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Worldbuilding Help Thread
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Running a hex crawl like game. Im having a hard time when the player exlpore a hex. The books say "don't just say nothing." And i don't but Im starting to run out of ideas. Any good charts or ideas on what i can fill "empty" hexs with without tons of prep?
The osr blogosphere has shitloads of the stuff.
Thanks Ill take a look there.
>lunar quest
Did that ever end up progressing past the second thread, or did the creator just stop it forever to continue doing his furfag porn quest or whatever
I've been struck by inspiration to do a "fantasy war world" setting, inspired by a lot of Warhammer Fantasy's trappings/aesthetics, but with the fundamentally hopeful angle and "you can become a hero" aspects of D&D.
I've got a real random grabbag assortment of ideas, but I have no idea where to begin. Can I get help her?
I don't really know how to approach this myself, so I'm just gonna type and see what comes of it.
Warhammer Fantasy has the idea that few of the factions can be considered "the good guys" in any capacity, so I'd say have it so that each faction has redeeming qualities and failings like in the game, be it moral, technological, or just cool factor (Skaven, yes-yes).
But, have there be an individual or two from these factions who seem to extol most of the good of that faction with little of the baggage, and you may have role-models, and characters to be involved in historical instances of hero'ing, contrasted to the mostly bloody world. IDK guy, like I said rambles.
I am building a setting where much of the known world is an archipelago of city-state ruled islands, of varying sizes, with Hellenistic Greece as an inspiration, and the mythos dictating the nature of adversaries.
However, I have been playing it fast and loose with the lore based on what my players want, and so they have altered the world almost as much as me, Doing things like introducing an ancient Indian culture and a type of Dragonborn race.
I want to know how to do Unique Ancient Greek Fantasy without the normal trappings of D&D where it adds nothing to the setting, whilst pandering to my players in what they want to play which is usually inspired by generic fantasy... This is a big ask.
I have an idea and i need to to be told if its stupid or not. So its set in modern day Britannia but theres a civil war going down between the forces of the 'masquerade' and the regular people.Because of shenanigans, the country is locked off from the outside world so its nothing but hiding and running in between bouts of violent clashes between
>RAF engaged in dogfights against dragons
>Knighted SAS officers leading their comrades against scores of werewolves
>MI5 spies posing as vampire thralls to infiltrate nests
>Liches raising the dead Anglo-Saxon, viking and Celtic warriors from beneath the earth
Imagine how like Yharnam was locked off from the world but extend that to a whole nation.
So, what does Veeky Forums think of this idea for a setting?
>Low Fantasy Sword & Sandals basis.
>Political intrigue, war, other similar conflicts.
>The Magic Returns.
>Monsters, sorcery and other gribbly shit start coming out of the woodwork.
>Ancient time-locked empire of sorcerers returns; they want "their" world back.
>What do you do?
>Oh, and it's populated entirely by beastfolk races; the ancient empire is made of dinosaur-people, the serpentfolk are crawling out of their holes now the magic's returning, and the kobolds are starting to turn into dragonborn, and will eventually turn back into dragons.