On page 9 of the DMG, there are a series of Core Assumptions that influenced the design of 5e, but are also not set in stone and there are some ways to approach them on the same page. QOTD: What are the Core Assumptions of your World(s)?
Gods oversee the world. While the gods are vigilant over the world, they're in a constant state of battle in the heavens themselves, against the shadow gods (evil gods, essentially) who seek to grab control of the world and reshape into their image (and bring about massive wars, where only the strong survive). My world very much has some Norse mythology influences - for example, guards, heroes, etc., are buried with their weapons and armor to use in the afterlife to battle the dark forces (an idea I took based off the idea of Valhalla - except in mine, the war continues). Those who commit great acts of evil (especially dark forms of necromancy, such as raising an undead army, liches, etc., have their eyes removed so that they can never find their way in the afterlife).
Unexplored. The main continent is pretty well explored (except the dark depths below the mountains). However, it was less than a hundred years ago that another continent, three times the size of the original was discovered and that one is barely been explored. New islands are also constantly being discovered. New monsters never seen before on the main continent are being discovered in these new lands.
The Hidden Secret. There are clues, especially on this newly discovered continent, that seems to indicate of a civilization long before the written history of the world. But so much of it is literally buried beneath miles of sand in a very magical and dangerous desert area known as "The Broken Lands."
The World is Magical. Magic reigns throughout the world, although long, long ago when humans first learned how to control the arcane magic from the Elves, who at the time were the only ones capable of doing so (their goddess is the goddess of elves and magic and bestowed the elves the knowledge on how to weave the arcane energies) - humans succumbed to the temptation and changes magic brought in them, twisting them into evil beings (the first liches were humans obsessed with magic and wanting to extend their lives to continue doing magic). Magic has now been better controlled.
On page 9 of the DMG, there are a series of Core Assumptions that influenced the design of 5e, but are also not set in stone and there are some ways to approach them on the same page.
QOTD:
What are the Core Assumptions of your World(s)?
The Gods are not Your Friends. They are divinely petty, mean, and almost always uncaring. I mean, I guess Apollo isn't the worst, but he's still very capable of being a dick when he wants to be.
The World is All Right Here. There are basically only three "planes": here, below here, and out there. Only the dead and the stupid go below here, and nobody goes out there.
The World is Chaotic. The Fates are missing, and Lady Luck has taken their place. Luck favors none, has no plan, and forces the mortals to find their own paths, with no predestination to ensure their safety. The weave of destiny goes unwoven, but the world goes on still.
The World is Magical. People who chop down too many trees almost always get chased by angry dryads. When close to death, it is a near-universal experience to see a skeletal, hooded boatman in dark corners of rooms. Aether, the quintessential element of magic, is just as much a force in the world as any of the other elements, if not moreso. Ever since all psyches were linked together with thin strands of aether, mortals have been able to augment the small amount of aether that comprises a psyche with raw aether, the stuff of magic. Some are given it from gods and (very rarely) titans (Clerics), some are given it from the primordial deities and nature spirits (Druids), some manifest it through bloodline or mistake (Sorcerers), some are given it by powerful entities outside the normal set of gods and spirits (Warlocks), and some perform rituals to subtly steal the aether that they need from the gods (Wizards). I'm not super sure where Artificers, Bards, Paladins, and Rangers fit in exactly, I could actually use some help with that.
You Don't Mess with Axis Mundi. You might think that this doesn't qualify as a core assumption, because it's too specific. You're wrong. You don't mess with Axis Mundi.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
On page 9 of the DMG, there are a series of Core Assumptions that influenced the design of 5e, but are also not set in stone and there are some ways to approach them on the same page.
QOTD:
What are the Core Assumptions of your World(s)?
The Gods are not Your Friends. They are divinely petty, mean, and almost always uncaring. I mean, I guess Apollo isn't the worst, but he's still very capable of being a dick when he wants to be.
The World is All Right Here. There are basically only three "planes": here, below here, and out there. Only the dead and the stupid go below here, and nobody goes out there.
The World is Chaotic. The Fates are missing, and Lady Luck has taken their place. Luck favors none, has no plan, and forces the mortals to find their own paths, with no predestination to ensure their safety. The weave of destiny goes unwoven, but the world goes on still.
