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Merged WotC setting search winners/losers thread

Paka

Explorer
Oh, and hey, good luck to those Lords of Geekdom who are among the final 11.

Rock on, ladies and gentlemen. Make your ten pages great and have fun.
 

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KDLadage

Explorer
Congrats to the winners!

I cannot wait to see the results of this contest, myself. I'd like to one day read the winning entries.

Oh well.

Here was mine:

The Lands of Leone

Core Ethos Sentence
The Lands of Leone is a world of fantastic adventure and powerful magic; a world where monsters roam in the magic-rich Wild-lands that surround the pockets of civilization.

Who are the heroes?
The heroes are those that dare to brave the wilderness, protect the trade-routes and seek out other regions where magic has weakened enough to allow civilization to expand. In short, the heroes of Leone are those men and women that refuse to accept the hand that Fate has dealt them.

What do they do?
They are adventurers, explorers, soldiers and those that dare to attempt controlling the magical forces that have damned civilization into the corners of the world. The heroes of this world have much stronger common man roots than in other settings, but it is these heroes that allow society to exist at all… The primary objective: the preservation of civilization.

Threats, Conflicts, Villains
Dangers of the world come in two primary forms: the Nations and the Wild-Lands.

The Nations are organized political bodies that have formed in society. They exist as isolated cities and protected trade routes. The nature of the Wild-Lands ensures that the nations exist much like islands in a treacherous sea. However, the nations are in competition for limited resources – some of which can only be found in the Wild-Lands. Despite the fact that the Wild-Lands make waging war difficult, war is still waged.

The Wild-Lands are those vast expanses where magic is strong, and thus, so are the monsters and beasts that live there. However, the beasts are not the only danger that lurks there. Dark, twisted and alien species also inhabit these regions. They have societies rooted in strange traditions. And they too need many of the same resources…

Nature of magic
Magic is abundant. The ability to control it, however, is relatively rare. The creation of magical items is even rarer. The nature of magic will sometimes cause items to spontaneously become imbued with magical properties.

There are many schools of thought when it comes of magical control: Spell-Weavers, Alchemists, Song-Mages, Symbologists, and so forth. Each has its strengths and weaknesses. Few are trusted in the nations, however.

The source of magic is called Diadinese by those that practice the arts. Magic itself is an intangible force that seems to emanate from the core of the world. Myth states that Diadinese is a great gemstone that lies far beneath the world radiating magical power like a flame radiates light and heat.

What’s new? What’s different?
Isolated pockets of civilization; magic that varies in strength from region to region; abundant magical power, but rare magical control; unique beasts and alien wilderness societies; wars waged across treacherous, monster-filled landscapes.
 

Ghostwind

First Post
d20Zine will publish any proposal in September issue

Now that the setting search is over, I want to say again that I am more than willing to publish any setting proposal in September's issue of d20Zine! Please email your proposal to ghost.wind@verizon.net and I will add it to those we've already received. I would like to include as many submissions as possible, so please send them in even if you have already posted it here. :)
 

alsih2o

First Post
man! just trying to get thru these 2 pages i feel soooo sorry for the guys who had to read them all! their heads had to be swimming!

it must have been really tough, and i, for one, appreciate their effort, and will most likely buy whatever comes from the search just to support the idea of taking the game to the fans :p
 

ForceUser

Explorer
alsih2o said:
man! just trying to get thru these 2 pages i feel soooo sorry for the guys who had to read them all! their heads had to be swimming!

it must have been really tough, and i, for one, appreciate their effort, and will most likely buy whatever comes from the search just to support the idea of taking the game to the fans :p

Word.
 


Blacksad

Explorer
AZTANIS

1) Aztanis is the twisted dream of an archeologist: a great civilization of several kingdoms, which lie on the remnant of several wildly different civilization with no apparent links to the current, and with resources that interest quite a few kingdoms.

2) King Plume (male gnome LN Illusionist 7) the ruler of a kingdom of elves and gnomes is worried by the fact that no one know why several civilization disappeared, and wish to know the reason so that his people do not succumb to it.
Archeologist Exuplor (male halfling CG rogue 8) is very fond of jewelry and old tomes, he is even more fond of gold, though he doesn’t sell any dangerous tomes to anyone, and is know to have stolen and hidden several ancient books on poison that a rival discovered.

