View Full Version : 4E World Builder (Taking Suggestions)

2008-03-04, 03:45 PM
I'm trying to construct a homebrewed setting so that once 4E comes out, I'll have something to immediately start playing it in. So far, I'd like to remain close to what has been/will be published in 4E, the only exception so far being religion, as I've thought up a basic mythology and history. I'd rather have as much figured out as possible before 4E is out so I can start running something as soon as possible. Anyway, here I go...

In the Beginning
In the beginning, there were nine all-powerful gods each with their own plane of existence. While the nine gods were not exactly approving of one another, they could agree to leave each other alone as long as they kept their own plane of existence and did not attempt to interfere with one another. This agreement was introduced by Arcanis, the true neutral god of magic, who would constantly mediate disputes between his brethren.

Then the material plane somehow forced itself into existence. None of the gods claimed responsibility for creating this new plane, but some of them wish they had. The material plane itself held a lot of influence over the other planes. If there was a major geographical change on the material plane, such as the formation of a mountain, or the destruction of an island, then a similar change would happen to the other planes of existence. This influence did not work both ways, however, and soon the gods found their influence over their own planes had diminished, as they could not construct major changes because of the material plane's existence. Many of the gods decided to continue their own divine plans, they had to conquer and control the material plane, and thus a long and great war began between the gods and whatever forces they could create...

The Divine War
The original war itself started between Legrios and Helnos, deities who constantly warred with each other since their beginning. Legrios, a champion and protector of the weak, and Helnos, a tyrant and oppressor, never could possibly see eye-to-eye and jumped at the chance to do battle with one another, creating the world's first dragons, angels, archons, devils, and demons to do battle with one another. Their swift expansion and claims to the material plane, however, angered Erinos and Xarios, who both came to the material plane so they could keep control over their own planes of existence. Erinos created his own dragons, fey, and couatls as his army, while Xarios created the world's first undead and aberrations, twisted horrors that only the god of corruption could come up with. Their flared tempers and haste to battle has earned the title of The Extremists for these four gods.

Gariedras, Oas, Caelthias, and Iwenthas, known as The Bastions for their initial refusal to battle in the war, were eventually forced to step in and form armies of their own. Since the war was waged on the material plane, the damage caused by the gods directly reflected into the other planes of existence, forcing the gods to form their own armies, mostly consisting of dragons, giants, and outsiders to do battle. The war lasted a long while, involving and creating many new creatures, sentient races, and destroying the land in the process.

Finally, the ninth god, Arcanis stepped in and got the other gods to stop fighting. Some versions say he simply negotiated with the other gods to come to an agreement, others say that Arcanis's power was so great he forced them to stop. Either way it was agreed that no god would attempt to claim the material plane, regardless of its effect on their own plane. However, the gods would be allowed to converse with and guide the sentient races as well as shape certain portions or aspects of the world. The gods would be forced to work together and settle themselves with merely guiding the forces of the world, not controlling it, and keeping their own planes of existence and what control they had left.

The World Reconstruction
((under construction. Ironic, ain't it.))

2008-03-05, 02:16 AM
The Nine Gods ((names might be changed))

((some names likely to change))
Legrios, the Champion
Alignment: LG
Portfolio: Fire, Healing, Courage, Righteousness, Champions

Helnos, the Tyrant
Alignment: LE
Portfolio: Hellfire, Devils, Dictatorship, Power, Oppression

Erinos the Independent
Alignment: CG
Portfolio: Wind, Freedom, Travel, Trade, Trickery

Xarios the Corrupter
Alignment: CE
Portfolio: Aberrations, Corruption, Most forms of Sin and Vice

Gariedras the Nurturer
Alignment: NG
Portfolio: Nature, Crops, Plants, Animals, Life

Oas the Absolute
Alignment: LN
Portfolio: Law, Order, Stability, Earth, Wealth

Caelthias the Dreamer
Alignment: CN
Portfolio: Dreams, Illusions, Imagination, Inspiration, Art, Music

Iwenthas the Cold Death
Alignment: NE
Portfolio: Water, Ice, Death, Ocean, Winter

Arcanis the Mediator
Alignment: N
Portfolio: Magic, the arcane forces

2008-03-05, 02:18 AM
In lieu of coming up with actual names at this point, I'll just write out some descriptions for now.

The Main Continent

There is one distinct large continent. A few other continents exist across the sea, but we'll get to those later. Only the eastern half of the continent really matters, because the western half was all but destroyed in the Divine War. Now the west consists of scorched wasteland and desert, where only a few nomadic tribes and a few settlements remain of once great empires.

To the east, however, there lies a vast assortment of countries. With the exception of humans, who came into being with the material plane, most sentient races were either directly created by the gods or descended from other creations.

Guild Country

Once under the control of a powerful aristocracy, the rise of labor unions and guilds prompted the aristocracy to allow this country to secede, forming its own nation. Now, the guilds democratically run the country as a capitalistic socialist country, where the impoverished and handicapped are provided for, but businessmen still reign supreme.

While the secession from the aristocracy was initially a cause for celebration, most of the wealth of the country beforehand was concentrated in the upper 5% of the population, so when the aristocracy left, there was almost no money left. What followed was a severe depression. Guilds and businesses had to work double time just to make ends meet. The rise of organized crime was inevitable, as parts of guilds started breaking off and forming their own groups as a means to compete for more money, and merchant ships had to resort to pirating as a means of maintenance. As a result, there are dozens of competing guilds today. The economy eventually grew back to a manageable state, thanks to trade deals with the aristocracy and the growth of international trade. Unfortunately, less than moral business enterprises still take place in many of the ports and cities.

Today, this country is an international center for trade, sporting more ports than any other nation in the world as well as a host of guilds constantly competing for supremacy. A great starting point for adventurers as it's an easy place to wind up for any amount of reasons.


Theocracy of Legrios

Theocracy of Helnos

Remains of Elven Empire

Dwarven Mountain State

Halfling Swamplands

Outlaw Lands