The World is Magical. People who chop down too many trees almost always get chased by angry dryads. When close to death, it is a near-universal experience to see a skeletal, hooded boatman in dark corners of rooms. Aether, the quintessential element of magic, is just as much a force in the world as any of the other elements, if not moreso. Ever since all psyches were linked together with thin strands of aether, mortals have been able to augment the small amount of aether that comprises a psyche with raw aether, the stuff of magic. Some are given it from gods and (very rarely) titans (Clerics), some are given it from the primordial deities and nature spirits (Druids), some manifest it through bloodline or mistake (Sorcerers), some are given it by powerful entities outside the normal set of gods and spirits (Warlocks), and some perform rituals to subtly steal the aether that they need from the gods (Wizards). I'm not super sure where Artificers, Bards, Paladins, and Rangers fit in exactly, I could actually use some help with that.
You Don't Mess with Axis Mundi. You might think that this doesn't qualify as a core assumption, because it's too specific. You're wrong. You don't mess with Axis Mundi.
My world has the Anima Mundi, who was accidentally made the most powerful being by the Powers That Be when they made the world it's own space and caused the cosmos (plane and dimensions) to come into being. They tied all of creation to the world itself.
And you do not mess with the Anima Mundi. She gets cranky...
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
On page 9 of the DMG, there are a series of Core Assumptions that influenced the design of 5e, but are also not set in stone and there are some ways to approach them on the same page.
QOTD:
What are the Core Assumptions of your World(s)?
The Gods are not Your Friends. They are divinely petty, mean, and almost always uncaring. I mean, I guess Apollo isn't the worst, but he's still very capable of being a dick when he wants to be.
The World is All Right Here. There are basically only three "planes": here, below here, and out there. Only the dead and the stupid go below here, and nobody goes out there.
The World is Chaotic. The Fates are missing, and Lady Luck has taken their place. Luck favors none, has no plan, and forces the mortals to find their own paths, with no predestination to ensure their safety. The weave of destiny goes unwoven, but the world goes on still.
The World is Magical. People who chop down too many trees almost always get chased by angry dryads. When close to death, it is a near-universal experience to see a skeletal, hooded boatman in dark corners of rooms. Aether, the quintessential element of magic, is just as much a force in the world as any of the other elements, if not moreso. Ever since all psyches were linked together with thin strands of aether, mortals have been able to augment the small amount of aether that comprises a psyche with raw aether, the stuff of magic. Some are given it from gods and (very rarely) titans (Clerics), some are given it from the primordial deities and nature spirits (Druids), some manifest it through bloodline or mistake (Sorcerers), some are given it by powerful entities outside the normal set of gods and spirits (Warlocks), and some perform rituals to subtly steal the aether that they need from the gods (Wizards). I'm not super sure where Artificers, Bards, Paladins, and Rangers fit in exactly, I could actually use some help with that.
You Don't Mess with Axis Mundi. You might think that this doesn't qualify as a core assumption, because it's too specific. You're wrong. You don't mess with Axis Mundi.
My world has the Anima Mundi, who was accidentally made the most powerful being by the Powers That Be when they made the world it's own space and caused the cosmos (plane and dimensions) to come into being. They tied all of creation to the world itself.
And you do not mess with the Anima Mundi. She gets cranky...
In my world, Axis Mundi, aka the Theopolis, is a super powerful independent theocratic city-state built around Mount Olympus, right between two warring nations. It has a district for just about every god, not including titans and primordial deities because those are super not allowed, with the districts of the Big Seven crowded around the base of the mountain. Well, Hephaestus's district might actually be in the mountain, not sure yet. Wizardry, druidcraft, and artifice are all disallowed, due to the aforementioned sources of aether for Wizards and Druids and the heavy connection between Artificers and Prometheus. Oh, and Prometheus is on Olympus by the way, just above the clouds.
If you break the law in Axis Mundi (or if the leadership just doesn't like you), the wrath of the gods will follow you, in the form of the Inquisitors. The Inquisitors are a big reason you don't mess with Axis Mundi.
Fun fact: Prometheus's screams as his liver is torn out by a giant eagle every morning are basically the wakeup call for the whole city. The stream of blood that flows from him is called the Styx, and it winds a long ways away before entering a cave and disappearing far below the surface.
Rollback Post to RevisionRollBack
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
My social life is entirely separate from DDB, with limited overlap from a few specific IRL friends. This extends to social media.
Huh. No one I know IRL is involved in D&D Beyond or the chess community I'm in.