3) Some Kingdoms, their archeologist, soldier and magic-user whish to use any discovery to the benefit of all those willing to live in peace. To do so they might, depending upon their ethics, do a sabotage of research which will lead to a result against their moral, explore ancient ruins, steal another kingdom discovery.

4) King Kavod’s (male human NE aristocrat 6/monk 3) archeologists have recently discovered that a village near his capital is constructed upon the rest of an ancient city that once flied, he now whish to release it, disregarding the fate of the villager, so as to launch surprise attack on his neighboring kingdoms, including Plume’s kingdom.

5) The manifestation of any magic (psi, arcane, divine) is dependant on the presence in the region of creatures of the type magical beast or plant, due to the presence of familiar or mount, this isn’t a problem for most spellcaster, and most region have this kind of creatures, though some kingdoms who hates magic have seek and destroyed all creatures in their land that allowed magic. Nevertheless most kingdoms have a normal proportion of spellcaster, though the quantity of magic items is more important than normal due to the treasure left by ancient civilizations. There is many divinity, one for each of the 80 claimed (17 recognized) kingdoms, that grant access to domains valued by the kingdom it is attached to.

6) Any threats can come from the ancient ruins, though personal artifact (guns and such) are unheard of, for the once most advanced civilization are also those that got extinct for the longest time, and any such item has disappeared, big construction are still present. The different ruins with Aztec, Atlantis, or Egyptian flavor present nice opportunities to encounter really strange creatures and objects almost anywhere.
 

Blacksad

Explorer
Breizh


1.Core Ethos Sentence: Breizh is a Celtic-world where Arthurian-like knights fight for their leader.

2.Who are the heroes?: Oathbound knights, apprentices of the queen’s wizard, member of different lawful orders, roguish squire, are all serving the Queen (Kattel human female LG Paladin 16) who is assisted by her wizard counselor (Yann half-elf male CG Wizard 19). If ever she died, her first child (Ronan human male NG Fighter 7) would become the new ruler.

3.What do they do?: The heroes protect the borders and the inside of the kingdom, they protect also the life and the honor of their queen. They hope to get their own share of land due to their services. To do so, they guard watching post, they duel individuals who threaten anything that they protect, and they seek bandits.

4.Threats, Conflicts, Villains: Giants who haven’t preserved their resources in their realm waiting on the border of the kingdom. Orc itinerant merchants who are also thieves. Kobold bandits. Goblinoid neighboring kingdom ruled by a ruthless King (Saladin Bugbear male LE Fighter 12/Monk 3) who might be advised by the Queen’s sister (Sophie human female NE Enchanter 20) are all potential threats to the safety of the Queen and her land. The child of the queen’s sister (Fabien half-fiend human male CE Barbarian 12/Fighter 4) has won his own land from an old lord who didn’t see the evil in this man, from there he prepares to attack at his mother’s order from the inside, or so she thinks.

5.Nature of magic: Arcane magic is a part of nature, manifesting in all sort of fey creatures, and in some very rare individual who are able to use it, arcane magic items are rare. Divine magic comes from three different sources: Father Earth (male deity DR20 N Domains: Animal, Death, Earth, Knowledge, Magic, Plant), the Angel (female deity DR15 NG Domains: Air, Chaos, Earth, Good, Healing, Law, Protection, Strength, Sun, War) and the Fiend (female deity DR15 NE Domains: Chaos, Destruction, Evil, Fire, Law, Luck, Strength, Travel, Trickery, War). Father Earth is acknowledged by all, but is the less revered. Divine magic items are common.

