Please criticize my Campaign World!


Homebrew and House Rules


What it says on the box. I've been working on an idea for a campaign world and I want some opinions on what I've come up with so far.

So, basically it's your standard terrestrial planet with a land to ocean ratio of 20/80. There are 7 continents, 6 of which form an unconnected ring around the planet from the North Pole to the South Pole, and back again. Between the continents that form the ring are island chains and rough seas, which prevent easy travel between them. The 7th continent is smack dab on the equator and stretches into both sub-arctic regions. The opposite side of the world is a vast ocean dotted with archipelagos.

One of the primary themes is that each continent has a different technology level, and is an expy of the Earth continents at their respective tech levels.

These are just placeholder names so feel free to hate them.

First, there's the largest continent. The one that isn't part of the ring. For our purposes let's call it Lost Continent. It's basically a stand in for both Australia and South America. It's tech level is stone age. Here there be dinos, and megafauna. There are three main culture types here; Meso-American, Aboriginal Australian, and "Cave Man" (for lack of a better word). This is also the former stronghold of an advanced Reptilian Empire in the distant past.

Second, there's "Albion". It's a stand-in for Renaissance Europe. It's the smallest continent, and is located in the Southwest of the ring. I haven't fleshed this one out as much. I feel like I want it to have a Gothic feel, Maybe a war between enlightenment and ignorance, with a mixture of the occult and science.

Third is the Africa lookalike, haven't got a name for it so let's call it "Cradle". It's at the Iron Age. It's located in the Northeastern section of the ring (essentially the opposite side as Albion). It's basically a more politically correct "Darkest Africa". There's still the dark-skinned humans (and other races, I plan on having a lot of races) living in tribal kingdoms, but without the condescension you get with the Darkest Africa trope. In the South of the Continent we have our Egypt, it's pretty standard.

Fourth is Asia, or a reasonable facsimile. It's medieval. It's North of Albion in the ring. We have a combo of Russia, China, India, and Japan with this one, It's not fleshed out much yet.

Fifth is COLUMBIA! It's the North America stand in and it's South of Cradle. It's basically the Gilded Age (1870s-1900). Steampunk, with magic is basically what you're getting, Also, wild west with a smattering of Reconstruction South. Expect mad scientists and industry.

Finally the last two are Polar continents. The South is inhabited near the coast, but wasteland nearer to the pole. The North is uninhabited except for monsters and undead.


The vastly different tech level is interesting, and I like the geography.

What keeps the civilizations separated? In the real world it seems like vastly lower tech leads to getting conquered - what's stopping Columbia from trying to go imperial-Britain-like, especially if they have industry, science, and magic?


Jr. Annalist wrote:

The vastly different tech level is interesting, and I like the geography.

What keeps the civilizations separated? In the real world it seems like vastly lower tech leads to getting conquered - what's stopping Columbia from trying to go imperial-Britain-like, especially if they have industry, science, and magic?

The currents are difficult to navigate, and hurricanes are more severe do to the planet being more covered with water than Earth (by 11% of total surface area). Many of the countries of Columbia are allied with the countries of Albion, which would make colonization there a bad decision. The Asia-like continent is protected by a draconic bureaucracy that has a vested interest in keeping the humanoids in servitude. Cradle has a few coastal colonies, but frankly the people of Columbia and Albion (which also has a few colonies there) have yet to have a good reason to expand beyond the coast. As for the Lost Continent, it's got dinosaurs, humanoid sacrificing cultures, ancient magitech weapons, and goodness know what else, not to mention the complete lack of waystations between it and the other continents. Also, sea monsters, lots of sea monsters.

Scarab Sages

Steven "Troll" O'Neal wrote:
... As for the Lost Continent, it's got dinosaurs, humanoid sacrificing cultures, ancient magitech weapons, and goodness know what else, not to mention the complete lack of waystations between it and the other continents. Also, sea monsters, lots of sea monsters.

Ancient Magitech weapons sound shiny and a good reason to go there, not a reason to stay away. As for the dinosaurs and native people, when I hear of "steampunk+magic" my mind instantly goes to an Alchemical Dragon, brimming with ballistas and alchememical bolts. To deal with the dinos they would just bring guns. Guns worked quite well against elephants.

Alchemical Dragons/zeppelins would also make sea travel nearly trivial, covering about 500 miles a day by air and carrying 10+ tons of cargo. The only thing that would I would fear in an Alchemical Dragon is an actual Dragon, so I guess there's that.

