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Legends of Adwrent

Started by MBene, April 02, 2006, 05:22:35 PM

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MBene

Hey all.  I'm the same guy from the Wizards boards of the same name, and I figure I'd say hello with a post about the premise of a new world I'm working on.  I was working on my KM setting, as posted on the Wizards Forum; however, I lost interest when I decided I needed to do something with a traditional flavor.

The Legends of Adwrent is a working title, I had to come up with one on the fly today when I joined this forum.  A great deal of work has already been done, but I happen to have a terrible streak of being ignored on forums, so I'm only going to post my premise of it and see if anyone bothers to respond to this.

If it goes well, then we'll go on from there.

Without further ado I present those cobbled together world notes and ideas:

World Notes:

Traditional western D&D campaign with no apparent theme: Basically, like a Faerun or a Greyhawk style world, not themed on Oriental Adventures or anything of the sort.  

Equivalent real world medieval time period of the game: High Middle Ages (1000-1300 C.E.)

This means:

-   By in large, the barbarian invasions have come to a halt, and only very few enclaves of the old ways and savage humanoids exist in the immediate continental area.  Once in a while a large group will challenge the stability, but major barbarian invasions have ceased.
-   The Churches of the Gods are still the supreme power in the land, commanding respect and obedience from all.  While they do not have the scope and range of power that they had in the centuries prior to the current time period, they are by far without a doubt the most powerful institutions and have only become richer.
-   Orders of Knights have become more firmly rooted in society, for good or ill.  
-   For many nations, it is the high point of feudalism, with local lords supposedly owing their allegiance to the king.  Very few kings have a strong grasp of their territories, though occasionally a warrior king does arise and all but subvert the feudal system.  Smaller principalities and chieftainships are far more common than the large, unified nation-state.
-   Castles, so commonly misplaced in fantasy games, are being constructed but are still barely past rather primitive stages.
-   The climate is warmer than previously, allowing for a surplus of food to support larger economies and population densities.  Foodstuffs that may require warmer temperatures are being farmed further north than every before.  Because of this, wide scale famine is exceedingly rare.
-   The former frontiers of the Empire, which had depopulated after its collapse, are being re-explored and repopulated.  This is leading to a fairly substantial population movement as the most destitute are trying to find new lands and new lives.
-   Architecture is primarily Byzantine and Romanesque; however, Gothic structures are appropriate for the setting.  Most buildings are being constructed of stone, due to a greater understanding of quarrying techniques.

--

All in all, those are fairly generic things to be writing about.  I still need that little OOMF that makes it a bit more unique, and not just a medieval europe clone.

Any thoughts?
Callsign: Blaze

Works in Progress (Campaigns/Others, Links pending)

1. Erdur, Darkening Lands - Traditional D&D setting with humans only.
2. Kamos: The Gilded Kingdoms- A different take on traditional fantasy, including a number of non-standard themes and technological elements.  Currently the main campaign setting being worked on.
3. New Dalton - A realistically described and built catch-all city for D20 Modern, Call of Cthulhu, and others.
4. Arcadda-Illuminae University - A realistically described and built college outside New Dalton for D20 Modern, Call of Cthulhu, and others.
5. Realms of Phyr - Moreso a story setting than campaign setting, can be adapted to d20future. Gritty and moreso like Star Wars/BSG.

Numinous

Why is the world getting warmer?  Why have the invasions stopped?  Anyway, you're setting is a bit average, but that can be remedied easily enough.  What you need is what meakes your setting different.  Change something from the core books that you don't like, and follow it all the way through.  Don't change too much or it will get confusing, but change enough to make the world special.  

I usually use a conflict to add interest.  It doesn't necessarily have to be a war, but having opposing forces present in the world can really add to a setting, no to mention providing lots of plothooks.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

MBene

Well, its somewhat average for a reason.  I have custom races, and custom gods, and customized most everything else.  The only reason is that I'm sick and tired of making these ideas that my group at home won't play because they're "too different".

Blah.

I'll post more of my original stuff, if you'd like.
Callsign: Blaze

Works in Progress (Campaigns/Others, Links pending)

1. Erdur, Darkening Lands - Traditional D&D setting with humans only.
2. Kamos: The Gilded Kingdoms- A different take on traditional fantasy, including a number of non-standard themes and technological elements.  Currently the main campaign setting being worked on.
3. New Dalton - A realistically described and built catch-all city for D20 Modern, Call of Cthulhu, and others.
4. Arcadda-Illuminae University - A realistically described and built college outside New Dalton for D20 Modern, Call of Cthulhu, and others.
5. Realms of Phyr - Moreso a story setting than campaign setting, can be adapted to d20future. Gritty and moreso like Star Wars/BSG.

Numinous

Yes, that'd be delightful.  Also, your signature mentions Kousekai Monogatari, maybe you could put up some stuff on that too.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

Kalos Mer

Quote from: Natural 20Anyway, you're setting is a bit average, but that can be remedied easily enough.  What you need is what meakes your setting different.  Change something from the core books that you don't like, and follow it all the way through.  Don't change too much or it will get confusing, but change enough to make the world special.  

No offense intended, but back off the man!  This kind of advice is great for a novice designer who's lost and doesn't KNOW what he wants to do, but people who specifically *want* to design 'average' settings, and those who want to use straight-up core rules are well within their rights.

*Ahem* I'll take that argument elsewhere.  (As far as conflict goes, Crit, I think Hochiu was pretty straightforward about there being loads of conflict in his setting, what with the political struggles between lord and vassal, etc.) To rerail:  Hochiu, tell me more about the Gods, I do love to hear about them.

I'd also argue against your classification of castles as 'misplaced' in other settings, particularly since development in fantasy worlds has NO obligation to parallel real-world development perfectly.   That reminds me of another question - what's magic like in this world?
My Setting:   

Numinous

Wow, my post looks different quoted than it did when I was typing it, sorry if my intent was misinterpreted.
Previously: Natural 20, Critical Threat, Rose of Montague
- Currently working on: The Smoking Hills - A bottom-up, seat-of-my-pants, fairy tale adventure!

daggerhart

i would like to hear more about this setting.

please keep us informed Hochiu.
Quote"So, Scientology, you may have won THIS battle, but the million-year war for earth has just begun!" the two said in a statement that seemed to parody Scientology as science fiction. "Temporarily anozinizing our episode will NOT stop us from keeping Thetans forever trapped in your pitiful man-bodies. Curses and drat! You have obstructed us for now, but your feeble bid to save humanity will fail! Hail Xenu!!!"