will seek the advice and counsel of their elders.
The governmental structures of Eosia tend to be decentralised, with no clear leader or representative until one is needed. When a leader or representative is required, the one chosen tends to be the eldest, which unfortunately means that Eosian leaders often change. However, any deals, policies, treaties etc., negotiated by the previous leader or representative will be honoured by all those who come after. For this reason, Eosian tribes have a level of stability that belies their decentralised governance structures and their semi-nomadic lifestyles.
That's it, folks, that's pretty much all the thoughts that I had about Eosia and the Eosian people.
Is there an official D&D world setting that would fit my thoughts about Eosia and the people living there? I realise that nothing is going to jell with my ideas perfectly, but I would prefer to start with an official world setting that is as close as possible to my thoughts so that I do not have to start creating everything from scratch, as I no longer have the time to do that. I do like creating worlds, though, and have managed to get Sundays to myself.
Any thoughts, even constructive criticisms you might have, would be appreciated.
Thanks, everyone,
Forge
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A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
I know that Dark Sun has a similar feel to what you’re wanting. I’ve never played it myself, but I know enough about it that it’s a good starting point.
You've got your own genesis story and some pretty sweeping ideas about this world. I don't think it's going to jive well with an official setting.
If there's aspects you don't want to write yourself, just grab them piecemeal from whatever setting as you like. At this point you're better off grafting those pieces on to your world rather than trying to wedge such big ideas into an existing world.
Hi,
I am looking for a D&D world setting that fits these thoughts that I had.
I had the idea for a world setting where the world never recovered from the war between the Gods and the Primordials. Abandoned by both, it has become a cold desert world. Wild magic storms are continually raging across the globe, twisting anything and everything they touch and spawning ferocious demonlike monsters that stalk the deserts, searching for prey. Once, long ago, during the Dawn War, the technology of this world was extraordinary. Vast magitech cities floated above the clouds, and the surface was a veritable Eden, teeming with life, maintained and cared for by magitech groundskeepers and gardeners, living machines so advanced that they were almost sentient.
The people of this world also used their knowledge and mastery of magitech to create terrible magical weapons used by both sides against the other during the Dawn War. However, when the war ended, the Primordials forgot about them, and the Gods left them behind as they tried to distance themselves from the horrors of what they had done. Unbeknownst to either side, however, the people of this world continued the war, fighting amongst themselves. For an age, the two tribes of Eosia battled each other, determined to prove that their side was superior. The war finally ended when the two sides, determined to eradicate the other, poured all their knowledge and power into creating an ultimate weapon and launched it against their foe. As a blinding flash lit up the sky, the cities began to fall, and wild magic energies surged across Eosia, destroying everything and eventually merging into two enormous wild magic storms that continue to rage across the surface to this day. The Everstorms kick up so much dust and debris that the days on Eosia are constant twilight, and the nights are as black as the deepest, darkest layer of the abyss.
Nighttime is the most dangerous time on Eosia, as that is when the demons and monstrous hordes come out in force. Despite being created by the Everstorms and are only demons in name, they are no less terrifying and deadly than the abyss' terrors. The daytime monsters are scary and extremely dangerous, but they seem tame compared to those that come out at night. The people of Eosia have learned not to venture out after dark, and instead, they huddle together by their campfires. As long as they remain in the light, they are safe from the demons and nighttime monsters, but they are not safe from the undead that roams around during the day and the night. Those who have died are often reanimated by the Everstorms and plague the living, driven into mad, murderous rages by undead torments.
Remnants of Eosia's past litter the world, and some of that ancient magitech sometimes inexplicably comes back to life. Gardeners attempt to cultivate the dry earth, soldiers attempt to continue the war, and reawakened cities trap people within their walls, their programing to protect and serve, corrupted by the wild magic energies that deactivated them, and their long slumber.
Life on Eosia is hard, and you owe your allegiance to your family first, and then your clan, followed by your broader tribe. There are two tribes of Eosia, something like nations, made up of various races' lineages. Some are more amenable than others; a few are little more than savages, even cannibals. It is not uncommon for people to be born with innate magical ability. Almost all of the monsters and demons created by the Everstorms possess natural magic, but magic on Eosia is wild and unpredictable and distrusted by most Eosians. Instead, Eosians have become mighty warriors, and those who are born with magic tend to become scouts or adventurers and are shunned and feared by others.
