I've done deeper alterations to my setting, so I suppose I should go ahead and put those down as well. Especially seeing how these are considerably more important than the minor things like Mora-don, which is really just fluff that you could stick into any setting you wanted.
Do keep in mind that I have not played in this setting yet. Where I am, I can't find any groups that don't want to play Vampire: The Masquerade nonstop, and as much as I desperately want to RP, doing it as a modern Hollywood/Twilight/True Blood kind of vampire is just not an option. Not unless I'm willing to go on a murder spree. So I'm totally in a Looking For Group situation, here.
This setting is not confined to a single planet, but spreads throughout the universe. The vast majority of planets have flora and fauna on them, and nearly all are habitable. For those of you into science fiction, this is a universe where the ratio of 'garden worlds' to 'desolate inhospitable rocks' is switched. However, this is not the largest change. The largest change is that space is not a void. It is a breathable atmosphere of oxygen and nitrogen. This means that space travel is not only possible, but greatly simplifed, because you don't have to worry about bringing an atmosphere with you, or pressure-sealing the vehicle. Space travel is effectively reduced to "flying really high," and it's entirely possible for particularly large airships to just flat-out leave the planet and travel to neighboring ones. You could also get a wizard to enchant a canoe for you and travel the universe that way.
On an interdimensional level, this deviates significantly from the standard Dungeons & Dragons cosmology. Rather than having the mortal world be the elementally 'balanced' world, in contrast to the elemental planes, the primary plane is an elemental plane. Specifically, it is the Elemental Plan of Air. There is no 'plane of balance,' or rather, if there is, then it would be a wholly alien landscape where there are no 'planets' or 'stars' floating in a void of air, but rather, it would be an endless expanse of intermixed and intertwined elements. Likely an incredibly dangerous and hazardous place to travel, though it would be convenient as a sort of dimensional crossroads of sorts, where all other planes connect to in one way or another.
The 'core' of the setting is based around two worlds that are twins of each other. They orbit around each other as binary planets, are roughly the same size and mass, and possess a barycenter. One of the planets is the setting I have been describing thus far, which is a medival high fantasy sword-and-sorcery type setting that is what one typically expects from Dungeons & Dragons. It houses the meritocracy kingdom where individuals of note become nobility. The second planet, however, is a magic-less steampunk setting that is functionally Victorian Era. It lacks magic and magical things, though that is not to say it is devoid of the supernatural. These two planets developed the ability to leave their respective world at roughly the same time, and naturally, their first destination was the giant green and blue planet right next door.
This inevitable meeting between the two civilizations was peaceful, and they established trade agreements in which they mutually export what they have that the other wants: magic and steampunk technology, respectively, which has caused a veritable renaissance of innovation and ideas in both civilizations. They have also established various cross-planetary guilds and factions that are interested in exploring the universe further and discovering what there is to be found.
This all leads up to the current setting as it stands now, which is a multicultural arcanapunk setting where the 'adventurers' make their living exploring, either as members of a guild or as freelancers, and bringing to light what they discover. This can obviously take place on a local level, such as the home planet, a planetary level, taking place on the binary planet system, or an intergalactic level, where they travel from world to world, going to places no one has ever seen before and catalouging what they find there. The players could choose a level they wished to play at from the beginning ("I totally want to explore space as a wizard. Let's do that."), decide to start from the local level and work their way up to the intergalactic and planar levels, or do something inbetween.
Do keep in mind that I have not played in this setting yet. Where I am, I can't find any groups that don't want to play Vampire: The Masquerade nonstop, and as much as I desperately want to RP, doing it as a modern Hollywood/Twilight/True Blood kind of vampire is just not an option. Not unless I'm willing to go on a murder spree. So I'm totally in a Looking For Group situation, here.
This setting is not confined to a single planet, but spreads throughout the universe. The vast majority of planets have flora and fauna on them, and nearly all are habitable. For those of you into science fiction, this is a universe where the ratio of 'garden worlds' to 'desolate inhospitable rocks' is switched. However, this is not the largest change. The largest change is that space is not a void. It is a breathable atmosphere of oxygen and nitrogen. This means that space travel is not only possible, but greatly simplifed, because you don't have to worry about bringing an atmosphere with you, or pressure-sealing the vehicle. Space travel is effectively reduced to "flying really high," and it's entirely possible for particularly large airships to just flat-out leave the planet and travel to neighboring ones. You could also get a wizard to enchant a canoe for you and travel the universe that way.
On an interdimensional level, this deviates significantly from the standard Dungeons & Dragons cosmology. Rather than having the mortal world be the elementally 'balanced' world, in contrast to the elemental planes, the primary plane is an elemental plane. Specifically, it is the Elemental Plan of Air. There is no 'plane of balance,' or rather, if there is, then it would be a wholly alien landscape where there are no 'planets' or 'stars' floating in a void of air, but rather, it would be an endless expanse of intermixed and intertwined elements. Likely an incredibly dangerous and hazardous place to travel, though it would be convenient as a sort of dimensional crossroads of sorts, where all other planes connect to in one way or another.
The 'core' of the setting is based around two worlds that are twins of each other. They orbit around each other as binary planets, are roughly the same size and mass, and possess a barycenter. One of the planets is the setting I have been describing thus far, which is a medival high fantasy sword-and-sorcery type setting that is what one typically expects from Dungeons & Dragons. It houses the meritocracy kingdom where individuals of note become nobility. The second planet, however, is a magic-less steampunk setting that is functionally Victorian Era. It lacks magic and magical things, though that is not to say it is devoid of the supernatural. These two planets developed the ability to leave their respective world at roughly the same time, and naturally, their first destination was the giant green and blue planet right next door.
This inevitable meeting between the two civilizations was peaceful, and they established trade agreements in which they mutually export what they have that the other wants: magic and steampunk technology, respectively, which has caused a veritable renaissance of innovation and ideas in both civilizations. They have also established various cross-planetary guilds and factions that are interested in exploring the universe further and discovering what there is to be found.
This all leads up to the current setting as it stands now, which is a multicultural arcanapunk setting where the 'adventurers' make their living exploring, either as members of a guild or as freelancers, and bringing to light what they discover. This can obviously take place on a local level, such as the home planet, a planetary level, taking place on the binary planet system, or an intergalactic level, where they travel from world to world, going to places no one has ever seen before and catalouging what they find there. The players could choose a level they wished to play at from the beginning ("I totally want to explore space as a wizard. Let's do that."), decide to start from the local level and work their way up to the intergalactic and planar levels, or do something inbetween.