D&D Players, What are your best custom settings? 🅿️2

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  • čas přidán 17. 06. 2024
  • Those of you who are worldbuilders, we know you’ve got plenty of stories to tell. Whether it be fantasy, sci-fi, grimdark horror, or woodland creatures, it’s hard NOT to want to make your own setting after playing enough DND. So, today we’re asking you about your homebrew worlds; tell us about them in the comments below!
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Komentáře • 31

  • @MitchT97
    @MitchT97 Před měsícem +5

    The setting I’m writing I like to call “The Havenscape Compendium”. Essentially a multiversal world that is all different variations of what was once just one world. To make a very long story short Haven had been split into multiple timelines in order to hide something and save as many lives as possible by splitting the peoples of Haven among the worlds to keep them away from a great evil that is trapped in one of the realms. so even though it’s split by time it’s not a multiverse like DC or Marvel where each one’s just a little different but vastly different, no two completely alike. Though all originally the same world each timeline an event early in the multiverses history altered many of the worlds. Now some may come across as your usual settings like the sword coast while others have layers of floating continental landmasses or are 90% water but have cities encased in magic or inside caverns on the ocean floor, or even worlds that are gravitationally inverted.

  • @maxg1891
    @maxg1891 Před měsícem +1

    I've had this idea for a for a setting called The Tresure Isles which is a massive cluster of flying islands that attracts many adventurers who want to make thier mark on history and become famous. However, very few adventures actually make it out alive as the islands seem to have a way of exploiting the aspirations and hubris of those who visit, luring them to a grewsome fate. Those who survive the Isles are not the strongest or the wisest, but those who learn to not be blinded by thier aspirations.

  • @samzilla1281
    @samzilla1281 Před měsícem +2

    I usually think big. Really big. Every game I've run is connected to the rest. I use a hybrid of 5e and 2e Spelljammer rules for traveling between worlds and systems. Yes some of the worlds are modern. Some are future tech. A couple of the custom worlds in it. An icy world full of mountains and tunnels. Variant Elves, Dwarves, and Orcs are fighting for control of the planet. A Tangent earth, it's s superhero world with new characters using known hero names.

  • @postapocalypticnewsradio
    @postapocalypticnewsradio Před měsícem +4

    PANR has tuned in.

  • @skeepodoop5197
    @skeepodoop5197 Před měsícem +1

    Alright, here's mine: The Arclands!
    The setting is an ancient setting with countless gods, as well as 4 titans. These titans are fundamental, while the gods die and are reborn constantly among cultures. The setting's titans are Thios (Titaness of water, life, and order), Geth (Titan of chaos, death, and endings), Apexneus (Titaness of good), and Apexneos (Titan of evil). The backstory behind the setting is as follows:
    "Once, there was everything. Geth unhappy with this, destroyed everything. Thios put out the fires with endless oceans, and left the highest peaks as salvation to whom survived. Apexneus then trapped Geth under a mountain, where he rots to this day."
    The Arclands consist of an endless ocean with islands dotted throughout. Each race of D&D was native to one of these islands, but as of the modern day, people have emigrated all over the islands. So far, the setting has mostly taken place within the human isles, which are by far the most diverse, as they are the biggest of all island chains. The human isles are basically a map of the world on a flat plane that is half the size of our world, and with the pacific and polar oceans going endlessly in all directions. You'll also find that islands exist beyond the human isles with increasingly different life the further out you go. Eventually if you go north enough, you'll end up in the plane of water. If you go east enough you'll end up in the plane of earth. If you go south enough you'll end up in the plane of fire. If you go west enough you'll end up in the plane of air. Every morning, the sun rises from the plane of earth, and sets in the plane of air at night. Each night the moon does the same. Also, the further you travel up, the further space expands, while the lower you travel down, the more space condenses. Think of up and down like how 1 block in the minecraft nether is 8 blocks in the overworld. Thus the underdark can be used to travel faster than the surface.
    Also, the lower planes of existence, exist beneath the Arclands, while the higher planes of existence exist above the Arclands.
    If you go high or low enough reality also starts to rip apart.
    Also, no matter how far you go up, the air is still breathable, meaning you can breathe on the sun and moon. Also the insides of the sun and moon are habitable. The insides of the moon are filled with vast crystalline caves that grow colder the further into them you go, while the insides of the sun are filled with immense golden beams that form a complex web of golden plains that stretch all the way into the sun's core.