I would also think Columbia and Albion would be importing tech and and exporting resources to Columbia. Surely there is some resource that Columbia is low on (adamantine/mithril, some alchemical reagent, fibrous martial, ect)

This is all without going into the fact that you only need a single wizard/druid that is level 9+ to teleport people (and tons of material) across seas, or 13+ to teleport anywhere in the world. Even these great people occur once in a century, for the time they were alive they would change the world.

I would make so that the lost continent is filled with a bunch of bad-news-bears magic: lightning tornadoes, portals to random planes popping into and out of existence, Antimagic hailstorms; bad things. Not frequent enough to wipe out the natives, but common enough that it dissuades explorers. Your world though, I understand that I like mine unusually high magic.


Dot for potential addition later.


Some additional info based on your responses.

Columbia is in fact not a single country, it's actually 4. The very far South is a cold frontier bursting with resources. Furs, exotic minerals, lumber, etc. are all in great quantities, but it's a land of spirits and fey that make it hard to harvest (it's basically the stand in for Canada, Alaska,and the Pacific Northwest).

The East of Columbia is a country of hilly deserts and rolling plains, This country is the Wild West, It's got a large supply of food, some precious minerals, but little else.

The Northwest of Columbia a swampy river delta, It's a generally poor country with most of its wealth coming from shipping. Most imports from Cradle come through here, on their way South. The shipping magnates are rich beyond their wildest dreams, but everyone else scrapes by with what they can.

The Southwest is home to most of the industrial power of Columbia. Factories, shipyards, and old money are what rule here. It's a fairly wealthy country with large coal and iron deposits.

Overall Columbia isn't really "lacking" anything for inhabitation, It does, however, desire the exotic. Right now, they're focused on Cradle.

Nobody but the natives of the Lost Continent know anything about the Magitech weapons. All the outside world knows is that the place is terribly dangerous, and not to be trifled with. There are occasional scientific studies sent there, but they're mostly privately funded and originate from the Southwest country in Columbia.

Flying anywhere is quite dangerous due to the strong winds coming off the Western Ocean, along with the Hurricanes off the Eastern ocean.

The Western Ocean however is fairly safe for steam ships, having many islands to resupply on. This is the equivalent of Polynesia.

Grand Lodge

Here's the 64 dollar question.

Why hasn't the most advanced continent, which would have the greatest resource needs. colonized any of the others? At the very least, the most primitive should be a pushover. With steampunk level of tech it's rather hard to imagine what would keep them from doing so.


LazarX wrote:

Here's the 64 dollar question.

Why hasn't the most advanced continent, which would have the greatest resource needs. colonized any of the others? At the very least, the most primitive should be a pushover. With steampunk level of tech it's rather hard to imagine what would keep them from doing so.

Kaiju, an army of the undead, and ancient super weapons with a mind of their own.


Another update.

Most of you are questioning why Columbia hasn't invaded the other continents. There are many reasons why.

1. Columbia is made of four different countries, They are friendly with each other, but they also wouldn't want the current balance of power to change. The East provides most of the food to the other three. The South provides raw materials. The Northwest has a monopoly on travel and shipping. Finally the Southwest provides manufactured goods. If any of them started to expand they would likely cause a 4-way war.

2.. Columbia hasn't colonized Albion because most of the people of Columbia are descended from Albionite immigrants, While there are some Columbians that return to Albion and settle there, they generally do so as individuals.

3. Albion is a loose confederation of 15 interrelated monarchies. While theoretically they could muster a formidable armed force, in practice there is too much internal conflict and intrigue to actually launch a full scale invasion.

4. The Asia-like continent is protected by a bureaucracy of dragons, and the dragons have class levels (mostly NPC classes, but a few PC). The dragons like their people the way they are, and for the most part the people are happy with the dragons.

5. Cradle despite having only Iron Age technology has a massive potential armed force, and are more than willing to use it if push comes to shove. We're talking outnumbering all of Columbia's possible troops 10 to 1. However, both the Northwest nation of the Columbian continent and many of the kingdoms of Albion have colonies on the coast of Cradle that have been afforded to them by the native ruling bodies. The trade is good, so nobody complains.

6. Finally why no one has settled the Lost Continent. The primary reason is that the Ancient Magitech Super Weapons have AI that target technology of Non-Reptilian origin. The higher the technology, the less it takes for the weapons to notice, then blast it off the face of the earth.
Secondary reasons are the native Kaiju, which would obviously require either massive weapons or extremely powerful adventurers to defeat.
Additionally, the locals have an army of the undead. We're talking Juju Zombies with class levels.


Feels pretty interesting. I'd play in it.


