I'm running a campaign that exists in a realm of the Shadowfell called Kyr'am. In this campaign, Kyr'am doesn't just border the Material Plane as the Shadowfell does in most games, but it borders ALL Material Planes. Sort of a dimensional hub, though all of the creatures within have been randomly pulled into the realm. Once in Kyr'am there is no way to leave. For some reason all planar travel fails. So instead, a large city has formed where creatures and people of many worlds live their lives in relative harmony, having lost the traditional sense of "good" and "evil" long ago.
I've included characters from the all sorts of worlds, including Westeros, Middle Earth, Ravnica, Eberron, Faerun, Greyhawk, the Continent, Skyrim, Kingdom of Zeal, Phyrexia, Dominaria, Discworld, and a whole slew of my own creations. But I'd love some more ideas! If you have a game world that you think is unique or cool and you'd like to tell me about it and don't mind me using the idea of it in my campaign, please do so here! If you don't like the idea of your beautiful creation being hijacked for some rando's campaign somewhere in the world, that's okay, too! I just love the absolute infinity of worlds that we all can create!
My homebrew setting is also heavy on the Shadowfell vibes/creatures and has a similar dimensional black hole design, though most of the action takes place in the Middledark. I'm curious which Discworld elements you brought in (I'm a big Pratchett fan, myself)!
Here's a couple items you can have from my setting. The first is very Discworld, the second is more Westeros.
1. Shade Bed
Shade Bed is a literal ghost town populated entirely by zombies, animated skeletons, revenants, etc. summoned or created by a necromancer named Batty Hattie. Batty Hattie went mad after an experiment gone haywire (hence her nickname), so her undead servants/creations decided to band together in her absence to create a sanctum for the "differently alive." All businesses are owned and operated by the "soul-stitched" (which is a homebrew race I found online by DM Clockwork Dragon). The residents gather once a week at the Ride-Or-Die, a water mill that's been converted to a recharging station and serves as the social center of town, and discuss how to further their social justice causes. Their slogan is "the dead are people too."
2. The Purple Conclave
I borrowed some of this from older D&D source books, but in my setting, purple dragons once existed in the Middledark in great numbers until the Mind Wars, when Mind Flayers and other telepathic races from the Lowerdark invaded their territory. The purples managed to fight them off and seal them in the Lowerdark - at the cost of nearly wiping out their own kind. This made them targets for other Middledark races with old grudges. To survive, they adopted humanoid forms and infiltrated the governments of every major city, spreading rumors of their own extinction. Centuries later, they are now essentially puppetmasters for the entire region. This conclave of surviving purples maintains the seal between the Middle and Lowerdark, protects their anonymity, and influences politics and commerce on a continental scale.
My group kinda fell apart, so all my campaign lore is sitting in notebooks, unused. I'd be delighted if someone stole it for their own game!
The Border Realms, a world set in an area of the multiverse called the Firmament right between the Astral Sea and the Elemental Chaos. You can see the border (a giant wall of chaos) from most places on the planet. Magic in that setting works by drawing power from cracks in the Border Ethereal.
My homebrew setting is also heavy on the Shadowfell vibes/creatures and has a similar dimensional black hole design, though most of the action takes place in the Middledark. I'm curious which Discworld elements you brought in (I'm a big Pratchett fan, myself)!
Here's a couple items you can have from my setting. The first is very Discworld, the second is more Westeros.
1. Shade Bed
Shade Bed is a literal ghost town populated entirely by zombies, animated skeletons, revenants, etc. summoned or created by a necromancer named Batty Hattie. Batty Hattie went mad after an experiment gone haywire (hence her nickname), so her undead servants/creations decided to band together in her absence to create a sanctum for the "differently alive." All businesses are owned and operated by the "soul-stitched" (which is a homebrew race I found online by DM Clockwork Dragon). The residents gather once a week at the Ride-Or-Die, a water mill that's been converted to a recharging station and serves as the social center of town, and discuss how to further their social justice causes. Their slogan is "the dead are people too."
2. The Purple Conclave
I borrowed some of this from older D&D source books, but in my setting, purple dragons once existed in the Middledark in great numbers until the Mind Wars, when Mind Flayers and other telepathic races from the Lowerdark invaded their territory. The purples managed to fight them off and seal them in the Lowerdark - at the cost of nearly wiping out their own kind. This made them targets for other Middledark races with old grudges. To survive, they adopted humanoid forms and infiltrated the governments of every major city, spreading rumors of their own extinction. Centuries later, they are now essentially puppetmasters for the entire region. This conclave of surviving purples maintains the seal between the Middle and Lowerdark, protects their anonymity, and influences politics and commerce on a continental scale.
My group kinda fell apart, so all my campaign lore is sitting in notebooks, unused. I'd be delighted if someone stole it for their own game!
Thanks! I love your worlds! I'd be happy to include elements from each!
In answer to your question, so far the players haven't reached any of the Discworld elements, but I've planned to have a character who is a witch from Discworld, using levers instead of magic. I also have tossed around the idea of referencing Death. Any suggestions you might have are also welcome!
The Border Realms, a world set in an area of the multiverse called the Firmament right between the Astral Sea and the Elemental Chaos. You can see the border (a giant wall of chaos) from most places on the planet. Magic in that setting works by drawing power from cracks in the Border Ethereal.
Very cool! I like the lore of how your magic system works.