  • @13thMaiden
    @13thMaiden Před měsícem +1

    1 have 2, 1 is more an indepth, and the other is more flavor to overlay on modules, but can be also used as it's own homebrew world.
    1) The modular overlay: Welcome to Khanda, a strange land where everything is like normal, but the creatures and plants are significantly higher in sucrose. A forest of peppermint bamboo, a swamp of thick puddings, a grove of nut trees guarded by an old witch called Grandma Nut. And it's not just the land, but all the creatures are some form of confectionous versions of themselves. Chocolate bunnies who lay chocolate eggs, Horehounds baying as they chase a cotton candy cat up a tree! Monsters too, gooey mouthed mimics, Jell-O oozes, gummy dire worms, and sleeping chocolate tasaraque. Oh, and vampires crave high sugar-flooded blood. While most sentient races are mostly the regular, there is one set of race called the GinGins, which are humanoids that evolved a cookie-like coating to protect their bodies from mild attacks, and sticky hair to use to trap enemies. It can be overlaid on modules to make them funnier or quirkier, or have your own story in the world.
    2) The second world:
    In a wild world still rife with fertile but untamed lands, "civilized" folk from the east mountains ride in large caravans, looking for new places to set roots. These are the wagon trains. Each wagon train is different, with different folks going for different reasons out west, but all of them following a well travelled wagon master and their crew. Most "civilized" folk are the humanoids: Humans, dwarves, gnomes, elves and the like. But other more beastly races, like orcs, trolls, goblins, and bugbears can join too, though they have to be prepared for possible racism due to a war that broke out between the humanoids and the beastly races not but 10 years ago. Survival is the main thought, battling against weather, food rationing, disease, and the attacks of tribes of once unknown races like the centaur, the fae, and minotaurs that actually inhabit the lands the "civilized" want to well "civilize". Reason with or fight with these ppl as the wagon train rolls along the Nogero trail, where fantasy and wild weird west collide.
    Edit: Also some classes in this setting take different names: clerics are preachers, paladins are sheriffs, rangers are scouts, necromancers are undertakers, barbarians are frontiersmen, and bards are entertainers. Depending on background Fighters can be considered Soldiers or Brawlers, and Artificers can either be Smithies or Mechanists. The time period has magic but it's pretty costly, swords and archery still are used, and level of gunnery is still mostly black powder with occasional access to better rifles but you also have limited ammo. Bags of Holdings do exist but aren't common and most storage is in wagons and have to be mindful of weight. I'm still considering writing a book in this setting.)

  • @mikewithington4755
    @mikewithington4755 Před měsícem

    Pheon, a world of magic. Originally under the rulership of 4 kingdoms of the most potent magical races.
    Around 500 years ago, the god the humans worshiped had died/dissappeared with records being unclear about the details. But due to this humans became labour workers for the other races.
    Around 2 years ago however a new war had started against the demons of another realm. As the fighting has gone on for the two years it starts to die down allowing the guild to start rekindling the adventures outside of the guild.
    The necromancer of the guild is set as the lead on the "start up party" and gave them some basic quests to forfil to become a small band of heros that the guild could take in at a later date.

