Croverus
2016-07-30, 12:30 PM
The Realm of Ziylea
Designed for D&D 5e
Planet with two moons
Normal Gravity
Style: Eastern Aesthetics (Wuxia setting)
Religion:Animism is only religious practice (No gods)
Optional Rules that are part of the normal setting: Loyalty, Renown, Flanking(+2 bonus to attacks), Honor, Healer's Kit Dependency and Slow Natural Healing
Large world of 2 major landmasses and 13 smaller land masses and vast oceans. The world is not particularly old, with the 10 kingdoms uniting just 3 decades ago after several wars between different nations finally ended. The lands within the nations are mostly charted and even wild regions are at least outlined. Secrets still exist though as the ocean is vast and has not been fully charted.
No Humans, Elves, Half-elves or Dwarves
7 major nations rule their respective kingdoms; Minotaur, Aarakocra, Dragonborn, Teiflings, Gnomes, Goliaths, Fire Genasi, Water Genasi, Air Genasi, and Earth Genasi
Halfings have no lands of their own and are mostly second-class citizens in most places.
Other humanoids (kobolds, goblin kin, orcs, giants) fit into society either serving the nation they live closest to and assimilating into it, or else they are barbaric tribes beyond the lands of a kingdom, a threat to all that are not them.
Magic exists in all lands and is represented as spiritual energy throughout most of the world. Divine casters harness the energy by paying respects to the spirit world, while arcane casters use spirit energy as something they acquire through will and study instead of as a gift from the spirits. There are no Deities. All people worship spirits. They believe everything has a spirit and they pay respects to different spirits for different reasons. Some focus on spirits of the elements. Some on spirits that embody ideals and purposes. Some worship the spirits of their ancestors. All magic comes from the spirit realm and thus is easily accessible. Magic practitioners are common place, as almost every hamlet has at least a single spirit guide with access to magic to heal and protect its people and even the barbaric tribes beyond the control of the kingdoms have hedge wizards, war priests, and shamans in their ranks. Most magic is accepted even by the common people as useful and part of the world though grand displays of magical power are still frightening. Necromantic magic is the only magic looked down on by most as it is often seen as a corruption of the spirits though some kingdoms are accepting even of its use. The Dragonborn, Minotaur, and Gnomish nation outlaw its use in their lands, while the Genasi and Goliath nations restrict it's use. The Aarakocra and Teiflin kingdoms have no issue with it. Magic that brings back the dead to life is also looked on with some disdain, as death is seen as a natural part of life and once dead a person's spirit should be free to move on, joining the flow of the spiritual energy of the world. Reincarnation is often thought of as acceptable and reviving someone seconds after death is reasonable to most.
A lot of the changes in this setting to a typical fantasy are all in the fluff. The DMG has a list of Wuxia names for weapons as they would be in Chinese or Japanese origin. The Minotaur, Aarakocra, Tieflings, Gnomes, and Goliaths use Chinese names when there is an option while the Dragonborn and Genasi use Japanese names. Cultural reflections of the real world do exist but there is no straight transfer from one to the other.
More of the setting will be posted below. Ideas are welcome but this is very much a WIP
Designed for D&D 5e
Planet with two moons
Normal Gravity
Style: Eastern Aesthetics (Wuxia setting)
Religion:Animism is only religious practice (No gods)
Optional Rules that are part of the normal setting: Loyalty, Renown, Flanking(+2 bonus to attacks), Honor, Healer's Kit Dependency and Slow Natural Healing
Large world of 2 major landmasses and 13 smaller land masses and vast oceans. The world is not particularly old, with the 10 kingdoms uniting just 3 decades ago after several wars between different nations finally ended. The lands within the nations are mostly charted and even wild regions are at least outlined. Secrets still exist though as the ocean is vast and has not been fully charted.
No Humans, Elves, Half-elves or Dwarves
7 major nations rule their respective kingdoms; Minotaur, Aarakocra, Dragonborn, Teiflings, Gnomes, Goliaths, Fire Genasi, Water Genasi, Air Genasi, and Earth Genasi
Halfings have no lands of their own and are mostly second-class citizens in most places.
Other humanoids (kobolds, goblin kin, orcs, giants) fit into society either serving the nation they live closest to and assimilating into it, or else they are barbaric tribes beyond the lands of a kingdom, a threat to all that are not them.
Magic exists in all lands and is represented as spiritual energy throughout most of the world. Divine casters harness the energy by paying respects to the spirit world, while arcane casters use spirit energy as something they acquire through will and study instead of as a gift from the spirits. There are no Deities. All people worship spirits. They believe everything has a spirit and they pay respects to different spirits for different reasons. Some focus on spirits of the elements. Some on spirits that embody ideals and purposes. Some worship the spirits of their ancestors. All magic comes from the spirit realm and thus is easily accessible. Magic practitioners are common place, as almost every hamlet has at least a single spirit guide with access to magic to heal and protect its people and even the barbaric tribes beyond the control of the kingdoms have hedge wizards, war priests, and shamans in their ranks. Most magic is accepted even by the common people as useful and part of the world though grand displays of magical power are still frightening. Necromantic magic is the only magic looked down on by most as it is often seen as a corruption of the spirits though some kingdoms are accepting even of its use. The Dragonborn, Minotaur, and Gnomish nation outlaw its use in their lands, while the Genasi and Goliath nations restrict it's use. The Aarakocra and Teiflin kingdoms have no issue with it. Magic that brings back the dead to life is also looked on with some disdain, as death is seen as a natural part of life and once dead a person's spirit should be free to move on, joining the flow of the spiritual energy of the world. Reincarnation is often thought of as acceptable and reviving someone seconds after death is reasonable to most.
A lot of the changes in this setting to a typical fantasy are all in the fluff. The DMG has a list of Wuxia names for weapons as they would be in Chinese or Japanese origin. The Minotaur, Aarakocra, Tieflings, Gnomes, and Goliaths use Chinese names when there is an option while the Dragonborn and Genasi use Japanese names. Cultural reflections of the real world do exist but there is no straight transfer from one to the other.
More of the setting will be posted below. Ideas are welcome but this is very much a WIP