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<blockquote data-quote="A'koss" data-source="post: 341551" data-attributes="member: 840"><p>Lots of cool ideas here - might as well post mine too.. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p>N A M E A </p><p></p><p></p><p>1. Core Ethos Sentence. Heroes must struggle to help bring civilization to a new and hostile world where extraordinary events are taking shape.</p><p></p><p>2. Who are the heroes? </p><p></p><p>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. </p><p></p><p>Heroes must now carry on the legacy of their legendary forebearers to rise up and heed the call to glory in Namea.</p><p></p><p>3. What do they do? </p><p></p><p>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. </p><p></p><p>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? </p><p></p><p>The answer to these questions will challenge the very nature of reality and will usher in the 2nd Age of Namea. </p><p></p><p>4. Threats, Conflicts, Villains. </p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>5. Nature of magic. </p><p></p><p>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. </p><p></p><p>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. </p><p></p><p>6. What's new? What's different? </p><p></p><p>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... </p><p></p><p>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. </p><p></p><p>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...</p><p></p><p></p><p>Cheers,</p><p></p><p>A'koss.</p><p></p><p>P.S. I have trademarks on the name so please don't use it...</p></blockquote><p></p>
[QUOTE="A'koss, post: 341551, member: 840"] 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... [/QUOTE]
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