  • @theofficerfactory2625
    @theofficerfactory2625 Před měsícem

    Right off the bat, I went with a homebrew for my first DND campaign.
    Welcome to Nexia. The world is in a state similar to our 1820's. The campaign takes place on the Mirai Continent where democratic republics share borders with kingdoms, principalities, and a grand duchy. Across the North Sea is the Continent of Huron where the old wars are still to be found.
    The Silver Sea to the north is a point of contention for the Bylarn Empire and the Berlish Empire. The Kingdom of Sentia has been the most stable as other borders shift, change, disappear and reappear. Necromancy is tolerated but to a point. Magic is contested by technology as steam knights and steam labors are the epitome of a hybrid of science and magic. There are few flying ships due to the rarity of levitite. Steam ships and steam/sail hybrids make up the norm of naval and mercantile fleets. There are religious orders with the largest being the Order of the Holy Spear and the Church of the Divines. Awakened animals can be found alongside beast men and non-humans aplenty as well as humans. However, all of this was only possible due to a massive galaxy spanning war long, long forgotten and the embers long thought extinguished are still burning, awaiting their chances to light the whole world aflame.

  • @ReinaSaurus
    @ReinaSaurus Před měsícem

    the flying islands of the aarakocra. something like corral reefs we came up with, starting with algae pushed around forming lumps supported by gaseous clouds of unknown origin, getting thicker and forming the foundation and soil of the avoid peoples nesting ground. evolved into many settlements.

  • @dalek3055
    @dalek3055 Před měsícem

    I have 1 primary setting, Monda
    Most adventures have occurred on the continents of Kaylex and Lenoxus, it's a "young world", so the gods are all up in people's business, long-remembered wars are fought, and legends that last for millenia are forged by my campaigns.

  • @totallyseriousgamer
    @totallyseriousgamer Před měsícem

    Not completely homebrew, but I'm currently making a tabletop setting for Alrest, the world of Xenoblade 2. An endless ocean of clouds with the gigantic World Tree at its center. Massive creatures known as titans are what humanity calls home. Dive deep enough into the cloud sea and you'll reach a forgotten land, only spoken about in legend: Morytha. It's the ancient ruins of modern civilization as we know it, ravaged by constant storms. Occasionally, pieces of Morytha find their way up into Alrest as 'salvage', where the valuable metals are often repurposed for war. As the titans are dying, living space is dwindling. What will the party do: ignite the flames or war, try to navigate countries to peace? Or perhaps another solution...

  • @stepgamerdad
    @stepgamerdad Před měsícem

    The Planet MON, created by DEYEM, the single godhead with many aspects, who rules over all divine portfolios.
    MON is home to many peoples, nations and sapient species. Up until a millennium ago, there existed no record of any one species even acknowledging the existence of another, let alone any sort of interaction between them. For example, in the ancient texts of the elves, there was not a single mention of dwarves, orcs or humans, and vice versa. What all can agree on, however, is that an event occurred that made all species aware of each other. Not only that, but from that moment onward, it seems as if this awareness has always been present, except in any documented or otherwise preserved form.
    The Known World is part of a larger continent, though adverse conditions have made it nigh impossible for mortals to venture outside of its bounds, be they dangerous terrain, or unpredictable and deadly weather. In the center of the Known World lies the Middenreich, a confederacy of semi-independent states of varying forms, from absolute feudal monarchies to republics with democratically elected ruling bodies. Surrounding this are the United Forest Kingdoms of Freyr and Avalon, the Planes of the Boyar Tribes, the Trolllands, the Selawian Hegemony of Witchers, the Grand Umandi Sultanate, as well as the Reznar Collective located on the eponymous Archipelago off the northwestern coast in the Sea of Rough Waters. It is also rumored that the Hegemony is in contact with another nation far beyond the borders of the Known World.
    The Known world has given rise to many Individuals known as Adventurers. Seekers of fortune who take on contracts put forward by affluent organizations and individuals, be it as mercenaries, couriers, or explorers of ancient locales.
    MON’s secrets are legion. How many can you uncover?

