What's Your Homebrew Campaign?


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My campaign is set in a land of four "kingdoms" (only one of which actually has a king), which is in a state of upheaval as the vast magical machinery that kept the realm from dissolving into the elemental planes has been gradually malfunctioning for thousands of years and the effects are finally being noticed.

It's an epic campaign, and will probably run for another 3-6 years before all is said and done; it's been running since the fall of '06. The characters started at level 6 and are currently in the 50s and 60s.


My current campaign is a pathfinder rules redo of my old 2nd edition campaign world of Crucible, though the players that were part of that original setting recognize very little since i fast forwarded the timeline around 700 years, and the small city state that they helped defend is now the leading empire of the world


My campaign setting is a homebrew setting originally designed in second edition D&D that has gone through several changes over the years (since 2003)and now is in Pathfinder.
The world is named Novindus, and the Kingdom of Acadia is on the continent of Corunn, a setting that is in the middle of its second Iron Age due to a cataclysmic event called the Gods War.
Over three centuries have past and the Kingdom of Acadia is a center of light and civilization during a time of barbarism and near constant raids and conflict.
The PC's begin the campaign in the capital of Seastone on the north coast of Acadia where secrets of blackpowder are being sold to the Pirate Kings which will change the balance of power on the high seas...
I have an online blog that I post weekly to that has campaign updates, pdf's of the setting, and some ideas I'm working on. Just search Novindus Corunn and it'll come up if your interested.

Sovereign Court

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My home brew is referred to as Adain. The realm is part late Roman empire mixed with Early Medieval Celtic society and norse

To the east is the Parkonian Empire a land that is the late Roman empire. it is crumbling as dissolving as the emperor has been killed and many via for his title.

Over the mountains to the west is Asaidor which is more early medieval/Celtic society. To the north of both of these is The Wyld Lands and the Black Fyre mountains. The people that live there are part Norse, Celt, Gaul, mongrel, Hun.

Asaidor is where the PC's game out of. There is a magic sweeping the lands corrupting and twisting everything it comes in contact with. Base monsters are goblins, orcs, ogres, trolls, gnolls, and simple creatures. They have found what appears to be a Minotaur. Dragons are also not as they seem. Just because a dragon is red does not mean it will eat you and give you information. Just because a dragon is silver does not mean it is your friend. he might want to eat you instead.

it is a world I created about 20 years ago and have added more to it as I DM


EDIT: Holy thread necro, Batman!

Fnipernackle wrote:
I'm running Golarion.

Not to be all "I'm more special snowflake than yours!", but FYI: 'home brew' generally refers to a campaign world entirely of the DM's own creation.

Okay, I'm done being a terminology Nazi. Here's mine:

Earth is ancient beyond reckoning. Countless empires have risen and fallen since the birth of civilization, and the historians measure history in aeons. Civilization is a strange creature, turned half wild by drama and cataclysm. Some spend their days in frantic toil, some in wild revelry, and some in the pursuit of nightmare monsters and waking dreams. The bloated red sun staggers across the sky every day, like a myopic graybeard shuffling toward his deathbed. Some day soon, it will set for the last time, and all will come to darkness.


I've got a few different things going on... most are only technically homebrew (AD&D Ravenloft blended with 4th edition D&D's 'Points of Light' for instance).

My actualhomebrew... it's hard to sum up accurately because it is still young and unfinished.

It's a setting of ancient racial conflicts, rises and falls in the potency of magic - and the vibrance of the world with it, great and terrible evils bound away to prevent calamity - and the rattling of their cages as they seek to free themselves, and flawed gods that push their agendas too hard and faces the consequences - typically finding out that they aren't as immortal as they thought in the process.

It's not terribly unique in ideas, but it seems to me the methods are what really set any two settings apart.


In my homebrew, arcane magic has only been practical for about 50 years. Before that, casting methods and knowledge wasn't as advanced, making arcane spellcasting a lengthy and difficult process. As a result, Witches were the only common arcane spellcaster through most of history, and they were loathed and, when found, punished. In recent times this attitude has subsided and arcane magic, thanks to new discoveries in methodology, become both more powerful and more common, plunging the world into a sort of magical industrial age. Think Eberron, but with even more magic, and a much higher standard of living.

As for countries, I have Cromora, a Canada/New England combination with a rather dark past. Think Salem Witch Trials, except over a 250 year period and a death toll in the tens of thousands. Cromora has large American Indian, British Celt, and French populations, with a fair number of German, Norse, Russian, Italian, and Eastern European immigrants.

Then I have Minoka, which is an immigrant nation located in a nation like Hawaii, but with many, many, many more islands and a much larger population. Minoka has a large native Polynesian population, but it has a colonial past, having been Japanese at one point and still bearing a large Japanese population. It also has large immigrant populations from China, Korea, and Southeast Asia.

I have plans for the rest of North America, but they are still being hammered out.