Minsua, in the crystal sphere of Bentspace. (Only relevant if running spelljammer)
The planet Minsua is split into 5 main land masses, 4 of which are dominated by the Indomitable Overlord. The Overlord rules the Empire of Bentuana, a feudal nation split up into counties, duchies, baronies, and other segments ruled over by a representative of the main city of the Empire of Bentuana, the Floating City of Mount Underspire. There's a lot of other information, contained in the link below:
Minsua, in the crystal sphere of Bentspace. (Only relevant if running spelljammer)
The planet Minsua is split into 5 main land masses, 4 of which are dominated by the Indomitable Overlord. The Overlord rules the Empire of Bentuana, a feudal nation split up into counties, duchies, baronies, and other segments ruled over by a representative of the main city of the Empire of Bentuana, the Floating City of Mount Underspire. There's a lot of other information, contained in the link below:
Welcome to the world of Lockstep, a sister world to Faerun, once connected by a portal, this connection was broken for some unknown reason 200 years ago. Our adventure will take place on the South Western Island Continent of Arkland. Once a peaceful land, over the last year, masses of undead have arisen across the continent. Their ranks grow everyday. They fall under the sway of a powerful lich. All you know of this lich, is his name is Fall and everyone who has tried to stop him ends up in his undead service. The cities and towns of Arkland have chosen to take a defensive stance and try to hold out for reinforcements from else where in Lockstep. Sadly, it seems this help will not come, as since undead began to rise the main land has quarantined Arkland, to stop the spread. We begin our adventure in the town of Hands Reach, where it seems the lich was first sighted and the dead began to rise a year ago. After the initially sightings, criminals disappeared from the town, and then so did the Lich. Hands Reach since then is considered a safe place in these uncertain times. It is the only port from which the Dawn Elves will trade with Arkland. The Dawn Elves, live on a small island off the coast of Hands Reach.Since the the closing of the portal to Faerun, they have kept to themselves for 200 years. Even they seem spooked by the Lich. Word has reached town that the lich, known as Fall, is sacking cities and the rest of the continent is in chaos. Rumors are in town are that of fear and panic. You have been offered a job and a large sum of Gold to meet with town’s lord, Odin Black, at the inn “The Unexpected Lucky Dragon”.
One of my homebrew settings goes by the name of “The World to Come”. The basic premise is this: the apocalypse came. And to be quite honest, it wasn’t all that bad. The dead rose from the grave as mindless zombies. But they just kind of sit around looking sad and rot. The gods disappeared, but some other ones took their place, so it’s all good. Demon souls came from Hell itself to possess our newborn children, but they’re literally just babies with horns. They aren’t even really evil or anything. To be quite honest, they’re as confused about the situation as we are. The very fabric of reality itself began to dissolve, but... okay, that part’s actually pretty bad. At least we can use the patches of literal nothing to do magic stuff.
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"Ignorance is bliss, and you look absolutely miserable."
The Border Realms, a world set in an area of the multiverse called the Firmament right between the Astral Sea and the Elemental Chaos. You can see the border (a giant wall of chaos) from most places on the planet. Magic in that setting works by drawing power from cracks in the Border Ethereal.
More stuff about the magic: Shortly after Creation, the Eternal Ones and the Primordial Ones were battling it out for dominance, until Io came along and did what Io does: Dying. From his corpse came Bahamut and Tiamat, mightiest of dragons and the first gods. Tiamat, goddess of Conquest, cursed the Primordial Ones into a state of eternal and uncontrolled change. Sometimes as stars in the sky, sometimes as spirits in nature, and sometimes as the fabric of magic itself. This is where the schools of Transmutation, Divination and Enchantment come from. The Eternal Ones could not die or be changed, to Bahamut, god of Peace (and "creative" solutions) threw them so deep into the Ethereal Plane that they never could return. Aspects of their power still seep out, which mortals can use to their advantage through the schools of Conjuration, Evocation, Abjuration and Illusion.
(Necromancy is its own thing tied to the Negative Energy Plane)
Welcome to the world of Lockstep, a sister world to Faerun, once connected by a portal, this connection was broken for some unknown reason 200 years ago. Our adventure will take place on the South Western Island Continent of Arkland. Once a peaceful land, over the last year, masses of undead have arisen across the continent. Their ranks grow everyday. They fall under the sway of a powerful lich. All you know of this lich, is his name is Fall and everyone who has tried to stop him ends up in his undead service. The cities and towns of Arkland have chosen to take a defensive stance and try to hold out for reinforcements from else where in Lockstep. Sadly, it seems this help will not come, as since undead began to rise the main land has quarantined Arkland, to stop the spread. We begin our adventure in the town of Hands Reach, where it seems the lich was first sighted and the dead began to rise a year ago. After the initially sightings, criminals disappeared from the town, and then so did the Lich. Hands Reach since then is considered a safe place in these uncertain times. It is the only port from which the Dawn Elves will trade with Arkland. The Dawn Elves, live on a small island off the coast of Hands Reach.Since the the closing of the portal to Faerun, they have kept to themselves for 200 years. Even they seem spooked by the Lich. Word has reached town that the lich, known as Fall, is sacking cities and the rest of the continent is in chaos. Rumors are in town are that of fear and panic. You have been offered a job and a large sum of Gold to meet with town’s lord, Odin Black, at the inn “The Unexpected Lucky Dragon”.
Rad! I definitely like the idea of a plane that had connected to Faerun at one time!
