Merged WotC setting search winners/losers thread

well

sure morrus. you can use mine. OGL, OGC, and OMG! :)

personally i'd like to have the EN world community run through the "losers" and vote on the 10, they want, then pick the 3 and then the 1st. but i know it wont happen cause it would just basically be a big 'ole pain in the butt to figureout how to do it, and it would require so much followthrough that i just wouldn't get done.

But would be interesting to see what the population, as opposed to WoTC, considers the best submissions.

joe b.
 

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Morrus said:
Would people be interested in contributing to an archive of these setting proposals? It could be a great resource for a GM who has writer's block, or who is new, and who needs inspiration for his next homebrew campaign.
Sure! I didn't win, so *someone* may as well get some use out of mine...:D
 


So far my favourite is Siddir by Xyros; I can visualise that world even if I can't picture the adventures yet. Nicely described. My second favourite is Beneath the Gray by DerVerdammte.

So far these two stand out to me as distinctive and different ideas.

(Best of luck to the final 11 by the way - look forward to seeing what you've done!).

My setting is actually my current campaign world, so I'll probably post it up here on Monday, when I can get my hands on it again.

Cheers
 

Here's Mine

1. Welcome to Internallia, where explorers rush into a new continent, each dreaming of being the first to claim land, adventure, and even mythrial.

2. Here you will find people from every part of the old world. Settlers have been coming to the Internallia for almost a century. They are here for many reasons, with different plans and dreams. Most newcomers expect to make their fortune and return to the old world. Quite a few of the second-generation want to recreate the old world. Those whose families been here three generations or longer care little for the old world and intend life in this new land to be different.

3. The cautious feel it is enough to defend the settlements and develop slowly. The adventurous choose to travel deep into the untamed frontier, encountering lost colonies, natives both helpful and harsh, and ultimately to search for the Mythrial Mines of the Far Range.

4. Before you decide to embark on that path, I must warn you there are many dangers and conflicts in Internallia. Orcs, Goblins, & Kobolds attack everyone including their own people at times. Even peaceful natives sometime see settlers as invaders. Monsters unimagined roam the wilds, strange creatures of wing, and claw, and horn, and hoof.
Civilized settlements can be equally dangerous, as they continue the clashes of the old world, and race to claim territory for their empires across the ocean. People you should beware of include Storm-Worshipers and Illusionists. You should also avoid the notice of the Right Hand of the Lord of Order, who seeks to root out forbidden magic by any means necessary.

5. Magic is another risk. I have heard it called many things: a gift of the gods, a corruption of the soul, or an art of the mind. Some say that magic itself is more potent in this younger land. Others say that mysterious cabals exist to manipulate the nature of magic. This I can say with certainty: in Internallia, magic is not strictly regulated or controlled, as it is in the old world.

6. I can see that, for all the dangers, the Far Range calls to you as well. I warn you it is not easy. Gaze at the peaks of the Near Range where only gnome airships have touched. Will you be able to find the hidden passes to cross those jagged teeth? Do you think you can trade with dwarven craft-mages for passage beneath the earth? If you make it beyond, you still must cross the Eternal Forest with The Forty-two Shrines to the Elven Pantheon. These are the simplest of the many challenges, just to reach the Far Range. If you get there, how will you find your fortune? If you find it, how will you protect it from others? I cannot tell you what to do, or what path to take, but this advice I give you. Fortune is where you seek it.









Peter R. Ellis
 

Morrus said:
Would people be interested in contributing to an archive of these setting proposals? It could be a great resource for a GM who has writer's block, or who is new, and who needs inspiration for his next homebrew campaign.

You can count me in, Morrus.

Jay
 

I know one thing...

It really makes me wish I would have looked at my 300+ spam messages this morning before deleting them... :P I wonder if anyone knows if they contacted the winners via email or snail mail? :P Anywho, I'll post my few here soon...
 

Plane Sailing said:
So far my favourite is Siddir by Xyros; I can visualise that world even if I can't picture the adventures yet. Nicely described. My second favourite is Beneath the Gray by DerVerdammte.

So far these two stand out to me as distinctive and different ideas.
Wow, thanks! :) :) I really appreciate that!
 

Asgoth

The World of Asgoth

Core Ethos: Asgoth is a world rich in magic, but wracked by the close proximity of the five elemental planes, including the plane of shadow.

Who the Heroes of Asgoth are: Celaban al-Bismar (m h NG Clr15 of Athabar, Expt7). Celaban is the high cleric of Athabar, god of the heavens and as such a member of the Council of High Clerists in Sulamin.

Lady Triste Firehaire (f h CG Wiz13, Incantrix9). Triste Firehaire was born under the moon of Phlaem (the fire moon) to a poor family. She left as a young woman when she was apprenticed but often returns to her small village and family. She has flame red hair and fair skin. Her face is marred by a scar that runs from just above her right eye to her jaw, skirting around the side of her face. She is a relatively small woman, but her size belies her great magical strength.

Justicar Keris Halden (m halfelf LG Paladin12 of St Fesra, Ranger1, Consecrated Harrier4). Keris is the best thief hunter in Asgoth. He is a charismatic man who wears the white rose of Justice with pride. Keris’ elven heritage is noticeably present in his fine features. While he is a cultured and refined gentleman at first glance, closer inspection reveals the wiry frame of a battle tested warrior.

What the Heroes of Asgoth do: Celaban al-Bismar has many responsibilities as a member of the Council of High Clerists. The Council rules the Empire of Sulamin, a military theocracy. As well as his responsibilities on the Council, he spends much of his time in personal research, studying the events leading to the Great Convocation. He hopes that by understanding the convocations he can shelter the general populace from its effects.