A favourite story of those who are born with magic is that of the Emerald City. The story tells that a single floating city, were magic is still practised, somehow survived the devastation. Some versions of the story even speak of the Emerald City being the home of mighty mages, capable of bending the demons and monsters that plague the surface to their will. Other versions of the story say the Emerald City is the home of the Kings of old. Whose hubris and desire to become Gods corrupted them and turned them into liches and monsters responsible for creating the Everstorms that destroyed the world. The Heavenly Order of The Conqueror, a cult that has long maintained that the Emerald City is the home of their Goddess, the Emerald Queen, believes the Emerald City to be hallowed ground. They also claim that the Emerald Queen created the Everstorms and the demons and monsters and undead and destroyed the world to punish the people of Eosia after they turned away from the path of righteousness. The Heavenly Order of The Conqueror also preaches that only those who possess the gift of magic, live righteous lives and do not shy away from who they are will be welcomed into the Emerald City when the Emerald Queen brings an end to the punishment.
The cult also believes that after the punishment is over, those welcomed into the Emerald City will become the new rulers of Eosia. Those who remain below will become slaves and servants. The Heavenly Order of The Conqueror strongly believes in the supremacy of those who possess magic and think that those born without magic should serve those who have it. Even amongst their own, they feel that more righteous people should rule, while those lesser righteous souls should follow and help those who do.
What constitutes righteousness to the Heavenly Order of The Conqueror seems to any who know of them to be little more than fanatical devotion to the Emerald Queen.
Opposing the Heavenly Order of The Conqueror is the Scions of The Seventh Dawn.
The Scions of The Seventh Dawn; also believe that the Emerald City is hallowed ground and in the supremacy of those who have magic. Unlike the Heavenly Order of The Conqueror, however, The Scions believe that the Emerald City is the primordial Void's home. They claim that the demons, monsters and undead are the children of Void and that Void created the Everstorms to destroy the Emerald Queen and her children, to prevent Eosia from being corrupted by her evil. The Scions will fight and kill any member of the Heavenly Order of The Conqueror or those who follow them in an attempt to eradicate the children of the Emerald Queen—believing that Eosia can not be reborn until they have eliminated all traces of the Emerald Queen.
Maintaining a tentative peace between the two opposing sides are the Brass Blades of The Immortal Flames. For hundreds of years, the Blades have attempted to keep the peace and bring the two sides together, as they believe that only by uniting the two halves of Eosia's soul can the world indeed be reborn. It is a never-ending task, but one to which the Immortal Flames dedicate themselves. The Brass Blades of The Immortal Flames are the closest thing on Eosia to clerics or monks. They are accomplished healers, fighters, traders, and negotiators who dedicate their lives to restoring and maintaining the world's balance. Druids also often join the Immortal Flames, as their calling naturally drives them towards equilibrium. The Immortal flames do not fear or distrust magic as others do, as they see magic and its use as just another part of the balance of things.
Stories, myths and legends play a considerable part in the lives of Eosians, and bards are quite common. As they have learned to use words to inspire and hinder, and having become master storytellers and performers and keepers of history, bards are the only accepted magic users. However, they are still greatly feared for their power.
For the most part, except for the cults, Eosia is governed by the oldest, presumably the most knowledgable and wisest people. Significant knowledge of Eosias past is required to be in a position of authority, and as a result, bards tend to become authority figures as they get older. However, historians of any stripe would have the opportunity.
As life for Eosians is pretty severe and challenging, the birth of children and reaching old age are both times of life that celebrated with an abandon of joy. The elderly are highly thought of and respected, and many younger Eosians will seek the advice and counsel of their elders.
The governmental structures of Eosia tend to be decentralised, with no clear leader or representative until one is needed. When a leader or representative is required, the one chosen tends to be the eldest, which unfortunately means that Eosian leaders often change. However, any deals, policies, treaties etc., negotiated by the previous leader or representative will be honoured by all those who come after. For this reason, Eosian tribes have a level of stability that belies their decentralised governance structures and their semi-nomadic lifestyles.
That's it, folks, that's pretty much all the thoughts that I had about Eosia and the Eosian people.
Is there an official D&D world setting that would fit my thoughts about Eosia and the people living there? I realise that nothing is going to jell with my ideas perfectly, but I would prefer to start with an official world setting that is as close as possible to my thoughts so that I do not have to start creating everything from scratch, as I no longer have the time to do that. I do like creating worlds, though, and have managed to get Sundays to myself.
Any thoughts, even constructive criticisms you might have, would be appreciated.
Thanks, everyone,
Forge
A caffeinated nerd who has played TTRPGs or a number of years and is very much a fantasy adventure geek.
I know that Dark Sun has a similar feel to what you’re wanting. I’ve never played it myself, but I know enough about it that it’s a good starting point.
Dominick Finch
You've got your own genesis story and some pretty sweeping ideas about this world. I don't think it's going to jive well with an official setting.
If there's aspects you don't want to write yourself, just grab them piecemeal from whatever setting as you like. At this point you're better off grafting those pieces on to your world rather than trying to wedge such big ideas into an existing world.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm