Merged WotC setting search winners/losers thread

Thought I'd Join the Rush :D

Ki

1. Adventure, intrigue, mystery across the world of The Wolf Folk Sea.

2. Ordinary people doing extraordinary things.

3. Explore, battle, seek treasure and glory. Find new lands and new peoples. Discover the secrets of long lost civilizations.

4. The greedy, the venal, the vile. Monsters raiding isolated homesteads, those who would save the world from itself, Fools calling fiends from the depths of perdition. Illithids and their Mind Flayer children.

5. The manipulation of arcane forces to alter the world to the user’s benefit. It is common, used to heat homes, light city streets, and ward pets from parasites. It can rip souls from their bodies and restore sanity to the lost. A boon, a bane, a rare wonder, and an everyday part of life.

6. Life is more complicated. Goblins can be heroes, Dwarfs villains. One can be born a therianthrope, but not become one through a bite. One Mind Flayer can be a trusted friend (even if he does over charge on dry goods), another could be plotting to remake the world into a copy of his ancestors’ home.

Goblins join with Elves to battle fanatical Dwarfs. Humans plot and scheme over a decision to join an Orcish kingdom, while the romantic and foolish seek the lost cities of the Wolf Folk Empire. All the while Illithids plot and plan for the day when the universe itself will be remade and they shall reign supreme.

Ruins inhabited by creatures out of nightmare, cathedrals of ancient trees, old treasures found in a child’s toybox, songs sung beneath a vaulted sky by gnolls as they tend their fields.

Ki is a place where heroes babysit dragons, rescue kobolds from their gnome kidnappers, and plot the downfall of tyrant kings. A world where adventurers can fight sahaugin pirates on the Wolf Folk Sea one time, then recover a hobgoblin boy’s kite the next. Ki is a world of dreamers, the despairing, the foolish, and the driven. Ki is a world in need of heroes, and a world that insists on the best.
Welcome to Ki. Welcome to the world of Tales of the Wolf Folk Sea.

(Available for weddings, birthday parties, and bar mitzvahs. Two million dollar refundable damage deposit. Not responsible for guests eaten, Dominated, Charmed, Polymorphed, stomped on, Confused, Feeble Minded, kidnapped/abducted, Reincarnated, poisoned, turned into stone or any other substance, or otherwise altered in any way, shape, or form. The dragons do not hold yard sales.

(A Rahotep World Maker presentation. [Necromancer Games message board in-joke].)
 

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Lots of cool ideas here - might as well post mine too.. ;)


N A M E A


1. Core Ethos Sentence. Heroes must struggle to help bring civilization to a new and hostile world where extraordinary events are taking shape.

2. Who are the heroes?

The fractured world of Namea is comprised of lands torn from worlds and planes from across the breadth of the multiverse and even beyond. Mighty heroes have risen to defend young civilizations from titanic powers that threaten to consume them all. Cut off from their gods and traditional sources of magic, the early civilized races stranded on Namea lived as little more than prey for the Malgorynn, the cruel and bestial Gods of Namea. With near limitless divine might these monstrosities appeared single-mindedly bent on the destruction of civilization wherever it rose. However, the constant struggle for survival over the centuries have forced heroes to rise to greater and greater heights of cunning and power. New ways to tap mystical power were discovered and all have felt the effects of the strange, evolutionary power that permeates this world and all living things. It is these factors that have allowed the races to begin turning back the tide. The centuries of conflict culminated in the creation band of heroes who were of such skill and power that they challenged the titanic Malgorynn Koerik in battle - and emerged victorious. The Malgorynn have been much more cautious in dealing directly with the mortal races since that day and this has allowed a measure of civilization to spring up in the Heartlands of Namea.

Heroes must now carry on the legacy of their legendary forebearers to rise up and heed the call to glory in Namea.