Oh, that’s my bad. To clarify, I have friends that play D&D and some of them use DDB for character sheets. None of the frequent posters here are my IRL friends. Nothic2SeeHere is my little secret . . .
My social life is entirely separate from DDB, with limited overlap from a few specific IRL friends. This extends to social media.
Huh. No one I know IRL is involved in D&D Beyond or the chess community I'm in.
Oh, that’s my bad. To clarify, I have friends that play D&D and some of them use DDB for character sheets. None of the frequent posters here are my IRL friends. Nothic2SeeHere is my little secret . . .
Oh, I misunderstood you lol. I think that's probably on me lol.
On page 9 of the DMG, there are a series of Core Assumptions that influenced the design of 5e, but are also not set in stone and there are some ways to approach them on the same page.
QOTD:
What are the Core Assumptions of your World(s)?
I have multiple worlds in the making, but my current project is something like this. I’m still in very early stages, so it’s all very rough and subject to change. It’s essentially a dark parody of the Age of Exploration, in which the nightmarish lands once imagined by 15-18th century cartographers have all simultaneously sprung to life.
The World is Out of Control.With each cycle of a foul moon called the Redlight, the earth shifts. Islands, pulled from a vast Dreamspace of creation, appear where there were none before. Cities sink, mountains rise, and the Earth shakes and screeches and tremors until, finally, mercifully, it aligns.
The Nations of the World are Present but Changed. The British Empire rules a good portion of the world, and are currently engaged in active war with most of Eastern Europe and Asia. France is a desolate wasteland. Italy is almost entirely underwater, but is still thriving at sea. Other regions, like the Americas (undiscovered by Europeans) and the mythical continent Terra Australis, are largely unexplored. The two underwater city-states, Vineta and Atlantis, have made uneasy peace in recent years.
There are Supernatural Forces, but Divine Ones are Unconfirmed. Supernatural forces like the Redlight, World Tree, and Sunrise Minstrel indisputably exist, but the presence of a conventional pantheon is up for debate.
Much of the World Will Never Be Explored. With each Reformation (the moon’s cycle), the world changes in unpredictable ways. Because of this, the world as it currently exists will never be fully explored, and many of the people currently living on it will be erased as if they had never existed. Some have their memories of previous ages completely wiped, while others are entirely unaffected. On occasion, entire civilizations of people can spring up, with false memories of lives lived and deeds done. Only the Koralline, Woodfolk, and Darghouls are entirely unaffected.
Magic is Rare and Feared. The existence of magic is inarguable, but many people have a justifiable fear and hatred of it. In most regions, someone that displays magical powers is hunted down and killed. Oftentimes, these fugitives are forced to join the Empire or die — but even a magical corpse has its own talents.
I kinda treated that prompt as a worldbuilding experiment, so I could condense the highlights of my brainstorming onto a single page. No need to read all of it, lol
DDB is used extensively by my group. A couple are lurkers in the forums (and tease me about my, um, troubles), but most just use it because of the rules space, like me.
I think one of the other DM's has an active campaign run through here. Another uses one of the World building sites like roll 20 or something and links to this place for character builds.
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
My social life is entirely separate from DDB, with limited overlap from a few specific IRL friends. This extends to social media.
Huh. No one I know IRL is involved in D&D Beyond or the chess community I'm in.
Everyone I play with IRL uses DDB, they’re just not active in these forums.
99% of my games are through Discord, and theater of the mind, so D&D Beyond is used. We use Beyond 20 to roll everything into Discord.
For the one in person game I do run, we still use D&D Beyond to create the characters. That way when I need to help them find spells, weapons, whatever, or make a homebrew, it's very easy to have it all there quickly and easily. In the in person game I run, we do however, roll physical dice.
I have a small patreon ($1 or $2 things) with my players, which is not required (as a matter of fact, I think only... five or six actually help fund through it, out of like the total of ... 15 players between all the games I run). Just helps with the monthly fee of the DM Tier, and the $2 is basically a little extra to go into purchasing and unlocking books and such on D&D Beyond. So that way in all my campaigns everyone can easily have access to everything I unlock rather than everyone needing to purchase their own book.
How close to "reality" does your world hew in everyday ways?
Things like chemistry and physics are often spoken of in many discussions of rules, and even economics comes up, as people try to figure out how to do things within the constraints of the game's systems, but this isn't about those things.
