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Merged WotC setting search winners/losers thread
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<blockquote data-quote="Arsene Vulpin" data-source="post: 343054" data-attributes="member: 5932"><p><strong>Here is my own loser yarn</strong></p><p></p><p>Guess It wasn't such a good Idea after all .... ;°)</p><p></p><p>BTW, If anyone came with an idea similar to this, and is interrested in a merged work, for publishing as a campaign site, or even try out another publisher, I'd be happy to receive an email (you can find mine in my description...)</p><p></p><p>If the following really pukes, feel free to tell it also !!!</p><p></p><p>OBLIVION BLIGHTS</p><p></p><p>1. Core Ethos Sentence </p><p>OBLIVION BLIGHTS is an epic fantasy setting where tragic heroes fight desperate battles and undertake mystic initiation to unravel the dangerously loose threads of the entangled fabrics of Lore and Factuality…where it should. </p><p></p><p>2. Who are the heroes? </p><p>The heroes of OBLIVION BLIGHTS take part in the affairs of the world : they are rebel leaders, philosophers, or dutiful servants of clerical or lay authorities. Some may, possibly unbeknownst to them, be agents of reincarnated past powers (see below). A battle-hardened ork fighter, pondering over the sense behind War; a young human initiate blessed by one past, evil deity, wavering between breaking free or keeping the power of miracles; a gallant elven paladin, defender of the Ideal of one of the three great ecumenical nations, the grandeur of which is fading before its unearthed history; are all good examples of the epic, reflective and tragedy-bound characters to expect in the Core Campaign. As it is designed to span over a century, it will introduce children or disciples of some heroes, retired or slain, and new recruits who will pursue the quest for their heroic sires.</p><p></p><p>3. What do they do?</p><p>Many heroes in OBLIVION BLIGHTS will raise for the cause of their gods, culture, or nation, against other threatening nations, or mythical beasts thought past. In the Core Campaign, heroes will initiate gradually to the sore mystical threat behind all, and will eventually form a Cabal, the patrons, members and driving purpose of which will change during the various Acts. With increased Wisdom, they will challenge greater foes, and find often tragic solutions on an epic scale, thus gaining heroic status and returning hope to their peers. Until, they are old and wise enough to fix the cosmic calamity itself, and must choose by themselves if and when to use it, and what to preserve beyond the other Age… </p><p></p><p>4. Threats, Conflicts, Villains </p><p>When Nations, Philosophies, and Gods struggle, the statu quo is maintained through an Historical Age, until, upon a conjunction of Ecliptic Planes, victors rule over the Factual, and the defeated remain only on the Mystical. This is how all things we know are revealed, change, or are forsaken to legends or utter oblivion. At the climax of the previous Age, the proud defeated Ashems found a way to endure silently through the present Œcumenical Age by messianic teaching, tampering with the Mystical Plane. A few decades ago, all of a sudden, the ecumenical tutelary victor of the Ashem burned out and collapsed, causing a great Void in Factuality. Because of the Tampering and the Void, a forced bogus conjunction occurred. So, along with Ashem Myths, Past Divinities, Mythic Monsters, Nations, and Philosophies, to some extent forgotten, started to haunt back the Astral, Shadow and Material planes, on various time and under diverse forms, according to their nature and power, sharing only Oblivion Blights: mystical wounds caused to one only remaining in the Mystic Plane, nearing Oblivion, which they bear and pass on. </p><p>Beyond the unavoidable struggles among factual and reborn Powers, mythic or mortal, monstrous or divine, gaining magnitude on par with the gradual invasion (during the Core Campaign), Good (Past potent philosophies lost are recovered, ancient arts also) and Bad altogether arise. People come to feel disillusioned about their world, as many once more proud nations discover a not so glorious past built upon victims, good philosophies unjustly debased, which now all claim vengeance, until everything seems equal to anything and mortal races slowly loose their sense of purpose in History…</p><p></p><p>5. Nature of magic </p><p>In OBLIVION BLIGHTS, Factuality (material or supernatural) is represented by two planes almost identical to the Core Astral and Material Planes, whereas all Thoughts, all Belief or Knowledge, divine or mortal, past or present, indeed exist on the transitive Mystical Plane. As the astral traveller journeys through the Divine or