Setting Notes in Reluria | World Anvil
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Setting Notes

This setting is based loosely on the old Mystara setting from the 1980s Dungeons and Dragons box sets. I’ve pulled inspiration from these older sets and modules to create Reluria and the civilizations that dwell on it.   The older setting inspiration carries over to the tone of the game, which is more along the old Sword and Sorcery style. This means that the heroes are a bit grittier and more down to earth in attitude and ability.   I’m looking at a level cap of 6 with the possibility of going up to 10 if the characters and story warrant it. We will use the milestone leveling process, with character and team specific milestones being possible (this means some characters may level ahead of others based on the way the story flows).   Magic is rare in this setting, and those that use it will be viewed with awe and suspicion. This should impact how spells are used by the characters during the game as well as the type of enemies they will encounter. Magic tends to be strictly controlled by the rulers of the area, with some of them taking a direct hand in the guiding the magic users.   The technology level in Reluria hovers in the medieval period, think of Europe during the third crusade. Most of the governments fall in line with the feudal ideals of that era as well.   I tend to run a character focused narrative game with lots of role playing. When combat does occur it usually has some narrative reason, but that doesn’t mean I won’t throw in an old fashioned dungeon crawl to break things up a bit.

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