Merged WotC setting search winners/losers thread

Re: Re: WOTC Setting Losers (Like me) Post here!

mmadsen said:

Lizard, isn't "Who are the Heroes" question number two?

Yes, but the 'Ethos Sentence' was not numbered in my submission.

You had to answer all the questions -- you didn't have to number them exactly.

At least, I hope not....
 

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Re: Re: Re: WOTC Setting Losers (Like me) Post here!

Lizard said:
You had to answer all the questions -- you didn't have to number them exactly.

At least, I hope not....

You have to wonder what kind of arbitrary things they settled on to get them through 11,000 submissions...

"Grammar... TOSS."
"Spelling... TOSS."
...
"Flying Island... TOSS."
"Waterworld... TOSS."
"Use of the word GRITTY... TOSS."
"Mind Flayers... TOSS."

...

Wulf
 

Since my team was also not among the ones selected, here is what our submissioned looked like:

Proposal for the Campaign Setting of Acramahria

Core Ethos Sentence: A place where discovering the unknown will shape the destiny of the world.

Who are the heroes: The heroes of Acramahria come from two primary sources: colonists and natives. The colonists originated from the feuding kingdoms of Trottenhien (primarily gnomish), Saprina (primarily halfling), and Alerone (primarily human). Each looking for the glorious and wealthy civilizations hinted at in ancient texts. The natives are the indigenous tribes of wild elves and feral dwarves that are the descendants of the survivors of cataclysmic wars that destroyed their once proud civilizations.

What do they do: While most of the colonists survive by meeting the demands of the colony (crafts, trades, and services), most of them have come to Acramahria searching fame, fortune, and above all, adventure. Luckily, adventurers are in high demand in Acramahria. The colonies and their enterprises (the Magic Trade, the treasure caravans, etc.) need protection from the multitudes of roaming beasts and bandits, as well as more than a few hostile natives! Those with a creative streak or a knack for commerce can always find a place in the Magic Trade or the treasure-hunting expeditions.

As for the native elves and dwarves, these are strangest of times. No two tribes, regardless of race or creed, are the same, and neither are their reactions to the colonists. Some colonies were met with open arms, and some were met with violence. Some colonies and tribes raid each other with frightening frequency, and others have nearly open trade. In some areas, natives serve as guides or escorts for colonial expeditions through hostile lands, and a number of tribes have allied with the colonies against the perpetual threat of the various beasts and humanoids that roam The Wild.

For the select few that are bored with the day-to-day rigors of colony or tribal life, Acramahria offers a wealth of options. The silver caravans and the merchant ships provide tempting targets for those with a taste for banditry or piracy. The brave (or foolhardy) can seek out wealth and excitement in unexplored ruins, encounter fearsome, mythical beasts, and/or investigate the labyrinthine remains of ancient cities. A few bold souls dream of starting their own colony, or perhaps even rebuilding the ancient civilizations of millennia past.

Threats, Conflicts, Villains: Aside from the threats the colonists and natives pose to each other, both native and colonist alike must contend with the orcs, trolls, and giants that roam – and some say rule – The Wild. In addition to the monsters of the sky, sea, and surface, the colonists and the natives must also defend themselves from the terrifying dark races underground in the DeepEarth. Above all of these threats stand the Baatezu. Summoned during the cataclysmic wars, some of those diabolical beings still roam The Wild.

Nature of magic: While practitioners of magic can be found on any of the seven continents of the world, nowhere is it stronger than on the Acramahrian continent. On the continent of Torkaa – the home of Saprina, Trottenhien, and Alerone – only arcane magics of 3rd level or lower are possible. The full range of arcane magic is possible in Acramahria, however. Why this is, no one knows. What is known, however, is that magical items created in Acramahria retain their powers outside the continent. Once this fact was discovered, the Magic Trade was born, and Saprina, Trottenhien, and Alerone all consider their respective Magic Trades to be of the most vital national interest.

What’s new? What’s different: While Acramahria is most certainly a medieval Sword and Sorcery campaign world, it is just as influenced by actual American and European historical events and the works of James Fenimore Cooper, Nathaniel Hawthorne, and Edgar Allan Poe as by more traditional fantasy authors, such as Tolkien, Eddings, or Howard. This allows the setting to be flexible enough to support those groups seeking non-traditional adventuring. Characters have just as many opportunities to establish peace treaties with natives, found new towns or outposts, or become involved in political circles just as they do exploring dungeons and fighting monsters.


I have to agree with Heap. I too fell a little more bummed than I thought I would.:(
 
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Re: Re: Re: Re: WOTC Setting Losers (Like me) Post here!

