The implied setting of D&D, as a number of writers have pointed out, can also be said to be post-apocalyptic. That often conjures images of science fantasy writers from Appendix N, but of applies to in the literal sense if not the generic sense to the Hyborian Age of Conan and the 3rd Age of Middle Earth. Materially greater and in some ways more advanced civilizations must precede the current one for there to be so much wealth and magic to be looted in old ruins.
A post-apocalyptic setting allows the frontier to be closer at hand, and indeed really sort of obscures it even being a frontier, as no discernable border but instead the distance between "civilized points." Connecting these dots seems more reclamation than expansion.
That works, but in D&D settings like Greyhawk, Krynn, and the Forgotten Realms, the apocalypse is remote enough so that the current civilization doesn't seem post-apocalyptic, at least no more than the High Middle Ages seems to us recovering from the fall of Rome.
Yet, Greyhawk, for all its map full of named regions, heraldry, and rulers with elaborate titles, is really empty. Some of this exists to facilitate the desired game play, sure, but that's the Doylist explanation. I like the more Watsonian explanations of humanoid and demihuman groups that are not adequately censused coupled with events that have led to a decline in population.
As Chris Kutalik and other commentors suggested in his blog series of years ago, I think Greyhawk is best analogized not to some science fantasy post-apocalypse but to historical eras like the "Dark Ages" (or early Middle Ages) after the collapse of Rome, or the plague, famine and war riven period of the Crisis of the Late Middle Ages.
In many ways, I think, Greyhawk reads better as a setting where the apocalypse (or at least an apocalypse) is not the remote past but happening now or relatively recently. This isn't so much a total destruction kind of apocalypse but a "civilization is dealt a blow" sort of one. This allows for the breadth and complexity of social structures described in Greyhawk, but also for the population numbers and available real estate for enterprising adventures to carve out something for themselves.
It's "points of light" to use the modern descriptor, but not (like so many of those settings) a rather static period, but one where there are still roving bands of invaders (humanoids, monsters, or armies of other human nations) and isolated communities that must either grow larger and more resilient or be wiped out. I should add, There's no one way the communities have approach this problem to survive. Orcs settling down to live in some sort of peace is potentially just as possible as driving them out and killing them.
I think this sort of implied framing could be fun to lean into. D&D settings need more Random Calamitous Event Tables and societies in flux (like we see in some epic fantasy like A Song of Ice and Fire). Christopher Buehlman's historical horror novel Between Two Fires and his fantasy series beginning with the Blacktongue Thief where human civilization is still dealing with the fallout from a disastrous (and still simmering) war with goblinkind are great inspirations, as well.
Though, I'm not opposed to kung-fu elves, mind you, perhaps in the case of elves, these would be based around a particular school or style of magic? They could be based on the elements or maybe the Classical Planets. They would presumably each be centered in a particular locale, probably remote from wider civilization.
Using this approach, different types of elves would have less physical or temperamental differences, but perhaps more philosophical ones. There might be rivalries between them. Since it's not an ethnicity but an allegiance, elves could move from one to the other, though perhaps not without some penalty.
I think this approach also has the benefit of making elven subtypes less background and more factions to interact with in gameplay.
Back to regular old elves, though, I think replacing the Tolkien-inspired nations/tribes (or "subraces" in older D&D) of elves with insect-themed groupings has a lot to recommend it. For one, that group of bad elves, the drow, already have that sort of relationship with spiders (yes, I know they are arachnids, not insects), so there would be a certain symmetry in it.
What particular insect type would depend on specifically how you envisioned them. Organized, social wood elves might be patterned after wasps or bees, but maybe they are solitary warrior badasses like Crow from Hawk the Slayer with more affinity for mantises?
I think the aloof gray elves would have the bushy antenna and pale complexions like some sort of moth, along with an ethereal strangeness. High elves might be bee-like (and matriarchal) or nimble warriors like dragonflies or damselflies.
I know that Adrian Tchaikovsky's Shadow of the Apt series has insect-themed races, so their might be some inspiration there, but I haven't read them to say. I know you could do a lot worse than checking out Bug Wars by Aaron and Asrar.
Zagartha, when it was an earthbound mountain, contained a large temple complex and was the site of a famous oracle, but it was abandoned after it was desecrated by demonic forces. At least two conflicting stories are told regarding its reinhabitation. The first holds that the Seven Great Sages, disputing some obscure points of the oracles last series of pronouncements, journeyed there with their followers and were holding a symposium there when Zagartha rose into the sky, stranding them. The second holds the Sages led a group to a place of (relative) safety from the Fomori on the already skybound island with a magical conveyance that was wrecked upon landing. Even among Zagartha's inhabitants, both stories have their adherents.