DungeonmasterCal wrote:
Feels pretty interesting. I'd play in it.

Thanks. I was sort of afraid it was too much of a kitchen sink to be appealing.

Grand Lodge

Steven "Troll" O'Neal wrote:
5. Cradle despite having only Iron Age technology has a massive potential armed force, and are more than willing to use it if push comes to shove. We're talking outnumbering all of Columbia's possible troops 10 to 1. However, both the Northwest nation of the Columbian continent and many of the kingdoms of Albion have colonies on the coast of Cradle that have been afforded to them by the native ruling bodies. The trade is good, so nobody complains

Keep in mind that one of the Conquistadors conquered the entire Incan (or was it Aztec?) empire with only 300 men.

Numbers ain't everything if one group is sufficiently advanced.


Steven "Troll" O'Neal wrote:
DungeonmasterCal wrote:
Feels pretty interesting. I'd play in it.
Thanks. I was sort of afraid it was too much of a kitchen sink to be appealing.

One of my favorite pulp era authors is Edgar Rice Burroughs, and many of his settings were pretty much kitchen sink types, often with fairly advanced cultures living just across a river or valley from a fairly primitive one, so that wouldn't be strange to me.


LazarX wrote:
Steven "Troll" O'Neal wrote:
5. Cradle despite having only Iron Age technology has a massive potential armed force, and are more than willing to use it if push comes to shove. We're talking outnumbering all of Columbia's possible troops 10 to 1. However, both the Northwest nation of the Columbian continent and many of the kingdoms of Albion have colonies on the coast of Cradle that have been afforded to them by the native ruling bodies. The trade is good, so nobody complains

Keep in mind that one of the Conquistadors conquered the entire Incan (or was it Aztec?) empire with only 300 men.

Numbers ain't everything if one group is sufficiently advanced.

That was really more to do with disease and horses. But more to the point the forces of the Columbian continent are not unified. I'd imagine the whole continent could muster maybe 100,000 soldiers, so if those were evenly taken from each Columbian nation there would be 25,000 vs 1,000,000. And that's not even taking into account the disadvantage the Columbians would be at trying to haul artillery through the desert or jungle, all while being besieged by the enemy, native wildlife (including various unfamiliar monsters), and the elements themselves. Yeah, they'd need a miracle.


I thought I might make a map to help. Keep in mind, this isn't a great map - I mostly used a blank map of our world and did some editing to the coasts and such.

I'm not sure how the Cradle is going to have a large number of darker-skinned races given its position. As I recall, fish and hunter-gatherer lifestyles contribute to darker skin in climes where there is less light, but agriculture leads to lighter skin tones.


First of all, I LOVE the map! It's awesome and I can't wait to see the finished product. Great job on the coastlines, too. Poorly drawn coastlines can make an otherwise cool campaign world map into something cheesy.

As to criticism of the world: I think it needs something, one Cool Thing to spice it up and elevate it above Generic Wurld (like Golarion). So far, there isn't much that separates it from someplace like Golarian. Why campaign there?

Here are two possible ideas. I tried to take things you have already mentioned exist in your world and "run with them", so to speak:

KAIJU: Kaiju would be a cool way to stand out. You mention them in the Lost Continent. But what if they were a world wide, perennial threat. What if there were intelligent Kaiju? What if there were good and evil Kaiju? What if there were crazy Prestige Classes that specialize in Kaiju Combat? What if Dragons were about four steps lower on the food chain than Kaiju? Or an order of Wizards to fight them? Or control them? Or Cults and Religions that worship them, since their effect will be more easily felt and far greater than some distant deity? You could actually have Kaiju that correspond to Domains. You could have clerics gain spells from the worship of Domains that certain Kaiju represent. Basically, non-intelligent 'deities', for all intents and purposes, that regularly interact , in a most likely harmful way, with the world. Think of all the roleplaying and philosophical questions that would arise...

D&D had the Tarrasque. Take that type of thing and go gonzo with it?

It might also serve the purpose of explaining why Columbia is not conquering other nations/continents without resorting to what amounts to Handwavium. If Columbia was too busy continually preparing for the perennial Kaiju attacks, they won't have time to subjugate other places. Try reading Project Nemesis by Jeremy Robinson. I usually hate Kaiju stuff but that was a fun read and a wild ride!

Not that there is anything wrong with saying "Because fantasy!", like this person says: http://lurkingrhythmically.blogspot.com

ANCIENT MAGITECH: what if the Magitech is world spanning and meant for sinister purposes like: (1)making the world a prison? Or(2) making the world a giant experimental Petri dish? Or (3) meant to imprison a God. Or too keep gods away from the world?