This is about the other stuff. History, daily life, fields of knowledge, plants and animals, the "normal" stuff of the world. How close and how much does your world come to Earth's wonder in its stuff, and how much effort do you put into making it "not earth"?
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
My world is a Forgotten Realms variant. It resembles medieval Earth in many ways, but it also differs from medieval history and more closely resembles 21st century Earth in other ways, such as adventurers being celebrities like rock stars (an idea I borrowed from a fantasy novel called Bloody Rose).
On page 9 of the DMG, there are a series of Core Assumptions that influenced the design of 5e, but are also not set in stone and there are some ways to approach them on the same page.
QOTD:
What are the Core Assumptions of your World(s)?
Supernatural Powers Oversee the World. We call them gods for the sake of simplicity but they are not eternal. They are powerful beings who lord over their domains and can grant power to their followers. Many of them interact and meddle with the affairs of mortals but there are others who stay aloof and distant. There is one true God who created the other gods and has complete power and authority.
Much of the World is Untamed. Civilization has carved small slices and areas in the wilderness, but there is a large and wild frontier that awaits exploration. Similar to colonial America in certain areas.
The World is Ancient. There have been many old kingdoms and empires that have risen and fallen. History expands into hidden ages and no one truly knows how old the land is.
Monsters are Somewhat Common. Monster hunting is a well known profession. Most monsters are kept away from major towns, but the wilds are teeming with ferocious beasts. Most graveyards have a trained guardian who keeps the dead from leaving the grounds and prevents dark forces from getting in.
The World is Dripping With Magic. From the wizards to dragons to spirits to dandelions, magic is everywhere. It is wild, unpredictable, and chaotic. Spirits haunt the hills and hollows, the dead are buried to keep them from walking, faeries dance in the glades, and there are many documented supernatural phenomena.
I am still developing my world, so I wouldn't be surprised if this all changes.
How close to "reality" does your world hew in everyday ways?
Things like chemistry and physics are often spoken of in many discussions of rules, and even economics comes up, as people try to figure out how to do things within the constraints of the game's systems, but this isn't about those things.
This is about the other stuff. History, daily life, fields of knowledge, plants and animals, the "normal" stuff of the world. How close and how much does your world come to Earth's wonder in its stuff, and how much effort do you put into making it "not earth"?
I draw a lot of inspiration from history and culture that I research. I do not try to make the world "alien", but it is pretty weird. The world is flat and on the back of a giant turtle (for now) and the sun is an arrow made out of pteradactyl bone, so those sort of things are very different. The people, culture, and daily life are pretty similar to this world though.
How close to "reality" does your world hew in everyday ways?
This is about the other stuff. History, daily life, fields of knowledge, plants and animals, the "normal" stuff of the world. How close and how much does your world come to Earth's wonder in its stuff, and how much effort do you put into making it "not earth"?
I have things I consider "common knowledge" (though they may be monsters of some kind - for example, Shriekers - while unique to D&D - they're common enough) that I allow players to roll Nature checks (I have completely done away with Passive Perception in my game... if they're near a trap, I'd make them roll Perception or something... anyway) - they could roll a Nature check (and sometimes I even say, "Give me a Nature or Survival check if any of the two are better.") to identify these "common knowledge" things. While trolls are common (everyone knows or has encountered or heard about them enough), spotting troll tracks in a cave would be logical. Chimeras, however, for example are extremely rare in my world. So making checks to identify or recognize one could still be rolled for, but the DC of gaining any knowledge would be higher. Often times, when I ask for these kinds of checks, as long as they roll above a 10 - I typically give some information (a 10 might result in common lore about the beast, 15 might be the lore and some of it's abilities, Natural 20 will always be 'You read about this beast in the past. Here's everything you know." and will commonly give all of their abilities (however, may not always reveal legendary abilities, or might summarize legendary abilities as "You know at times, it can be struck by a spell and shake it off as if it did nothing.")
History and such of the main continent is well known. History on the new continent (where all these adventures I run are taking place) is known in the common areas - but deeper in (such as an area known as The Broken Lands, only some information and history is known and most of the very odd, and very magical beasts unique to this area are likely not known to new comers, though locals would be all to happy to warn them, "If you see a fin in the sand coming your way and there's no stone for you to climb on and you can't fly, just know you will be killed by the sand sharks that roam those dunes!")
