Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Merged WotC setting search winners/losers thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="mroberon1972" data-source="post: 340212" data-attributes="member: 5148"><p><strong>Well, guess this means I did NOT make it...</strong></p><p></p><p>And since we obviously did not make it to the second stage, I feel it is resonable to share our One page summary... Since we have decided to work on this ourselves anyway, might as well share...</p><p></p><p>Who knows, perhaps it will get published somewhere else...</p><p></p><p>The moral of this story: Perhaps one page was NOT enough...</p><p></p><p>Mistress Nox adds: How the heck are you supposed to know if a setting is good from one page?</p><p></p><p>Lurkers...</p><p>Mr Oberon & Mistress Nox</p><p></p><p>-----------------------------------------------------------------------------------</p><p></p><p>1. Enter a world of intrigue and magic, a place of power beyond mortal comprehension, a land where godlike beings, both hallowed and dark, are created by artifacts of a forgotten past. This is the world of Ancient Awakenings.</p><p>2. There are those who protect and help the common people: Clerics and paladins following the six known gods, rangers protecting the wilderness and roads, warriors and rogues fighting for glory and coin, druids and barbarians enforcing the Compact with the fey, bards who rally the masses, sorcerers wielding magic by will alone, and wizards unearthing magic and knowledge from eons past.</p><p>3. The objectives of the heroes can range from protecting the common people to seeking gold, power, artifacts, and magic. Heroes may join Adventures' guilds which can hire them to hunt down monsters, clear ruins, or even act as bodyguards. Colleges allow wizards access to magical items and more powerful spells. Others may rely on rumors or myths to lead them to ruins where treasure may be hidden. </p><p>4. Monsters roam the land, created long ago by tainted magics. Temples, unguided by their sleeping gods, seek to destroy each other in their war for the hearts of the people. Ordinary people, upon finding hallowed artifacts, begin the transformation into Awakened Gods. These beings only become more dangerous as followers begin rallying to their banners. </p><p>5. Magic is common, and while anyone can be taught to be a wizard, the secrets of arcane magic are only given to a chosen few who show extraordinary talent. Clerics are granted miracles from the Great Altar of their central temple. This altar is the clerics tie to one of the six True Gods. If the altar is destroyed, the worshipers lost, or the cleric excommunicated, he looses all ties to the power of his god. Druids gain their power by linking themselves to a benign fey creature which grant their miracles. Sorcerers, and to a lesser extent bards, wield primordial magic. This ability is inborn, and allows them to wield magic by instinct alone. While they are both incapable of making magical devices, the power they wield is truly amazing.</p><p>6. This world uses basic 3rd edition rules with minor modifications. Class changes include: Thieves can use sneak attack damage in order to improve traps. Rangers gain the ability to use sneak attack with a ranged weapon and to make wilderness traps, but loose spell casting abilities. Druids loose all shape changing abilities, but gain the ability to mix potions for free in the wild. Sorcerers cannot create magic items (scrolls, potions, etc...) and cannot use scrolls either, but gain the ability to pick spells from the druid spell list as well as their own. Sorcerers can also burn experience points in the place of material components if they so choose. Clerics loose access to spells that raise people from the dead or allow travel to the outer planes, but gain a new NPC follower called the Bondsman. Bondsmen are fighters, rangers, or rogues that have chosen to follow and protect the cleric. A cleric is able to cast spells as if his bondsman were himself. This ability works at any range.</p><p> The six primary gods are asleep. While they grant spells to their followers, they are not truly aware of them. Differing churches may both worship the same god and still be totally at odds in philosophy. Other, lesser gods arise from time to time, some even able to carve a foothold in a true god's worshipers.</p><p> Artifacts are scattered across the land. These items wield powerful magic, but corrupt the user and lead to madness: Monsters and Awakened Gods come from these.</p></blockquote><p></p>
[QUOTE="mroberon1972, post: 340212, member: 5148"] [b]Well, guess this means I did NOT make it...[/b] And since we obviously did not make it to the second stage, I feel it is resonable to share our One page summary... Since we have decided to work on this ourselves anyway, might as well share... Who knows, perhaps it will get published somewhere else... The moral of this story: Perhaps one page was NOT enough... Mistress Nox adds: How the heck are you supposed to know if a setting is good from one page? Lurkers... Mr Oberon & Mistress Nox ----------------------------------------------------------------------------------- 1. Enter a world of intrigue and magic, a place of power beyond mortal comprehension, a land where godlike beings, both hallowed and dark, are created by artifacts of a forgotten past. This is the world of Ancient Awakenings. 2. There are those who protect and help the common people: Clerics and paladins following the six known gods, rangers protecting the wilderness and roads, warriors and rogues fighting for glory and coin, druids and barbarians enforcing the Compact with the fey, bards who rally the masses, sorcerers wielding magic by will alone, and wizards unearthing magic and knowledge from eons past. 3. The objectives of the heroes can range from protecting the common people to seeking gold, power, artifacts, and magic. Heroes may join Adventures' guilds which can hire them to hunt down monsters, clear ruins, or even act as bodyguards. Colleges allow wizards access to magical items and more powerful spells. Others may rely on rumors or myths to lead them to ruins where treasure may be hidden. 4. Monsters roam the land, created long ago by tainted magics. Temples, unguided by their sleeping gods, seek to destroy each other in their war for the hearts of the people. Ordinary people, upon finding hallowed artifacts, begin the transformation into Awakened Gods. These beings only become more dangerous as followers begin rallying to their banners. 5. Magic is common, and while anyone can be taught to be a wizard, the secrets of arcane magic are only given to a chosen few who show extraordinary talent. Clerics are granted miracles from the Great Altar of their central temple. This altar is the clerics tie to one of the six True Gods. If the altar is destroyed, the worshipers lost, or the cleric excommunicated, he looses all ties to the power of his god. Druids gain their power by linking themselves to a benign fey creature which grant their miracles. Sorcerers, and to a lesser extent bards, wield primordial magic. This ability is inborn, and allows them to wield magic by instinct alone. While they are both incapable of making magical devices, the power they wield is truly amazing. 6. This world uses basic 3rd edition rules with minor modifications. Class changes include: Thieves can use sneak attack damage in order to improve traps. Rangers gain the ability to use sneak attack with a ranged weapon and to make wilderness traps, but loose spell casting abilities. Druids loose all shape changing abilities, but gain the ability to mix potions for free in the wild. Sorcerers cannot create magic items (scrolls, potions, etc...) and cannot use scrolls either, but gain the ability to pick spells from the druid spell list as well as their own. Sorcerers can also burn experience points in the place of material components if they so choose. Clerics loose access to spells that raise people from the dead or allow travel to the outer planes, but gain a new NPC follower called the Bondsman. Bondsmen are fighters, rangers, or rogues that have chosen to follow and protect the cleric. A cleric is able to cast spells as if his bondsman were himself. This ability works at any range. The six primary gods are asleep. While they grant spells to their followers, they are not truly aware of them. Differing churches may both worship the same god and still be totally at odds in philosophy. Other, lesser gods arise from time to time, some even able to carve a foothold in a true god's worshipers. Artifacts are scattered across the land. These items wield powerful magic, but corrupt the user and lead to madness: Monsters and Awakened Gods come from these. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Merged WotC setting search winners/losers thread
Top