Homebrew Settings Discussion

Discover the Legend RPG, Mongoose's fantasy game.
warlock1971
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Homebrew Settings Discussion

Postby warlock1971 » Mon Aug 03, 2015 8:23 am

I have a real interest in other gamers' homebrew settings. Personally, my favourite genres are dark fantasy and sword & sorcery. How many of you have developed settings for Legend that you are keen to share with other GMs for their reading pleasure?

Secondly, do we have an idea how large the Legend community is? This forum seems rather quiet lately and I am curious as to the commercial viability of writing third party products for Legend.
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Re: Homebrew Settings Discussion

Postby Old timer » Mon Aug 03, 2015 11:19 am

Though i have not been playing Legend lately, i have been developing my own setting that is not tied to any one system (the plan being to use different rule sets for it as i play a number of systems). The setting is to my tastes, which lean to fantasy that involves exploration and mystery with a dark undercurrent. Reading the OP i realise i have overlooked the potential to use Legend for the setting, so if their is any interest i can at least share the setting details here (and how parts of it, like character generation, sorcery traditions, cults come out in the legend system).
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Bifford
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Re: Homebrew Settings Discussion

Postby Bifford » Mon Aug 03, 2015 8:46 pm

Identical discussion started a few weeks back here: viewtopic.php?f=79&t=104818

:D
tarkhan bey
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Re: Homebrew Settings Discussion

Postby tarkhan bey » Tue Aug 04, 2015 10:13 pm

My own setting is the World of Ar Gath. It's very much influenced by the film Fire and Ice, as well as the savage worlds hinted at in Frazetta's paintings and it's got quite a bit of Howard's Almuric in there too.
It's a fairly primitive technological setting. Bronze weapons and cyclopean stone castles are the order of the day. The destroyed remnants of an earlier civilisation of technologically advanced alien overlords are scattered across the planet, which is locked into an ice age.

I'm using the Mongoose Hawkmoon RPG for it's Scientific Sorcery rules, to represent the arcane technologies of the old race.


Ar Gath

Ar Gath is a planet in a far off solar system, similar in shape, size and form to earth. Fifty thousand years ago an alien race arrived from the darkness between the stars in a fleet of great starships, fleeing powerful enemies on their own home world of Gath.

The indigenous human population watched the arrival of these flying 'cities' with a mixture of superstitious awe and terror, believing that divine beings had come amongst them.

Masters of shapeshifting, the newcomers observed the handful of human hunters with the courage to approach their vessels, before emerging cloaked in the form of tall and impossibly beautiful humans. The hunters fell to their knees in fear and reverence.

The Gathani, as the newcomers were called, named this new world 'Ar Gath', which meant 'New Gath' in their alien language. They brought the primitives forth from their cave dwellings and taught them the rudiments of civilisation. Agriculture, Construction and Trade were taught to them and within a few short centuries they had evolved from primitive savagery into a fairly advanced society, capable of erecting monolithic fortresses and citadels of cyclopean stone. From hunter gatherers, they had become farmers and herders of livestock.

Yet these alien benefactors were no cosmic philanthropists.

Since their arrival upon Ar Gath, the Gathani had been experimenting upon native fauna using scientific sorcery to mutate and clone creatures, in search of a reliable food source for their dietary requirements. These cosmic predators fed on emotion, the thoughts and feelings of sentient beings.

Yet, none of their many and varied experiments were yielding such dramatic results as that of civilising the human inhabitants of Ar Gath. The humans were breeding rapidly in their new environment and a population of thousands had swollen to millions in the space of a millenium of Gathani shepherding.

The Gathani came quickly to realise that these humans were, by far, the best option for a sustainable food source. They were capable of thoughts and emotions with a range, far beyond the sentience of any other living creature upon this planet.

