Partially inspired by Old Gods of Appalachia podcast, partially by Witchwood, and my thoughts around changing the feel of DnD 5e to encourage more RP.
The goal is a low magic feeling world themed around exploring the old magics and gods from the perspective of people who grew up on the edge of the Wood.
Episode 24 of OGA captures the feel I want pretty well. Episode 17 also captures some thematic aspects I'm embracing. Episode 29 also has some nice bits of feel I want around creatures of power.
The goal would be to mostly use DnD 5e rules, because they are simple and lack complexity, and reskin them to make them feel more thematic without having to do the work of writing a rules system.
Y'all grew up on the edge of The Wood as one of the Woodsfolk. The city folk had other names for The Wood, depending which of the cities they came from. The northern elven city called it the Wyldwood, and claimed most of it was owned by them owing to ancient claims of blood. The southern halfling city calls it the Deep Wood, and say they own it because of the treaty signed at the end of the Tallfolk war. In fact, each of the other races have a great city that claims the Wood with a different name and a different rational for the claim. And it seems like every decade or so one city or the other sends a force to try to enforce the claim. The woodsfolk know better than to argue with them, because none of them will be around for more than a few months. And while each of the great cities is the home of a given race, the woodsfolk are not so foolish to care about race; and realize family and neighbors mattered way more than an accident of parentage. And so when cityfolk came to lay claim, its best just to let them say what they say, and let The Wood take care of them.
Now as Woodsfolk, y'all know how to wander the edges of The Wood and when not to wander. There are places in the Wood that are very old, and some of them don't much like people. Y'all know to avoid being out at night during the full moon, or the new moon. Stay away from river when it has a red tinge, or a green one. If you see a circle of mushrooms, you know to grab iron and to stay well away from them, and to definitely not thank anyone you see nearby no matter how kind they are. And y'all know better to call out blasphemy of any god, as its known the Wood listens and the old gods can be quite wrathful and subtle.
Swapping to a more OOG summary: Magic exists in the world, but its mostly things you heard from legend. With that said, a lot of things have been lightly reskinned. For example, a wizard may be reskinned as an alchemist where his morning spell preparation involves preparing a bunch of vials and elixirs to allow a number of effects to be generated later that happen to basically be wizard spells. A paladin may be reskinned as less of a holy warrior and more of a motherly figure who knows the right way to sooth a harm; or sharp biting words to accompany an attack to make it hurt that much more. Its possible to serve powers (like cleric or warlock) but those may be a more fraught choice than in many campaigns.
The campaign is set in the outer edges of The Wood. The Wood is probably a couple thousand miles across. Its not generally thought of as possible to cross The Wood, and merchants talk about it taking more than a year to make a complete trip around the outside of the wood.
Names have power. Knowing a name can have power. As can Calling one. There's a reason all good parents Know that the best way to find a lost child is to Call their name, and somehow that child can be found in places where even the most diligent of bloodhounds had failed to turn up a scent.
Some folks, especially Elders and Grandmas and those inclined to be unnoticed, keep their names to themselves. A lot of the folk have use-names. Some think that part of where an Elder gets their power is from getting old enough that folks forget their Name.
Sometimes you are wandering and you find a spot, and sometimes you find a Place. Places can be Light or Dark, and have Stories. There are places that are so safe that even the rabbits don't feel the need to bolt. And there are places that aren't.
Most folks are living in the Wood. There are small clearings for gardens and a larger cleared area that is the town. There are some known Roads that lead to known places. Common wisdom is to not stop in the Wood for the night unless you have a known safe Place to camp. There are things that wander the woods, and travelers do sometimes just leave and never return.
Initially each class will have 1 or 2 advanced paths. Not all classes will be available initially.
Path available: Berserker, Beast
Path available: Battlemaster, Champion
Commonly referred to as Brawler
Path available: Drunken Master, Open Hand
Paladin renamed to Elder. Sometimes referred to as a Grandma.
Path available: Ancients, Devotion, Watcher
Ranger renamed to Greenman. Sometimes referred to as a Grandma.
Ranger spellcasting is RP'd as embracing knowledge from nature. Sometimes it involves using powders & potions & items collected from the Wood.
Path available: Hunter
Path available: Thief, Swashbuckler
Warlock renamed to Pact Bound
Most warlocks have made a pact with an old and dark creature; and most of these pacts are made at times when the warlock would have otherwise died.
Warlocks are among the few that open spellcast and generate things clearly magic. Though most attempt to keep from being known for doing so, as most folks are quite uncomfortable around magic.
Path Available: Undead, Undying
Wizard renamed to Trickster. Spells are largely replaced with various potions, powders, bombs, ungeants, and small devices.
Wizards are alchemists, sideshow stage magicians, tinkers, or scientists. Regardless they rely on preparation and appropriate props to generate effects that any rational person could clearly understand if only they knew how the tricks were done. Most wizards know that if their tricks became revealed, they would stop working and guard these secrets closely, relying on obscure ciphers to keep their tricks private.
Path available: Enchantment, Evocation, Necromancy