  • @sebastienbusque2312
    @sebastienbusque2312 Před měsícem

    If I may propose mine?
    The world of Medierth (pronounced 'Med'ee'ur'th). A realm under the watchful eye of the Planars - humans who once survived a long-forgotten apocalyptic event and ascended to a deity-like state but requiring hosts to interact with mortals. The great cities are Citadel (the center of all of Medierth's magic), Gon'an (the home of the Weyrs - werewolves affected by the natural leylines of raw mana), Bejem (the home of dragons and humans bearing gemstones on their bodies called Bejemi), Saberbia (the oasis city of the Shimmering Sands), Magrok (the volcanic lands of the Orcs) and Sundrop (the treetop home of the Elves). Whether you studied the arts of combat at Balcam, the intricacies of magic at the Academia, or travel from the frozen tundras of Frostreach to the uncharted swamplands of the Southern Unknowns, you can always find adventure, mystery and danger, namely from the demons who call the hellish Underdeep their home.

  • @slightlyoffstation7646
    @slightlyoffstation7646 Před měsícem

    The settings I currently use are very Terry Pratchet/Neil Gaiman Esque. The Gods are just kinda among people. Asmodeus is a guy named Tim that sells people "deals" for "time" (their lives) who is gay for Lathander who is basically a surfer bro. For example. I also have the world set up in the aftermath of a party I designed (before the OG party) after they blew up the world with rampant chaos.

  • @enderskunk7644
    @enderskunk7644 Před 29 dny

    Not mine but my friend's: Absyntia, where basically everything is a reference to a "Feuerschwanz" song...
    Silly? Sure. Still genius? Defenatly!

  • @SolarofVoidPuppets
    @SolarofVoidPuppets Před měsícem

    I'm working on a setting that I've called The Gloomless Mire of Hornswoggle, it's got a lot of things for me to do, I still have to make the world, the enemies, the bosses, the items, and so much more. But it should be hopefully fun

  • @jesternario
    @jesternario Před měsícem

    My best setting is the one I just finished a campaign in the kingdom of Sindarin is ruled by the just king Selmin of Trelis, at his side his two daughters, the Paladin Penelope of Sindarin and Ceilidh of Sindarin (pronounced “Kay-Lee,” Gaelic spelling). The city houses both the Tower of High Sorcery, run by the Archchancellor Mondain, who also has the role of vizier, and the temple of the Virtues.
    While there are gods in the setting, the main religion is more of a secular path. By following the virtues (honor, honesty, justice, valor, humility, spirituality, and compassion) one can become a morally superior being. These virtues have their own clerics, gaining power through their following one of the virtues, and the nearby town of St. Athens is run by paladins who all follow these virtues.
    To the north is the dwarven kingdom, with elves in a forest near Sindarin and the gnome in their own city state to the east.
    What makes it good, is that the Vizier, Mondain, had designs for the throne. This involves creating a stone that would make him immortal and unkillable. And thanks to the actions of the players, being used as his unwitting pawns, this has come to fruition.
    My campaign ended with Lord Mondain taking the throne, and the players getting locked in a pocket dimension for twenty years.

  • @Spoofopolis
    @Spoofopolis Před měsícem

    I made a setting I call the Planar Flower. The outer planes are ovaloid in shape with one end of each of them overlapping into the center where the material plane exists as a combination of different aspects of the other planes. The current time for the campaign I'm running is a little over 2000 years after the old gods were sealed away by the most powerful adventures at the time after the god of madness corrupted them. Those adventures took on the mantle of Gods, becoming the knew pantheon. The knowledge of what happened had been wiped from history and the collective knowledge of the world by the god of knowledge and instead it is said that the old gods stepped down willingly. A little less than 100 years before the start of the campaign, the ruler of the plane Inferno (effectively a combination of the hells and the Abyss) invaded the material plane and was too strong for the new gods to fend off or even injure. He conquered the entire world in less than a week. During his celebration of his conquest, the Gods bound him to the island he had made his stronghold, fearing he'd move on to the plane where the old gods were sealed. Now a conqueror with nothing he can conquer, he sends his armies to attack the rest of the world to produce a constant stress on the civilians to make them stronger so that eventually someone can become strong enough to kill him and end his boredom. There's a lot more lore I made for each of the planes, all the races (including like 500 homebrew races I compiled), all the different countries on the material plane, and several different factions that exist outside the countries, but to go into all of them in detail would make this too long

