"Damn Greenskins," cried Blung, aiming his shotgun at the gliding dragon and its orcish rider, "I didn't sign up to take on a Sun Seeker, of all things! What the hell is in this thing, Emmet?!"
The mage did not respond immediately, instead electing to let out a string of eldritch words that caused a string of blue bolts of force to erupt from his hand, peppering the orc's mount. The beast howled and retreated, and Emmet did not flinch as a parting shot from its rider blew a hole through the roof of the carriage he was standing on just a few inches to his left. He began to speak, wiping sweat from his brow.
"I've told you already, Blung, I've no clue, just that it's valuable. If I'd known that the Lahi'Gaur were so interested in it, I would have never taken the damn job. There, are you satisfied?"
"Hardly," grunted the dwarf, "But it'll have to do. Vel, can't you make these damn things go any faster?"
Veline, the elf at the reins, shook her head. "I've already got the sandmounts going as fast as they can!" She gestured down at where the giant pangolin-like creatures were propelling themselves, and the carriage, through the sand at an incredible rate. "Would you like to get down there and dig alongside them?"
"Shut up, you two," hissed Emmet, gesturing at the skies. "There's more approaching."
He gestured at the sky where two dark spots were indeed getting closer. More Lahi'Gaur and their winged mounts. Blung sighed and began reloading his shotgun. They had a long trip ahead of them...
Welcome to a land of sand, steel, and lead. Of dead gods, silent ones, and new ones. Of monsters, both in the form of man and beast. Welcome to the Wicked West. If you enjoy your stay, you're doing something wrong.
The Wicked West is a great desert of impossible proportions, which takes up almost as much landmass as a whole continent. For the most part, it consists of only sand, far as the eye can see. Dangerous sand. Impassable sand. For within this sand lurks beasts of all shapes and sizes, mostly large, and almost all incredibly dangerous. The mole-like sand dragons, which can shatter your bones with a mighty roar. The endless swarms of spongeleeches, which leave their victims as desiccated husks, drained of all moisture. And, of course, the mythical waste krakens, said to rival the size of even the wastebones. The only safe spots in this desert hell take the form of the stone skeletons of ancient creatures, some bestial, some humanoid. Upon these wastebones, towns and cities are built, the greatest of which being Anth'Tkur, the Orcish holy city, though beneath Anth'Tkur, built inside the same wastebones, is the Sun Dwarf capital, Hollowhome, which could easily be considered Anth'Tkur's equal. Travel between these places is mostly done via Railtrains, ordinary steam trains outfitted with a magical device that essentially allows them to lay down hovering track in front of them as they go, allowing for travel anywhere in the West. Most Railtrains are owned by and cared for by Steamtrain Co., owned by the Rail Baron, Quentin Steamtrain. Steamtrain Co. also maintains the Pylon Network, which deposits ambient magic into the atmosphere, allowing Railtrains to work smoothly.
The Wicked West is an unpleasant place, that's for sure, but then what draws people to it? Why are people so willing to risk their lives by living where the land itself wants to exterminate anything that trods upon it? Well, there are a number of reasons. First, there's freedom. Freedom from the rules of ordinary society, for the West does not belong to any one faction or government. Some say the orcs and the Lahi'Gaur own it, some say it belongs to the dwarves and King Mordred. The closest thing it has to a true ruler is the Rail Baron, but he makes no decrees, gathers no troups, orders none to swear fealty. Even some elvish factions claim it to be theirs by ancestral birthright. The result of this means there are no stable laws, and for the most part the West operates on a sort of honor system, with most punishments probably involving getting shot. A criminal elsewhere in the world is a free man in the West. Even those creatures that would be criminals no matter where they go, due to their unholy nature, like fiendtouched and vampires, are safe in the West. For the West even lacks rulers in the forms of Gods. For whatever reason, the Gods are silent in the West, and nothing can get them to speak or exercise their power. As a result of this, the unholy are no longer hunted down as much as they would ordinarily be. A vampire who goes around killing people will still have problems, of course, but not in the form of holy retribution.
But the reason most come to the West is not freedom. No, it's riches. For buried beneath the sands there lies an incredibly valuable resource: white coal. When burnt, white coal releases great amounts of magical energy, and as a result of this it is used to power all sorts of arcane machinery, among other things. This makes it incredibly valuable to the modern world, so those who come across it are very rich men indeed. Mining for white coal is nigh impossible, but it can be obtained through other means. The most common of these means is sand dragons. This is because these great mole-like beasts have developed quite an interesting defensive tactic. Any white coal they come across as they dig through the sands, they swallow and store in a specialized organ. When necessary, they can cause it to react and burn, releasing magical energy in a destructive blast of force that comes out in the form of a great roar, though it's technically more like a belch. Sand dragons are hunted for this organ and the riches it contains by Molehunters, who bring the great beasts down, cut them apart for their meat, their hide, and their coalbladder, and sell them piece by piece. This is one of the West's most common professions, alongside gun-for-hire, railworker, and some of the more boring, yet necessary professions like saloon worker, prostitute, and post-duel blood mopper.
