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Hubworld

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Hubworld is the setting of several possible campaigns as well as short stories in progress. Physically, the habitable world is a disc bordered by endless mountains to the west, endless sea and fog to the east, magma to the south, and blinding blizzards to the north.   Hub Mountain (or Dwarf Mountain, depending on who is referring to it), stands in the middle of the world, surrounded by a sea that empties to a large western ocean and a series of channels and smaller seas to the east and southeast. The continents bear a strong resemblance to those of our world ("Terra Prima" or TP), and many of the creatures and cultures of TP have reflections in Hubworld. The shores of the Hubbish Sea are home to societies resembling those of TP's ancient Mediterranean, while the farthest reaches west and east feature gunslingers and samurai.   Gunpowder-type weapons exist in Hubworld, but are very unreliable. The sages have many theories as to why powder won't burn in some regions, but the consensus is that it must have something to do with the Druids, as no region with a strong druidic presence has functional cannons or pistols. Only the Grey Dwarves and high-level alchemists know how to concoct gunpowder, and only druidic magic seems to be able to affect it (another type of magic may still be able to affect the ball or bullet, but not the powder itself).   As a campaign setting, the character classes available vary by region but are all based on the AD&D 1st Edition classes and NPC specialists. Playable races include those of 1st Ed, 3rd Ed, and some new types of human and elves. Also the Guijuda (giant kappa or turtleman).

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