My Observations.
1. I've read this far and my brain is turning to MUCK I understand why the judging took so long. Those guys deserve a medal or something.
2. Not to be a jerk or anything, but the honest truth is that most of these are crap! I'm sorry, but it must be said. Most of the posts on this thread just did not get it. Maybe 5-6 of them are any good.
3. There are a few VERY good submissions here, a few really stand out and to avoid being flamed or questioned I won't distinguish which from which, but a few peopel did REALLY get it, and I plan to brazenly rip off one or two ideas I've read tonight for my own game, so thanks to those folks.
4. Finally, its very easy to generally slam the community at large without sticking one's own neck out; so here is the submission I sent in I hope it provides an inspiration to somebody.
It is Copyrighted
1. Cauldron Bay, a world where the refugees of the shattered mammalian races struggle to rebuild in a world dominated by reptilian civilization.
2. Cauldron Bay is a world badly in need of heroes. Brave halfling sailors of the Fortunatan Imperial Navy connect far-flung civilizations in the service of a royal family few believe ever existed. Young idealists serve the Guardians of Splendor, a group of chromatic dragons with a strangely humanitarian agenda. Explorers for the Cauldron Bay Company make a business out of taming a rich wilderness for colonization. Failed revolutionaries of Naka Tava flee to distant regions seeking to build the fair and just society they could not build at home. The reluctant heroes of the Ringing Depths defend a cavern where refugees build a new society between the lizards above and the darkness below. And in the south, rigidly honorable reptilian warriors are forced to learn the art of intrigue.
3. Warm-blooded heroes in this world focus primarily on rebuilding. The mammal races have been exiled to the corners of the earth too cold for reptiles to thrive. Conditions in these communities are harsh. Heroes focus more about advancing the community than personal gain. Often this will involve battling orcs and goblinoid races for desperately needed arable land and natural resources. Other times it will involve battling bandits and pirates who survive by preying on the weak.
Although banned by their laws, reptile factions, both noble and wicked make increasing use of warm-blooded mercenaries. These troops are sought for their unusual skills, vitality in colder conditions, and often for their disposability. Such service is often dangerous and degrading, few can stomach the reptile’s arrogance. On the other hand compensation is often lavish, and many struggling communities are desperately in need of the things reptilian coins can buy.
Reptilian heroes fight against the rapid decay of their civilization. These fiercely noble warriors find themselves ill equipped to fight enemies, cloaked in shadow, armed with poisoned cups and whispered lies. It will take more than their skill in battle to overcome this growing evil.
4. The battle to determine the destiny of the world has been fought and lost. The reptilian races now rule all but the coldest lands. But the reptiles have started to turn on each other. The noblest dragons are being lost in a shadow war with the Cult of Alash. The Cult is on the rise, and if it becomes dominant, what fate for the mammal races? What fate for the world?
For the warm-blooded races the greatest threats are the natural results of overcrowding and the threat of famine. This is made worse by those who use the crisis to gain power, who use hunger as a club. Most reptiles view humanoids as monsters, and in some cases they’re correct.
5. Magic is the same as standard D&D with a few additions. Cauldron Bay follows the "Psionics is Different" rule with heavy emphasis on different. The reptile races are utterly without psionics. This is one of the few trump cards left to the mammals.
6. In reptile held lands the warm-blooded heroes are surrounded by a grand globe spanning culture populated by lizard races and molded by dragons. Men are the monsters in this world; they have no place. Mammals cannot travel openly in this world without a reptilian escort and permission to be there.
In mammal held lands the Players Handbook races are tattered refugees rebuilding civilization in inhospitable places. Reptilian heroes in this environment meet fear and hostility. What more have they come to take?
Dragons are not monsters. While some dragons may be villains, they are intelligent, interesting, integral players on the stage. You will find dragons in the cities, often in power, not in remote places. Reptilian civilization in built around them.
River
1. I've read this far and my brain is turning to MUCK I understand why the judging took so long. Those guys deserve a medal or something.
2. Not to be a jerk or anything, but the honest truth is that most of these are crap! I'm sorry, but it must be said. Most of the posts on this thread just did not get it. Maybe 5-6 of them are any good.
3. There are a few VERY good submissions here, a few really stand out and to avoid being flamed or questioned I won't distinguish which from which, but a few peopel did REALLY get it, and I plan to brazenly rip off one or two ideas I've read tonight for my own game, so thanks to those folks.
4. Finally, its very easy to generally slam the community at large without sticking one's own neck out; so here is the submission I sent in I hope it provides an inspiration to somebody.
It is Copyrighted

1. Cauldron Bay, a world where the refugees of the shattered mammalian races struggle to rebuild in a world dominated by reptilian civilization.
2. Cauldron Bay is a world badly in need of heroes. Brave halfling sailors of the Fortunatan Imperial Navy connect far-flung civilizations in the service of a royal family few believe ever existed. Young idealists serve the Guardians of Splendor, a group of chromatic dragons with a strangely humanitarian agenda. Explorers for the Cauldron Bay Company make a business out of taming a rich wilderness for colonization. Failed revolutionaries of Naka Tava flee to distant regions seeking to build the fair and just society they could not build at home. The reluctant heroes of the Ringing Depths defend a cavern where refugees build a new society between the lizards above and the darkness below. And in the south, rigidly honorable reptilian warriors are forced to learn the art of intrigue.
3. Warm-blooded heroes in this world focus primarily on rebuilding. The mammal races have been exiled to the corners of the earth too cold for reptiles to thrive. Conditions in these communities are harsh. Heroes focus more about advancing the community than personal gain. Often this will involve battling orcs and goblinoid races for desperately needed arable land and natural resources. Other times it will involve battling bandits and pirates who survive by preying on the weak.
Although banned by their laws, reptile factions, both noble and wicked make increasing use of warm-blooded mercenaries. These troops are sought for their unusual skills, vitality in colder conditions, and often for their disposability. Such service is often dangerous and degrading, few can stomach the reptile’s arrogance. On the other hand compensation is often lavish, and many struggling communities are desperately in need of the things reptilian coins can buy.
Reptilian heroes fight against the rapid decay of their civilization. These fiercely noble warriors find themselves ill equipped to fight enemies, cloaked in shadow, armed with poisoned cups and whispered lies. It will take more than their skill in battle to overcome this growing evil.
4. The battle to determine the destiny of the world has been fought and lost. The reptilian races now rule all but the coldest lands. But the reptiles have started to turn on each other. The noblest dragons are being lost in a shadow war with the Cult of Alash. The Cult is on the rise, and if it becomes dominant, what fate for the mammal races? What fate for the world?
For the warm-blooded races the greatest threats are the natural results of overcrowding and the threat of famine. This is made worse by those who use the crisis to gain power, who use hunger as a club. Most reptiles view humanoids as monsters, and in some cases they’re correct.
5. Magic is the same as standard D&D with a few additions. Cauldron Bay follows the "Psionics is Different" rule with heavy emphasis on different. The reptile races are utterly without psionics. This is one of the few trump cards left to the mammals.
6. In reptile held lands the warm-blooded heroes are surrounded by a grand globe spanning culture populated by lizard races and molded by dragons. Men are the monsters in this world; they have no place. Mammals cannot travel openly in this world without a reptilian escort and permission to be there.
In mammal held lands the Players Handbook races are tattered refugees rebuilding civilization in inhospitable places. Reptilian heroes in this environment meet fear and hostility. What more have they come to take?
Dragons are not monsters. While some dragons may be villains, they are intelligent, interesting, integral players on the stage. You will find dragons in the cities, often in power, not in remote places. Reptilian civilization in built around them.
River
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