One of my homebrew settings goes by the name of “The World to Come”. The basic premise is this: the apocalypse came. And to be quite honest, it wasn’t all that bad. The dead rose from the grave as mindless zombies. But they just kind of sit around looking sad and rot. The gods disappeared, but some other ones took their place, so it’s all good. Demon souls came from Hell itself to possess our newborn children, but they’re literally just babies with horns. They aren’t even really evil or anything. To be quite honest, they’re as confused about the situation as we are. The very fabric of reality itself began to dissolve, but... okay, that part’s actually pretty bad. At least we can use the patches of literal nothing to do magic stuff.
Not only is this amazing, but I want to play this campaign now. Very Terry Pratchett/Douglas Adams.
The Border Realms, a world set in an area of the multiverse called the Firmament right between the Astral Sea and the Elemental Chaos. You can see the border (a giant wall of chaos) from most places on the planet. Magic in that setting works by drawing power from cracks in the Border Ethereal.
More stuff about the magic: Shortly after Creation, the Eternal Ones and the Primordial Ones were battling it out for dominance, until Io came along and did what Io does: Dying. From his corpse came Bahamut and Tiamat, mightiest of dragons and the first gods. Tiamat, goddess of Conquest, cursed the Primordial Ones into a state of eternal and uncontrolled change. Sometimes as stars in the sky, sometimes as spirits in nature, and sometimes as the fabric of magic itself. This is where the schools of Transmutation, Divination and Enchantment come from. The Eternal Ones could not die or be changed, to Bahamut, god of Peace (and "creative" solutions) threw them so deep into the Ethereal Plane that they never could return. Aspects of their power still seep out, which mortals can use to their advantage through the schools of Conjuration, Evocation, Abjuration and Illusion.
(Necromancy is its own thing tied to the Negative Energy Plane)
Hey Idk If you're still taking world requests, but I have an idea, and I don't mind if you use it! The world's name is Provenance, and it it known as the Center of creation. All Dnd worlds are within this world, and races from these worlds might learn about the other worlds. While this place is still full of normal races, such as Humans, and Gnomes, Other races take up around 70% of the world's population, with other races not used a lot, such as Gith, Drow, and even a few Yuan-ti to name a few, are decently common. If you want some fights in this. Class race combination doesn't matter here, and with the multitudes of worlds in this place, come combinations are really unique, such as a Changling Blood Hunter, Gith Artificer, Orc (Of Eberron/Exandria) Wizard, Dracoblood Dragonborn Artificer, Shifter Purple Dragon Knight, etc. (Be creative with this!)
And If you want Worlds from other media, might I recommend Erdrea From Dragon Quest 11?
I have designed another campaign setting that could be used as pretty much any prepublished world where the blood war is a part of the multiverse. In this world, named Flaote, it is essentially an example of what would happen if the Demons won the Blood War. So, essentially in a time of weakness, the demons launched a full on assault on the Nine Hells, destroying everything in their path, and killing every devil on the plane of existence permanently. This destabilized the Nine Hells and destroyed it, and they started destroying many of the lower planes. The celestials of the upper planes freaked out when this happened, and tried to fend off the large army of demons who were now invading the Underdark. The angels, archons, hollyphants, and coatls in a moment of desperation destroyed the Abyss after many of the demons and obyriths had already left it, and separated the outer planes from the other planes of existence to protect the material plane from utter destruction.
So, the demons were in the Underdark and destroyed many civilizations that lived there, effectively causing Drow, Duergar, and Deep Gnomes to go extinct after they destroyed their cities. Then, as soon as the demons started coming up to the surface world to attempt to destroy all of the material planes, the clerics and paladins gave their lives with every ounce of divine power they were left with in order to flood the underdark, killing many of the demons permanently, and creating a new perfect home for the aquatic demons and obyriths.
The arcane magic users had to fend off the remaining demon lords, slaying many of them, imprisoning and warding off others, while some remained free and destroyed the rest of the arcane schools and much of civilization on the material plane. Many dragons help in the battle, but many are driven mad by the demonic incursions in their land.
So, essentially, the world is broken. Major kingdoms and nations have fallen, around 75% of the population of the world is utterly destroyed by the demonic siege, which doesn't stop after the major battles that do save humanity, but barely. Many centuries pass on as the world struggles to grasp to life as the oceans and many rivers are polluted. The land is covered in mutation-causing demon ichor. Many people are warped by the chaotic demon essence that infuses many of their water sources, many being born with birth defects, such as blue or red hair, green skin, 2 heads, or legs and arms in swapped positions (This is mechanically Flesh Warping from the Sibriex or Descent into Avernus). The world becomes a savage land, dwarves are mainly extinct as they had to flee their strongholds to escape the demonic armies, and now have very small populations scattered across the land. Gnomes were taken by Garl Glittergold when the Outer Planes left. Elves migrated to the Feywild, and sealed the portals to the realm behind them to protect the realm from demons. (Effectively, you can go to the Feywild through normal planar travel, but all elves are eladrin, and they have high-tech weapons and defenses to protect themselves from a demonic raid. They don't know what the world is like, and don't care.) Orcs joined the armies in the initial battles against the demons, and they are now essentially non-existent, bred into humans so much that there are now only half-orcs. Lizardfolk dwell in gray-stone huts near swamps, all driven insane by the polluted water, and they attack on sight. Yuan-ti Purebloods are the secret agents of their demonic lords, engraining themselves in human culture, pretending that their scales and pointed teeth are merely birth defects.
Many smaller animals died off because they were preyed on by Abyssal Chickens, (now farmed and a main source of food) and other smaller demons, so only larger and armored creatures had the power to survive, so much of the wildlife consists of Giant Weasels, Giant Insects, Armadillos, and other such creatures. Many of these creatures are also warped by the demonic pollution.