The original sages passed long ago, and the number of students their successors enjoy have dwindled over time as they tend to be drawn from outsiders, not from the ranks of locals who feel a sense of duty to the sages and support them materially but have little time for their ascetic lifestyles and philosophical arguments. Both groups dwell in and among the ruins of the previous temple complex. Either the buildings have been repurposed or their materials used to build new structures. The locals are mostly craftsmen, farmers, and merchants. They maintain the all-critical cisterns, tend the small fields, and conduct trade with the "ground-folk."
One important aspect of their lives is the capture over other floating rocks. Some of these are added to Zagartha to expand it. Others are mined for materials. In both cases the rocks are reached through the use of the skywires and skywire harnesses that use small thaumatite to shoot lines at force. The skill necessary to employ them effectively takes years to master but makes many Zagarthans skilled aerialists.
For clarity, I don't mean characters in a fantasy world that have secret IDs and codenames and fight crime wearing costumes--though I think a Zorro or Iron Monkey sort of frame of masked fighters for justice could easily fit what I am thinking of. Mostly, though, I'm just thinking of comic books like Battle Chasers or Dreadstar (the latter is really space fantasy, but its basic setup is a useful example) and animated series like He-Man and the Masters of the Universe (2002, particularly). Epic fantasy stories featuring super-powered characters.
So what makes those examples "superheroic" in a way a 4e campaign isn't necessarily? In Superhero: The Secret Origin of A Genre, Coogan lays out his "MPI" definition of a superhero. That is, a superhero is a person with Mission, Powers, and Identity. He also has the fallback of "generic distinction" to catch characters (like the Hulk) that might fail by the initial test and to exclude characters that might seem at first blush to fit but are better accounted for in another genre.
Regardless of whether the fantasy heroes I'm thinking of would be superheroes in Coogan's estimation, I'm think about characters that:
The party promises to get him back the manastone, if they can (though not the gold). Aelarion used his Naturecraft to figure out the goblins' trail. It was a good thing he was so skilled, too, because the goblins had laid false trails that led to pit traps. The party found the ox in one!
Further into the woods, they came upon a ridge, and they heard raucous laughter. A stealthy reconnoiter revealed a group of goblins playing a "dodge ball" sort of game with stones and one goblin on a giant rat. The party tried to sneak around the ridge and surround them, but they flubbed their stealth rolls and the goblins are alerted.
The party still held the high ground, and the goblins were at a disadvantage. Aelarion, Tamarra, and Pan blasted the goblins like proverbial fish in a barrel with spells. G'Mbalisto and Frea charged in for melee.
The rat rider managed to charge up the ridge and smacked Pan, knocking him prone. The other goblins hurled the rocks they had previously used in the game at the party.
In the end, the party wins with very little injury. They even manage to nab one goblin to interrogate. He confusingly asserts that the faerie is "a power source" that "Greb" plans to use for "the juggernaut."
------
This adventure is still mostly the intro adventure in the Nimble's GM's guide, though I'm mixing in some other elements to make it more interesting (to me, at least!). We're still getting used to the system. Though its lighter on paper, combat is still taking us about as long as 5e. Of course, we had 10 years' experience with 5e, so no doubt there's plenty of room for improvement here.
Chu's book is interesting because it mixes the epic fantasy elements with the wuxia ones. The people of Zhuun have been training a prophesized champion to defeat the Eternal Khan and free them from the menace of the Katuia tribes and their steam-powered roving cities of the grasslands. The first problem is the champion, a fifteen year-old boy named Jian, hasn't really received the proper training. Instead, he's just grown up spoiled by luxury and self-importance. The elder "master war artist" Ling Taishi shows up to set things right, but she's just starting to make headway with the boy when the second problem drops: the Eternal Khan is killed while drunk by a random Zhuun soldier.
With the prophecy busted, Jian is a political liability for the five Dukes of Zhuun and the delicate balance of power between them. Tiashi rescues the boy, and they both go on the run.
When while, the Katuia are thrown into chaos and the warrior Sali, decides to break tradition and delay her duty in order to try to find the only surviving member of her family. There's also the mad assassin Qisami thrown into the mix.
I like how Chu uses familiar wuxia elements but remakes them for a fantasy world. Instead of the wulin we have the lunar court as the society of martial artists, presumably related to the world's three moons and their seasonal cycles. Instead of "lightness kung fu" Tiashi's abilities are described as manipulating air with her spiritual energy. There are also the completely un-wuxia elements of the Steampunkish Katuia cities and their home grassland which is formed by gigantic blades of crash and a brittle crust of earth over a sea.
There are 2 more books in the series after this one, and I am interested in seeing where it goes.
With starting our new campaign in Nimble and life in general, I just haven't got around to giving the attention I'd like to to crowdfunding rpg products that have been arriving.