They gathered the most important of the leaders of humanity and 'brainwashed' them into becoming Priests of their 'Cult of the God Kings', dupes who would carry out their nefarious schemes. Their worshippers would be named the 'Tsa Gathani', which they claimed translated as 'Friends of the Gods', but in reality meant 'Food of the Gods'.
Each and every week, hundreds of these Tsa Gathani were chosen by the Priests and entered happily into the great pyramid temples of the God Kings, never to be seen again. The Tsa Gathani bodies, their minds vacant and incapable of even basic thought or movement were rendered down to provide much needed nutrients for the vast fields of crops that sustained the population of the Empire of the God Kings. The Gathani silenced any dissent with extreme violence and by informing the masses, through their brainwashed priests, that those selected had been chosen for apotheosis and were now counted among the God Kings themselves.

Yet the Gathani were taking no chances that any uprising would occur when the humans would, inevitably, learn the truth of the situation. The humans were rebellious and warlike by their very nature and only the shepherding of the God Kings prevented conflict between the fractious clans and tribes of the Tsa Gathani. It was decided that the Tsa Gathani must be disarmed and convinced to leave their protection in the hands of the God Kings.

It was at this point, some ten thousand years after the arrival of the God Kings, that the veil was lifted fom the eyes of some few of these Tsa Gathani. There were still many dangers upon the world of Ar Gath and their God Kings, though powerful, were neither omnipotent or omnipresent. Tens of thousands refused to be disarmed and when faced with punitive measures, elected to flee to the polar regions, taking with them the gathered knowledge and skills of nearly forty generations of their forebears.

They were hunted, nearly to the point of extermination, by the God Kings. A mere handful escaping into the frozen north where they lived, forgotten about or ignored by the Gathani, for thousands of years. The Tsa Gathani who remained behind continued to slave away in blissful oblivion about the true nature of their relationship with their alien overlords.

The Gathani began to experiment with climate control and slowly, but surely, expanded their empire further and further away from the equatorial regions towards the slowly retreating icecaps, whilst relying upon their sorcerous technologies to hold back the rising oceans. It appeared that the remaining free humans of Ar Gath were ultimately doomed as their hidden polar sanctuaries slowly, but surely, melted away.

Then salvation arrived in the form of new gods who appeared in the heavens. These new arrivals, known simply to those who remember the legends of their coming as 'Uz Gathani'(Enemies of the Gathani), had pursued their hereditary foes across the cosmos and the world of Ar Gath was shattered in the cataclysm of their confrontation. The fires of the newcomers weapons scoured the lands and the rapid departures of the Temple Pyramids of the God Kings toppled cities, as they lifted into the sky to meet their age old enemies, causing the deaths of countless millions among the Tsa Gathani. Over the course of a decade the conflict raged and the world burned. Such was the devastating power unleashed that huge earthquakes shook Ar Gath, throwing up new mountain ranges and creating deep chasms along the planet's fault lines. The Gathani were finally routed by their enemies and those few who survived, departed into the vastness of space pursued by their foes, the world of Ar Gath completely forgotten in their flight.

The Sorcerous Technologies that held back the oceans failed and large parts of the world were drowned in the deluge that followed. Mega Tsunamis claimed the lives of millions more of those Tsa Gathani who had survived the horrors of the 'Gods' War'.

The Climate Control sorceries began to malfunction as well and Ar Gath found itself plunged into a new Ice Age. The entire planet was covered with sheet ice, save for the regions within several hundred miles of the planet's equatorial belt and other small areas where the sorcerous technology of the Gathani remained operative.
tarkhan bey
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Re: Homebrew Settings Discussion

Postby tarkhan bey » Tue Aug 04, 2015 10:20 pm

Here's some stuff about the inhabitants of Ar Gath.