After hundreds of years of breeding, dragons are no longer organized into color and metal types. They crossbred many many times, but there are still different types of dragons. They are also normally insane, as the Good Dragons were taken when the Outer Planes left, and demonic ichor and power drove them to insanity. There are Swamp Dragons, a mix of black and green dragons, which are a gross brown color in order to camouflage with swamps, and they breathe a metal-destroying acid cloud (Lizardfolk worship these dragons). Red and blue dragons bred together to create the hyper-intelligent and insane purple dragons, they have heat-wave breaths that can spontaneous combust objects and creatures. There are also Yellow Dragons, which are the result of insane gold dragons breeding with white dragons, creating shape-shifting dragons that rarely take on their true form, kidnapping people and brainwashing them into a cult that worships yellow dragons. There are also sea dragons, which are a mix of green and blue dragons, and they dwell in the oceans and are secluded creatures that hide from the other monsters in the depths while preying on anything they can find.
Mind Flayers mutated to grow a webbed filament between their legs, which they now have 8 of, similar to a vampire squid. They are aquatic creatures, and they are on the path to taking over the world as their main enemies were eliminated when the Blood War ended. Githyanki and Githzerai were taken away with the outer planes, Duergar were eliminated, and most of their other enemies lost power in the cataclysmic event that destroyed much of the world. They're nowhere near taking over the blasted wasteland, but have sealed off the planet from spelljamming vessels in order to keep every ally that could help out of the planet, and keep every creature inside. They still live in the Underdark, but there are occasional hidden bases in the ocean.
The largest city in the world has a population around 15,000 people, and most other settlements are fairly small villages constantly at battle with the outside world. They're normally located near clean sources of water or built around wells. They are typically ruled over by whomever has the most power, but can occasionally be controlled by an elder-based society. The average lifespan of a human is around 30 years old. Clerics and Paladins basically don't exist, and those that do remain get no answers to prayers, and have decreased power. Warlocks are prevalent as before, but a lot of patrons are eliminated. Great Old One, Lurker in the Deep, Hexblade, and Undying patrons are the most common. The main deity that did not flee the demon armies was the Raven Queen. The Raven Queen is as detached as before, and there's not much difference here. Shadar-Kai are effectively boogey-men, as they typically only journey to Flaote through temporary shadowy portals, and they stay only long enough to collect memories of the dead.
What are your thoughts? I've spent quite awhile developing this world concept (It was originally designed to be a future version of my other world, Minsua). I'd love any feedback.
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Please check out my homebrew, I would appreciate feedback:
One is inspired by both the American culture of the 1920s to 40s, and the folklore I have grown up hearing. It is very setting deep, with almost every single place and object with a deep history. It has two main paths a DM can take- the intrigue filled eastern mountains, a land of advanced technology and massive cities, all connected by high speed legally distinct bullet trains (inspired by major cities of the Roaring 20s, such as New York and Chicago). They are prosperous, a land studded with starlets and luxuries. However, under the surface, there is a festering underworld and a booming smuggling industry, brought on by the banning of intoxicating potions (read- prohibition). Additionally, the Devils and Demons have brought their fiendish war to the Material Place, creating ongoing gang wars. The "man" in charge of the smuggling rings, a fae (not fey, but mythological fair folk) known only as the Tithing Man, demands a tenth of anything you bring in, or risk a fate worse than death. Behind the scenes, a group of the most powerful adventures are secretly the (mostly) benevolent and well-intentioned warlords of the city. Alternatively, you can go west with the workers, to the untamed frontier. There are creatures that haunt the night, horrifying beyond comprehension. A ghostly train haunts the tracks, abducting the weak willed and fearful, vanishing in the night. A family cursed to become vicious serial killers when they reach 32. An ancient race of plantfolk, bred to become warriors and assassins by a crazed deity. A creature that turns the hopeless into fuel for its lantern, and those who seek power into formidable lackeys. Based on the folklore I heard growing up, as well as the deep wilderness of some places in America, it can be taken as a murder mystery, a survival campaign, a normal BBEG defeating campaign, or even a horror campaign.
The other is a science fantasy campaign, heavy on lore and discovering the hidden lore. The players start in a pretty normal forgotten realms-esque world. But as they go deeper and deeper, the more they find and the less the history of the world lines up. Eventually, they discover that the world they live on is not the planet they are from. Millenia prior, a great precursor species rode the stars, exploring the vast universe, desperate to find others like themselves, hopeful wanderers across the cosmos. But alas, it was not meant to be. The wide eyed wanderer soon became the bitter conqueror. Trillions fought meaningless wars, claiming vast swaths of space. Until one day, a great calamity came and extinguished a billion civilizations. Man had wrought its own destruction, and silence fell hush upon the few survivors. They scattered across the great beyond, across unknowable distances, and sowed the seeds for new life. The life they were never able to find. They hid their quickships, burying them in the annals of time and memory, and wove a false history of the world. Over time, the changes they had given to themselves took a mind of their own, drastically changing their shapes and abilities. So the differing races of the world were born, the dwarfs and the elves and the gnomes. Until the players discover a cavern full of a strange, gleaming metal, with strange balls of glass screwed into the ceiling. Words in a long dead script spell out warnings: "THIS PLACE IS NOT A PLACE OF HONOR... NO HIGHLY ESTEEMED DEED IS COMMEMORATED HERE... NOTHING IS VALUED HERE."
I am developing the name of my world, but I am calling it the continental archipelago for now.