Essential Planes, the mystic wanderer reaches the Realms of Lore, Beliefs, Legends, Memories, Dreams, and even individual Mind-Realms. The Astral, Mystical, and Material Planes are the three coterminous Ecliptic Wheels of a Cosmic Astrolabe, the physics of which allows for conjunctions, precessions, attraction of sub-planes, and creation of bridges between them. The very narrow and elusive coexistent plane to all three is called “Truth”. These are the workings upon which Historical Ages described above are set, the representation of how Ideas and Facts meet and part. But also, the way bridges are created between the Ecliptic Planes, and the arts of travelling, predicting, creating or exploiting them weave Magic. Writing is a potent way to bind thoughts into the material world, even beyond conjunctions; composed properly, texts form Bridges, that Ancient Powers once used to create and rule the World, the remnants of which scarce Wizards compile and decipher. Few Clerics mystically venture far enough on their Canon Realm to reach their God’s Plane to work actual miracles. A Psion Mind-Realm is born so close to the common axes between the Ecliptic Planes, that it exists on all three. Similarly grounded explanations, yet subtly different, exist for the magic of Paladin, Bards, Druids, Rangers, and Sorcerers (or even Shamen and Monks).</p><p>Due to the dramatic events described above, abundance of magical powers is variable, on par with the advancement of the Core Campaign, being quite scarce at the beginning, to eventually become cyclically common, and perhaps widespread.</p><p></p><p>6. What’s new? What’s different? </p><p>OBLIVION BLIGHTS explores in depth the many Political, Religious, and Racial templates of D&D, up to and beyond the new expanded possibilities of 3rdEd. and focuses on how the diverse cultures and pantheons evolve and relate. Though strongly themed by its main spectral threat, it allows for infinite different plots, monsters, and challenges, from the Core Rules, or with new variations or creations. As the calamity is Neutral in essence, OBLIVION BLIGHTS emphasizes Tragedy, by forcing characters to ponder on what to save or forsake, including themselves, and the Quest for Wisdom, keeping it elusive and relative. The possibility to triumph over Dire challenges, so essential in fantasy, remains but becomes a challenge in itself. All of this should allow veteran gamers to find a Classic feel, yet it proposes them and to newcomers alike a new way to advance the game form fantasy roleplay to mythic campaign.</p></blockquote><p></p>
[QUOTE="Arsene Vulpin, post: 343054, member: 5932"] [b]Here is my own loser yarn[/b] Guess It wasn't such a good Idea after all .... ;°) BTW, If anyone came with an idea similar to this, and is interrested in a merged work, for publishing as a campaign site, or even try out another publisher, I'd be happy to receive an email (you can find mine in my description...) If the following really pukes, feel free to tell it also !!! OBLIVION BLIGHTS 1. Core Ethos Sentence OBLIVION BLIGHTS is an epic fantasy setting where tragic heroes fight desperate battles and undertake mystic initiation to unravel the dangerously loose threads of the entangled fabrics of Lore and Factuality…where it should. 2. Who are the heroes? The heroes of OBLIVION BLIGHTS take part in the affairs of the world : they are rebel leaders, philosophers, or dutiful servants of clerical or lay authorities. Some may, possibly unbeknownst to them, be agents of reincarnated past powers (see below). A battle-hardened ork fighter, pondering over the sense behind War; a young human initiate blessed by one past, evil deity, wavering between breaking free or keeping the power of miracles; a gallant elven paladin, defender of the Ideal of one of the three great ecumenical nations, the grandeur of which is fading before its unearthed history; are all good examples of the epic, reflective and tragedy-bound characters to expect in the Core Campaign. As it is designed to span over a century, it will introduce children or disciples of some heroes, retired or slain, and new recruits who will pursue the quest for their heroic sires. 