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Merged WotC setting search winners/losers thread
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<blockquote data-quote="King_Stannis" data-source="post: 344592" data-attributes="member: 324"><p>why not....</p><p>====================================</p><p></p><p>Core Ethos Sentence</p><p></p><p>Loom is a wondrous land, where a diverse and devout people must rely on mettle, magic and divine faith to endure savage threats from without and fanatic perils from within. </p><p></p><p></p><p></p><p>Who are the heroes?</p><p></p><p>The heroes of this land are the just priests of the one true god Waan, battling against extremism in their own order and the influences of the corrupt and evil god Lawaan. The heroes of Loom are also swashbuckling swordsmen who inspire the masses by standing up to tyranny. Other heroes are all but forgotten by many, such as the elves and dwarves that protect the far reaches of the land from invasion. Fortune-seeking adventurers can become self-styled heroes, garnering great wealth and fame by exploring ancient wonders that permeate the landscape. Lastly, the giants of Perpagos must use their great strength and guile just to survive. </p><p></p><p></p><p></p><p>What do they do?</p><p></p><p>The Central Church of Waan wages a constant war with both weapons and words against the violent fanaticism of The Austere Order of Waan. The Swords of Freedom engage in a different battle, fighting the forces of King Or’Kez, tyrant of Helios, in a brutal guerilla war. The brave but beleaguered elves and dwarves in the northern land of Elor are fast friends that fight together against the marauding armies of Truk. Finally, a once proud race of giants must atone for past sins while subsisting in an unforgiving, bleak wasteland.</p><p></p><p></p><p>Threats, conflicts & villains</p><p></p><p>The icy continent of Truk poses the biggest external threat to Loom. Vile humanoids attack across narrow, frozen straits in the deepest winter months. So far, the elves and dwarves have pushed them back each time. But the invaders seem to have an endless supply of soldiers and are dogged in stealing the enigma of Elevated Magic, a secret found only within Loom. King Or’Kez of Helios is the villain who poses the most serious threat to the internal stability to the land. He is a brutal despot that has invaded his neighbors, embraced The Austere Order of Waan, and stamped out all freedoms in his land. Or’Kez has also allied with Harran, putting that island’s renegade sorcerers in his fold. A bickering alliance of free states has failed to remove Or’Kez from power. Lastly, the Austere Order of Waan poses a more insidious threat. Their priests are experts in twisting words and conducting fearsome witch-hunts, with the ultimate goal of imposing a strict theocratic rule upon the land. </p><p></p><p></p><p>Nature of magic</p><p></p><p>Loom is a mid-level magic world. There are some in the land that are born with the ability to cast low level arcane spells. But to learn the riddle of Elevated Magic and become an Ordained Warlock, the candidate must ascend one of the three Towers of Arcalos – each of them a mile high - and pass a series of grueling antediluvian trials. Once there were six of these towers, now only three remain. One tower soars in a free city while another pierces the clouds in the verdant land of Shamarad. The elves and dwarves of Elor protect the final tower from the humanoids of Truk. Sorcerous magic exists on the strange isle of Harran, and is greeted by most Loomians as evil. Waan and Lawaan, the gods of Loom, provide all of the spheres necessary for clerical magic.</p><p></p><p></p><p></p><p>What’s new? What’s different?</p><p></p><p>Loom differs from the bulk of fantasy worlds in its treatment of religion. Rather than having another pantheon of gods, Loom has but two. And while it might be easy to shape the conflict between Waan and Lawaan in terms of good and evil, the frailties of the people in this land have made things more complex. Followers of Waan battle not only the vile worshippers of a dark god, but must also contend with fanatical elements in their own faith. This setting is unlike others by its treatment of elves and dwarves, too. No longer the sprightly forest-inhabitants and grumpy mountain-dwellers, they are grizzled allies fighting a lonely and desperate war on a blood-soaked tundra. The world of Loom is different from others by its sheer sense of scale, as well. There are a number of spectacular monuments that lend a real sense of awe to this land. For example, there is an entire city that was inhabited by giants before their exile ages ago. Its architecture is both colossal in scale and breathtaking in beauty. There are also the three, mile-long Towers of Arcalos that fell thousands of years earlier, full of arcane mystery and danger. Sights like these will inspire players to explore and DM’s to create. Finally, the giants of this world have a rich history of their own, which has been hinted at. Loom will give players the option to use giants as a character race.</p></blockquote><p></p>