Triste Firehaire gained her highly visible scar when she was forced to flee from the Lichlord Shasul. Since that time she has devoted most of her time researching Shasul and foiling his many plots. She is cordial towards the Council of High Clerists, but at times resents what she calls their ‘meddling’. Triste is preparing for the Great Convocation, hoping to be able to mitigate some of its effects.

Keris values logic and reasoned action above all else. He works for the Council of High Clerists in Sulamin through his knightly order, the Justicars of St Fesra. He is currently tracking Astar, a mysterious member of the Shaedim who is rumored to be trying to bridge the gap between the planes before the Convocation.

Threats, Conflicts and Villains of Asgoth:

The Great Convocation – this is a celestial alignment of the five moons of Asgoth, each with its portal to an elemental plane. At this time the world is plagued by rampant wildfires, massive storms with gale force winds and widespread seismic activity. This is a time of foul demons, crafty devils and the wandering dead. Fortunately the Great Convocation occurs only once every 400 years. Lesser convocations occur with greater frequency but much lessened effect.

The Lichlord Shasul al-Abdmar – Once a great human leader and archmage, the lichlord turned to the foul arts of necromancy to extend his life so that he could continue to rule his people. For centuries he ruled well but the unnaturally long lifespan and his taint of undeath maddened Shasul, turning him against the people he once ruled.

Shaedim – A cult of demon worshipers, the Shaedim revel in the Great Convocation, summoning devils and demons alike in exchange for a chance at immortality. The Shaedim are generally wealthy, well connected people. It is rumored that the Shaedim are trying to breach the gaps between the planes without waiting for a convocation (greater or lesser) of the moons.

The Nature of Magic: Magic is a natural force made up of the five elements. A skilled mage taps into the elemental planes and mixes small amounts of each to power the spell. In addition to specializing in one of the eight schools of magic, on Asgoth it is possible to specialize in one of the five elements. These specialists gain advantages when their moon is waxing but equally gain disadvantages as their moon wanes.

Divine magic is powered by the same source but is channeled through the New gods, demigods, saints and heretics of Asgoth. The world’s sun provides a source of positive energy used in healing magic, turning attempts and the like. The Old gods are representations of the sun and 5 moons.

Whats Different about Asgoth: The close proximity of the elemental planes affects everyday life. Violent weather and periods of calm can be readily predicted from the phases of the moons. Magic users can use the proximity of the elemental planes to increase the effectiveness of their spells and to help smooth the production of magical items.
 

[b]The Astárian Chronicles[/b]

On looking back, I would say my entry was pretty derivative (can you say shades of Dragonlance ;) ). But I'll probably use some of the ideas (some listed below & some not) in other ventures.

1. The Astárian Chronicles is a fantasy world populated with arcane secret societies, ancient rival kingdoms, both human and non-human, and a mystical draconic legacy; the perfect opportunity for heroes searching for adventure.

2. First and formost, the world's heroes are the Player Characters, but they are not alone in their struggles against the forces of evil. Here are a few examples:

The Vardan Magocracy
(Kingdom, AL LN, N, LG, NG)
A society of Mages, descended from the first humans, who learned magic from the Metallic Dragons in the Old Times. They use their skills to keep a vigilant eye on the world, occasionally intervening to maintain their own superiority. Their home is located in a secret mystical valley deep within the Crown of Sarpedon, the ring of mountains that surround the northern pole of Astár. It is accessible only by teleportation and is also home to many Metallic Dragons.

Bodahdo Dragonwing
(Human Male Monk/Wizard 5/14; AL LG)
A member of the Celestial Brotherhood of the Dragon society that is dedicated to Bahamut and the secrets of Magic. His pale, wiry body is covered with many colored tattoos of Metallic Dragons. He has pledged his magics and his life against the machinations of the Great Deceiver (Tiamat).

3. While the world of Astár seems a wondrous place, evil always lurks in the shadows. Here are a few examples of such malevolence:

The Great Deceiver Sect
(The Cult of Tiamat, AL LE, NE, CE)
A cult dedicated to Tiamat, a dragon who believes Bahamut should not have shared the secrets of magic with the lesser species. In her eyes only those with dragon blood have the right to use magic. As a result her cult wishes to destroy any arcane magic-user who is not of dragon blood.

Ustov d'Angée
(Human Male Rogue/Sorcerer/Assassin 3/6/6; AL LE)
Member of the Brotherhood of Vengeance, a renegade Vardan who serves as Chief Assassin of the Theocracy of Thul (a society twisted by religious fervor for their god of death and mummification).

4. A long time ago, when the world was new, Dragons came to Astár. The Dragons bestowed two gifts with their arrival - the first was magic (Bahamut) and the second was evil (Tiamat). The dragons quickly spread across the globe as their influence in Astárian affairs expanded. Enlightened Astárian realms, guided by the Metallic Dragons, appeared, while camps of torment grew under the domination of the Chromatic Dragons. The enslaved Astárians learned the arcane arts from their enlightened cousins and were able to overthrow their draconic overlords, sending them into the shadows where they dwell to this day. Magic is very much an intregal part of the world of Astár now.

5. ¤ An original Pantheon with dualistic Dragon worship at the center of it (Bahamut and Tiamat are slightly different from their standard D&D counterparts).
¤ Aarakocran Diplomats (potential Prestige Class) who have Embassies in every nation.
¤ A Lizardfolk Empire (Imperial Centurian Prestige Class) that eyes the northern realms for conquest.
¤ A Dwarven clan who travel Astár, plying their master skills as gem merchants (Crimson Merchant Prestige Class).
¤ The Guild of Prestigious Gentlemen who control various illegal rackets from their ancient headquarters in the old district of the City of Lamara.

Cheers,
Tim
http://www.paratime.ca/d20/pulp/index.html
 

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