Kenjib posted this setting from the WotC contest earlier. Man, I really like this ( yes, even though it is a water-world ). See comments below.
I just really like it. I love the magic system - sure it akin to "Mage's", but I would sure love to see it rendered in this setting for D&D. I actually like the fact that it is not too specific. that makes it wide open and more importantly it offers a lot to do. It is simple and does not force a huge metaplot on you. All it needs is a few good hooks to lure the adventures out to sea.
One of my other thoughts was what about the ships of this world? Kenjib want to enlight us? Were they going to be typical D&D ships? I would think that a world like this begs for something a bit special - but not too over the top. After all, the ships would need to be as exciting as the locations, especially since sea-borne adventurers would be spending a lot of time on it. Maybe something like Magic: the Gathering's Weatherlight, blending wooden hulls, some metallic devices and some arcane magical works - only not flying.
Kenjib, If you had some more specific details for this world figured out I for one would love to hear them. In fact, if this had been produced I would have bought it. At least based upon what I have read already. Great work, maybe you can shop this around - you never know...
Haalyr: Adventures in the Dream Seas
1. Core Ethos Sentence
Radiating out from the Old Kingdoms on the largest islands, innumerable smaller islands grow more and more strange the further one sails until at the most distant reaches of the seas it is said that the very fabric of dreams and reality collides.
2. Who are the heroes?
The Old Kingdoms, called the cradle of civilization, are embroiled in never ending conflict. The most recent great empire of man is in the process of collapse under the weight of rebellion, an unwieldy and utterly decadent bureaucracy, and the steady economic pressure brought to bear by the powerful ancient houses of the great elven merchant kings. For all recorded history, great kingdoms and empires have risen and fallen through the actions of determined heroes. Perhaps the most famous of all of Haalyr’s heroes, however, are the daring explorers and adventurers who take to ship and seek fame and fortune in the distant, uncharted, reaches of the seas. Those who have returned from distant travels have been among the most famous and influential people in all of Haalyr’s history.
3. What do they do?
Great battles waged on land and sea, secret political wars fought from the shadows, levies, mercenary armies, divine and arcane power, and the ruthless struggle to maintain economic supremacy are just some of the many tools used in the epic struggles of the Old Kingdoms. Those adventurers who prefer to avoid the perilous and convoluted intrigues of the Old Kingdoms, however, often take to the seas. The great seas of Haalyr are filled with remote islands, many still uncharted. Those who have traveled farthest have reported the most amazing sights and perilous enemies. They have also returned with the greatest wealth.
4. Threats, Conflicts, Villains
The Old Kingdoms are filled with scheming nobles, treacherous outlaws, ruthless generals, and inscrutable people of all types. As one sails further from the Old Kingdoms, the nature of villains encountered changes: Reclusive wizards performing sacrilegious experiments on lonely islands, mad cults worshipping dark gods in the ruins of forgotten civilizations, ancient horrors sealed in warded crypts, and countless other dangers await.
5. Nature of magic
In Haalyr, magic is the ability to break through the barrier between dreams and reality. By manifesting the dream, one can exert one’s will upon the tangible world. Understanding that this barrier is only an illusion is the first step toward mastery. Dreams and reality, however, co-exist in a fragile and strained duality. The use of powerful magic runs the risk of upsetting this balance and destabilizing reality itself. In the end, there is little that a powerful practitioner of magic fears more than her own nightmares.
6. What’s new? What’s different?
The journey of the hero from the familiar to the unknown and back again is one of the oldest and most enduring motifs in myth and fantasy. The history of Haalyr has been shaped by countless generations of such heroes, who undertook epic journeys into the unknown and returned with great power to shape the course of history. At the center of Haalyr on the largest isles in the great seas lie the Old Kingdoms. Even with their constantly shifting allegiances and power centers, the Old Kingdoms are a bastion of stability in an otherwise wild and unpredictable world. From there the world of Haalyr expands, becoming less and less familiar.
The journey into the unknown sings a primal song that dances to the fierce rhythms of the beating hearts of great heroes. Once this ancient melody is heard, it drives the soul onward, unable to rest until it can claim the greatness of kings or the oblivion of an unmarked grave thousands of miles from home.
I just really like it. I love the magic system - sure it akin to "Mage's", but I would sure love to see it rendered in this setting for D&D. I actually like the fact that it is not too specific. that makes it wide open and more importantly it offers a lot to do. It is simple and does not force a huge metaplot on you. All it needs is a few good hooks to lure the adventures out to sea.
One of my other thoughts was what about the ships of this world? Kenjib want to enlight us? Were they going to be typical D&D ships? I would think that a world like this begs for something a bit special - but not too over the top. After all, the ships would need to be as exciting as the locations, especially since sea-borne adventurers would be spending a lot of time on it. Maybe something like Magic: the Gathering's Weatherlight, blending wooden hulls, some metallic devices and some arcane magical works - only not flying.
Kenjib, If you had some more specific details for this world figured out I for one would love to hear them. In fact, if this had been produced I would have bought it. At least based upon what I have read already. Great work, maybe you can shop this around - you never know...