It started like any other Dnd world: but a great comet hit, shattering the continents into millions of islands. No one lost their lives, no buildings fell. The ratio of land to water did not mix. But the comet brought magic and monsters. every city was isolated and became a kingdom of its own. every island larger than an acre had a source of fresh water. Animals adapted as if they were isolated thousands of years on their islands. Pirates and empires abound in a very sinbad style setting. Players will need to acquire their own boats. Lots of opportunity for that.
What I have typed up of my most in depth homebrew world.
Briavania
The World ruled by the Dead
On the continent of Briavania, a plague (much like bubonic plague) nearly wiped out the population. Today there are four surviving major city-states, each having had to make hard decisions to stay alive. The western nations are governed by a ruling class of Vampires, the eastern nations elected three Liches to lead them, the Northern nations are ruled by the Lycans that gave their “blessing” to save the population. The southern jungles became refuge to those who refused help from the undead and Lycans, and instead turned to medicine and druidic magic to fight off the plague. A hundred years have passed since the last plague victim died and the recovery began, the nations now trade and prosper yet again. However, trade routes along the southern borders have been getting disrupted, and disturbing reports of the southern tribes being united have got the other nations concerned.
Portsmith
The City of Three Halves
This city-state is ruled by a council of ancient vampires. When this place was in its deathrolls during the plague, the first and oldest of the vampires stepped forward to the remaining leaders. He offered a deal; in exchange for a cure to the plague and even extended youth, the people all had to surrender ruling rights to the vampires. They also had to forfeit any and all silver and once a week collectors visit homes to draw a pint of blood from every adult as a form of tax.
“The dead don’t sleep and neither does this city”, in this place there is so much to explore. The “three halves” of the motto refer to three main districts that are divided by altitude. The lowest half is on the seaside of the mountain in which this city is carved, where much of the trade of the city occurs. Inside the mountain is the fiery heart of industry and early manufacturing, where raw resources pulled from the mountain are refined and forged. The highest level of the city is where most residential housing, temples, official buildings and recreational activities are.
This city is known for being quite eccentric. The use of masks became widespread to hide deformities caused by the plague, and for stuffing herbs to cover the stench of death. This combined with a deep tradition of theater has led to masks being a mandatory part of every person’s wardrobe and everyday behavior becoming dramatized.
The Western and Eastern nations have; in secret from any others, created a task force to deal with problems that threaten the undead. The United Undead Task Force. Or WTF for short (yes I did that deliberately). This task forces aims to infiltrate anti-undead organizations such as The Silver Talons (all human organization) and The Broken Collars (lycans that escaped slavery), disrupt illegal silver mining/trades and secure the trade routes being disrupted.
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Hello there!
I'm running a campaign that exists in a realm of the Shadowfell called Kyr'am. In this campaign, Kyr'am doesn't just border the Material Plane as the Shadowfell does in most games, but it borders ALL Material Planes. Sort of a dimensional hub, though all of the creatures within have been randomly pulled into the realm. Once in Kyr'am there is no way to leave. For some reason all planar travel fails. So instead, a large city has formed where creatures and people of many worlds live their lives in relative harmony, having lost the traditional sense of "good" and "evil" long ago.
I've included characters from the all sorts of worlds, including Westeros, Middle Earth, Ravnica, Eberron, Faerun, Greyhawk, the Continent, Skyrim, Kingdom of Zeal, Phyrexia, Dominaria, Discworld, and a whole slew of my own creations. But I'd love some more ideas! If you have a game world that you think is unique or cool and you'd like to tell me about it and don't mind me using the idea of it in my campaign, please do so here! If you don't like the idea of your beautiful creation being hijacked for some rando's campaign somewhere in the world, that's okay, too! I just love the absolute infinity of worlds that we all can create!
My homebrew setting is also heavy on the Shadowfell vibes/creatures and has a similar dimensional black hole design, though most of the action takes place in the Middledark. I'm curious which Discworld elements you brought in (I'm a big Pratchett fan, myself)!
Here's a couple items you can have from my setting. The first is very Discworld, the second is more Westeros.
1. Shade Bed
Shade Bed is a literal ghost town populated entirely by zombies, animated skeletons, revenants, etc. summoned or created by a necromancer named Batty Hattie. Batty Hattie went mad after an experiment gone haywire (hence her nickname), so her undead servants/creations decided to band together in her absence to create a sanctum for the "differently alive." All businesses are owned and operated by the "soul-stitched" (which is a homebrew race I found online by DM Clockwork Dragon). The residents gather once a week at the Ride-Or-Die, a water mill that's been converted to a recharging station and serves as the social center of town, and discuss how to further their social justice causes. Their slogan is "the dead are people too."
2. The Purple Conclave
I borrowed some of this from older D&D source books, but in my setting, purple dragons once existed in the Middledark in great numbers until the Mind Wars, when Mind Flayers and other telepathic races from the Lowerdark invaded their territory. The purples managed to fight them off and seal them in the Lowerdark - at the cost of nearly wiping out their own kind. This made them targets for other Middledark races with old grudges. To survive, they adopted humanoid forms and infiltrated the governments of every major city, spreading rumors of their own extinction. Centuries later, they are now essentially puppetmasters for the entire region. This conclave of surviving purples maintains the seal between the Middle and Lowerdark, protects their anonymity, and influences politics and commerce on a continental scale.
My group kinda fell apart, so all my campaign lore is sitting in notebooks, unused. I'd be delighted if someone stole it for their own game!
I play in Runeterra from League of legends. I love it.
'The Cleverness of mushrooms always surprises me!' - Ivern Bramblefoot.
I'll worldbuild for your DnD games!