Two Little Mice have been busy lately and I got the physical occupy of Outgunned: Superheroes (I've had the pdf for a while) and the drafts of the Twilight Sword material. The former is the "action flick" (campaign book) for the Outgunned action movie rpg for cinematic supers. The latter is their Legend of Zelda-inspired fantasy rpg. Both look good, and I'm interested in seeing the rules implementation in both of them, more than I think either will be something I will play any time soon, admittedly. I'm always interested in rules lite-ish supers games, and I'm like to compared Twilight Sword to the similar jrpg-inspired Legends of Akeroth.
What I have spent a little bit of time reading over is the plain text draft of Wandering Blades, a wuxia rpg. Wuxia (sort of like supers) is a genre where I haven't found the system that I think perfect captures what I want to see in such a game. Wandering Blades looks pretty simple (which is a plus), but also flavorful.
These aren't the only crowdfunding rewards I haven't really given a thorough read, I'm said to say. If only these things would arrive at the moment I had maximum interest in them and time to engage with them!
The system worked pretty well. Despite our unfamiliarity, it certainly went faster than 5e would have.
Besides the Nimble rules, the players used the Local Experience tables I had come up with for the various important places. These are the characters:
g'Mbalisto (Tug): A dwarf Oathsworn (a Paladin, essentially) from the Lightbearer Republic. He's also been a gladiator in Mayura in the past.
Pan(demonium) (Gina): A darkling Songweaver (bard) from the Durendine Confederation. A forrmer rabble rouser and busker.
Frea (Andrea): A human (thought changed into a more felinoid form by a curse of a wizard of Abraxad) Cheat (thief).
Tamarra (Kathy): A human Shepherd (a cleric, more or less) from the Lightbearer Republic. Her parents died in the Kakharoth Wastes.
Aelarion (Bob): Human Stormshifter (the stuff people like about the druid). He's from a small town near the Dagard Mountains.
The Academy is entwined with the city of Abraxad, a municipality that is home to a number of former graduates, and practitioners of allied arts, as well as the typical artisans and workers found in any thriving town. Relations between the Academy and the townsfolk has never been better, owing to the unique structure of governance that unites the needs of both Academy and city under a central authority. Though historically there may have been tensions, students of the modern era are always welcome in local establishments.
Each student will join one of the Academy's seven colleges which are smaller academic communities within the larger whole where they will learn the fundamentals of magical practice and begin advancement within a particular school of magic. Each college has its distinct traditions and history of which new students will become forever a part.
No discussion of the school would be complete without mention of the Archmagus, Verraine has presided over the school longer than many of its magi have been alive. Though none would be so rude as the enquire regarding the Archmagus's actual age, the older townsfolk are fond of pointing out fading wall mural in the over 300 year-old One-Eyed Grimalkin Tavern depicts an elvish woman who broadly resembles the Archmagus assisting in driving out a Fomori raiding party at the end of the Demon War.
Working on my upcoming Parsulan campaign, in Greyhawkian fashion, I've done some flags/banners for some of the nations I've written up. These mostly done with Armoria, which is a great program but limited in terms of its assets and functionality.
The Lightbearer RepublicIn a world divided into the northern and southern realms by the Line of Limit, band of three individuals from the north, representative of the three races of that region, must go into the jungles of the south, the sole domain of the fourth race, to bring a member of that race (because, as an oft repeated adage says: "three handle one") back to an ancient temple for...well, as far as I've gotten, that hasn't been explained, but I'm sure it's world-saving stuff
One of the things I've liked about the series so far is the world-building. There are gigantic skyrays with ruins of a forgotten civilization on their backs, and dragons that are part plant, part animal, but the four races are one of the most interesting aspects.
In the north, there are humans, of course, which are more fractious than other races, but also more numerous. They don't seem to have a nation-states or empires now (indeed, no one in the north seems to now) but they once did.
The Rekon are giant, avian humanoids. Most of the art I have seen depicts like humanoid roosters, which fits, I guess. They are immensely strong and skilled warriors and craftsmen. Each Rekon has an individual Calling, a life's work they strive to achieve.
The Tokkebi are sort of goblinish (though maybe not short like typical goblins), certainly mischievous and magical. They are able to control fire and create illusions from it. They are nonviolent but have no fear of death because if their body is killed, they continue on as spirits.
In the South live the Nhaga who have gotten the most detail so far. They are cold-blooded, reptilian humanoids who are fierce defenders of the trees of the first and only eat live prey. Their hearing is poor, but they see heat and talk to each other by a sort of telepathy called nireum. At the age of majority, they have their hearts removed and so become nearly immortal and hard to kill as they can regenerate. Nhaga society is divided into matriarchal houses where adult men are only ever visitors to help the women conceive children.
Anyway, it's been good so far. Interested to see where it goes.
Fan art for the series by artist Sangheon Nam