3. What do they do?

Heroes are the defenders of civilization who lead by example and provided hope to the common folk who lead lives that are fraught with hardship and peril. As heroes grow in experience, they push the boundaries of exploration, traveling to new lands and expand the horizons of civilization. Adventurers battle the minions of the Great Beasts, icesail along the Winter Sea, ride the tree-tall Lienn with Sons of Tukarr, topple the trade stranglehold in Taenim by the Knives of Silence, uncover the secret of the Deepspheres and Lorn that protect them, trade with the Nann in the flying city of Madrassa (built upon the sides of a mile-round flying beast!), explore the vast subterranean realms and engage in entirely new adventures underneath the world.

In Namea, many things are not quite as they seem... The central theme to the campaign is: What is the secret of Namea? Who or what is building this world? What power is behind the strange evolution of the species here? Is there a link between them and that of the Malgorynn? It’s as though the very world itself doesn’t want them. Eventually, the heroes will come to question whether it is really a world that is being built here at all and what possible ties might it have to the mysterious Ancient Brethren?

The answer to these questions will challenge the very nature of reality and will usher in the 2nd Age of Namea.

4. Threats, Conflicts, Villains.

Once there were ten, but with the fall of Koerik the Malgorynn now number nine. The Taunan, The Cityl, The Ka'ax... They possess the power to transform their primitive animalistic followers into a variety of dread supernatural monsters to plague mankind. It is because of them that the civilized races have had to take such extreme measures to survive. They rule from their demiplane realms that can intersect our own in such a cunning fashion that the transition between the two is nearly impossible to detect. And like a passing storm they leave our plane once again with only death and destruction lying in their wake.

Ambitions of a new evolved draconic alliance based in the Hold of Talons seek to bring all the Heartlands under their “guidance”. Regional disputes in the Heartlands are many, as can be expected by these warrior-driven societies, but in the lands of Torinth one powerful warrior is successfully unifying the region. The fiercely independent warrior clans of Andejon sees them as a threat for the control of the Winter Sea and to their own autonomy. The threat of the Far Realm horrors that are currently trapped in Ghaze is a nightmare of epic proportions just waiting to be loosed upon the world. Furthermore, numerous Dirge-hardened humanoids along with the Namean-evolved fiends of the Blood War ravaged land of X’roi seek ways to thwart the power of Malgorynn and their minions and open up ways for large-scale conquest.

5. Nature of magic.

There are three primary spellcasting classes that have developed in Namea: The Talist-Magi who are arcane Path Magic spellcasters of my own design. The Qijare are those with supernatural ancestry who learn to awaken their magical heritage within. As they gain experience they develop their powerful spell-like abilities and eventually transform into a unique hybrid being. For the haughty members of the Circle of Koaql the land around them is simply an extension of their own bodies. Many of the Circle believe that they are the rightful heirs to Namea.

Currently, Namea is led primarily by pragmatic, warrior-driven societies where cunning and power are the tools to control your destiny and the destiny of those around you. An important aspect of Namea is in how the rise of magic has affected culture & society and how it continues to evolve with it in a believable way. How and where you live, how warfare is conducted, what kind of hierarchy societies have in place and how commoners and powerful characters see one another and interact are all given equal consideration.

6. What's new? What's different?

Namea is a world that is in the slow process of being assembled from regions torn from worlds across the multiverse by a power that can defy the will of gods. Namea consists of two small continents drifting in the ether of a young Prime Material Plane and a large number of smaller tracts of land that slowly drift and merge with the main continents. Sometimes however, the merging is not so gentle and Namea bears the scars of stolen regions that have violently impacted on it surface. The only sea on Namea was created when a vast mass of ice from the elemental planes fell from the sky in ages past and carved a furrow several hundred miles in length across it's surface...

It is also no sun that lights and heats the world, only a immense portal to the Elemental Plane of Fire which opens and closes like an iris marking the passage from day to night. This “sun” tracks along the sky leaving smaller portals shimmering in it’s wake and looking much like a great comet in the sky. These small portals still flicker like dying embers in the night. There are myriad number of fascinating regions in Namea. The Dirge was created when a rogue iron cube from Acheron plummeted from the sky and quite literally broke off the southern tip of the Heartland continent.