Just a D&D enjoyer, check out my fiverr page if you need any worldbuilding done for ya!
The Border Realms, a world set in an area of the multiverse called the Firmament right between the Astral Sea and the Elemental Chaos. You can see the border (a giant wall of chaos) from most places on the planet. Magic in that setting works by drawing power from cracks in the Border Ethereal.
Thanks! I love your worlds! I'd be happy to include elements from each!
In answer to your question, so far the players haven't reached any of the Discworld elements, but I've planned to have a character who is a witch from Discworld, using levers instead of magic. I also have tossed around the idea of referencing Death. Any suggestions you might have are also welcome!
I've included yordles and other creatures from Runeterra! I love it, too.
Very cool! I like the lore of how your magic system works.
Minsua, in the crystal sphere of Bentspace. (Only relevant if running spelljammer)
The planet Minsua is split into 5 main land masses, 4 of which are dominated by the Indomitable Overlord. The Overlord rules the Empire of Bentuana, a feudal nation split up into counties, duchies, baronies, and other segments ruled over by a representative of the main city of the Empire of Bentuana, the Floating City of Mount Underspire. There's a lot of other information, contained in the link below:
https://www.worldanvil.com/w/minsua-levithompson26
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Wow! Thanks for the detailed info! So cool!
My current homebrew campaign:
Welcome to the world of Lockstep, a sister world to Faerun, once connected by a portal, this connection was broken for some unknown reason 200 years ago.
Our adventure will take place on the South Western Island Continent of Arkland.
Once a peaceful land, over the last year, masses of undead have arisen across the continent. Their ranks grow everyday. They fall under the sway of a powerful lich. All you know of this lich, is his name is Fall and everyone who has tried to stop him ends up in his undead service.
The cities and towns of Arkland have chosen to take a defensive stance and try to hold out for reinforcements from else where in Lockstep.
Sadly, it seems this help will not come, as since undead began to rise the main land has quarantined Arkland, to stop the spread.
We begin our adventure in the town of Hands Reach, where it seems the lich was first sighted and the dead began to rise a year ago.
After the initially sightings, criminals disappeared from the town, and then so did the Lich. Hands Reach since then is considered a safe place in these uncertain times. It is the only port from which the Dawn Elves will trade with Arkland. The Dawn Elves, live on a small island off the coast of Hands Reach.Since the the closing of the portal to Faerun, they have kept to themselves for 200 years. Even they seem spooked by the Lich.
Word has reached town that the lich, known as Fall, is sacking cities and the rest of the continent is in chaos. Rumors are in town are that of fear and panic.
You have been offered a job and a large sum of Gold to meet with town’s lord, Odin Black, at the inn “The Unexpected Lucky Dragon”.
One of my homebrew settings goes by the name of “The World to Come”. The basic premise is this: the apocalypse came. And to be quite honest, it wasn’t all that bad. The dead rose from the grave as mindless zombies. But they just kind of sit around looking sad and rot. The gods disappeared, but some other ones took their place, so it’s all good. Demon souls came from Hell itself to possess our newborn children, but they’re literally just babies with horns. They aren’t even really evil or anything. To be quite honest, they’re as confused about the situation as we are. The very fabric of reality itself began to dissolve, but... okay, that part’s actually pretty bad. At least we can use the patches of literal nothing to do magic stuff.
"Ignorance is bliss, and you look absolutely miserable."
More stuff about the magic: Shortly after Creation, the Eternal Ones and the Primordial Ones were battling it out for dominance, until Io came along and did what Io does: Dying. From his corpse came Bahamut and Tiamat, mightiest of dragons and the first gods. Tiamat, goddess of Conquest, cursed the Primordial Ones into a state of eternal and uncontrolled change. Sometimes as stars in the sky, sometimes as spirits in nature, and sometimes as the fabric of magic itself. This is where the schools of Transmutation, Divination and Enchantment come from. The Eternal Ones could not die or be changed, to Bahamut, god of Peace (and "creative" solutions) threw them so deep into the Ethereal Plane that they never could return. Aspects of their power still seep out, which mortals can use to their advantage through the schools of Conjuration, Evocation, Abjuration and Illusion.
(Necromancy is its own thing tied to the Negative Energy Plane)
Rad! I definitely like the idea of a plane that had connected to Faerun at one time!
Not only is this amazing, but I want to play this campaign now. Very Terry Pratchett/Douglas Adams.
Impressive lore!
Hey Idk If you're still taking world requests, but I have an idea, and I don't mind if you use it!
The world's name is Provenance, and it it known as the Center of creation. All Dnd worlds are within this world, and races from these worlds might learn about the other worlds.
While this place is still full of normal races, such as Humans, and Gnomes, Other races take up around 70% of the world's population, with other races not used a lot, such as Gith, Drow, and even a few Yuan-ti to name a few, are decently common.
If you want some fights in this. Class race combination doesn't matter here, and with the multitudes of worlds in this place, come combinations are really unique, such as a Changling Blood Hunter, Gith Artificer, Orc (Of Eberron/Exandria) Wizard, Dracoblood Dragonborn Artificer, Shifter Purple Dragon Knight, etc. (Be creative with this!)
And If you want Worlds from other media, might I recommend Erdrea From Dragon Quest 11?