Personally, I think the Kaiju angle has the most potential ( and I don't even like Kaiju fiction, though the upcoming Godzilla remake has me very interested) but it's your world.

Do with it what you like!

Edit I remembered a cool Kaiju book I read a few months back.


Steven "Troll" O'Neal wrote:

What it says on the box. I've been working on an idea for a campaign world and I want some opinions on what I've come up with so far.

So, basically it's your standard terrestrial planet with a land to ocean ratio of 20/80. There are 7 continents, 6 of which form an unconnected ring around the planet from the North Pole to the South Pole, and back again. Between the continents that form the ring are island chains and rough seas, which prevent easy travel between them. The 7th continent is smack dab on the equator and stretches into both sub-arctic regions. The opposite side of the world is a vast ocean dotted with archipelagos.

One of the primary themes is that each continent has a different technology level, and is an expy of the Earth continents at their respective tech levels.

These are just placeholder names so feel free to hate them.

First, there's the largest continent. The one that isn't part of the ring. For our purposes let's call it Lost Continent. It's basically a stand in for both Australia and South America. It's tech level is stone age. Here there be dinos, and megafauna. There are three main culture types here; Meso-American, Aboriginal Australian, and "Cave Man" (for lack of a better word). This is also the former stronghold of an advanced Reptilian Empire in the distant past.

Second, there's "Albion". It's a stand-in for Renaissance Europe. It's the smallest continent, and is located in the Southwest of the ring. I haven't fleshed this one out as much. I feel like I want it to have a Gothic feel, Maybe a war between enlightenment and ignorance, with a mixture of the occult and science.

Third is the Africa lookalike, haven't got a name for it so let's call it "Cradle". It's at the Iron Age. It's located in the Northeastern section of the ring (essentially the opposite side as Albion). It's basically a more politically correct "Darkest Africa". There's still the dark-skinned humans (and other races, I plan on having a lot of races) living in tribal kingdoms, but without the...

If people are already travelling between albion and columbia to migrate and move its a bit much to say travel is impossible/hard. That means your setting it up as possible and arbitrary wielding DM power to stop others doing it or cause and effect with 'because' excuses.

No reason to separate africa and australian natives - tech level is bout equal as is style of living.

Its rough to not include native americans as they have a definitive different culture/tech level/living methodology.

Including russian culture as asian and having 2 advanced continents seems pointless and begs questions.

Have 1 'europe' advanced renaissance, 1 lost/dark/dino/reptile continent, 1 meso america/america, 1 asia, perhaps another culture but more medevil.

I would have the Renaissance country/high science in a dead magic zone (explains why they don't get invaded or expand en-masse).

If want another advanced/white etc land have it in a wild magic zone and so magic is untrusted, occult is popular but hidden (perhaps witch patrons protect their 'followers' from the effects.

Real hard part is ruling only certain areas can have certain classes due to blood, subconscious upbringing and training. Lets face it in this day and age gamers hate limits from alignment to class as despite real world constant reminders of who and what is in certain jobs with certain degrees and connections the media feeds us anything is possible.


Also think what cultures are most fun and feed fantasy historically (ignoring excess cultural bleed):

Asia wuxia spiritual low key magic and dragons/demons/celestial bureaucracies (magus/monk/5 element wizards and some dragon sorcerers)

Arabian high magic desert and genies (fighters,sorcerers and summoners with some bedouin and suli rangers)

Egyptian pharoes, sphinxes and undead (fighters, paladins, wizards and clerics)

Forgotten/Lost/Prehistoric continent or plateaus or inner world holistic nature magic (druids, rangers and barbarians)

No magic steampunk renaissance (gunslingers, fighters and alchemy)

Messo American jungles and plains totems n blood magic (totem barbarians/rangers and evil clerics)

Dark ages forbidden unpredictable occult vampires and werewolves (cavaliers, witches and inquisitors)

Classical Period with warring nations (fighters and oracles, bards)

Under these I would include pirates as no magic but high tech, vikings as
northerners of messoamerica with totems and blood magic.

Once thicker players get that with exclusivity comes uniqueness they should begin to enjoy the game and being special when they travel and some will enjoy being normal everywhere they travel.