All that is known is that the interdicted zone known as Ghaze is that a permanent gateway to the Far Realm lies at it’s heart. From this, bizarre alien societies replete with their own flora, fauna and agendas have emerged. One of the key differences with Namea from standard D&D campaigns is the rapid evolution of Namean life to better adapt to it’s environment. All races have been affected to some extent, but the powerful supernatural races are more susceptible (and influential) to the process. Different races living in close proximity to one another will eventually evolve to take on aspects of one another both physically, mentally and culturally. Hidden deep within their primal domains the dread Malgorynn are beginning to learn that even they are not immune...


Cheers,

A'koss.

P.S. I have trademarks on the name so please don't use it...
 
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My potentially worthless setting:

1: In False Dawn the scattered tribes of Plethran unite to confront a plague of undead, which has scoured their world for three thousand years.

2: When the dead walk, most among the living run, but there are those who will fight. Already, many of these heroes gather at reclaimed towns such as Lakheme, laying the foundation for uniting the tribes. Torias Laeften, a young warrior from the Ghanti clan to the North, discovers the secret to repel the dead horde.

3: Great settlements of stone – the Broken Cities – litter the landscape, relics of a time forgotten; they guard their secrets throughout the centuries. The living must reclaim these cities, that they may build civilization anew. One alliance, naming themselves the Kindred, is already preparing to take the old capital of Teliema.

4: Zombies wander rock-ribbed hills, wights hunt decaying forests, and ghouls roam the Pale Wastes. Darker things yet prowl the streets of decrepit cities, moving as if they had intellect… and duty. In the depths of these ruins, The First scheme endlessly against one another, plotting for control of a shattered world. At the heart lies Vaelghis, a creation of death made out of love.

5: Magic is an element all its own, those that draw from this ‘hidden ocean’ often call it Spirit, though psions name it Quintessence. A rare, yet potent few – the Striatvari – refer to it as Flow. Life is magic, though the prevalence of dead that walk tells of something more. Souls bind magic to life, and some saw this as a path beyond death. Nelusse Cossalla, an elven archmagus, outlived her human mate. For love, she created a ritual that would return her husband’s soul to its body. Though her power was legendary, she could only grasp a part of her lover’s soul, tearing it asunder. A twisted mockery of a human rose before her… no longer Vaelghis; he gained immortality at the price of his conscience. Through his hatred, he made The First – those who spawned all other undead.

6: A world shattered by an act of love, False Dawn is a story of hope rekindled. The journey ahead may seem endless, yet the seeds of new civilization are already taking root. The scattered races, once bitter enemies, must ally to take back their world. Each race brings a new talent for battling the dead, and new techniques spawn by working in tandem. When the cities fall, their libraries will entice some to be scholars. Wizards – now lost to time – will be a force once again. For the first time in three thousand years, the people of Plethran are able to fight the evil that blankets their land.
 


here`s mine :-)

It`s loooong :-) Sorry about that but I`ve lost the one I`ve sent to WOTC(I only have printed version now)..so here`s the early draft..before I shortened it a bit(all..right..a lot :-))) and added the WOTC`s questions :-


PRIMAL FANTASY
A primal world of savage fantasy where tribes of barbarians fight with monstrous beasts and the only thing that counts is survival. Tribes, beasts,magic...hunters and their prey...be angry, be savage... either you`ll hunt them or they will hunt you!


„We have prayed for ice to go away, now when gods have listened we wish we had never learnt to pray”

Krilang, an elder from Uruher tribe

Ice age is ending. Through many centuries humans have prayed to their gods for an end of cold era. And when Gods aswered those prayers, then the horror began. Monstrous Beasts that were frozen are now slowly waking up. Nobody knows what they really are. They don`t seem to be from one species. They can be eighty meters long or the size of a human. Some of them resemble reptiles, while others have fur. Some are quite intelligent, creating even small quasi-societies(although it`s not anything on humans`s level), while others act like ordinary animals. Before they appeared people thought that sabretooth tigers were dangerous, now Beasts have showed them that there is a lot worse things in the world . All Beasts have one thing in common; the lust for blood , especially that of humans. They wipe out village after village, unstoppable by most of the time, because to destroy them you need a lot of power and strength that only unity can provide and that`s something that humans lack. Beasts are faster, stronger and a lot more tougher to kill that any human. Moderately powerful Beast can wipe out a small tribe. These creatures won`t stop until the earth is theirs again. They were once the rulers of this land, but ice has destroyed their world, prisoned them for ten thousand years. But now...the ice is melting, slowly but without a pause. Humans have to unite before it`s too late. The most powerful beasts are still asleep, frozen in the far north, but they won`t stay like that forever. It may take decades, even centuries, but eventually they will break the ice, and when that happens humans will need all the help they can get.