So, for both my own game and a special request, I have been diving into working on the Bastion System from the recent UA, and wow, do I have a lot of work to do with it, lol. The more I play with iit, the more I like it -- and the more I discover it is hard to play with.
Mostly because of the underlying assumptions they devs made when they designed it, which is a surprise, rather than lore. Overall, the system is pretty robust because of its simplicity -- but since I needed it to work with a crafting system (workshops) and be less "magical", I have been tweaking a lot of it. One thing sticks out -- it seriously enables the approach to a "west marches" or whatever that is called style of campaign. Could be suggestive of a slight new direction for the game.
Added new Orders, trimmed some of the existing Facilities (all religious ones trimmed to a Chapel, got rid of the magical ones), added new ones, added a whole new type of facility (workshop), reset all the sizes to 3' grid squares (the base for my game), odd and ends like that. Still have to figure out how to add in Sieges and Politicking as Events, lol.
One thing I did for my personal sanity though, was I made it a whole deal for a Company or Corps -- essentially, an adventurer party. While I totally get why they did it for a single person, for my game it makes way more sense to set it up by party.
SirTawmis, I have a sand sea and while I don't have sand sharks, I have several species of sand dwelling ritter (from sand mites up to sand wraiths that are a shameless ripoff and of course if I have a giant sea of sand I have to have at least one giant worm that lives in it -- I mean, come on, design rule or no, some stuff you just don't shy away from...).
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
QotD: What holidays have you invented for your or your DMs’ campaign world(s), if any? And if you haven’t invented any, why not?
I desperately want to make some but DMing two games in the world has left me with very little energy and time to flesh it out. I have made only a few, holidays based on seasonal changes, a few to some noteworthy gods… but there should be so much more. I would love to make some that are specific to the city-states that my players are frequently visiting, as well as regional holidays, and some global ones too. Some that honor specific cultural differences, gods that are in conflict, special sports holidays, and others.
Gods oversee the world. While the gods are vigilant over the world, they're in a constant state of battle in the heavens themselves, against the shadow gods (evil gods, essentially) who seek to grab control of the world and reshape into their image (and bring about massive wars, where only the strong survive). My world very much has some Norse mythology influences - for example, guards, heroes, etc., are buried with their weapons and armor to use in the afterlife to battle the dark forces (an idea I took based off the idea of Valhalla - except in mine, the war continues). Those who commit great acts of evil (especially dark forms of necromancy, such as raising an undead army, liches, etc., have their eyes removed so that they can never find their way in the afterlife).
Unexplored. The main continent is pretty well explored (except the dark depths below the mountains). However, it was less than a hundred years ago that another continent, three times the size of the original was discovered and that one is barely been explored. New islands are also constantly being discovered. New monsters never seen before on the main continent are being discovered in these new lands.
The Hidden Secret. There are clues, especially on this newly discovered continent, that seems to indicate of a civilization long before the written history of the world. But so much of it is literally buried beneath miles of sand in a very magical and dangerous desert area known as "The Broken Lands."
The World is Magical. Magic reigns throughout the world, although long, long ago when humans first learned how to control the arcane magic from the Elves, who at the time were the only ones capable of doing so (their goddess is the goddess of elves and magic and bestowed the elves the knowledge on how to weave the arcane energies) - humans succumbed to the temptation and changes magic brought in them, twisting them into evil beings (the first liches were humans obsessed with magic and wanting to extend their lives to continue doing magic). Magic has now been better controlled.
Check out my publication on DMs Guild: https://www.dmsguild.com/browse.php?author=Tawmis%20Logue
Check out my comedy web series - Neverending Nights: https://www.youtube.com/watch?v=8Wr4-u9-zw0&list=PLbRG7dzFI-u3EJd0usasgDrrFO3mZ1lOZ
Need a character story/background written up? I do it for free (but also take donations!) - https://forums.giantitp.com/showthread.php?591882-Need-a-character-background-written-up
The Gods are not Your Friends. They are divinely petty, mean, and almost always uncaring. I mean, I guess Apollo isn't the worst, but he's still very capable of being a dick when he wants to be.
The World is All Right Here. There are basically only three "planes": here, below here, and out there. Only the dead and the stupid go below here, and nobody goes out there.
The World is Chaotic. The Fates are missing, and Lady Luck has taken their place. Luck favors none, has no plan, and forces the mortals to find their own paths, with no predestination to ensure their safety. The weave of destiny goes unwoven, but the world goes on still.