3. What do they do? Many heroes in OBLIVION BLIGHTS will raise for the cause of their gods, culture, or nation, against other threatening nations, or mythical beasts thought past. In the Core Campaign, heroes will initiate gradually to the sore mystical threat behind all, and will eventually form a Cabal, the patrons, members and driving purpose of which will change during the various Acts. With increased Wisdom, they will challenge greater foes, and find often tragic solutions on an epic scale, thus gaining heroic status and returning hope to their peers. Until, they are old and wise enough to fix the cosmic calamity itself, and must choose by themselves if and when to use it, and what to preserve beyond the other Age… 4. Threats, Conflicts, Villains When Nations, Philosophies, and Gods struggle, the statu quo is maintained through an Historical Age, until, upon a conjunction of Ecliptic Planes, victors rule over the Factual, and the defeated remain only on the Mystical. This is how all things we know are revealed, change, or are forsaken to legends or utter oblivion. At the climax of the previous Age, the proud defeated Ashems found a way to endure silently through the present Œcumenical Age by messianic teaching, tampering with the Mystical Plane. A few decades ago, all of a sudden, the ecumenical tutelary victor of the Ashem burned out and collapsed, causing a great Void in Factuality. Because of the Tampering and the Void, a forced bogus conjunction occurred. So, along with Ashem Myths, Past Divinities, Mythic Monsters, Nations, and Philosophies, to some extent forgotten, started to haunt back the Astral, Shadow and Material planes, on various time and under diverse forms, according to their nature and power, sharing only Oblivion Blights: mystical wounds caused to one only remaining in the Mystic Plane, nearing Oblivion, which they bear and pass on. Beyond the unavoidable struggles among factual and reborn Powers, mythic or mortal, monstrous or divine, gaining magnitude on par with the gradual invasion (during the Core Campaign), Good (Past potent philosophies lost are recovered, ancient arts also) and Bad altogether arise. People come to feel disillusioned about their world, as many once more proud nations discover a not so glorious past built upon victims, good philosophies unjustly debased, which now all claim vengeance, until everything seems equal to anything and mortal races slowly loose their sense of purpose in History… 5. Nature of magic In OBLIVION BLIGHTS, Factuality (material or supernatural) is represented by two planes almost identical to the Core Astral and Material Planes, whereas all Thoughts, all Belief or Knowledge, divine or mortal, past or present, indeed exist on the transitive Mystical Plane. As the astral traveller journeys through the Divine or Essential Planes, the mystic wanderer reaches the Realms of Lore, Beliefs, Legends, Memories, Dreams, and even individual Mind-Realms. The Astral, Mystical, and Material Planes are the three coterminous Ecliptic Wheels of a Cosmic Astrolabe, the physics of which allows for conjunctions, precessions, attraction of sub-planes, and creation of bridges between them. The very narrow and elusive coexistent plane to all three is called “Truth”. These are the workings upon which Historical Ages described above are set, the representation of how Ideas and Facts meet and part. But also, the way bridges are created between the Ecliptic Planes, and the arts of travelling, predicting, creating or exploiting them weave Magic. Writing is a potent way to bind thoughts into the material world, even beyond conjunctions; composed properly, texts form Bridges, that Ancient Powers once used to create and rule the World, the remnants of which scarce Wizards compile and decipher. Few Clerics mystically venture far enough on their Canon Realm to reach their God’s Plane to work actual miracles. A Psion Mind-Realm is born so close to the common axes between the Ecliptic Planes, that it exists on all three. Similarly grounded explanations, yet subtly different, exist for the magic of Paladin, Bards, Druids, Rangers, and Sorcerers (or even Shamen and Monks). Due to the dramatic events described above, abundance of magical powers is variable, on par with the advancement of the Core Campaign, being quite scarce at the beginning, to eventually become cyclically common, and perhaps widespread. 6. What’s new? What’s different? OBLIVION BLIGHTS explores in depth the many Political, Religious, and Racial templates of D&D, up to and beyond the new expanded possibilities of 3rdEd. and focuses on how the diverse cultures and pantheons evolve and relate. Though strongly themed by its main spectral threat, it allows for infinite different plots, monsters, and challenges, from the Core Rules, or with new variations or creations. As the calamity is Neutral in essence, OBLIVION BLIGHTS emphasizes Tragedy, by forcing characters to ponder on what to save or forsake, including themselves, and the Quest for Wisdom, keeping it elusive and relative. The possibility to triumph over Dire challenges, so essential in fantasy, remains but becomes a challenge in itself. All of this should allow veteran gamers to find a Classic feel, yet it proposes them and to newcomers alike a new way to advance the game form fantasy roleplay to mythic campaign. [/QUOTE]
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