In this world there are three races; humans , elves and dwarfs. Humans are primitive,savage and superstitious. Their civilization is young and simple. Their clothes are made from skin and fur. Most of them gather in tribes, because it`s easier to survive when you`re not alone. There are nine big tribes. The biggest one has more than four thousand tribesmen. Those tribes have tendency to stay at one place, they mainly eat what they`ve grown, not what they`ve hunted, because they are numerous enough to protect themselves and the cultivable fields, at least most of the time. Besides those nine, there are few hundreds of small tribes, that survive mainly from hunting. They are very diverse, with own culture and beliefs. They can work together or(especially when there`s enough food to feed only one tribe)fight against eachother. The safest place on the continent is near the equator.There are real cities there, made from clay , mud and stones, not just from skins and wood like tribes` villages. One of the most powerful are: Haradruk, a city of dark gods, where shamans sacrifice hundreds of lives in hope that this will make gods pleased and Lengreun, a city near the ocean that controls the seas with their big fleet. Tribe bonds are much weaker in cities. People care mostly about themselves not about the tribe. They also have slaves, while tribesmen treat freedom as the most valuable thing that every human can have. These and many other differences cause a lot of antipathy between city-dwellers and tribesmen. Not enough to cause open war, but enough for a fight from time to time. But that`s not the only source of conflicts. The cities often fights against themselves. There isn`t a month without a brutal conflict. Alliances are made and broken. One day two cities may trade just to fight the next day. Overall the closer people live to the north, the more savage , brutal and primal they are, because most of their lives they spend on fighting; with nature, with Beasts and with other tribes. In the south there is another race. Verdali or elves, as humans call them. Their are descendants of powerful and advanced civilization. But now they are only shadows of their former glory. With every passing day they resemble less and less the proud race they once were. Only few elven cities remained, their numbers are small, but they still have some of their former knowledge, a little of former power. It`s not much, but with humans`s help they may be able to defeat Beasts. Unfortunately elves still treat humans as lower race and are sure that nothing can defeat them. When the Beasts will come they will understand their mistake, but it could be to late to change anything. There is also third race, dwarfs. Two thousand years ago they were a big tribe calling themselves Grarrw, their population grew so quickly that they needed to constantly conquer new territories to feed themselves. So they went south, to the elven lands. Back then elves were still powerful, so they easily defeated Grarrws. But that wasn`t enough for them. As an act of revenge and a warning to the rest of the tribes they turned those brutal tribesmen into a caricatures of humans. They becamed short, about two-third of normal human size. Now they resembled creatures from tribal myths: dwarfs and that`s how humans started to call them. Because of their short legs they aren`t capable of quick movement, especially since there aren`t many creatures to ride on. So they live mostly in cities and the villages of the biggest tribes and still call themselves Grarrws. Dwarfs also despise any kind of magic, because it was magic that changed them. They know that because if their psychical weakness(at least when compared to some barbarians) they can count only on wits and teamwork to help them survive. They have one dream: a dream of their own city, where they would be safe and nobody would mock them. All those races constantly fight for survival, only the strongest will survive , because in times like this, defeat means excinction.
