World building in 5e


4th Edition


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So I have been working on some 5e stuff, and I thought it might be fun for you guys to see what I've been working on.

Campaign Premise

Campaign Insperation

The Fey Realms

The Underworld

Item Cards

Welcome to the Borderlands


The Grey Elves of Nil are one of the two groups of elves in the setting, and are I hope, something you will enjoy my first little bit of exploration of.


Zombieneighbours wrote:
So I have been working on some 5e stuff, and I thought it might be fun for you guys to see what I've been working on.

Looks good! I may have to steal the Goblin Markets idea, in some form or other.

I've been tinkering with a 5E campaign setting myself:

Campaign Premise


"We must not look at goblin men,
We must not buy their fruits:
Who knows upon what soil they fed
Their hungry thirsty roots?"

Go for it. They are a pretty old idea, and have seen use in a lot of fiction. Most notably, Christina Rossetti's poem "Goblin Market", but also Hellboy 2, the floating market from neverware and Changeling: the Lost.

The Exchange

Zombie, I read everything you have so far and love what I see so far. Reading about your reasonings behind different decisions is pretty cool and allows me get in touch with your rationale and see the minor variances between yours and mine which makes tweaking to personal desire easier. Also I love how you break down the world building into small, easy to digest, chunks. It makes the process much easier to deal with and, once again, makes it easy to adjust to personal preferences.

I especially like the item cards idea and the 2 you have written up are really nice. They have a lot of flavour with minor abilities that won't tear apart a campaign like magic items did in previous iterations of the D&D game. I really hope you delve more into them and create a bunch for me to snatch up.
Excellent job so far and I am looking forward to seeing more on this World in the future.


hi fake healer. First off, thanks for your interest and nice comments.

if you finding the reasoning behind decisions stuff interesting, you might also find this interesting as it covers a chunk of the throught process that led to the underworld and the grey elves.

i hope you'll keep reading.

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Zombieneighbours wrote:

hi fake healer. First off, thanks for your interest and nice comments.

if you finding the reasoning behind decisions stuff interesting, you might also find this interesting as it covers a chunk of the throught process that led to the underworld and the grey elves.

i hope you'll keep reading.

Yeah, I read that already...I kinda scoured your stuff for all the different pages once I read the ones you had linked to. I really like the grey elves and could see the Drow elf stats being used with no changes besides flavor or customized to help enhance them. I was also thinking it might be cool if they had some spirit ancestors that offer assistance at times....maybe they are the ones providing the spell-like abilities? After a while the grey elf begins forgetting about grandfather Iglluef, the spirit that brings the Darkness, but Iglluef won't forget about his grandson and will continue helping even when forgotten.

Just a random thought I had....


History of Arnel

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Nice! I love the timeline. Some really good occurances and good variety in there. Hungry for more.


Starting to plan out the starting area for my first campaign in the Borderlands.


Fake Healer. Is their anything you are specifically interested in learning about the setting?

The Exchange

I like that it has a "Birthright" feel to it but that it is totally different than the Birthright setting. It just feels like a good campaign world without using any of the cliche' ideas.

I like the history of the Nil and the timeline with expansionist kingdoms and warring nations. I would love to see more on the Pantheon and more backstory on the other humanoid races, dwarves, halflings, and any uncommon ones that you may have in the area. I just really love reading the histories I guess, it makes a race, nation, or idea come alive to me.


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Here are a few of the ideas I am working on for races:

-Oathbound super rare human variant, who carry powerful oaths of loyalty to other oathbound from past lives. Oathbound get team work advantages with other oath bound.

-The Pony People of Zava(AKA Halflings). Shaggy pony riding, sling wielding, sexually dimorphic, matriarchal, Steppe nomads.

-The Noble Ones(elves). The elves of the Fey realms, ruled by terrible passions, and complex codes of honour, they can be faire knights of awesome beauty and unshakable by day, and debauched monsters by night.


