Every game I run, except for my sometimes delicious indulgences in Ravenloft, have been set in my own world of Baelenoa. It is, in fact, the very same one I believe you expressed interest in watching over. I will supply some stories later on, but for the time being, if you wish to know, there is a lot of information appearing in my Q/A for Season of the Witch.
I haven't played in it just yet, but I am piecing together a campaign setting starting with the gestalt game I have going soon.
Years ago I started work on a different setting, but it never went anywhere and fizzled. I may go back and work on it as well, the idea still appeals to me somewhat. I know its probably been done, but in this particular setting the sun was no longer shining in the sky, and had not for eons. The sun god had been killed, overpowered by his dark brother the god of darkness and night. Without the sun shining down on the world the creatures of the night and underground began taking over, drow, vampires, mind flayers, etc etc all began taking up permanent residence on the surface. The proud elves had all but retreated from the rest of the world, migrating to an island where they created a mighty magical artifact known as a Sun Globe that provided their island with an artificial sun. I could have gone several ways with the setting, deciding to take it evil and have players be creatures of darkness/followers of the dark god and try to destroy the Sun Globe before the other races learned to make them as well. Or I could have had the opposite, have the PCs be questing to learn the secrets of the Sun Globe to make one for the entire planet, including gathering enough materials to make something that large, and finding a way to put it in orbit.. Sadly though, like I said, I never got too far on the project and haven't bothered with it in years.
Posted on 2009-12-03 at 06:17:50.
Ion Kired Tapped Out Bullywog Karma: 45/4 758 Posts
You know what would be fun
If you took your dark setting and ran two groups. One the evil party trying to wipe the sun globe and the other a good party trying to make other sun globes. And not tell them about each other unless they run into each other.
That could be fun, play through both sides of the coin, see who wins. Then it doesn't just become destroy the Elves' Sun Globe, it becomes sabotage the other races' attempts while trying to destroy the Globe. Still, lets say I was to do that, have the good group one day and the evil group another, the day they met would be crazy busy, rolling twice as much, more people than usual, and possibly even people getting upset when their character (good or evil) gets martyred in the name of their cause.
You run it on the inn! We always love more quality games. I'm totally busy right now but I've had the idea of running a campaign of two parties pitted against each other for a long time. Each would be in their own thread and have their own Q/A. We would establish the honour system regarding each group not viewing the other's game thread.
I think it'd be a lot of fun to have a game of cat and mouse here on the inn, and deliciously fun for any DM: its just throwing two small groups of players in a barrel (or fantasy world as you have it) and watching them battle it out. Anyways, I think it'd be an awesome game to lurk in on if you were to set it up... hint hint.
I know you're busy starting two games right now Shield, but I don't doubt you'd have more than enough quality players if you ever decided to fire the game up. In the mean time, good luck with the world and your two games.
See you round the inn.
Posted on 2009-12-03 at 16:09:19.
Edited on 2009-12-03 at 16:10:36 by Dragonblood
Me, I'm working on a fantasy setting that might use the FactionRPG rules (check 'em out! It's kinda nifty) or a more dieselpunk/pulp/Crimson Skies inspired setting. The snag I run into with the pulp game is that I want to merge flying and ground-based adventuring into one game, and Savage Worlds does that pretty well, but the rules I end up with end up looking like the bastard child of...something...
edit: Also working on an Eberron-style setting for D&D, but more steampunkish.
Posted on 2009-12-03 at 19:07:20.
Edited on 2009-12-03 at 19:37:08 by Fletch
Based mostly on the world of Crimson Skies and partially from the pulp era and pulp revival movies (Sky Captain, Weird Tales, etc.), Skies on Fire is a story of a world divided by war. The year is 1940, and The Great War has finally ended, however, the United States has been split into three parts; the Union of Allied States (Northern US), The Confederacy of Southern States (The South), and The Republic of Texas (The Southwest United States). Europe has been ripped apart by the trenches of war and has yet to start truly rebuilding. Former pilots have turned pirate, raiding the skies for whatever loot they can get their greedy hands on, and a few of these are the worst of the worst. One such air pirate is known only by her call sign, Death Raven. Word is, she's as beautiful as she is deadly, as harsh as she is merciless.
You are an ex-soldier, returning home from Europe to find that the War there was only the beginning, as the skirmishing border disputes in the states still rage between local militias. A few have taken to the skies, and a mechanical island was build off the Gulf of Mexico. It is called Haven, and is neutral territory for those wanting no part in the battles at home after returning home from abroad.
All is not well in Haven, however, as piracy there is rampant, too, and it has become a home for villainy and the underworld as well for people who have come there seeking peace. Mostly, it's peaceful, but the occasional police dispute comes up.
This is the world you came home to. This is the world of:
Skies on Fire
Copied from my post on another site I do PbP on, but that's pretty much the basic setting I've got.
Posted on 2009-12-04 at 23:07:51.
Edited on 2009-12-05 at 00:01:13 by Fletch
Grugg Mun is Fandatory RDI Staff Karma: 356/190 6171 Posts
I kind of have to ask...is having WW2 end in 1940 part of your deviation from the standard timeline or just a typo. It is now bothering me. Greatly.
Also in the works, a WoD set in a small town a-la silent hill. All mortal campaign, so it gets that alone-against-the-darkness feel. Warring mage clans, the works.
Posted on 2009-12-07 at 05:05:33.
Steelight Sage of the Realms Karma: 44/9 1024 Posts
I'm still hoping for success
I've spent years working on the world the has become the Realms of Twilight setting. It's a world whose sun was eclipsed long ago by a fey race desperately attempting to cleanse their beloved world from the infestation of humans, dwarves and the like. The fey race as long since faded into history but the eclipse remains. Now only the light of the three moons illuminate the surface of the world.
Lots of history and legends, a few new races and prestige classes and other mechanics stuff. I like it and those who have played in it thus far have liked it. I can only hope that it is good/interesting enough to succeed on a larger scale once I publish it.
By the way, I've done the split adventuring groups (good and evil) before. It's an awesome time if you can keep everyone's actions, motivations and plots straight (which can be an incredible chore sometimes). I for one would be more than willing to play in such a campaign. I claim the evil group!
The two party, good/evil, game seems like a fun idea. I myself however am a new DM, and just don't have the time to work out all that fun anyway. Not to mention the setting I would do it in is nowhere near complete.
Posted on 2009-12-08 at 19:30:44.
Skari-dono Icelanders! Roll Out Karma: 102/11 1514 Posts
I have created a few homebrewed worlds. None of them have lasted.