The World is Magical. People who chop down too many trees almost always get chased by angry dryads. When close to death, it is a near-universal experience to see a skeletal, hooded boatman in dark corners of rooms. Aether, the quintessential element of magic, is just as much a force in the world as any of the other elements, if not moreso. Ever since all psyches were linked together with thin strands of aether, mortals have been able to augment the small amount of aether that comprises a psyche with raw aether, the stuff of magic. Some are given it from gods and (very rarely) titans (Clerics), some are given it from the primordial deities and nature spirits (Druids), some manifest it through bloodline or mistake (Sorcerers), some are given it by powerful entities outside the normal set of gods and spirits (Warlocks), and some perform rituals to subtly steal the aether that they need from the gods (Wizards). I'm not super sure where Artificers, Bards, Paladins, and Rangers fit in exactly, I could actually use some help with that.
You Don't Mess with Axis Mundi. You might think that this doesn't qualify as a core assumption, because it's too specific. You're wrong. You don't mess with Axis Mundi.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
My world has the Anima Mundi, who was accidentally made the most powerful being by the Powers That Be when they made the world it's own space and caused the cosmos (plane and dimensions) to come into being. They tied all of creation to the world itself.
And you do not mess with the Anima Mundi. She gets cranky...
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
In my world, Axis Mundi, aka the Theopolis, is a super powerful independent theocratic city-state built around Mount Olympus, right between two warring nations. It has a district for just about every god, not including titans and primordial deities because those are super not allowed, with the districts of the Big Seven crowded around the base of the mountain. Well, Hephaestus's district might actually be in the mountain, not sure yet. Wizardry, druidcraft, and artifice are all disallowed, due to the aforementioned sources of aether for Wizards and Druids and the heavy connection between Artificers and Prometheus. Oh, and Prometheus is on Olympus by the way, just above the clouds.
If you break the law in Axis Mundi (or if the leadership just doesn't like you), the wrath of the gods will follow you, in the form of the Inquisitors. The Inquisitors are a big reason you don't mess with Axis Mundi.
Fun fact: Prometheus's screams as his liver is torn out by a giant eagle every morning are basically the wakeup call for the whole city. The stream of blood that flows from him is called the Styx, and it winds a long ways away before entering a cave and disappearing far below the surface.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Huh. No one I know IRL is involved in D&D Beyond or the chess community I'm in.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.Oh, that’s my bad. To clarify, I have friends that play D&D and some of them use DDB for character sheets. None of the frequent posters here are my IRL friends. Nothic2SeeHere is my little secret . . .
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
Everyone I play with IRL uses DDB, they’re just not active in these forums.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Oh, I misunderstood you lol. I think that's probably on me lol.
Same.
BoringBard's long and tedious posts somehow manage to enrapture audiences. How? Because he used Charm Person, the #1 bard spell!
He/him pronouns. Call me Bard. PROUD NERD!
Ever wanted to talk about your parties' worst mistakes? Do so HERE. What's your favorite class, why? Share & explain
HERE.Some of mine do, some don’t.
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
I have multiple worlds in the making, but my current project is something like this. I’m still in very early stages, so it’s all very rough and subject to change. It’s essentially a dark parody of the Age of Exploration, in which the nightmarish lands once imagined by 15-18th century cartographers have all simultaneously sprung to life.
The World is Out of Control. With each cycle of a foul moon called the Redlight, the earth shifts. Islands, pulled from a vast Dreamspace of creation, appear where there were none before. Cities sink, mountains rise, and the Earth shakes and screeches and tremors until, finally, mercifully, it aligns.
The Nations of the World are Present but Changed. The British Empire rules a good portion of the world, and are currently engaged in active war with most of Eastern Europe and Asia. France is a desolate wasteland. Italy is almost entirely underwater, but is still thriving at sea. Other regions, like the Americas (undiscovered by Europeans) and the mythical continent Terra Australis, are largely unexplored. The two underwater city-states, Vineta and Atlantis, have made uneasy peace in recent years.
There are Supernatural Forces, but Divine Ones are Unconfirmed. Supernatural forces like the Redlight, World Tree, and Sunrise Minstrel indisputably exist, but the presence of a conventional pantheon is up for debate.