Damion Wild, Mark Of Storm Half-Elf, Druid (Circle Of Wildfire) 5, Monk 3
I have designed another campaign setting that could be used as pretty much any prepublished world where the blood war is a part of the multiverse. In this world, named Flaote, it is essentially an example of what would happen if the Demons won the Blood War. So, essentially in a time of weakness, the demons launched a full on assault on the Nine Hells, destroying everything in their path, and killing every devil on the plane of existence permanently. This destabilized the Nine Hells and destroyed it, and they started destroying many of the lower planes. The celestials of the upper planes freaked out when this happened, and tried to fend off the large army of demons who were now invading the Underdark. The angels, archons, hollyphants, and coatls in a moment of desperation destroyed the Abyss after many of the demons and obyriths had already left it, and separated the outer planes from the other planes of existence to protect the material plane from utter destruction.
So, the demons were in the Underdark and destroyed many civilizations that lived there, effectively causing Drow, Duergar, and Deep Gnomes to go extinct after they destroyed their cities. Then, as soon as the demons started coming up to the surface world to attempt to destroy all of the material planes, the clerics and paladins gave their lives with every ounce of divine power they were left with in order to flood the underdark, killing many of the demons permanently, and creating a new perfect home for the aquatic demons and obyriths.
The arcane magic users had to fend off the remaining demon lords, slaying many of them, imprisoning and warding off others, while some remained free and destroyed the rest of the arcane schools and much of civilization on the material plane. Many dragons help in the battle, but many are driven mad by the demonic incursions in their land.
So, essentially, the world is broken. Major kingdoms and nations have fallen, around 75% of the population of the world is utterly destroyed by the demonic siege, which doesn't stop after the major battles that do save humanity, but barely. Many centuries pass on as the world struggles to grasp to life as the oceans and many rivers are polluted. The land is covered in mutation-causing demon ichor. Many people are warped by the chaotic demon essence that infuses many of their water sources, many being born with birth defects, such as blue or red hair, green skin, 2 heads, or legs and arms in swapped positions (This is mechanically Flesh Warping from the Sibriex or Descent into Avernus). The world becomes a savage land, dwarves are mainly extinct as they had to flee their strongholds to escape the demonic armies, and now have very small populations scattered across the land. Gnomes were taken by Garl Glittergold when the Outer Planes left. Elves migrated to the Feywild, and sealed the portals to the realm behind them to protect the realm from demons. (Effectively, you can go to the Feywild through normal planar travel, but all elves are eladrin, and they have high-tech weapons and defenses to protect themselves from a demonic raid. They don't know what the world is like, and don't care.) Orcs joined the armies in the initial battles against the demons, and they are now essentially non-existent, bred into humans so much that there are now only half-orcs. Lizardfolk dwell in gray-stone huts near swamps, all driven insane by the polluted water, and they attack on sight. Yuan-ti Purebloods are the secret agents of their demonic lords, engraining themselves in human culture, pretending that their scales and pointed teeth are merely birth defects.
Many smaller animals died off because they were preyed on by Abyssal Chickens, (now farmed and a main source of food) and other smaller demons, so only larger and armored creatures had the power to survive, so much of the wildlife consists of Giant Weasels, Giant Insects, Armadillos, and other such creatures. Many of these creatures are also warped by the demonic pollution.
After hundreds of years of breeding, dragons are no longer organized into color and metal types. They crossbred many many times, but there are still different types of dragons. They are also normally insane, as the Good Dragons were taken when the Outer Planes left, and demonic ichor and power drove them to insanity. There are Swamp Dragons, a mix of black and green dragons, which are a gross brown color in order to camouflage with swamps, and they breathe a metal-destroying acid cloud (Lizardfolk worship these dragons). Red and blue dragons bred together to create the hyper-intelligent and insane purple dragons, they have heat-wave breaths that can spontaneous combust objects and creatures. There are also Yellow Dragons, which are the result of insane gold dragons breeding with white dragons, creating shape-shifting dragons that rarely take on their true form, kidnapping people and brainwashing them into a cult that worships yellow dragons. There are also sea dragons, which are a mix of green and blue dragons, and they dwell in the oceans and are secluded creatures that hide from the other monsters in the depths while preying on anything they can find.
Mind Flayers mutated to grow a webbed filament between their legs, which they now have 8 of, similar to a vampire squid. They are aquatic creatures, and they are on the path to taking over the world as their main enemies were eliminated when the Blood War ended. Githyanki and Githzerai were taken away with the outer planes, Duergar were eliminated, and most of their other enemies lost power in the cataclysmic event that destroyed much of the world. They're nowhere near taking over the blasted wasteland, but have sealed off the planet from spelljamming vessels in order to keep every ally that could help out of the planet, and keep every creature inside. They still live in the Underdark, but there are occasional hidden bases in the ocean.
The largest city in the world has a population around 15,000 people, and most other settlements are fairly small villages constantly at battle with the outside world. They're normally located near clean sources of water or built around wells. They are typically ruled over by whomever has the most power, but can occasionally be controlled by an elder-based society. The average lifespan of a human is around 30 years old. Clerics and Paladins basically don't exist, and those that do remain get no answers to prayers, and have decreased power. Warlocks are prevalent as before, but a lot of patrons are eliminated. Great Old One, Lurker in the Deep, Hexblade, and Undying patrons are the most common. The main deity that did not flee the demon armies was the Raven Queen. The Raven Queen is as detached as before, and there's not much difference here. Shadar-Kai are effectively boogey-men, as they typically only journey to Flaote through temporary shadowy portals, and they stay only long enough to collect memories of the dead.