The zoning (dead magic/wild magic/normal and classes specific to region) explains why not interfered with each other/expanded/status quo. It also means alliances are required if you want others resources (so a small nation like egypt can compete because if you want resurrection you had better play nice and not attack or screw with their culture as your not sure the power doesn't come from the pharo. Then again maybe after you understand the culture if you were the pharo YOU would have the power ....

etc stories would write themselves and balance nations and difference = uniqueness is maintained. Otherwise if mechanics aren't different its just BS and flavour text which soon becomes irrelevant and there will be no difference at all in the players minds and so no fantasy.


Indagare wrote:

I thought I might make a map to help. Keep in mind, this isn't a great map - I mostly used a blank map of our world and did some editing to the coasts and such.

I'm not sure how the Cradle is going to have a large number of darker-skinned races given its position. As I recall, fish and hunter-gatherer lifestyles contribute to darker skin in climes where there is less light, but agriculture leads to lighter skin tones.

Thank you for that. But Cradle is farther south and is should be about twice the size of Columbia. That means Columbia should be a little smaller, also the Asia-like continent should be about the same size.


Aeris Fallstar wrote:

First of all, I LOVE the map! It's awesome and I can't wait to see the finished product. Great job on the coastlines, too. Poorly drawn coastlines can make an otherwise cool campaign world map into something cheesy.

As to criticism of the world: I think it needs something, one Cool Thing to spice it up and elevate it above Generic Wurld (like Golarion). So far, there isn't much that separates it from someplace like Golarian. Why campaign there?

Here are two possible ideas. I tried to take things you have already mentioned exist in your world and "run with them", so to speak:

KAIJU: Kaiju would be a cool way to stand out. You mention them in the Lost Continent. But what if they were a world wide, perennial threat. What if there were intelligent Kaiju? What if there were good and evil Kaiju? What if there were crazy Prestige Classes that specialize in Kaiju Combat? What if Dragons were about four steps lower on the food chain than Kaiju? Or an order of Wizards to fight them? Or control them? Or Cults and Religions that worship them, since their effect will be more easily felt and far greater than some distant deity? You could actually have Kaiju that correspond to Domains. You could have clerics gain spells from the worship of Domains that certain Kaiju represent. Basically, non-intelligent 'deities', for all intents and purposes, that regularly interact , in a most likely harmful way, with the world. Think of all the roleplaying and philosophical questions that would arise...

D&D had the Tarrasque. Take that type of thing and go gonzo with it?

It might also serve the purpose of explaining why Columbia is not conquering other nations/continents without resorting to what amounts to Handwavium. If Columbia was too busy continually preparing for the perennial Kaiju attacks, they won't have time to subjugate other places. Try reading Project Nemesis by Jeremy Robinson. I usually hate Kaiju stuff but that was a fun read and a wild ride!

Not that there is anything wrong with saying "Because...

Thanks for the ideas. However I think I'll go in a different direction. I feel like the Kaiju are only on the Lost Continent, and possibly the Northern polar continent. I want them to be something really terrifying that would keep people away from the places they are. I plan to tie them to the Ancient Reptilian Empire somehow (maybe through magical genetic manipulation).

The Super Weapons actually have a purpose. They exist to keep the non-reptilian races from rising up. Originally all of the non-reptilian races were enslaved by the Reptiles, so they built weapons to shut down uprisings by keeping the slaves at a much lower tech level. Eventually the slaves figured out that the weapons couldn't detect technology if it was more than a couple dozen feet below the ground. Ironically the fall of the Reptilian Empire was caused by a group of escaped slaves with pick axes digging up under the capital. The Weapon fired on the capital, and the Empire folded into chaos. Unfortunately, the freed slaves couldn't deactivate the weapon, which keeps them in the Stone Age to this day.


insaneogeddon wrote:

If people are already travelling between albion and columbia to migrate and move its a bit much to say travel is impossible/hard. That means your setting it up as possible and arbitrary wielding DM power to stop others doing it or cause and effect with 'because' excuses.

No reason to separate africa and australian natives - tech level is bout equal as is style of living.

Its rough to not include native americans as they have a definitive different culture/tech level/living methodology.

Including russian culture as asian and having 2 advanced continents seems pointless and begs questions.

Have 1 'europe' advanced renaissance, 1 lost/dark/dino/reptile continent, 1 meso america/america, 1 asia, perhaps another culture but more medevil.

I would have the Renaissance country/high science in a dead magic zone (explains why they don't get invaded or expand en-masse).

If want another advanced/white etc land have it in a wild magic zone and so magic is untrusted, occult is popular but hidden (perhaps witch patrons protect their 'followers' from the effects.

Real hard part is ruling only certain areas can have certain classes due to blood, subconscious upbringing and training. Lets face it in this day and age gamers hate limits from alignment to class as despite real world constant reminders of who and what is in certain jobs with certain degrees and connections the media feeds us anything is possible.