Much of the World Will Never Be Explored. With each Reformation (the moon’s cycle), the world changes in unpredictable ways. Because of this, the world as it currently exists will never be fully explored, and many of the people currently living on it will be erased as if they had never existed. Some have their memories of previous ages completely wiped, while others are entirely unaffected. On occasion, entire civilizations of people can spring up, with false memories of lives lived and deeds done. Only the Koralline, Woodfolk, and Darghouls are entirely unaffected.
Magic is Rare and Feared. The existence of magic is inarguable, but many people have a justifiable fear and hatred of it. In most regions, someone that displays magical powers is hunted down and killed. Oftentimes, these fugitives are forced to join the Empire or die — but even a magical corpse has its own talents.
I kinda treated that prompt as a worldbuilding experiment, so I could condense the highlights of my brainstorming onto a single page. No need to read all of it, lol
Terra Lubridia archive:
The Bloody Barnacle | The Gut | The Athene Crusader | The Jewel of Atlantis
DDB is used extensively by my group. A couple are lurkers in the forums (and tease me about my, um, troubles), but most just use it because of the rules space, like me.
I think one of the other DM's has an active campaign run through here. Another uses one of the World building sites like roll 20 or something and links to this place for character builds.
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
99% of my games are through Discord, and theater of the mind, so D&D Beyond is used. We use Beyond 20 to roll everything into Discord.
For the one in person game I do run, we still use D&D Beyond to create the characters. That way when I need to help them find spells, weapons, whatever, or make a homebrew, it's very easy to have it all there quickly and easily. In the in person game I run, we do however, roll physical dice.
I have a small patreon ($1 or $2 things) with my players, which is not required (as a matter of fact, I think only... five or six actually help fund through it, out of like the total of ... 15 players between all the games I run). Just helps with the monthly fee of the DM Tier, and the $2 is basically a little extra to go into purchasing and unlocking books and such on D&D Beyond. So that way in all my campaigns everyone can easily have access to everything I unlock rather than everyone needing to purchase their own book.
Check out my publication on DMs Guild: https://www.dmsguild.com/browse.php?author=Tawmis%20Logue
Check out my comedy web series - Neverending Nights: https://www.youtube.com/watch?v=8Wr4-u9-zw0&list=PLbRG7dzFI-u3EJd0usasgDrrFO3mZ1lOZ
Need a character story/background written up? I do it for free (but also take donations!) - https://forums.giantitp.com/showthread.php?591882-Need-a-character-background-written-up
QOTD:
How close to "reality" does your world hew in everyday ways?
Things like chemistry and physics are often spoken of in many discussions of rules, and even economics comes up, as people try to figure out how to do things within the constraints of the game's systems, but this isn't about those things.
This is about the other stuff. History, daily life, fields of knowledge, plants and animals, the "normal" stuff of the world. How close and how much does your world come to Earth's wonder in its stuff, and how much effort do you put into making it "not earth"?
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
My world is a Forgotten Realms variant. It resembles medieval Earth in many ways, but it also differs from medieval history and more closely resembles 21st century Earth in other ways, such as adventurers being celebrities like rock stars (an idea I borrowed from a fantasy novel called Bloody Rose).
I really like D&D, especially Ravenloft, Exandria and the Upside Down from Stranger Things. My pronouns are she/they (genderfae).
Supernatural Powers Oversee the World. We call them gods for the sake of simplicity but they are not eternal. They are powerful beings who lord over their domains and can grant power to their followers. Many of them interact and meddle with the affairs of mortals but there are others who stay aloof and distant. There is one true God who created the other gods and has complete power and authority.
Much of the World is Untamed. Civilization has carved small slices and areas in the wilderness, but there is a large and wild frontier that awaits exploration. Similar to colonial America in certain areas.
The World is Ancient. There have been many old kingdoms and empires that have risen and fallen. History expands into hidden ages and no one truly knows how old the land is.
Monsters are Somewhat Common. Monster hunting is a well known profession. Most monsters are kept away from major towns, but the wilds are teeming with ferocious beasts. Most graveyards have a trained guardian who keeps the dead from leaving the grounds and prevents dark forces from getting in.
The World is Dripping With Magic. From the wizards to dragons to spirits to dandelions, magic is everywhere. It is wild, unpredictable, and chaotic. Spirits haunt the hills and hollows, the dead are buried to keep them from walking, faeries dance in the glades, and there are many documented supernatural phenomena.
I am still developing my world, so I wouldn't be surprised if this all changes.
