While mostly adhering to the Dungeons & Dragons 5E (2014) ruleset, a number of Gaea-specific Houserules and observations are in place.
Demons Vs. Devils: Devils do not exist within the world of Gaea. Their language, Infernal, supplants Abyssal as the language of Demons.
Brawling: A non-lethal alternative to regular combat, Brawling, can be utilised in the correct circumstances, and/ or opted out of at any time, by declaration of intent to instead revert to lethal force. (Inspired by BranCalonia)
Dragonborn Vs. Draconians: While mechanically identical, Dragonborn as a species are instead Draconians.
Inspiration Points: An expansion on Inspiration Dice, Inspiration Points are earned by particularly standout play, and can be used to trigger an Inspiration Die (which function in line with standard D&D 5E rules) as normal or alternatively an Iconic Influence.
Iconic Influence: A number of Icons are present in the world. Possessing powerful cultural or political influence. With an Inspiration Point balance, and luck of the die, players can attempt to invoke the influence of said Icon either positively, negatively, or inconsequentially to disrupt the situation sufficiently to diffuse or resolve matters. (Inspired by 13th Age)
Gaea is, quite literally, a living, breathing entity, evolving over 20+ years and 3 iterations of D&D. It has never hosted a 4E campaign but started life as a 3.0, quickly becoming a 3.5, heavily-Dragonlance-themed world, which it remained until a capricious, if by that point fundamentally damaged, Elfling (Elf/ Halfling) violently introduced an artifact of immense power to the core of the world, resulting in it’s destruction. Re-imagined, though somewhat unstable, as a 5E (2014) world, very few remnants of the old world remain.
The world very strongly lends itself towards player autonomy, based on the belief that characters shape the world as they develop and grow along with it. This being the primary reason why characters starting at 1st level is the preferred option.
It should be noted that while players have freedom to go where they please and interact with whom they please, how they please, they should be driven towards adventure, especially in the beginning when a minimal amount of railroading is unavoidable. To this end, it should be noted that named-NPCs or environmental objects which are specifically called out (a location, a landmass, a natural phenomenon) to name just a few, should not be ignored and instead recognised as an effort to create ‘hooks’ or otherwise drive the narrative.
D&D, at least in the world of Gaea, is a collaborative endeavour. Player Vs. Player, unless agreed beforehand and handled very well, is unlikely to end well. Similarly, Player(s) Vs. DM is a common trope which is also heavily flawed. instead it should be considered PVE (Player(s) Vs. Environment.
Finally, the player character at the point of creation is, usually adult (or close to it), and at least minimally self-sufficient. They are also an exceptional, if untested, example of their kind. They’ve lived in the world, they have friends, like have enemies, they are flawed, they have motivations, they have goals and ambitions. They should NOT be an orphan who despite the lack of parental guidance, somehow grew up a pillar of their community, loved by all.
Please be sure you have completed the Flaws, Ideals and Bonds, area of your character sheet, give thought to siblings, parents, friends, confidants, enemies. Taking some time to flesh these things out make for an infinitely more immersive and enjoyable experience.