Let's start with your first paragraph. Yes, there is travel between Albion and Columbia, but it's slow. They have to traverse the Western Ocean, which takes up nearly an entire hemisphere, it's about 12,000 miles between the two, and at the speed most steam ships traveled (about 12 knots), it'd take about 2.5 months if you made no stops and traveled in a straight line. So it's not easy, and even harder if you plan to take a sail ship.

The reason I separate Africa and Australia is because they are not the same thing. Just because Africans and Aboriginal Australians are both dark skinned doesn't make them the same culture, and I wanted to demonstrate that in my setting. Now you'll ask why I combined South/Central America with Australia. It's because I wanted the Lost Continent to have more cultural diversity. You have primitive cave dwelling hunter-gatherers in the far North and South, Hunter-Gatherers living in the warm plains and deserts of the equatorial North, and an agrarian society of the Southern hills and forests.

Native Americans are actually represented in Columbia. I use Skinwalkers for those, They live primarily in The East, The Northwest, and The South.

Most of Russia is actually part of the Asian Continent. Culturally they are more European, but that just offers the opportunity for a bit of conflict.

As for the Renaissance Europe continent (Albion), it's a got a gothic science meets mysticism feel. The commoners don't trust either, but the nobility is really into it. It's also got a political intrigue flavor going.

Columbia is really Science oriented. They find it takes less effort to work. They still have magic, they just rely on it less than science.

Finally and most importantly is this. The higher the tech level, the fewer and less powerful monsters there are. For example, Columbian threats are mostly of the Humanoid, Monstrous Humanoid, Construct, Animal, Vermin, Ooze, and Undead types. There are a few Fey, Outsiders, and Plants, but almost no Aberrations, Dragons, or Magical Beasts.


That's cool. I was just throwing stuff out there.

But I still maintain, it needs Something, some spark or spice to elevate it from serviceable (which it definitely is) to something that makes people say,"Whoa!"


Aeris Fallstar wrote:

That's cool. I was just throwing stuff out there.

But I still maintain, it needs Something, some spark or spice to elevate it from serviceable (which it definitely is) to something that makes people say,"Whoa!"

Thanks for the input. I personally prefer a more subtle campaign world, but it may need a little embellishment. I've only really been working on it for about 3 days.


Bumouty bump bump bump! The oceans are inhabited by humanoid races taken from The Cerulean Seas Campaign Setting and its expansions.


I haven't read it all yet, but it looks good. Albion might have the were creatures in the Forrest still at ancient war with the vamps in the walled cities, to the point where they lost control. The iron age place might have the most ancient meteor strikes giving them meteoric iron. There's trade organizations equivalent to the East India company, more worried about pirates and war messing up their competition with each other.
Your lost world might still have Neanderthals and Troidons. Current theories about Troidons are that they were smart and might have built a civilization except for the mass extinction, which your world did not have everywhere.


Goth Guru wrote:

I haven't read it all yet, but it looks good. Albion might have the were creatures in the Forrest still at ancient war with the vamps in the walled cities, to the point where they lost control. The iron age place might have the most ancient meteor strikes giving them meteoric iron. There's trade organizations equivalent to the East India company, more worried about pirates and war messing up their competition with each other.

Your lost world might still have Neanderthals and Troidons. Current theories about Troidons are that they were smart and might have built a civilization except for the mass extinction, which your world did not have everywhere.

Yes, you're getting the gist of it.

As a little more info, culturally there are no "evil races". There are the traditional monstrous races, but they're not considered evil by default.


So aside from outsiders, there is no genetic alignment among sentient beings? A red dragon can be raised to be good, right?


Goth Guru wrote:
So aside from outsiders, there is no genetic alignment among sentient beings? A red dragon can be raised to be good, right?

Yep, additionally undead are not considered evil by the nature of their condition. They are however considered unnatural and are considered second class citizens, and may be destroyed without legal consequence. Though that doesn't mean their next of kin won't take up a civil suit against you.


I think you ought to play up the islands and archipelagos more.

I kind of picture disparate groups around the world that kind of fill a niche of decentralized trade, kind of a collection of nautical cultures spread around the world, from different origins, yet fill the same kinds of niches.

For every one of your large sailing vessels, there are five or more small brig type things operating, and they are what actually keep trade going in most of the world.

Naval type adventures aren't most people's cup of tea, but I have always thought they were interesting in an environment where you are traveling between islands no more than a hundred miles apart say.