I draw a lot of inspiration from history and culture that I research. I do not try to make the world "alien", but it is pretty weird. The world is flat and on the back of a giant turtle (for now) and the sun is an arrow made out of pteradactyl bone, so those sort of things are very different. The people, culture, and daily life are pretty similar to this world though.
I have things I consider "common knowledge" (though they may be monsters of some kind - for example, Shriekers - while unique to D&D - they're common enough) that I allow players to roll Nature checks (I have completely done away with Passive Perception in my game... if they're near a trap, I'd make them roll Perception or something... anyway) - they could roll a Nature check (and sometimes I even say, "Give me a Nature or Survival check if any of the two are better.") to identify these "common knowledge" things. While trolls are common (everyone knows or has encountered or heard about them enough), spotting troll tracks in a cave would be logical. Chimeras, however, for example are extremely rare in my world. So making checks to identify or recognize one could still be rolled for, but the DC of gaining any knowledge would be higher. Often times, when I ask for these kinds of checks, as long as they roll above a 10 - I typically give some information (a 10 might result in common lore about the beast, 15 might be the lore and some of it's abilities, Natural 20 will always be 'You read about this beast in the past. Here's everything you know." and will commonly give all of their abilities (however, may not always reveal legendary abilities, or might summarize legendary abilities as "You know at times, it can be struck by a spell and shake it off as if it did nothing.")
History and such of the main continent is well known. History on the new continent (where all these adventures I run are taking place) is known in the common areas - but deeper in (such as an area known as The Broken Lands, only some information and history is known and most of the very odd, and very magical beasts unique to this area are likely not known to new comers, though locals would be all to happy to warn them, "If you see a fin in the sand coming your way and there's no stone for you to climb on and you can't fly, just know you will be killed by the sand sharks that roam those dunes!")
Check out my publication on DMs Guild: https://www.dmsguild.com/browse.php?author=Tawmis%20Logue
Check out my comedy web series - Neverending Nights: https://www.youtube.com/watch?v=8Wr4-u9-zw0&list=PLbRG7dzFI-u3EJd0usasgDrrFO3mZ1lOZ
Need a character story/background written up? I do it for free (but also take donations!) - https://forums.giantitp.com/showthread.php?591882-Need-a-character-background-written-up
So, for both my own game and a special request, I have been diving into working on the Bastion System from the recent UA, and wow, do I have a lot of work to do with it, lol. The more I play with iit, the more I like it -- and the more I discover it is hard to play with.
Mostly because of the underlying assumptions they devs made when they designed it, which is a surprise, rather than lore. Overall, the system is pretty robust because of its simplicity -- but since I needed it to work with a crafting system (workshops) and be less "magical", I have been tweaking a lot of it. One thing sticks out -- it seriously enables the approach to a "west marches" or whatever that is called style of campaign. Could be suggestive of a slight new direction for the game.
Added new Orders, trimmed some of the existing Facilities (all religious ones trimmed to a Chapel, got rid of the magical ones), added new ones, added a whole new type of facility (workshop), reset all the sizes to 3' grid squares (the base for my game), odd and ends like that. Still have to figure out how to add in Sieges and Politicking as Events, lol.
One thing I did for my personal sanity though, was I made it a whole deal for a Company or Corps -- essentially, an adventurer party. While I totally get why they did it for a single person, for my game it makes way more sense to set it up by party.
SirTawmis, I have a sand sea and while I don't have sand sharks, I have several species of sand dwelling ritter (from sand mites up to sand wraiths that are a shameless ripoff and of course if I have a giant sea of sand I have to have at least one giant worm that lives in it -- I mean, come on, design rule or no, some stuff you just don't shy away from...).
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
QotD: What holidays have you invented for your or your DMs’ campaign world(s), if any? And if you haven’t invented any, why not?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
I desperately want to make some but DMing two games in the world has left me with very little energy and time to flesh it out. I have made only a few, holidays based on seasonal changes, a few to some noteworthy gods… but there should be so much more. I would love to make some that are specific to the city-states that my players are frequently visiting, as well as regional holidays, and some global ones too. Some that honor specific cultural differences, gods that are in conflict, special sports holidays, and others.
DM mostly, Player occasionally | Session 0 form | He/Him/They/Them
EXTENDED SIGNATURE!
Doctor/Published Scholar/Science and Healthcare Advocate/Critter/Trekkie/Gandalf with a Glock
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Answers: physical books, purchases, and subbing.
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