Merged WotC setting search winners/losers thread

I was interested in Dreams for an entirely different reason. It was more along the lines of a Dreams as the source of magic paradigm. Dreams are the fractured windows into the heart of our unconscious. If magic and magical creatures were the result of dreams, or if a reality worked in such a way so that it REACTED to dreams, it would give a whole new meaning to the way magic worked. A deeper, more personal meaning.

-C
 

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Chromnos said:
I was interested in Dreams for an entirely different reason. It was more along the lines of a Dreams as the source of magic paradigm. Dreams are the fractured windows into the heart of our unconscious. If magic and magical creatures were the result of dreams, or if a reality worked in such a way so that it REACTED to dreams, it would give a whole new meaning to the way magic worked. A deeper, more personal meaning.

-C

That's a pretty cool setting you came up with. Thanks for sharing!

With so many ideas, it's really interesting to see the similarities that crop up. It looks like people are hungering for a Big Bad in their campaigns.

I've been working on an setting of my own for novels and stories for a few years now, and also came up with the idea of a black moon as a seat of Evil. It serves as a spoiler for astrologers (messing up their predictions, since it follows an erratic orbit and is hard to observe) and an explanation of evil's presence in the world for theologians, but doesn't play a central role in the setting. Still, it came as a shock to read about your Black Moon--I thought it was one of my more original ideas! :-)

--Ben
 

Anthos: Moons of Refuge

Here's mine for y'all to chew on. I deliberately left the nature of the Skaithe vague, but I imagined them to be something like the Dread from Feist's Midkemia novels or the Nightshades from the Monster Manual. I came up with this specifically for the setting search--my regular campaign setting plagiarizes shamelessly from Tolkien and other sources. It was rather challenging to deliberately avoid *all* overt influences from all the fantasy novels I ever read!


Title: ANTHOS--The Moons of Refuge

Ethos: Epic heros from seven moons struggle to reclaim their home-world from the Skaithe, a mysterious race of demonic invaders.

Heros: Our legends tell of the great Defenders, who held back the armies of Skaithe and bought time for the Kindred races to escape to Terra's moons. Our finest children seek to follow their example, forging themselves into mighty magicians and warriors that we might strike back at the Skaithe. Many die in bringing the battle to Terra, while some weary of fighting and lead us at home. We pray for the coming of Deliverers foretold, who will cripple the Skaithe with their sacrifice. We pray that someday soon, we can all return Home.

Goals: We must strike at the Skaithe whenever we can; their numbers are vast, and our presence on Terra a toehold at best. Our leaders build cohesive teams for these sallies and assign specific goals: to seek lost knowledge in a ruined city, to gather anthos for their experiments, or to destroy a particularly inviting target identified in their Dreams. The enemy grows ever more firmly entrenched, so our soldiers must temper their skills in battle as soon as they have enough training to survive Terra's challenges. Some of our children, however, are called to gentler tasks. The Kindred races work at cross-purposes as often as not, and those rare diplomats who forge lasting alliances between the races are sung of as often as our battle lords. Many heros are also called to expand our frontiers; the Moons are still largely unexplored, and carry tantalizing signs of past occupation. Perhaps this tragedy has happened before?

Threats: The Skaithe are ever a shadow on our thoughts. Their armies boiled up from the soil and rock of Terra everywhere at once; no country and little wilderness was spared their foul embrace. The Kindred races fought bravely, but were ill-prepared; after years of battle we were forced to admit that defeat was inevitable. Our greatest magicians opened portals to the Moons, and a remnant of our peoples escaped. Alas, the Skaithe are not our only enemy. Rebellious factions in our government resist the war effort, and the Dwarves grow more and more distant in their remote moon of Kalikast. Can they not see that the Skaithe will one day learn to cross the Void and strike us down again? There are even rumors of secret societies that emulate or worship the Skaithe in all their depravity! Some of our heros turn their backs on the glory of war, and work hard at home to remove such obstacles to our
unity of purpose.

Magic: Now I will reveal to you a thing not commonly known, for our leaders wisely keep it hidden from those unproven in battle. When we left Terra, we left our source of magic behind. The mysterious essence that empowers our spells and devices is called anthos, but we learned of it only through its absence. Magicians and priests absorb it from Terra naturally, enough to cast many spells each day, and it can even be used to enhance mundane abilities. No magic can be used on the Moons without a source of anthos, so those who go to Terra store their surplus power in special foci and bring it home for others. Our leaders wield powerful magic, but expend it sparingly. Ruthless plots revolving around the control of anthos divide our government; its scarcity has been a terrible setback. Anthos also gives us hope, however: our lore-masters have discovered many uses for this essence, and their research promises new and decisive weapons for the war.

