I contacted D&D Beyond Support for where to find help in homebrew world/campaign building, and they actually responded! Here is the email:
I'd like to suggest you take a look at our forums. We have a number of different forums where people can discuss their campaign and character ideas, homebrew, house rules, and pretty much anything you can imagine. I think you might find a lot of suggestions there, and you can also create a thread of your own where people can give you suggestions or help you with coming up with ideas. Best regards, firehawk2324, Customer Service Representative, D&D Beyond
I decided to take Firehawk2324's advice and start a forum on it. So, can you help me with homebrewing a world/campaign for a fantasy world, and the only hook I have at this time is the word Beyond. Like this website, this fantasy world is beyond something. Maybe its beyond the planes of existence; maybe its beyond the D&D rules; maybe its beyond reality as we know it; maybe its beyond the deities and magic that we are familiar with; and maybe its just beyond everything. I am stuck at the beginning, but there is a starting point.
If you guys can give me pointers and/or suggestions, that would be great. Have a nice day! :)
My issue with creating a campaign is factions and the "gifts" that your can give players.
But having to do with beyond; how about lost gates.
Anything from finding a door [dimensional gate] that they found the key to that takes them into a multi level dungeon. There are many doors [most] in the dungeon that don't [unlocking is coded to the keys owners level; no one but the person who unlocked the entered door can use it, and the fae touched thing keeps coming back if the True owner is still alive] open. Some few doors open to other sections of the catacombs, but most open to some place else.
+++++++++++++++++++++++++++++
Another possibility is a Spy-ship; picture a keel-boat, it is manned by three warforged.. but they don't own it. They will defend the ship passengers and other crew, but can't leave the keel-boat. The Keel-boat is good for water travel on rivers, and lakes.. But not great on seas or oceans unless it is Flying.
The Warforged can switch it from water to air, floating but only at certain preset locations and when no one is looking.
Who ever becomes Captain of the Keel-boat; AND gains their trust will discover that they consider themselves Marine Legionnaire of a flying Battlemount(ian) that served the Throne of the Gods during the War between the gargantuan ethero/elemental titan princes and the gods. The Captain had died of old age; a dog-headed humanoid who could glamour into assorted humanoid appearances. while the shadow warrior monk, should have died to eons ago she was caught and turned into a vampire.
She destroyed her vampire master, and keeps attempting to capture the keel-boat, the problem is the captain has to be alive [why the warforged can't captain]. and the marines were ordered by the original captain to keep undead off the boat. The warforged also know what the locations at which they can switch from air to water and back are, and know they are there because the original captain and two other navel crew, created and hid five "industrial-magic" circles at each spot forming a magic pentagram in the water. They don't know the particulars but do know that the use of "industrial magic circles" require an Oath bound group of different classes and or races, to scribe the greater circles [like the circle that makes the keel-boat fly and glamour [color, wood type, name] itself. The Vamp.. does not know how and that is one of the reasons she keeps sending skeletons and zombies to find it.
++++++++++++++++++++++++++++++++++
You could try an abandoned Faery gate [hex 1800 feet across], it is part of a set of such created by elves which a natural form of sympathetic "magic" each gate has an identical maze of paths through "identical" woodlands [So grown on purpose by elves; though Drow wood lands are often mushroom forest] and hills. Each Fae Lord of the gate sets the path through the maze that brings someone from another of that set of Faery gates. and many of the larger sets have a gate in the Feywild and that Lord is considered a prince or princess of the Faery gates. . .
P.S. such can Infect the ethereal plane if the area allowing followers of the Fae lords and Ladies to build hidden lairs into The Hedge [boundary between border ethereal and the material].
As you may have noticed the whole point of each is to allow a form of travel to vastly different places but allow You as DM to limit other travel within that Place to what You need.
Rollback Post to RevisionRollBack
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
I was thinking maybe this world is from beyond the normal places of reality. Its on the edge of time, space, and reality. That would mean the normal physics we see on Earth don't necessarily apply there. Due to ruptures all around the world's space/time/continuum the are holes in the fabric of reality, so all sorts of creatures that would normally be on the extra-dimensional planes would roam freely there. I can see places there where heavenly Angels carrying laser swords could be fighting hellish demons using laser guns. An Elf could be seen walking with a Robot. All Hell, or Heaven, could break loose at any moment.
My question is how could people survive on such a world? How would all of the magic, miracles and other normal stuff work?
As you may have noticed the whole point of each is to allow a form of travel to vastly different places but allow You as DM to limit other travel within that Place to what You need.
Yeah I noticed that. I was thinking that this World of Beyond would have naturally occurring portals that characters could walk through. They would be walking through another dimension that intersects with this one, and it would shorten travel time greatly. However, it also comes with great danger. There could be creatures that roam this other plane that cold easily kill lower level players. So it would be a risk and a very cool encounter.