And that's just about all I've got to offer you on the West for now. I may add more to this thread later, like factions, people, places, and more. I wish I could add my homebrew train combat rules, but I don't have homebrew train combat rules because I'm bad at homebrew and they would be super imbalanced. If you made it this far, congratulations, and thanks for checking out my incredibly weird(you would even say wickedly so) campaign setting.
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
the setting look great i would love to hear more about the orcs
The orcs are pretty fun. They're native to the Wests, and almost the entirety of their population lives on Anth'Tkur, their holy city, an ancient stone shell covered with thousands of spires that reach to impossible heights. They worship the sky and the sun, which is only natural in a place where the ground wants you dead. They are ruled by a group of nobles known as Lahi'Gaur, or Sun-Seekers, who ride Barh'Aht, or Gliding Dragons, which are basically giant draco volans, and are typically powerful storm mages. They have a long standing hatred for the Sun Dwarves, who intrude upon their holy land with their blasphemous "Hollowhome", and while things are relatively stable at the moment, a war could break out at any moment...
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"Ignorance is bliss, and you look absolutely miserable."
This setting seems like it'd be really fun to play in. It's a nice deviation from the stereotypical Tolkienesque settings *cough* FR *cough*.
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All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew (Mostly Outdated):Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
This reminded me of a great TTRPG from sometime ago, Deadlands, which may have been revived recently over Kickstarter. Anyway, if you're not familiar with it and you can find some of its old materials, the lore might be interesting inspiration.
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Jander Sunstar is the thinking person's Drizzt, fight me.
This reminded me of a great TTRPG from sometime ago, Deadlands, which may have been revived recently over Kickstarter. Anyway, if you're not familiar with it and you can find some of its old materials, the lore might be interesting inspiration.
Deadlands is great, though I've never played it, I love the setting. Can't really say it was a huge inspiration for this setting, but it definitely increased my love for the fantasy wild west genre.
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"Ignorance is bliss, and you look absolutely miserable."
Hey! Any chance that you’ve completed this setting? I’m getting close to starting a new game, would love to run a western, but don’t have time to construct my own rendition. Yours sounded freaking awesome.
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Welcome to a land of sand, steel, and lead. Of dead gods, silent ones, and new ones. Of monsters, both in the form of man and beast. Welcome to the Wicked West. If you enjoy your stay, you're doing something wrong.
The Wicked West is a great desert of impossible proportions, which takes up almost as much landmass as a whole continent. For the most part, it consists of only sand, far as the eye can see. Dangerous sand. Impassable sand. For within this sand lurks beasts of all shapes and sizes, mostly large, and almost all incredibly dangerous. The mole-like sand dragons, which can shatter your bones with a mighty roar. The endless swarms of spongeleeches, which leave their victims as desiccated husks, drained of all moisture. And, of course, the mythical waste krakens, said to rival the size of even the wastebones. The only safe spots in this desert hell take the form of the stone skeletons of ancient creatures, some bestial, some humanoid. Upon these wastebones, towns and cities are built, the greatest of which being Anth'Tkur, the Orcish holy city, though beneath Anth'Tkur, built inside the same wastebones, is the Sun Dwarf capital, Hollowhome, which could easily be considered Anth'Tkur's equal. Travel between these places is mostly done via Railtrains, ordinary steam trains outfitted with a magical device that essentially allows them to lay down hovering track in front of them as they go, allowing for travel anywhere in the West. Most Railtrains are owned by and cared for by Steamtrain Co., owned by the Rail Baron, Quentin Steamtrain. Steamtrain Co. also maintains the Pylon Network, which deposits ambient magic into the atmosphere, allowing Railtrains to work smoothly.