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Continuing to look at the starting area


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Brainstorming first adventure


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Ideas about settlement creation


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The sons and daughters of Tir Varnrag

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Zombieneighbours wrote:
The sons and daughters of Tir Varnrag

Wow. I love the dwarf creation backstory and the sons and daughters of Tir Varnrag. Brilliant twist.


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Thanks. It was really nice to have something come to me, because I was beginning to worry that I needed to leave dwarfs out altogether.


fosterlings and fetches, two sides of the same coin.

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Zombieneighbours wrote:
fosterlings and fetches, two sides of the same coin.

So if a fetch survives for a long time do they mature and grow, essentially becoming like a warforged or emotionless android? Or are they usually more humanlike in appearance and emotion? Or is there another ideal that personifies them better?


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Fetches haveminds that are totaly inhuman, but designed to let them hide amongst us.

They feel no empathy, but are able to emmulate it. This means they can be both charming and manipulative; but also horrible cruel at times. They are all driven by a fround urge to secracy as regards their nature, this can express itself in many ways, but the most common is for fetches to shape their behavour to the expectations of others. After all, they reason, with no life of their own, why sould what they want matter?

However they are fey creatures, and there sense of what is an appropreate way to forefill the expectations of others tends toward the extravigant. A parent who praise them, tells them to be kind and good, and to help others, will likely produce a hero nine-times out of ten. On the other hand, a bad environment turns the quickly into cruel and implacable villains.

Physically they age like humans. Their wooden bodies grow and change. They are each surrounded by a glamour that makes them appear to be the human they would have replaced.

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I like it, they more or less emulate emotion and behaviors that have been taught to them to try to remain inconspicuous. Lots of RP-able stuff there and good fodder for integration into plotlines.


Orcs suck, they really do, they are just the most dull and pointless enemies in most fantasy settings. Are these orcs a little bit more interesting?

Incidentally, I think that Warhammer and Warhammer 40,000 are examples of some of the only interesting orcs in fantasy RPG cannon.

President, Jon Brazer Enterprises

I am sorry if you addressed it and I missed it, but how does the spell teleportation circle affect your campaign. This spell is, IMHO, one of the most significant changes to D&D, and it is going largely unnoticed, as far as I can tell.

I just imagine some expert NPC that can make scrolls of teleportation circle on a reasonably consistent basis being shut away in some back room being forced to churn out these to keep commerce between cities flowing. Plus the teleportation circle in some ruined keep is still working, allowing the players to beam into an area filled with monsters because they have to retrieve the mcguffin, then having to fight those monsters or sneak past them to get said mcguffin, and then the party must hold off the monsters while the spellcaster is casting the spell to get them home.


I haven't yet got to the stage of digging into the spell list, with that kind of detail yet.

What I can say without looking at it too closely, is that large numbers of people teleporting all over the world is entirely outside of the spirit of the campaign setting.

A lot of the solution to this comes from the fact that spell casting is exceedingly rare, and high level spell casting is rarer still. I'd need to look at the spell in depth before I could give a definitive answer though.

My initial reaction is that I will replace it with a spell that allows movement through the fey realm or underworld, with some material world time dilation and significant cost (year of your life kinda stuff).

Sovereign Court

I think that it starts becoming about levels not so much reflecting overall competence, as much as it is about reflecting grit and plot relevance as the heroes choose to be the ones that stand up to whatever evil or peril they continue to face. It's this thematic distinction I think that really makes it more palatable to understand why there aren't more archmages running around and ruining everything.

And the reason I like more Conan the Barbarian-esque low magic settings. High powered NPC wizards are usually potent because of dark pacts or single minded devotion moreso than just having been a wizard for 10+ years.

Anyhow, just my two cents...

RPG Superstar 2012 Top 32

Teleportation Circle is a lot less disruptive than other versions of teleporting. It comes on line at 9th level, but you can only go to other circles that have been prepared, which take like 30 days to make permanent.