Brutal physical strength isn`t the only power shaping the world. There are also other forces, rare but powerful, like the one used by shamans. They call their gods, and gods listen. These powers are binded to the forces of nature. Powerful shaman can put a small tornado into enemy`s troops or make earth swallow a little village. This is very powerful kind if magic, but it comes with a big price; sacrifices. Even a small spell requires a lot of blood. Not only must shaman sacrifice some animal, but also a lot of his own blood. Because of this using this power is very hard, a moderate spell may require so much of it`s caster`s blood that he won`t be able to do anything else for a few days. The most powerful spells need human sacrifice. It`s prohibited in every big tribe and city, but in small tribes, that`s the whole different story. And even those that prohibited those sacrifices may be forced to change their orders when Beasts will come to their homes. Is saving a five thousand people worth the sacrifice of a thousand? The second kind of magic is technology used by elves. While it doens`t have any supernatural origins it`s still perceived as magic, because even the elves don`t remember how it works anymore, but they haven`t forgotten how to use it. There aren`t many wonders of old glory left, but sometimes a ship will fly through the sky, or horn`s sound will make people insane.There is also Beast`s magic. Murderous, mysterious..and very...very dangerous. Beasts doesn`t use it often, because it`s dangerous to themselves, but when they do, the results are horrible can melt in a second or the dead can rise. Nominee knows how their magic works,but the knowledge is there, between the ice, waiting to be discovered. There are legends, about people that were able to steal a bit of this power. They say that there are people able to command some of the less stronger Beasts. Is this true? Nobody knows. But there are people who understand animals` language and can command them,so maybe there are those who can do the same with Beasts.
Terrains where people live range from hot and wet around the equator , through hot deserts and lush green fields to the cold places where ice still reigns supreme. The world is filled with myths. In the south there are stone and sand deserts. They constantly grow, elders say that with every drop of human blood that is spilled a new rock appears on the desert. In the north, close to the glacier there is a forest with grey, lonely and twisted trees. It guards the road to Beasts` territories. It`s the easiest path to north, because the glacier is low there. But some believe that that forest is evil. Even Beasts avoid it. Some shamans say that every tree in that forest was once a human, who was punished by taking the easiest way. Deep in the north, close to the pole there are abaddoned cities. Monumental, marvelous and frozen. Captured under a cold hard ice. Nobody knows who builded these cities. Some say that the beasts builded them before they degenerated, some say that it`s elves work, and some say that there was another race, more powerful than anything this land has ever seen. If it`s true it may mean that somewhere deep in these cities there could be something that may help in defeating Beasts. From time to time tribes send their best warriors to search those forgotten places, but mostly nobody returns. Maybe Beasts or cold kill them before they reach their destination, or maybe there is something in those cities that doesn`t want to be disturbed.
In this brutal world the most precious thing is metal. Most of the weapons; arrows, axes and spears are made from klint. But while it may be enough to kill human or animal, but not Beast. Unfortunately humans have used most of small metal resources where they live, There is more of it, but it`s either up north, guarded by Beasts or in the south, where elves won`t appreciates someone stealing from them. But that won`t make adventures stop searching for it, it just means that a lot less of them will return home. This is what this world desperately needs: heroes. People that will battle Beasts, search old forgotten knowledge and power, that will try to unite the world against common enemy. Players are those heroes, people that will risk, or even sacrifice their lives to make living in this world at least a little easier.
This world is about brutal fights. About running through the forests with heavy sword in a hand. It`s about fighting monstrous beasts, hunting wild animals and about warm blood on the snow .It`s about epic battles and discovering the wonders of lost civilization. In this world you are really free. There`s no real society to holding you back, you can be whatever you want to. Everything is so simple, so pure. A real adventure awaits all those who dare to take the risk. The civilization is very primitive, all humans are barbarians, even if they lives are short, they still have a lot of great time living though it. Because they know that a short good life is much better than long but mediocre one.