What are your thoughts? I've spent quite awhile developing this world concept (It was originally designed to be a future version of my other world, Minsua). I'd love any feedback.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
I have two I am working on-
One is inspired by both the American culture of the 1920s to 40s, and the folklore I have grown up hearing. It is very setting deep, with almost every single place and object with a deep history. It has two main paths a DM can take- the intrigue filled eastern mountains, a land of advanced technology and massive cities, all connected by high speed legally distinct bullet trains (inspired by major cities of the Roaring 20s, such as New York and Chicago). They are prosperous, a land studded with starlets and luxuries. However, under the surface, there is a festering underworld and a booming smuggling industry, brought on by the banning of intoxicating potions (read- prohibition). Additionally, the Devils and Demons have brought their fiendish war to the Material Place, creating ongoing gang wars. The "man" in charge of the smuggling rings, a fae (not fey, but mythological fair folk) known only as the Tithing Man, demands a tenth of anything you bring in, or risk a fate worse than death. Behind the scenes, a group of the most powerful adventures are secretly the (mostly) benevolent and well-intentioned warlords of the city.
Alternatively, you can go west with the workers, to the untamed frontier. There are creatures that haunt the night, horrifying beyond comprehension. A ghostly train haunts the tracks, abducting the weak willed and fearful, vanishing in the night. A family cursed to become vicious serial killers when they reach 32. An ancient race of plantfolk, bred to become warriors and assassins by a crazed deity. A creature that turns the hopeless into fuel for its lantern, and those who seek power into formidable lackeys. Based on the folklore I heard growing up, as well as the deep wilderness of some places in America, it can be taken as a murder mystery, a survival campaign, a normal BBEG defeating campaign, or even a horror campaign.
The other is a science fantasy campaign, heavy on lore and discovering the hidden lore. The players start in a pretty normal forgotten realms-esque world. But as they go deeper and deeper, the more they find and the less the history of the world lines up. Eventually, they discover that the world they live on is not the planet they are from. Millenia prior, a great precursor species rode the stars, exploring the vast universe, desperate to find others like themselves, hopeful wanderers across the cosmos. But alas, it was not meant to be. The wide eyed wanderer soon became the bitter conqueror. Trillions fought meaningless wars, claiming vast swaths of space. Until one day, a great calamity came and extinguished a billion civilizations. Man had wrought its own destruction, and silence fell hush upon the few survivors. They scattered across the great beyond, across unknowable distances, and sowed the seeds for new life. The life they were never able to find. They hid their quickships, burying them in the annals of time and memory, and wove a false history of the world. Over time, the changes they had given to themselves took a mind of their own, drastically changing their shapes and abilities. So the differing races of the world were born, the dwarfs and the elves and the gnomes. Until the players discover a cavern full of a strange, gleaming metal, with strange balls of glass screwed into the ceiling. Words in a long dead script spell out warnings: "THIS PLACE IS NOT A PLACE OF HONOR... NO HIGHLY ESTEEMED DEED IS COMMEMORATED HERE... NOTHING IS VALUED HERE."
I am developing the name of my world, but I am calling it the continental archipelago for now.
It started like any other Dnd world: but a great comet hit, shattering the continents into millions of islands. No one lost their lives, no buildings fell. The ratio of land to water did not mix. But the comet brought magic and monsters. every city was isolated and became a kingdom of its own. every island larger than an acre had a source of fresh water. Animals adapted as if they were isolated thousands of years on their islands. Pirates and empires abound in a very sinbad style setting. Players will need to acquire their own boats. Lots of opportunity for that.
What I have typed up of my most in depth homebrew world.
Briavania
The World ruled by the Dead
On the continent of Briavania, a plague (much like bubonic plague) nearly wiped out the population. Today there are four surviving major city-states, each having had to make hard decisions to stay alive. The western nations are governed by a ruling class of Vampires, the eastern nations elected three Liches to lead them, the Northern nations are ruled by the Lycans that gave their “blessing” to save the population. The southern jungles became refuge to those who refused help from the undead and Lycans, and instead turned to medicine and druidic magic to fight off the plague. A hundred years have passed since the last plague victim died and the recovery began, the nations now trade and prosper yet again. However, trade routes along the southern borders have been getting disrupted, and disturbing reports of the southern tribes being united have got the other nations concerned.
Portsmith
The City of Three Halves
This city-state is ruled by a council of ancient vampires. When this place was in its deathrolls during the plague, the first and oldest of the vampires stepped forward to the remaining leaders. He offered a deal; in exchange for a cure to the plague and even extended youth, the people all had to surrender ruling rights to the vampires. They also had to forfeit any and all silver and once a week collectors visit homes to draw a pint of blood from every adult as a form of tax.
“The dead don’t sleep and neither does this city”, in this place there is so much to explore. The “three halves” of the motto refer to three main districts that are divided by altitude. The lowest half is on the seaside of the mountain in which this city is carved, where much of the trade of the city occurs. Inside the mountain is the fiery heart of industry and early manufacturing, where raw resources pulled from the mountain are refined and forged. The highest level of the city is where most residential housing, temples, official buildings and recreational activities are.
This city is known for being quite eccentric. The use of masks became widespread to hide deformities caused by the plague, and for stuffing herbs to cover the stench of death. This combined with a deep tradition of theater has led to masks being a mandatory part of every person’s wardrobe and everyday behavior becoming dramatized.
The Western and Eastern nations have; in secret from any others, created a task force to deal with problems that threaten the undead. The United Undead Task Force. Or WTF for short (yes I did that deliberately). This task forces aims to infiltrate anti-undead organizations such as The Silver Talons (all human organization) and The Broken Collars (lycans that escaped slavery), disrupt illegal silver mining/trades and secure the trade routes being disrupted.