As 5E launches I've decided to right up some Campaign Seeds, which I may develop further.
I'm not trying to recreate the wheel, merely plumb the depths of my imagination and share the results.
Wyrmholes has its roots in two sources: Cross Planes, which was originally a setting for gonzo mixed genre weird adventures, think Sigil but more techno-fantasy and wild west (the name being a play on the hometown of Robert E. Howard) and Rifts--a game I've loved since I learned of its existence. I'm certain the 5E rules could easily mitigate many of it's problems.
Here is the opening crawl (with apologies to Mr. Howard) for Wyrmholes:
Know, O prince, that between the years when the wyrmholes consumed Columbia and its garish states, and the years of the rise of the Skulldrinkers of Vogel, there was an Age undreamed of, when night shrouded kingdoms lay spread across the world like hungry wolves beneath the stars - Qng, Ka'Vril, Manthrax, Black Summit, Zukov with it's demoniac lycanthopes and epitaphs of fell psalms, Tank City with its valor, Mechaniopea that bordered on the ripe forests of Lume, Vex-Null with its gargoyle-laden monoliths, Norad whose dragon-line riders wore depleted uranium and phosphorous and orichalcum. But the proudest kingdom of the world was Cross Planes, reining supreme in the haunted west.