Wulf Ratbane said:


You have to wonder what kind of arbitrary things they settled on to get them through 11,000 submissions...

"Grammar... TOSS."
"Spelling... TOSS."
...
"Flying Island... TOSS."
"Waterworld... TOSS."
"Use of the word GRITTY... TOSS."
"Mind Flayers... TOSS."


Wulf

Good thing I didn't send my 'Gritty Islands Flying Over A Waterworld Populated by Aquatic Mind-Flayers' setting....
 

Re: Re: Re: Re: Re: WOTC Setting Losers (Like me) Post here!

Lizard said:
Good thing I didn't send my 'Gritty Islands Flying Over A Waterworld Populated by Aquatic Mind-Flayers' setting....

And yet it sounds like so much FUN! :)

Some powerful wizard ripped the continents from the world and sent them into the skies to escape the mind flayers that threatened to enslave the world...
 

What they looked for

They probably did the same thing I've been doing on this thread. They read the core ethos and if it grabs them, they continue. If it doesn't, they move on. With 11,000 entries, you need to have your act together to come out as 1-11. If you can't do it in the first sentence, I'm willing to bet others in that big pile can.
 

Since everyone else is doing it...

I didn't win either. Bummed, but not too much. What's funny is that my first proposal sounds much like Monte Cook's Requiem for a God ... when that was announced, I figured that my chances were shot. I'm trying to look at the whole thing positively. The process got my creative juices flowing and it got me addicted to ENWorld, so I'm thankful for that. 20 grand would have been better, 120 grand would have been friggin unbelievable!

I've posted my two submissions below. The earlier I post them, the better the chances that someone will actually read them. Any comments would be appreciated...

----------------------------------------------------------------------------------------

1. Core Ethos Sentence.
When a god falls and the power to reshape reality is left for the taking, a world once dominated by a mighty theocracy is plunged into anarchy.

2. Who are the heroes?
For a millennia, the church of Goran the Onefather had ruled the world of Karth in a just, if stringent, manner. The forces of evil were kept in check and civilizations flourished. All that has changed. Now, the great god has vanished without a trace and his priests are lost and powerless. In a desperate search for reasons for their deity's disappearance, the priests uncover an ancient prophecy which proclaims that the one who finds the source of Goran's power may become a god themselves. Soon, word spreads throughout Karth and every able-bodied adventurer turns out to seek the prize. Who will win? Will it be a once almighty, but now weak and abandoned, priestess of the Onefather? How about one of the followers of the Chosen (Karth's demigods), who still retains his priestly spells? Or an oft-maligned wizard or sorcerer, who was once discouraged from using arcane and occult rituals?_ Could it be an elven prince from the Sunless Archipelago? Perhaps it will fall to a lowly cutpurse, who just happens to be in the right place at the right time. It could be anyone at anytime, no one really knows for sure. In times of great strife, great heroes are made ä but only one can become a god.

3. What do they do?
The forces of good are torn between two main decisions. Do they band together to beat back the rising tide of evil that seems poised to run them over, or do they forgo that and join the race to become a god and rule the world as they see fit? Which is the most practical route? Which is the most selfish? Which is the most heroic? Can they possibly do both?

4. Threats, Conflicts, Villains
Certainly, the forces of evil, unlike their counterparts, face no moral dilemmas. For the more savage monsters, it's kill or be killed. They will mow down anything and everything in their way. And without the Onefather's priests to hold them at bay, they are swarming over the innocents of the world. On the other hand, for the sentient wrongdoers, it's rule or be ruled. To grasp the might to destroy and remake the world is every despot's dream come true. From the Illithid Mindslavers to the Bloodmages of the Wolfhead Lakes to the Pirate Kings who now control the Continental Landbridge, each and every one wants to be a god and they will stop at nothing to get it. If the forces of good aren't prepared, and soon, then there will be nothing to stop evil from taking over Karth - permanently. Fortunately, the forces of good do have one thing in their favor - no one knows what the source of Goran's power was, not even his own priests. It's a level playing field and if even one good hero can figure the puzzle out, then evil will not triumph.

5. Nature of magic
All of the Onefather's priests, who were once the law of the land, are now bereft of any divine energy. Luckily, some divinity (though limited) is still channeled to the followers of the Chosen (mortals, who became so well known for their selfless acts, that the Onefather made them demigods). Ironically, because the disciples of the Chosen still retain their clerical and druidic powers, they are now more powerful than any of the Onefather's priests. A smaller number of arcane spellcasters, who have been shunned by the church in the past, are now coming forward to prove themselves. Low whispers bring word of another type of magic-user, the psionicist. Of them, very little is known.