That keyed dungeon door/maze; I pictured as a mythic relic that used to belong to an Order of Heroes [Order of the Traveler] that traveled the Prime dimensions, hunting "demonic" invaders.
But overtime the order fell into ruin, and goblinfolk (orcs[a MOSTLY(1/20) true breeding mixed blood], goblins, hobs, and bugbears), invaded when half orcs settled in the maze. But over Eons beyond parts of this maze was supplanted by Undead, which had a odd tendency to break free of control in the maze. And the Undead seemed tainted by an odd infectious shadow [think L5R] that leads the infected to both power and madness.
So currently the key leads to a small low lever goblin catacomb/maze stronghold [that raids dimensions through a few doors], but as the heroic group goes up in levels, more doors open out. but also open doors to other sections of the maze.
As the First Rule of a 1st edition DM is teach the community standards of the Game systems for the Rule school players.
And the Second Rule is when Guidelines school player have learned those community game systems, spend some time crossing the boundary to "other worlds" systems.
Of course the Bad news for me is the community systems.. is now; 1st ed.,2nd ed., L5R ed., Ghostwalk ed., 3.0 Ed., 3.5ed., 4th ed., 5th ed., - - ;^)
That would confuse a 5th edition PC.. to find themselves in a world of 2nd ed. rules.. or meet a dim-wandering PC from L5R, or Ghostwalk.
Now you know why i am so interested in controlled intra-dimensional travel at lower levels; not even having mentioned, Gama-world, Boot-hill, Traveler, Bunnies & Burrows, and just think of the Horror if the party goes through the door and finds themselves trapped in a mansion in the "MAIDS; RPG" universe for a week [the maids demand they help plan a birthday party for the master of the house].
[Now you know why i am so interested in controlled intra-dimensional travel at lower levels; not even having mentioned, Gama-world, Boot-hill, Traveler, Bunnies & Burrows, and just think of the Horror if the party goes through the door and finds themselves trapped in a mansion in the "MAIDS; RPG" universe for a week [the maids demand they help plan a birthday party for the master of the house. TRUE EVIL.]
Yes, I would find characters coming from a D&D 5th edition world going into the MAIDS: RPG would be an example of True Evil! It also gives me a great idea! That keyed dungeon door/maze you pictured as a mythic relic that used to belong to an Order of Heroes or Travelers that traveled the Prime dimensions hunting "demonic" invaders would make a great adventure, but also as a start of a campaign world. It could be a key or doorway to an infinite number of worlds. I would also look forward to the Bunnies & Burrows world. This also reminds me of the DC's classic Crisis on Infinite Earths. The Order of Heroes needs to gather to stop an all-powerful being, like the Anti-Monitor, from destroying the whole Multiverse. Yes, that idea has some potential.
Rollback Post to RevisionRollBack
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I contacted D&D Beyond Support for where to find help in homebrew world/campaign building, and they actually responded! Here is the email:
I'd like to suggest you take a look at our forums. We have a number of different forums where people can discuss their campaign and character ideas, homebrew, house rules, and pretty much anything you can imagine. I think you might find a lot of suggestions there, and you can also create a thread of your own where people can give you suggestions or help you with coming up with ideas. Best regards, firehawk2324, Customer Service Representative, D&D Beyond
I decided to take Firehawk2324's advice and start a forum on it. So, can you help me with homebrewing a world/campaign for a fantasy world, and the only hook I have at this time is the word Beyond. Like this website, this fantasy world is beyond something. Maybe its beyond the planes of existence; maybe its beyond the D&D rules; maybe its beyond reality as we know it; maybe its beyond the deities and magic that we are familiar with; and maybe its just beyond everything. I am stuck at the beginning, but there is a starting point.
If you guys can give me pointers and/or suggestions, that would be great. Have a nice day! :)
My issue with creating a campaign is factions and the "gifts" that your can give players.
But having to do with beyond; how about lost gates.
Anything from finding a door [dimensional gate] that they found the key to that takes them into a multi level dungeon. There are many doors [most] in the dungeon that don't [unlocking is coded to the keys owners level; no one but the person who unlocked the entered door can use it, and the fae touched thing keeps coming back if the True owner is still alive] open. Some few doors open to other sections of the catacombs, but most open to some place else.
+++++++++++++++++++++++++++++
Another possibility is a Spy-ship; picture a keel-boat, it is manned by three warforged.. but they don't own it. They will defend the ship passengers and other crew, but can't leave the keel-boat. The Keel-boat is good for water travel on rivers, and lakes.. But not great on seas or oceans unless it is Flying.
The Warforged can switch it from water to air, floating but only at certain preset locations and when no one is looking.