Steven "Troll" O'Neal wrote:
Aeris Fallstar wrote:

That's cool. I was just throwing stuff out there.

But I still maintain, it needs Something, some spark or spice to elevate it from serviceable (which it definitely is) to something that makes people say,"Whoa!"

Thanks for the input. I personally prefer a more subtle campaign world, but it may need a little embellishment. I've only really been working on it for about 3 days.

Yes, I think this looks like a fun setting but the key to designing a compelling setting is creating situations that are just teetering on the edge or just about to explode. Then the players come along and all hell can break loose.

Perhaps an iron shortage in your steam punk continent means they are moving ever closing to war with your iron age continent. Perhaps a religious schism in Albion means things are just about to go wrong. Good game worlds are filled with problems and potential problems that the players will need to answer. That is what makes them heroes.


sunbeam wrote:

I think you ought to play up the islands and archipelagos more.

I kind of picture disparate groups around the world that kind of fill a niche of decentralized trade, kind of a collection of nautical cultures spread around the world, from different origins, yet fill the same kinds of niches.

For every one of your large sailing vessels, there are five or more small brig type things operating, and they are what actually keep trade going in most of the world.

Naval type adventures aren't most people's cup of tea, but I have always thought they were interesting in an environment where you are traveling between islands no more than a hundred miles apart say.

I had every intention of doing that, but everyone was more curious about the major continents so I fleshed those out more.

I'm still coming up with a few themes for the islands, but I've got the archipelago between Columbia and Cradle worked out pretty well.
It's got a Caribbean feel, with a lot of scavenged technology from both continents. It's popular with the wealthy of Columbia as a holiday spot, but it's got a dark past of enslavement of non-humans (orcs mostly).


Mike Franke wrote:
Steven "Troll" O'Neal wrote:
Aeris Fallstar wrote:

That's cool. I was just throwing stuff out there.

But I still maintain, it needs Something, some spark or spice to elevate it from serviceable (which it definitely is) to something that makes people say,"Whoa!"

Thanks for the input. I personally prefer a more subtle campaign world, but it may need a little embellishment. I've only really been working on it for about 3 days.

Yes, I think this looks like a fun setting but the key to designing a compelling setting is creating situations that are just teetering on the edge or just about to explode. Then the players come along and all hell can break loose.

Perhaps an iron shortage in your steam punk continent means they are moving ever closing to war with your iron age continent. Perhaps a religious schism in Albion means things are just about to go wrong. Good game worlds are filled with problems and potential problems that the players will need to answer. That is what makes them heroes.

You are absolutely right. I had planned for some large scale things like those. I had actually thought it'd be an interesting idea about having the industrial country on my steampunk continent going to war with the swampy Northwest country of that continent over increased importation fees. It'd be sort of a Civil War type thing except over trains and boats instead of slaves. Oh, and I plan on there being a lot of turmoil in Albion between the science/magic loving nobility and the superstitious ignorant lower class.


I figured I'd post a race list of what I'll be using for the setting.

Advanced Race Guide
catfolk
drow
duergar
dwarf
elf
gnoll
gnome
goblin
gripplo
half-elf
halfling
half-orc
hobgoblin
human
kitsune
kobold
lizardfolk
nagaji
orc
ratfolk
samsaran
strix
svirfneblin
tengu
vanara
vishkanya
wayang
gillman
fetchling


Races contiued...

Bestiaries
wyrwood
wyvaran
gathlain
kasatha
trox
drow noble (I'm aware they're ludicrously powerful)
android (from the moon)
lashunta (still aliens, from the moon this time)
monkey goblin
syrinx
ghoran
triaxian
kuru