My own homebrew (sadly my world as yet has no name) I have a hard time pigeon-holing. It has steam-punkish elements, several species of anthropomorphic animals (Engeniered slave-races of a 1000 year fallen empire), the major Dwarven nation is a Communist democracy. Gunpowder, explosives, and magical mecha. The elves are all but extinct (Dragon inspired genocide by an orcish attempt at global hegemony), and those aren't even what I consider the strangest elements. I started with the cities of Cauldron and Sasserine from the the Shackled city and savage tide Adventure paths in Dungeon magazine and went from there. Sasserine is barely recognizable any more having been expanded and the Styes (also from Dungeon) hot-welded on. Contact has only recently been established with "China." If people want to know more let me know.


I always set my games in the Multitude, a setting of uncountable material planes all floating in the Astral Plane. Over time, players in my campaigns have accounted for most of the great historical events to happen in this setting over thousands of years of history. The setting started out as a 3.0 Spelljammer-esque game and eventually other campaigns and worlds got incorporated.

Worlds of the Multitude:
The Old World:One of the first worlds that I imagined, with a history stretching from the ancient reign of the Dragon God to the destruction of the world at the hands of the dark god Ajheer. (Incidentally also the most dissapointed I have ever been at the outcome of a campaign). My current Bronze Age PbP game here is set in the ancient history of this world.

Canvarr:A steampunk world ruled by the alchemists and engineers who overthrew the tyrannical Conjurer Kings with their newly invented firearms and gunpowder. I actually have never set a game in this setting, it mostly serves as a background place and source of NPCs.

There are plenty more if people are interested.

Much of the conflict in the Multitude revolves around the nature of the gods, spoilered due to spoilers for people in my PbP games as possible irrelevance.

The gods of the Multitude:
In the Multitude the gods (or aspects as I referred to them originally to make clear that they were not mechanically deities back in the good old days of 3.5) are actually just fragments of the demiurge, the original power that created the multiverse. These aspects can incarnate by posessing mortals and in this form they can grant divine spells and are thus worshiped. Thus the physical form of a god can be slain but the aspect itself will just go on to posses the nearest mortal being. Gods can also kill each other, and consume the essence of the fallen god. This act works towards restoring the demiruge and thus towards undoing creation. Some of the gods, both good and evil want the world to stay around and some, both good and evil want to recreate the demiurge and destroy the world.
As I describe it to my players whose characters figure out what is going on:
In the Beginning was the Demiurge, from which was created the Multitude. But in that act of creation the one was made many for the Demiurge could not exist without the void and the void had been filled by creation. As the Demiurge split, the Aspects came into being with no purpose, no form. From their first thoughts were created the Realms in which they dwelt. For untold ages the Aspects existed alone with no sensation until other life evolved within creation.
Aspects are the shards of the Demiurge which was shattered when the Multitude was created, and the closest thing to deities which exists within the Multitude or Realms. They naturally have no material form and inhabit the Realms, however they can posses the bodies of sentient creatures of the Multitide, killing the creature agonizingly in the process. All aspects feel fundamentally incomplete, as they are each only part of a whole and feel a desire to complete themselves by joining with or devouring other aspects to ultimately reunite the Demiurge and be whole once again. However reuniting into the Demiurge will unravel all of creation, destroying everything which exists. Aspects are effectively immortal, as when one host body dies, they are capable of infecting and possessing anyone in the vicinity. The only way to stop an Aspect is to magically imprison them in unincarnated form.

The BBEG across several campaigns now has been Ajheer, an evil god who has already has destroyed the Old World (due to an unfortunate campaign ending TPK) and seeks to devour all other gods to increase his own power.


Isger
Players started as commoners, trying to stock up and survive the winter. Embarked on adventure, went into their class specialties, have been fighting all manner of gremlins, bandits, goat aberrations and undead, before some real nasty events started happening.

Now they are a travelling band of heroes, smiting hell knights and righting wrongs. They encounter all manner of strange tribes and cultures), adjudicate disputes and punish evil law-breakers. That is, when they aren't fighting dragons or plunging into the forgotten corners of Isger.

RPG Superstar 2015 Top 8

I've written up a world I started for D&D and transferred to Pathfinder. To a degree, it's just everything I want in a standard fantasy adventure world, drawing a lot of legend and myth and building a world that's advanced from a "dark age of magic" (post a magical cataclysm). Low level magic is common; powerful magic is rare. While I tried to draw from real cultures to a degree to make sure my cultures felt "right", like they evolved realistically, but I did my best to hybridize and extrapolate and built upon so they aren't just an Earth culture by another name. I want it to be its own world, not magical Earth by proxy. The known world is relatively small but it's so I can expand on other continents if and when I need to later (or anyone else can if I decide to try to publish it). I tried to put in the potential for a lot of political intrigue as well as more straightforward opportunity for adventure.

There's 12 gods everyone worships, as I didn't want an endlessly growing pantheon. Everything accounts for the existence of stuff from the core rules, so you should be able to build a core character and be able to figure out how they'd fit in the world. I didn't want a lot of "extra rules" for players to learn on top of the mechanics--the flavor is all about just that, flavor, not creating more work for me and the players. I have written up some traits and the like (since, say, the Religion traits as written suit Golarion, not my world), and might eventually throw in a small handful of PrCs, but that's about where I'd draw the line.


It's good to see your world coming together Time Mistress Death Quaker!!!!

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