  • @TheNoobRapter
    @TheNoobRapter Před měsícem

    This was more from a savage worlds game. I best described it as the tales of the gas station samurai. Basically think a feudal japan world in the middle of the mojave desert and most magical is based on gasoline. I made the setting as a one shot and I remember players liking it. The other setting was Ultra Mall, basically a regular shopping mall that weird shit just tends to happen. Every party member works in a different store and gets a power based on the store the work at (food court clerics, pet shop druids, war rig drivers from sears). The best thing was the final session was black Friday the 13th, aka, GM is completely trying to kill you and is not fair about it.

  • @silverknight5569
    @silverknight5569 Před měsícem +1

    My favorite setting is the land of khemet a land of idealic oasis, verdant river banks harsh deserts, and ancient ruins through which the land of duat (this lands version of feywild) can be accessed. To stray from the river is to court death from the desert but to disrespect it is to invite the wrath of the gods.

    • @Jfk2Mr
      @Jfk2Mr Před měsícem +1

      Kemet? Huh, sounds like nice ancient Egyptian setting

    • @silverknight5569
      @silverknight5569 Před měsícem

      @Jfk2Mr yup I'm a major egyptophile so when I created my first campaign took the chance to set it there

  • @3rduck735
    @3rduck735 Před měsícem

    The universe's most desired state is total homogeneity. This is what we call entropy. Dark energy pushes everything apart eventually, and although our world still has millions of eons left, the same can't be said for Awyragored. This is a galaxy protected by an enormous shell made of the very essence of abjuration, the universe outside is long dead. Here you will find the last life in all the Prime, but that's a matter for another time.
    The Coalition of Planets, which oversees all the dealings of the worlds, finds itself under the thumb of Cyclon, a planet covered entirely by city, whose leader holds the entire congress under blackmail. The forest world of Troiterra is locked in a cold war with Cyclon, and it's archdruid is in her last few years. A wizard has completed a new vehicle that runs at unparalleled, and everyone wants it. To top it all off, the two-faced planet of Janus has just emerged as a new power, looking to join the interstellar adults table.
    Tensions are certainly high here, but one thing is for certain; big changes are coming, sooner or later. It's up to you to determine how.

  • @vortega472
    @vortega472 Před měsícem

    All these world are so cool - and except for the desert world (I didn't like Dark Sun - not saying it is - but don't like a desert setting sorry - still seems cool) I would love to explore and play in a lot of these places.

  • @hellriderindustries3083
    @hellriderindustries3083 Před měsícem

    Not Dnd but I introduce the four realms. The realm of humans, elves and Dark Elves then you have the Wildlands. In the distant past a demonlord ruled over everything with an iron fist but three heroes fought the demonlord. One hero was for unknown reason blessed by the god Aura to become the elves while the hero who struck the final blow killing the Demonlord spilled the demonlords cursed blood turning them into the darkelves turning their skin pale and their eyes blood red. The Wildlands cursed by the fallen demonlord spawned monsters, beast a like

  • @ciancaldera395
    @ciancaldera395 Před měsícem

    SPOILER?
    Cowboy elf is not what I expected from this at all, but that’s the point of the video

  • @grabtharshammer2085
    @grabtharshammer2085 Před měsícem

    The world of Lore is one of thousands created by Alone. Over each world alone appointed a god to care for the world and cultivate life. But over this particular world, thier god Silan believed he could create something more beautiful than Alone's design and grew resentful and jealous. So in secret he crafted his own vision. The results was eldritch abominations. but instead of purging the world Alone sent three new gods to work together in banishing their wayward brother. Unable to outright kill another such as themselves the three sealed him away and gave unto the races of lore magic and powers to wipe out the terrible disgusting creatures he created. They still exist in the deep and dark places of the world but some are more subtle still and seek power challenge their godly overseers. And now those three gods, a triuvirate of holiness, are permanently bound to the world and must find a way to work together through their various champions and machinations without being too controlling as the old darker forces still by for control.