Who ever becomes Captain of the Keel-boat; AND gains their trust will discover that they consider themselves Marine Legionnaire of a flying Battlemount(ian) that served the Throne of the Gods during the War between the gargantuan ethero/elemental titan princes and the gods. The Captain had died of old age; a dog-headed humanoid who could glamour into assorted humanoid appearances. while the shadow warrior monk, should have died to eons ago she was caught and turned into a vampire.
She destroyed her vampire master, and keeps attempting to capture the keel-boat, the problem is the captain has to be alive [why the warforged can't captain]. and the marines were ordered by the original captain to keep undead off the boat. The warforged also know what the locations at which they can switch from air to water and back are, and know they are there because the original captain and two other navel crew, created and hid five "industrial-magic" circles at each spot forming a magic pentagram in the water. They don't know the particulars but do know that the use of "industrial magic circles" require an Oath bound group of different classes and or races, to scribe the greater circles [like the circle that makes the keel-boat fly and glamour [color, wood type, name] itself. The Vamp.. does not know how and that is one of the reasons she keeps sending skeletons and zombies to find it.
++++++++++++++++++++++++++++++++++
You could try an abandoned Faery gate [hex 1800 feet across], it is part of a set of such created by elves which a natural form of sympathetic "magic" each gate has an identical maze of paths through "identical" woodlands [So grown on purpose by elves; though Drow wood lands are often mushroom forest] and hills. Each Fae Lord of the gate sets the path through the maze that brings someone from another of that set of Faery gates. and many of the larger sets have a gate in the Feywild and that Lord is considered a prince or princess of the Faery gates. . .
P.S. such can Infect the ethereal plane if the area allowing followers of the Fae lords and Ladies to build hidden lairs into The Hedge [boundary between border ethereal and the material].
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
Those are some great ideas! Thanks!
As you may have noticed the whole point of each is to allow a form of travel to vastly different places but allow You as DM to limit other travel within that Place to what You need.
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound
I was thinking maybe this world is from beyond the normal places of reality. Its on the edge of time, space, and reality. That would mean the normal physics we see on Earth don't necessarily apply there. Due to ruptures all around the world's space/time/continuum the are holes in the fabric of reality, so all sorts of creatures that would normally be on the extra-dimensional planes would roam freely there. I can see places there where heavenly Angels carrying laser swords could be fighting hellish demons using laser guns. An Elf could be seen walking with a Robot. All Hell, or Heaven, could break loose at any moment.
My question is how could people survive on such a world? How would all of the magic, miracles and other normal stuff work?
Yeah I noticed that. I was thinking that this World of Beyond would have naturally occurring portals that characters could walk through. They would be walking through another dimension that intersects with this one, and it would shorten travel time greatly. However, it also comes with great danger. There could be creatures that roam this other plane that cold easily kill lower level players. So it would be a risk and a very cool encounter.
That keyed dungeon door/maze; I pictured as a mythic relic that used to belong to an Order of Heroes [Order of the Traveler] that traveled the Prime dimensions, hunting "demonic" invaders.
But overtime the order fell into ruin, and goblinfolk (orcs[a MOSTLY(1/20) true breeding mixed blood], goblins, hobs, and bugbears), invaded when half orcs settled in the maze. But over Eons beyond parts of this maze was supplanted by Undead, which had a odd tendency to break free of control in the maze. And the Undead seemed tainted by an odd infectious shadow [think L5R] that leads the infected to both power and madness.
So currently the key leads to a small low lever goblin catacomb/maze stronghold [that raids dimensions through a few doors], but as the heroic group goes up in levels, more doors open out. but also open doors to other sections of the maze.
As the First Rule of a 1st edition DM is teach the community standards of the Game systems for the Rule school players.
And the Second Rule is when Guidelines school player have learned those community game systems, spend some time crossing the boundary to "other worlds" systems.
Of course the Bad news for me is the community systems.. is now; 1st ed.,2nd ed., L5R ed., Ghostwalk ed., 3.0 Ed., 3.5ed., 4th ed., 5th ed., - - ;^)
That would confuse a 5th edition PC.. to find themselves in a world of 2nd ed. rules.. or meet a dim-wandering PC from L5R, or Ghostwalk.
Now you know why i am so interested in controlled intra-dimensional travel at lower levels; not even having mentioned, Gama-world, Boot-hill, Traveler, Bunnies & Burrows, and just think of the Horror if the party goes through the door and finds themselves trapped in a mansion in the "MAIDS; RPG" universe for a week [the maids demand they help plan a birthday party for the master of the house].
TRUE EVIL.
Itinerant Deputy Shire-reave Tomas Burrfoot - world walker, Raft-captain, speaker to his dead
Toddy Shelfungus- Rider of the Order of Ill Luck, Speaker to Friends of Friends, and Horribly big nosed
Jarl Archi of Jenisis Glade Fee- Noble Knight of the Dragonborn Goldcrest Clan, Sorcerer of the Noble Investigator;y; Knightly order of the Wolfhound