The Wicked West is an unpleasant place, that's for sure, but then what draws people to it? Why are people so willing to risk their lives by living where the land itself wants to exterminate anything that trods upon it? Well, there are a number of reasons. First, there's freedom. Freedom from the rules of ordinary society, for the West does not belong to any one faction or government. Some say the orcs and the Lahi'Gaur own it, some say it belongs to the dwarves and King Mordred. The closest thing it has to a true ruler is the Rail Baron, but he makes no decrees, gathers no troups, orders none to swear fealty. Even some elvish factions claim it to be theirs by ancestral birthright. The result of this means there are no stable laws, and for the most part the West operates on a sort of honor system, with most punishments probably involving getting shot. A criminal elsewhere in the world is a free man in the West. Even those creatures that would be criminals no matter where they go, due to their unholy nature, like fiendtouched and vampires, are safe in the West. For the West even lacks rulers in the forms of Gods. For whatever reason, the Gods are silent in the West, and nothing can get them to speak or exercise their power. As a result of this, the unholy are no longer hunted down as much as they would ordinarily be. A vampire who goes around killing people will still have problems, of course, but not in the form of holy retribution.
But the reason most come to the West is not freedom. No, it's riches. For buried beneath the sands there lies an incredibly valuable resource: white coal. When burnt, white coal releases great amounts of magical energy, and as a result of this it is used to power all sorts of arcane machinery, among other things. This makes it incredibly valuable to the modern world, so those who come across it are very rich men indeed. Mining for white coal is nigh impossible, but it can be obtained through other means. The most common of these means is sand dragons. This is because these great mole-like beasts have developed quite an interesting defensive tactic. Any white coal they come across as they dig through the sands, they swallow and store in a specialized organ. When necessary, they can cause it to react and burn, releasing magical energy in a destructive blast of force that comes out in the form of a great roar, though it's technically more like a belch. Sand dragons are hunted for this organ and the riches it contains by Molehunters, who bring the great beasts down, cut them apart for their meat, their hide, and their coalbladder, and sell them piece by piece. This is one of the West's most common professions, alongside gun-for-hire, railworker, and some of the more boring, yet necessary professions like saloon worker, prostitute, and post-duel blood mopper.
And that's just about all I've got to offer you on the West for now. I may add more to this thread later, like factions, people, places, and more. I wish I could add my homebrew train combat rules, but I don't have homebrew train combat rules because I'm bad at homebrew and they would be super imbalanced. If you made it this far, congratulations, and thanks for checking out my incredibly weird(you would even say wickedly so) campaign setting.
"Ignorance is bliss, and you look absolutely miserable."
Placeholder?
"Ignorance is bliss, and you look absolutely miserable."
Placeholder?
"Ignorance is bliss, and you look absolutely miserable."
Placeholder?
"Ignorance is bliss, and you look absolutely miserable."
Placeholder?
"Ignorance is bliss, and you look absolutely miserable."
Your setting looks pretty cool!
All stars fade. Some stars forever fall.
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Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
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If there was no light, people wouldn't fear the dark.
Thank you!
"Ignorance is bliss, and you look absolutely miserable."
placeholded
the setting look great i would love to hear more about the orcs
Check out my homebrew subclasses spells magic items feats monsters races
i am a sauce priest
help create a world here
The orcs are pretty fun. They're native to the Wests, and almost the entirety of their population lives on Anth'Tkur, their holy city, an ancient stone shell covered with thousands of spires that reach to impossible heights. They worship the sky and the sun, which is only natural in a place where the ground wants you dead. They are ruled by a group of nobles known as Lahi'Gaur, or Sun-Seekers, who ride Barh'Aht, or Gliding Dragons, which are basically giant draco volans, and are typically powerful storm mages. They have a long standing hatred for the Sun Dwarves, who intrude upon their holy land with their blasphemous "Hollowhome", and while things are relatively stable at the moment, a war could break out at any moment...
"Ignorance is bliss, and you look absolutely miserable."
I've been thinking about homebrewing a desolate domain cleric. Maybe I'll post it to this thread once I finish.
Proud poster on the Create a World thread
Nice setting
Mystic v3 should be official, nuff said.
This setting seems like it'd be really fun to play in. It's a nice deviation from the stereotypical Tolkienesque settings *cough* FR *cough*.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew (Mostly Outdated): Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
It is. *Cough* TTB already did FR *Cough*.
I have a weird sense of humor.
I also make maps.(That's a link)
TTB?
"Ignorance is bliss, and you look absolutely miserable."
This reminded me of a great TTRPG from sometime ago, Deadlands, which may have been revived recently over Kickstarter. Anyway, if you're not familiar with it and you can find some of its old materials, the lore might be interesting inspiration.
Jander Sunstar is the thinking person's Drizzt, fight me.
Deadlands is great, though I've never played it, I love the setting. Can't really say it was a huge inspiration for this setting, but it definitely increased my love for the fantasy wild west genre.
"Ignorance is bliss, and you look absolutely miserable."
Hey! Any chance that you’ve completed this setting? I’m getting close to starting a new game, would love to run a western, but don’t have time to construct my own rendition. Yours sounded freaking awesome.