[QUOTE="King_Stannis, post: 344592, member: 324"] why not.... ==================================== Core Ethos Sentence Loom is a wondrous land, where a diverse and devout people must rely on mettle, magic and divine faith to endure savage threats from without and fanatic perils from within. Who are the heroes? The heroes of this land are the just priests of the one true god Waan, battling against extremism in their own order and the influences of the corrupt and evil god Lawaan. The heroes of Loom are also swashbuckling swordsmen who inspire the masses by standing up to tyranny. Other heroes are all but forgotten by many, such as the elves and dwarves that protect the far reaches of the land from invasion. Fortune-seeking adventurers can become self-styled heroes, garnering great wealth and fame by exploring ancient wonders that permeate the landscape. Lastly, the giants of Perpagos must use their great strength and guile just to survive. What do they do? The Central Church of Waan wages a constant war with both weapons and words against the violent fanaticism of The Austere Order of Waan. The Swords of Freedom engage in a different battle, fighting the forces of King Or’Kez, tyrant of Helios, in a brutal guerilla war. The brave but beleaguered elves and dwarves in the northern land of Elor are fast friends that fight together against the marauding armies of Truk. Finally, a once proud race of giants must atone for past sins while subsisting in an unforgiving, bleak wasteland. Threats, conflicts & villains The icy continent of Truk poses the biggest external threat to Loom. Vile humanoids attack across narrow, frozen straits in the deepest winter months. So far, the elves and dwarves have pushed them back each time. But the invaders seem to have an endless supply of soldiers and are dogged in stealing the enigma of Elevated Magic, a secret found only within Loom. King Or’Kez of Helios is the villain who poses the most serious threat to the internal stability to the land. He is a brutal despot that has invaded his neighbors, embraced The Austere Order of Waan, and stamped out all freedoms in his land. Or’Kez has also allied with Harran, putting that island’s renegade sorcerers in his fold. A bickering alliance of free states has failed to remove Or’Kez from power. Lastly, the Austere Order of Waan poses a more insidious threat. Their priests are experts in twisting words and conducting fearsome witch-hunts, with the ultimate goal of imposing a strict theocratic rule upon the land. Nature of magic Loom is a mid-level magic world. There are some in the land that are born with the ability to cast low level arcane spells. But to learn the riddle of Elevated Magic and become an Ordained Warlock, the candidate must ascend one of the three Towers of Arcalos – each of them a mile high - and pass a series of grueling antediluvian trials. Once there were six of these towers, now only three remain. One tower soars in a free city while another pierces the clouds in the verdant land of Shamarad. The elves and dwarves of Elor protect the final tower from the humanoids of Truk. Sorcerous magic exists on the strange isle of Harran, and is greeted by most Loomians as evil. Waan and Lawaan, the gods of Loom, provide all of the spheres necessary for clerical magic. What’s new? What’s different? Loom differs from the bulk of fantasy worlds in its treatment of religion. Rather than having another pantheon of gods, Loom has but two. And while it might be easy to shape the conflict between Waan and Lawaan in terms of good and evil, the frailties of the people in this land have made things more complex. Followers of Waan battle not only the vile worshippers of a dark god, but must also contend with fanatical elements in their own faith. This setting is unlike others by its treatment of elves and dwarves, too. No longer the sprightly forest-inhabitants and grumpy mountain-dwellers, they are grizzled allies fighting a lonely and desperate war on a blood-soaked tundra. The world of Loom is different from others by its sheer sense of scale, as well. There are a number of spectacular monuments that lend a real sense of awe to this land. For example, there is an entire city that was inhabited by giants before their exile ages ago. Its architecture is both colossal in scale and breathtaking in beauty. There are also the three, mile-long Towers of Arcalos that fell thousands of years earlier, full of arcane mystery and danger. Sights like these will inspire players to explore and DM’s to create. Finally, the giants of this world have a rich history of their own, which has been hinted at. Loom will give players the option to use giants as a character race. [/QUOTE]
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