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Merged WotC setting search winners/losers thread
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<blockquote data-quote="Rexfelis" data-source="post: 345865" data-attributes="member: 5682"><p><strong>was worth a try</strong></p><p></p><p>1. Core Ethos Sentence:</p><p></p><p>The Lands of Living Ice is a world of political intrigue, primordial terror and high adventure, where valiant heroes must use spell and steel to uncover the ancient mysteries and fabulous treasures that lie veiled beneath the unforgiving expanses of living Ice.</p><p></p><p>2. Who are the heroes?</p><p>Vlar the Freeman – ruling the lush Freelands with a firm but fair grip, Vlar’s troubled brow remains ever vigilant to the terrors that arise from the plains of Ice; The Tangrith – fierce and noble Hetman of the Warg Hordes, she stands between the Free Nations and the icy wastes that lie beyond; Fellamin Windroll – a crafty trademaster, the gnome balances the trade alliances crucial to the survival of the Free Nations; The Dancing Seers – the wizened council of Yethiquai mystics who sing of cryptic warnings and unfolding prophecies; Slayne – exiled from his homeland and kinsmen, the I’slef monk plies his deadly craft in service to the Freelands and her allies.</p><p></p><p>3. What do they do?</p><p>It is bold heroes such as these who struggle to hold off the tide of oppressors who lust after the fertile green soil of the Free Nations. Perhaps even braver souls might defy icy horror and diabolic intrigue to unlock the eldritch secrets that hold the lands within a prison of unyielding Ice.</p><p></p><p>4. Threats, Conflicts, Villians?</p><p>Life in the Lands of Living Ice is precious and perilous. The few bastions that are free of the Ice’s grasp are under constant threat of attack from those who thirst to bend the Free Nations to their will. Similarly, there is great wealth and power secreted in certain areas of the land, around which boils frothy seas of conflict. The host of villains includes: Hatheg Kla – the bloodthirsty Jarl of the Frost Giant clans, who wages an unending war of plunder and conquest; Ianythil the Frail – ruthless I’slef dictator of the Charred Plateau, whose withered shell belies his draconic heritage and sinister motives; The Witch-Queen - a being wreathed in myth, the Witch-Queen is whispered to dwell deep in the Mires of Black Snow, a place where things once dead now walk again; Viscount Pirrillious IV – High Imperator of I’zenshard, capital of the I’slef conclave, behind whose throne schemes a power diabolic; And always, there is the threat of the Ice – whose eternally patient maneuverings seek to snuff out the faint flicker of life that remains defiant of its icy embrace.</p><p></p><p>5. Nature of Magic?</p><p>The Ice is a living, sentient thing. While the nature of the calamitous event that birthed it lies hidden in antiquity, the Ice is an abomination of planar bleeds, rifts, siphons and transitives. In mixed arrays and varying amounts, the Ice is influenced and perpetuated by contact with the Plane of Mirrors, the Elemental Plane of Cold, the Plane Neth, the Plane of Shadow, the black orb of Agathys in Carceri, and Canai, the eighth layer of Hell. Accordingly, magic emanates from these extraplanar sources, is altered and is sometimes fused in strange ways as it manifests in the Prime Material.</p><p></p><p>6. What’s new? What’s different?</p><p>This setting introduces new races such as the I’slef (ice elves), the mystical Yethiquai and other fascinating and terrifying denizens of the Lands of Ice. Likewise, the setting details new and altered spells, items, skills, feats, classes and rules particular to a wintry land oppressed by a being such as the Ice. What differentiates this setting is the uniqueness of the environment, which challenges the player characters mentally and physically, as well as the focus on involving them in the political machinations that shape the world around them. The Ice is pitiless, unyielding and it is waiting for you.</p></blockquote><p></p>
[QUOTE="Rexfelis, post: 345865, member: 5682"] [b]was worth a try[/b] 1. Core Ethos Sentence: The Lands of Living Ice is a world of political intrigue, primordial terror and high adventure, where valiant heroes must use spell and steel to uncover the ancient mysteries and fabulous treasures that lie veiled beneath the unforgiving expanses of living Ice. 2. Who are the heroes? Vlar the Freeman – ruling the lush Freelands with a firm but fair grip, Vlar’s troubled brow remains ever vigilant to the terrors that arise from the plains of Ice; The Tangrith – fierce and noble Hetman of the Warg Hordes, she stands between the Free Nations and the icy wastes that lie beyond; Fellamin Windroll – a crafty trademaster, the gnome balances the trade alliances crucial to the survival of the Free Nations; The Dancing Seers – the wizened council of Yethiquai mystics who sing of cryptic warnings and unfolding prophecies; Slayne – exiled from his homeland and kinsmen, the I’slef monk plies his deadly craft in service to the Freelands and her allies. 3. What do they do? It is bold heroes such as these who struggle to hold off the tide of oppressors who lust after the fertile green soil of the Free Nations. Perhaps even braver souls might defy icy horror and diabolic intrigue to unlock the eldritch secrets that hold the lands within a prison of unyielding Ice. 4. Threats, Conflicts, Villians? Life in the Lands of Living Ice is precious and perilous. The few bastions that are free of the Ice’s grasp are under constant threat of attack from those who thirst to bend the Free Nations to their will. Similarly, there is great wealth and power secreted in certain areas of the land, around which boils frothy seas of conflict. The host of villains includes: Hatheg Kla – the bloodthirsty Jarl of the Frost Giant clans, who wages an unending war of plunder and conquest; Ianythil the Frail – ruthless I’slef dictator of the Charred Plateau, whose withered shell belies his draconic heritage and sinister motives; The Witch-Queen - a being wreathed in myth, the Witch-Queen is whispered to dwell deep in the Mires of Black Snow, a place where things once dead now walk again; Viscount Pirrillious IV – High Imperator of I’zenshard, capital of the I’slef conclave, behind whose throne schemes a power diabolic; And always, there is the threat of the Ice – whose eternally patient maneuverings seek to snuff out the faint flicker of life that remains defiant of its icy embrace. 5. Nature of Magic? The Ice is a living, sentient thing. While the nature of the calamitous event that birthed it lies hidden in antiquity, the Ice is an abomination of planar bleeds, rifts, siphons and transitives. In mixed arrays and varying amounts, the Ice is influenced and perpetuated by contact with the Plane of Mirrors, the Elemental Plane of Cold, the Plane Neth, the Plane of Shadow, the black orb of Agathys in Carceri, and Canai, the eighth layer of Hell. Accordingly, magic emanates from these extraplanar sources, is altered and is sometimes fused in strange ways as it manifests in the Prime Material. 6. What’s new? What’s different? This setting introduces new races such as the I’slef (ice elves), the mystical Yethiquai and other fascinating and terrifying denizens of the Lands of Ice. Likewise, the setting details new and altered spells, items, skills, feats, classes and rules particular to a wintry land oppressed by a being such as the Ice. What differentiates this setting is the uniqueness of the environment, which challenges the player characters mentally and physically, as well as the focus on involving them in the political machinations that shape the world around them. The Ice is pitiless, unyielding and it is waiting for you. [/QUOTE]
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