Distinction: Unlike most other fantasy settings, this is a world on its way down. The actions and sacrifices of the heros keep hope alive in their peoples, however, and may yet turn the tide of war. The scarcity of magical power on the Moons is a unique plot element that tempers the theme of selfless heroism. Those who adventure extensively on Terra, where anthos is plentiful, will naturally acquire a surplus of magic that they can expend on the Moons to empower their spells and items. Political power on the Moons is closely tied to the supply of anthos, so successful adventurers can also barter their anthos for positions or favors, or even become strong leaders in their own right if they husband their supply and play the game well.

This setting is an excellent vehicle for the core D&D rules, encouraging fast advancement through the lower levels and long-term adventuring at the higher levels. The devastated landscape of Terra, the original home of all PC races, offers suitable challenges for even epic-level adventures. Terra has achieved a degree of uniformity through the ravages of war, but the seven Moons provide a wide variety of environments and societies for exciting play at any challenge level.
 
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the more i look at some of these settings, the more i am glad i make my living with a potters wheel, instead of a typewriter...
 

I'm glad you liked it.

Black moon- the idea for me was a way to make space, or the firmament, more of a mystical place and dangerous place but to also make the setting in some way visibly connected with the other realms.

The Planes in D&D's setting are all invisible but the worlds that have a spiritual affect on Oesha, you can see with the naked eye. On Earth, men may curse Satan. On Oesha they cast their hatred and fear up into the sky and Gorothoth laughingly throws it back.

But your idea was original in flavor and I like it. Black moon as source of doubt and trouble for theologians is a great idea.

-C
 

Ghostwind said:
Those interested in the dream/reality aspect of gaming should take a look at Mystic Eye Games' The Hunt: Rise of Evil. I think you may find it will fit what you are looking for. A very well written setting.
Oh, that Nightmares and Dreams thing? Yeah, I've seen it - didn't really work for me. I gather that the conceit is that dreams in the real world were coming true in their campaign world and that some characters were connected to dreams in the real world, rather like the connections between some of the characters in the Dictionary of the Khazars, who dreamt each others' waking lives (I also borrowed the term dreamhunters from that, though their activities are different). It's a serviceable hook for connecting the real world to the game world, but don't see how the connection brings a useful dynamic into the game. Do you really need to add that layer to explain why fantastic things are happening in the World of Foo? From what I've read in the Mystic Eye blurbs, I couldn't see where it was anything more than window dressing as far as the actual gaming was concerned.

What my setting did was make dreams into encounters, as well as more abstractly the source of magic. The appeal of this (to me) was that on the one hand, you can have a firm rule-based world in which most play takes place. However, you can also introduce occasional encounters in the dream realm that would actually mesh into the setting/plot, arising logically and having real effects on the gameworld. This would allow you to bring truly fantastic elements into the game via the dream settings without having to create highly improbable dungeons, have PCs wander into mysterious mists (e.g. Castle Amber, Ravenloft), or capriciously teleport the PCs to another plane, as has been frequently done in past adventures. I also had a rulesystem around the dream encounters that would allow players to take more risks in the dream, to let it all hang out, but alas I doubt it will ever see the light of day now. :D I guess my big complaint about most of the uses of this theme (and many other such themes) in RPG settings has been that they stopped at just saying dreams (or whatever) are connected with magic (or whatever) without actually making the dreams interact with the happenings of the game. Sure, it's easy to say something like "all magic comes from swamp moss" but what I'm looking for is how that actually changes the way players interact with the game, beyond changing "spell slots" to "moss points".
 


tarchon said:
Sure, it's easy to say something like "all magic comes from swamp moss" but what I'm looking for is how that actually changes the way players interact with the game, beyond changing "spell slots" to "moss points".

Mechanically or contextually?
 

tarchon said:

What my setting did was make dreams into encounters... The appeal of this (to me) was that on the one hand, you can have a firm rule-based world in which most play takes place. However, you can also introduce occasional encounters in the dream realm that would actually mesh into the setting/plot, arising logically and having real effects on the gameworld. This would allow you to bring truly fantastic elements into the game via the dream settings without having to create highly improbable dungeons, have PCs wander into mysterious mists (e.g. Castle Amber, Ravenloft), or capriciously teleport the PCs to another plane, as has been frequently done in past adventures. I also had a rulesystem around the dream encounters that would allow players to take more risks in the dream, to let it all hang out...

This was more or less what I was trying to do with my piece on Oneiromancy in Atlas Games' Occult Lore -- to use dreams as a subset of the world, with a wilder set of rules and the chance for adventurers to put themselves at greater risk without actually worrying about death itself. Of course, while I included ways for dreams to directly affect the material world, the boundaries between worlds are certainly more solid than what you are proposing, and I didn't get into anything like your thought of dreams as the fundamental basis for all magic. I've actually been using a similar idea to explain magic in my Over the Edge campaign, but of course, OTE has much looser game mechanics to begin with.

Anyhow, it's an intriguing idea, and it's interesting to see how different people have approached the subject. And I'm always glad to see someone reading The Dictionary of the Khazars...

-KB
 


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