Alluria Publishing
anumus (egyptian style animal headed humanoid)
benthic naga (anthropomorphic psionic sea snake)
ice elf (amphibious polar elf with transparent flesh)
marine mogogol (ocean dwelling humanoid frog)
sebek-ka (anthropomorphic pseudo-egyptian crocodiles)
agloolik (gnome-like amphibious inventors)
karkanak (anthro crabs)
koi-man (it's a koi, it's a man, it uses electro weapons from 20,000 leagues under the sea)
lochgelly selkie (like a selkie, but not cannibals and much prettier)
sea elf (self-explanatory)
thanor (anthro walrus)
deepwater nixie (imagine an amphibious halfling and your about there)
genai (what happens if an undine mixes with humans and marids for too many generations, they are humanoids)
piscean (anthro fish, not specific on species)
squawk (anthro penguin)
zef (anthro sea snail)
viridian naiad (plant-like feyish humanoid, essentially immortal)
abyssal rusalka (feylike humanoid that must drain the life from a man to reproduce)
echinn (humanoid sea urchin, yes it's just as weird as it sounds)
brother of frost (one part frost salamander, one part human, outsiders)
mergogol (half merfolk, half mogogol, human from waist up frog from waist down)
oanne (half merfolk, half piscean, a carp with arms and legs)
aivuk (half lochgelly selkie, half thanor, transform into a walrus)
olhaiyu (half lochgelly selkie, half awakened seal, same as lochgelly selkie but with reduce shapechanging ability)
relluk (construct race, looks like a tiki head)
boggle (inventor goblinoid)
entobian (anthro insects, multiple variations)
mahrog (near-humans, similar to neanderthals)
oakling (humanoid oak tree)
obitu (living skeleton)
squole (human shaped intelligent ooze)
taddol (what happens when an elf and an ettin fall in love, two-headed burly elf)
zif (like the zef, but terrestrial)
terrestrial mogogol (land dwelling anthro frogs)
kval (tiny imp-like outsider, hates evil with extreme zealousness)
muse (outsider devoted to inspiring mortals)
numistian (outsiders that eat coins)
xax (when a Great Old One crash lands in a CE plane you get these, oddly not necessarily evil)


Races continued...

Kobold Press
candle drake (tiny dragon, make good wizards)
pseudodragon
deva (life energy given shape)
gearforged (clockwork constructs that hold humanoid souls)
nethysule (amphibious kelp-like plants)
lamia commoner (humanoid torso, snake lower body)
dust goblin (magic warped desert-dwelling goblin)
roachling (anthro cockroach)
maerean (human/merfolk hybrid)
alseid (deer centaur)
dragonkin (anthro dragon)
minotaur (it's a minotaur)
dayborn hyperborean (human influenced by polar radiation)
nightborn hyperborean (human influenced by polar radiation)
trollkin (human with one supernatural parent, need not be an actual troll)


Races continued, again...

Oathbound
deep fey (subterranean shadow fey)
camo (anthro chameleon)
lunar (shapeshifters with a sensitivity to sunlight)
thole (anthro wolf/bat)
molice (fine sized winged mice)
asherake (anthro tigers with bird wings)
chromithian (small anthro dragon)
dover (anthro dog)
faust (jackle-like goblinoid)
frey (anthro alley cat)
haze (blind servitor race with psychic echolocation)
nightling (warm-blooded lazy lizard people)
picker (kleptomaniacal anthro gecko)
silver (hermaphroditic metal based humanoid)
valco (anthro goat)
war valco (aggressive anthro goat)
wild frey (anthro wild cat)
ceptu (telekinetic amphibious jellyfish)
thorn (mobile human-shaped topiary)


I have a lot of races okay?

Little Red Goblin Games
alfar (half dwarf/half elf)
connive (halfling/ratfolk)
dareog (dwarf/orc)
egret (strix/tengu)
deepbrood (aboleth/gillman)
alkark (anthro allosaurus)
corsath (anthro brachiosaurus)
dynavik (anthro velociraptor)
satyr
amazon

Dreamscarred Press
noral (humanoid/symbiont combo)
forgeborn (half-construct race)
blue
dromite
elan
half-giant
maenad
ophiduan (psionic snake people)
psionic duergar
xeph


And yet still more races!

Tome of Horrors (complete and 4)
sciurian (anthro squirrel)
xothotak (jungle cannibals, these are going to the lost continent)
talorani (elf/merfolk)
black orc (followers of orcus)
blood orc (ferocious orc)
ghost-faced orc (stealthy orc)
greenskin orc (forest orc)
kuah-lij (extraterrestrial inventors)
nilbog (if you don't know this one already...)
silid (cave goblin)

Miscellaneous
serpent people (freeport companion)
dajobasu (gator people, freebooter's guide to the razor coast)
menehune (lava gnome, freebooter's guide to the razor coast)
sharkin (mutant sahuagin, razor coast)
faerkin (feyblooded humanoids, thunderscape)
ferran brute (anthro animal, thunderscape)
goreaux (grumpy magitechnicians, thunderscape)
eladrin (fey elves, zeitgeist player's guide)
deva (humanoid vessel for divine fragment, zeitgeist player's guide)


Finally, the heritages.

dhampir
changeling
skinwalker
aasimar
tiefling
ifrit
maxim (like aasimar but lawful instead of good, Kobold Press)
oread
suli
sylph
undine
warpling (like maxim, but chaos instead of law, kobold press)
darakhul (civilzed ghoul, kobold press)

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