6.What’s new? What’s different?: Chaste love, non-lethal duel (joust, archery contest). A strong church and lands ruled by it. A realm of Giants. Lots and lots of small castles, are the typical dungeons of this setting instead of the sub-terran complex. Individual who consider their class before their race, resulting in mixed cities.
 

jester47

First Post
alsih2o said:
man! just trying to get thru these 2 pages i feel soooo sorry for the guys who had to read them all! their heads had to be swimming!

it must have been really tough, and i, for one, appreciate their effort, and will most likely buy whatever comes from the search just to support the idea of taking the game to the fans :p

Looking at them all makes me realise just how obvious a winner would be.

Aaron.
 

BluWolf

Explorer
StormWorld

Here is my claim at mediocrity:

StormWorld

1) Core Ethos Sentence. StormWorld is a world of chaotic possibilities where heroes seek the answers to why the world is the way it is and how they can survive or possibly even fix it.

The world was once completely domesticated by a civilization based on a magocracy that employed magically powered technology. This civilization, in its pride, subjugated nature and turned its back on the divine forces of heaven and hell.

Though no one is exactly sure why or how (or even when) it all came crashing down in a cataclysmic event known as the Great Sundering. The Sundering brought violent changes to land weather and even planar barriers. Great Mage Storms (storms of wild magical energy) ravaged the world. Landmasses shifted draining rivers, sinking shorelines, tumbling cities and creating vast deserts. The crumbling of the planar barriers allowed the free passage of extra-planar beings in to the world. But even more disturbing was the planar “taint” that randomly seemed to effect the offspring of those that survived the Sundering. Some children were born to folk of all races with a gift or curse from the now thinly veiled planes.
Daily life is a struggle amongst the survivors. A struggle to eat, to survive, to live. Some have decided to do more than struggle. Some have decided it is time to reclaim paradise. This is the world to which you have been born. This Is all you have ever known. Welcome to your life.

2) Who are the heroes? Heroes come from all walks of life. Most are seeking a way in this dangerous world through the accumulation of wealth and power. Some have risen above the goal of sheer existence to the try and put the world right again. They are weapon-masters of various cultures, rogues of various ways and means, clergy of the many young faiths or even wielders of magic.

3) What do they do? They take up arms, be it spell, sword or whit, to try and thwart those that would capitalize on the chaos or return the world to imperial subjugation. There are also two really big questions for heroes to answer; 1) What is the reality behind the gods and 2) what was the Sundering and can it be reversed

4) Threats, Conflicts, Villains: The themes of conflict in StormWorld come from classic sword and sorcery adventure but generally adhere to four main themes;
The Remnant Cities vs. the Barbarians (the Outside World): Despite the numerous cultures in the world all sentient beings can be more or less broken down into two groups, those that live in the remnant cities of the ancient empire and those that don’t. Each group views the other with varying degrees of bewilderment, fear and contempt.
The Natural World vs. the Fractured World: the Sundering fractured the natural world and things have been very wrong ever since. This “wrongness “ is characterized by three things; the random tainting of creatures by the planes, the existence of wild magic and the magestorms.
Imperialism vs. Autonomous Rule: No power on StormWorld is known to be truly dominant, though many will espouse that theory. So the true issue here is those that view a return to a world spanning empire as necessary or even inevitable vs. those that beleave that anything “world-spanning’ smacks of the Mage-lords empire and is therefore abberrant and evil. We’re talking paranoia on a global scale.
Religion vs. Faith: There are many different religions on StormWorld. All of the religions operate upon religious dogma and not out of any true understanding or divine reality. Since people don’t speak to god directly its all just sort of hearsay.

5) Nature of magic: Magic is the fifth element along with air, water, earth and fire. All of these elements were born of the goddess when she surrendered her essence to give birth to the world. Magic is abundant, it is everywhere and in all things. The problem with magic comes from two sources; 1) Since the Sundering, mortal beings understanding of magic has become unreliable and susceptible to wild chance, 2) culturally the use of magic has become associated with evil. This perception is heretical since almost all people use or at least benefit from magic.

6) What’s new? What’s different? Two main points. The world takes a dogmatic approach to religion rather than a one based on divine reality. StormWorld takes dichotomy as part of its core concept. Everything in the world is equal and opposite. Technology (primitive) exists alongside magic. Magic is abundant yet socially unacceptable. Travel is cheap and easy but incredibly dangerous
 

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