The Tsagath

Stooped of posture with powerful gangling limbs, these are the descendants of the Tsa Gathani who slaved under the God Kings and survived the destruction of Ar Gath during and after the Gods' War. They are low browed with sloping foreheads, jutting jaws and blunt, chisel-like teeth.They wear little in the way of clothing apart from occasional loincloths of hide. They utilise leather thongs to hang tools and weapons from. That they are human like in appearance is about the best thing that can be said about these savage degenerates. Their society has devolved, through the harsh necessity of living in the Desh swamplands, to the level of stone age hunter gatherers and they engage in cannibalism, both upon their own people and upon outsiders. Such tools and weapons as they possess are primitive, but brutally effective and any semblance of artistic ability they once possessed has been long forgotten in their brutal and ongoing struggle for survival.
No one knows exactly how many of these gangrel savages exist in the Jungled hills and Swamps of the Desh Basin, but a population that numbers well over ten thousand is not considered an unreasonable estimate. There might be many more and probably would be, but for their predilection to war amongst themselves, their cannibalistic tendencies and the fact that their females are mostly barren and incapable of bearing offspring(due to the continuous leeching of Gathani toxins, from their fractured God Machines, into the vast wormwood swamp of Desh). The Tsagath are a dying race and their realisation of this leads to the horrific situation where females of the Scarp Kingdoms are rarely killed during raids, but instead, are kidnapped and taken back to the squalid villages of the Desh as breeding stock.

The Akharians

The Scarp Kingdoms are a collection of small Kingdoms, perched on the edge of the Great Northern Scarp, which overlooks 'the Swamps of Desh'. The people of these regions call themselves Akharians and are the descendants of those who hid, or fled, from the Gathani at the time of the founding of the Cult of the God Kings.
Unlike the Tsagaths, whose form and culture have degenerated over time into apelike savagery, the Scarp Dwelling Akharians have retained most of the skills and knowledge that was imparted to them by the alien Gathani.

The Akharians are adept agriculturally and also in the field of animal husbandry. They are a bronze age, agrarian society, capable of producing good quality weapons and tools. Travel to obtain the required copper and tin ores to make this bronze has led to Trade Routes being maintained along the length of the escarpment from Tathol by the Captive Sea to Durgon of the Smoking Mountains.
Some ironwork is carried out, mostly using bog ores gathered from the Jarnbrak bog, but the iron is soft and not as useful for weapon crafting as a good quality bronze.

Akharians may be fair haired and blue eyed or dark haired with brown eyes with any number of variations on the theme, but they are invariably bronzed of skin, tall and athletic of build. Only a very few are over, or underweight. Either physical condition is virtually a death sentence in the harsh reality of life on Ar Gath.

Their Kingdoms cling to the edge of the escarpment, caught between the Tropical Swamps of the Desh and the Lands of Eternal Ice to the north. The people are warriors and poets, farmers and herders, hunters and fishermen. They consider themselves to be civilised and they do not eat each other, no matter how lean the times. They are not Tsagath.
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Re: Homebrew Settings Discussion

Postby Carew » Wed Aug 05, 2015 7:07 pm

Our setting is a really cool one. We have this old empire that was defeated by the barbarians when itgot too old and decedent. Most of the old empire was old and corrupt and the barbarians had some help from traitors inside the old empire who were sick of the cruelty.

Theres now this power vacuum because the old empire's territories have collapsed and new races which are a bit like drow but aren't (they're vampires) have moved in and are seizing territory where they can. Some barbarian armies have been defeated by the dark elves and another race has also emerged which are the old enemies of the dark elves and so you now have these four factions competing for the world: old empire remnants, barbarians and then the Hulz (dark elf vampires ) and Eskutz (dwarven enemies of the dark elves). There are dragons too, but they sleep in deep caves and can't be woken easily, although the Hulz are trying.

Most of the magic is sorcery but the Eskutz have this special mechanical magic that allows them to animate things with souls, so its a bit like spirit magic and sorcery. Really cool. I play an Eskutz with living armor and a steam cannon that fires nails.

Theres more than all of this, and it started as a Pathfinder campaign but Legend is way better so we use it for the campaign now.

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