This is the world I`ve been gamemastering in for a year now..it`s not d20....to be honest....I throw my players from Stormbringer world into it quite frequently(it`s Multiverse afterall :-) What you see above is a text that I`ve sent to my players when I was introducing them to this setting. If I will find the one I`ve sent to WOTC..I`ll post it here :-)
 

Morrus said:
Would people be interested in contributing to an archive of these setting proposals? It could be a great resource for a GM who has writer's block, or who is new, and who needs inspiration for his next homebrew campaign.

By all means. I'm already looking at some of these proposals and thinking about future campaigns ;)
 

shame on me for this...

but I can't find my proposal that I saved. Oops...but I can give a rehash of it here as a summarization and I could possibly retype it as I have updated it since I sent in the proposal, but here is the best I can do.

Earths Shadow

1. CORE Ethos: Heroes brave a forgotten land, struggling to survive and discover the hidden secrets of the savage lands and rediscover the lost legacy of the ancients.

2. Who are the heroes?
Azar Ek'thalis - High Elf Mage, the leader of Avalon and one of the many instructors in the University of Magic in Avalon City. He is the oldest living person to date, with no memories of what happened before the Darkening just over three centuries ago.

Kulshan of the Grim - Ork Mercenary Captain, in charge of the longest surviving mercenary group that braves the savage lands and fights on the front against the rising Chaos that threatens the lands.

Yawk Hemlin - Miomim Artificer and Monk-Priest of the Star Circle, he has developed a secret school for rediscovering the past, finding lost artifacts of the Ancients and figuring out how the world ended up the way it did.

3. What do they do?
Along with the above, heroes of Earths Shadow are born into a world threatened by the abomination of Chaos, and combat it anyway they can. Heroes survive, learn about the past, find lost Artifacts in the ruins of the Old. They travel far and wide searching out the secrets of the past, attempting to piece together the last vestiges of the Ancient Glories of the previous Age, and that of the Ancients.

4. Threats, Villians, and Conflicts?
Beyond your normal threats from savage beasts and magical monsters, the greatest threat to the planet is the Legion of Chaos Beasts that are showing up in greater numbers, and their hidden masters, The Nightlords. Unknown to the heroes, deep in a mountain lies a open portal to the Realm of Chaos, opened just over three centuries ago. It has taken three centuries for the energies of Chaos to truly seeth forth, and now it has found a fresh planet to infest and conquer. The Nightlords are the epitemy of evil and chaos, their single goal is to conquer all life and subject it to eternal anguish under its iron heel.

5. The Nature of Magic:
Magic runs through the very fabric of the planet itself. It's energies flow through everything, creating life and causing death. It keeps the circle of life flowing, as all magic radiates from the natural elements of earth: Air, Earth, Fire, and Water. Any with the potential to tap into this mystical energy and weave the Fabric is capable of becoming a Mage, but its not easy. Only the most devout is capable of harnessing the mysterious energies of the Fabric. Some, however, choose to master the anti-element, Void, the most dangerous form of magic.

Magic is also prevalent in the lost legacies of the past, found in rare artifacts discovered by explorers. One can attune these artifacts to himself, weaving a link with the artifact and unlock the power within, harnessing it to his whim. It is also known that there is no known modern way to recreate these artifacts of power, the knowledge lost to history.

6. What's new? What's Different?
The unique factor of this setting is that this is the future of our planet, our earth. Our time we live in is the time of the Ancients, which ended in the 23rd Century when scientists tried playing God and accidentally opened a dimensional hole in the fabric of space that enveloped the planet and sent it to an alternate dimension. During this time, the world suffered catastrophic natural disasters, destroying lands, countries, and even whole continents. It also revealed Antlantis, hidden from observation and revealing that it never sank, as we were led to believe. Then the world woke up, humans weren't alone, and for a thousand years the world recreated itself. Magic became a reality. Something happened after a thousand years, and everyone's minds were blanked, and the world went dark again. Now, the last remnants are surviving on a world lost to history, under the shadows of a ancient legacy of vast civilizations that ruled over the planet. This is a world of mystery, survival and the ultimate rediscovery of the lost past, which looms over the populace like a great, dark shadow.

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And believe it or not, under 10 pt font, all this fits on one page. Unfortunately, the setting I sent in isn't exactly like this, but very very similar. What do you all think?
 

Damn cool setting proposals. So is everyone pursueing this further. I know I have started mapping my world (the file is 250megs now, my computer is going to choke.)

Really neat ideas, we should get these all on some web archive somewhere. Please who ever is leading this, keep US all informed.

I'd like to contribute, and enjoy the spoils of war, because we won.

-dem
 

dema said:
Damn cool setting proposals. So is everyone pursueing this further. I know I have started mapping my world (the file is 250megs now, my computer is going to choke.)

Well...I plan to turn my setting into NeverWinterNights module :-)
 

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