Basically, they just act as guide posts for adventurers, and do not let PCs teleport wherever they want to go.

President, Jon Brazer Enterprises

SmiloDan wrote:
Basically, they just act as guide posts for adventurers, and do not let PCs teleport wherever they want to go.

Right, but it is a completely different way of teleporting than before. So instead of just beaming wherever you want to go at 5th level like before, now you can only teleport to specific locations. Plus any amount of anything can go through during that 1 round it is open. That is some serous commerce. A king can have a meal prepared on the other side of the planet for a special guest and have the chef bring it right to the table. The caster doesn't have to know where he is going, only the runes around the teleportation circle.

The spell even says right in there: "Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines." This means a guild or a temple can have a huge source of income simply by having the only teleportation circle in town that is not controlled by the government (or maybe the local lord pays the guild to use their teleportation circle). Or imagine a troll that is slightly smarter than the rest just using a teleportation circle scroll and a half dozen trolls just show up in the royal bed chamber (no need to scry first or have any idea where you are going if the destination was built into the scroll).

A level 5 scroll is on magic item table C in the DMG, which has a 1 in 4 chance of showing up in a challenge 0 encounter. Yes, that's not much (especially after randomly rolling the spell), but by the book, you can hand a group of new players a scroll of teleportation circle after defeating a group of kobolds.

But I should also point out that teleport (now a 7th level spell) is a whole lot less reliable than before. Previous, if you scried before beaming in, you have a 3 in 4 chance of getting exactly where you want and even if you miss, you are most likely within a few feet. Now it is a 1 in 4 chance to get exactly where you want. Now you are far more likely to be waaaay off. Off Target (the next closest category of teleport), you are likely to be double digit miles away.

Meanwhile, teleportation circle is much more reliable. You got to the exact circle you want, every time, as long as you know the circle's specific address. And the two of them combined is still less than 50% of the time.


Dale McCoy Jr wrote:
SmiloDan wrote:
Basically, they just act as guide posts for adventurers, and do not let PCs teleport wherever they want to go.

Right, but it is a completely different way of teleporting than before. So instead of just beaming wherever you want to go at 5th level like before, now you can only teleport to specific locations. Plus any amount of anything can go through during that 1 round it is open. That is some serous commerce. A king can have a meal prepared on the other side of the planet for a special guest and have the chef bring it right to the table. The caster doesn't have to know where he is going, only the runes around the teleportation circle.

The spell even says right in there: "Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines." This means a guild or a temple can have a huge source of income simply by having the only teleportation circle in town that is not controlled by the government (or maybe the local lord pays the guild to use their teleportation circle). Or imagine a troll that is slightly smarter than the rest just using a teleportation circle scroll and a half dozen trolls just show up in the royal bed chamber (no need to scry first or have any idea where you are going if the destination was built into the scroll).

A level 5 scroll is on magic item table C in the DMG, which has a 1 in 4 chance of showing up in a challenge 0 encounter. Yes, that's not much (especially after randomly rolling the spell), but by the book, you can hand a group of new players a scroll of teleportation circle after defeating a group of kobolds.

But I should also point out that teleport (now a 7th level spell) is a whole lot less reliable than before. Previous, if you scried before beaming in, you have a 3 in 4 chance of getting exactly where you want and even if you miss, you are most likely within a few feet. Now it is a 1 in 4 chance to get exactly where you want. Now you are far more likely to...

Who would build a teleportation circle in the royal bedchamber?

I'd also assume the destination isn't built into a scroll. You'd need to know an appropriate sigil sequence to use one, once you'd gotten your hands on the scroll.

But yes, they're better for commerce, but not great for sneak attacks or assassinations.

President, Jon Brazer Enterprises

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thejeff wrote:
Who would build a teleportation circle in the royal bedchamber?

Royal bootie call?


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Shaggy pony riding, sling wielding, sexually dimorphic, matriarchal, Steppe nomads, now with added anarchism.


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