6. What's new? What's different?
Karth is a highly civilized and cultured world that has been thrown, almost overnight, into the greatest turmoil it has ever faced. The powers that be have been in a state of dormant complacency, trusting in the omnipresence and all-powerfulness of their god to keep things safe and balanced. When that god vanishes and his divinity along with him, evil begins to beset the now powerless priests and their unprotected flock from all sides, hell-bent on destroying reality as they know it. A new set of heroes is needed to step up and save the world, possibly gaining the power of a god in the process.

----------------------------------------------------------------------------------------

1. Core Ethos Sentence.
For those who can survive long enough, great adventures await on Eidus, a primordial world ruled by Beastgods and Werefolk.

2. Who are the heroes?
Eidus is under the care and tutelage of a myriad of archetypal animal deities - Raven, Tiger, Bear, Wolf, Rat, Rabbit, Monkey, Fox, Snake, etc. (All animal species from appendix 1 in the Monster Manual are represented in the pantheon.) Each god has its own agendas and spheres of influence, but all of them are concerned about the fast and furious rise of humanity, a relatively new race, whose destructive nature puts it at risk of extinction. The main species on Eidus are the lycanthropes, who correspond along racial lines with their pantheon of deities. Here, the shapechangers are much more in control of their form and prefer to stay in either an animal or hybrid state. They also tend to be very devout and ecologically aware. Most of the core races are well respected by the Werefolk and their gods. Elves, for example, tend to be caretakers of the world's plant life, often turning to the druidic and ranger classes. Dwarves shape stone and metal without destroying the planet's natural resources and also protect the mountains and the underdark. Only humans are looked at with racial prejudice and disdain, mostly because of their selfishness and lack of respect for nature and the animal kingdom.

3. What do they do?
This beastworld is a wild and unruly place, despite its seeming order and organization. Like the animals which rule it, the world is both savage and brutal. Simple survival is often the tantamount concern. Adventure abounds for those strong and curious enough to seek it out. Would-be heroes on Eidus come in all shapes and sizes and from all species and races, humans just have more of an uphill climb to gain acceptance and trust from others.

4. Threats, Conflicts, Villains
The major threat to what passes for peace and stability on Eidus is the possibility of war between humanity and everyone else. Mankind is constantly two steps away from extinction. Humans do have one advantage, though. Unlike other lycanthropes, those on Eidus do not see themselves as being cursed, because they are not bound by the phases of the moon - normally. Four times a year, however, Eidus' red sun falls on its two moons in such a way that the whole of the planet is bathed in a red glow for a week. During that week (called the Blood Moon), the lycanthropes are cursed to change into their human form. Mankind often uses this time of weakness to strike at the Werefolk. These forays are only semi-successful because the lycanthropes have gotten especially adept at hiding themselves among humanity during the Blood Moon. Other, more common, threats abound as well. Despite the fact that the Werefolk and their gods are the majority, the whole range of fantastical creatures found in the Monster Manual are present in some fashion on Eidus. Intelligent monstrous races such as the Drow and the Beholders actively try to sow discontent between the races. Good and evil, order and chaos all thrive here.

5. Nature of magic
Divine, arcane and psionic magic all have a strong presence on Eidus. Druidic magic is, of course, the most powerful and prevalent and druids themselves are seen as the lawmakers, peacekeepers and caretakers of the world. Druidic schools devoted to different elemental magics are common, as are ones devoted to discerning the mysteries of the deserts and the underdark. Rangers are seen as the working arm of the druidic orders and, as such, they are much more powerful on Eidus, able to learn druidic magic themselves and having the ability to manipulate the elements.

6. What's new? What's different?
On other worlds, humanity is usually seen as the common race, the majority, the standard. Here, that idea has been turned on its head. Mankind is very close to being eradicated on Eidus. Overzealous consumerism is not the rule here. Humans tend to take what they want without a second thought - butchering the planet, its animals and its resources for whatever urge they need to satisfy at the time. Eidus is a feral and inhuman place, teeming with excitement and wonder, where respect for nature and all of its beauty and fury is preeminent.


To those that have read this far, thanks.

Jay

[p.s. The messageboards have done some weird things with the formatting and such. Those glitches are not in the original, but I don't feel like correcting them now.]
 

Yar! Likewise, I didn't win, but I'm not going to post here quite yet. I'll keep my campaign deep under wraps for now...probably will never really use it...but, hey, there's still good ideas there. :)
 



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