Merged WotC setting search winners/losers thread

Accepting proposals for d20Zine

Many of these are excellent and well-written. I encourage everyone to not only post here, but also send your proposal in to the d20 Magazine Rack so that they may be included in the next issue of d20Zine!. If we get enough submissions (which it is looking like we may), we will make a special edition issue with only the proposals included. All submissions should be sent to Steve at ghost.wind@verizon.net and have "Fantasy Proposal" in the subject header. Please remember to include your name and email address so they may be printed with the proposal. That way if a publisher likes what he sees, he'll know who to contact.;)
 

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EMPIRE ASCENDANT

Empire Ascendant

1. Core Ethos Sentence. Empire Ascendant is a high fantasy campaign set against the backdrop of an expanding elven empire faced with resistance from without, dissension from within and ominous signs that a long-vanquished evil is rising from the darkness whence it was cast.

2. Who Are The Heroes? From the contemplative monks and powerful psions of the jungles of Kankora to the stoic dwarven soldiers of Val-Gandir, players choose from a wide variety of heroic roles. Players are not limited to human rogues or elven wizards. In Empire Ascendant, players can take on the role of a hobgoblin warrior, lizardfolk druid, gnoll barbarian or even a wemic ranger.

3. What Do They Do? The elven wizards of the Empire Ascendant strive to bring peace and enlightenment to the lesser races. Rangers patrol fallen drow cities, confining long forgotten dangers. Dwarves, warded from magic by runic armor, pit steel and courage against monsters driven from the light by the ever-expanding Empire. People of the walled city-states of the Wilding Coast remain vigilant against evil creatures that threaten to destroy their isolated strongholds. Kankorran monks hone their martial skills against the exotic creatures that haunt their jungle home, while barbarian tribes comprised of man and orc alike struggle to remain free of the elven Empire.

4. Threats, Conflicts, Villains. Lizardfolk shaman in skull masks offer sacrifices to their living god, the black dragon Ashengorath. Goblinoid armies, united under the mighty hobgoblin tactician Warkhan Gruul, stand against the Imperial armies on the Steppes of Gorraithün. Human cultists engage in cannibalistic rites, rising as ghouls upon their deaths. West of the Gandir Mountains, vampire lords and their spawn threaten the solitary strongholds of man, held in check only by the vigilant priests of Sheol, Lord of the Grave. Throughout the lands, whispers can be heard that the legendary drow are poised to rise and cast the world into darkness. The Azkanel, humans trained as assassins and dark rangers by their drow masters in centuries past, once again ride the night.

5. Nature of Magic. Magic is a pervasive force that can unleash the possibilities inherent in the natural world. While the secrets of high wizardry are closely guarded by the elven Masters at the Palaestra Arcanum, sorcerers harness magic without the benefit of formal training. Those who faithfully serve the gods of the land, both good and vile, are granted power by their deities. Others have mastered the art of tapping the latent psionic potential of the mind.

6. What’s New? What’s Different? Empire Ascendant is a vibrant fantasy setting that maintains internal consistency and logic. If the heroes, magic and monsters of Dungeons & Dragons were to really exist, their world might look like this. Empire Ascendant builds upon themes set forth in the Core Rulebooks and Psionics Handbook, its rich history explaining why halflings have no homeland of their own, the prevalence of half-orcs, the relationship between psionics and arcane magic, and the descent of the drow into villainy. Political complexity runs the gamut from totemic tribes to the high intrigue of the Imperial Court. The diversity of the setting allows for epic story arcs, while still providing ample monster-haunted ruins for intrepid treasure-seekers.
 

I'm impressed that I've not seen one setting that's similiar to what I sent in, so far. I'll dig it up and post it here before the weekend is over.
 


Bummer! Oh well, the money and fame would have been nice, but it was fun writing this up just the same. :D I think I crammed in way too much for my own good (using a 9 pt font -- I can imagine those reading it cursing me out for that decision, lol) so, among other things, that was probably my undoing, heh. Anyway, below is my lone entry (only had mental energy and time to write and send in one). Congratulations to those who got selected and I really hope the end product will blow our socks off!



Dragonaire: The World of Inmerset

1. Core Ethos Sentence
Dragonaire: A world caught up in religious fervor and threatened by imminent conflict between warring gods and rival nations, the fate of Inmerset lies in the hands of those strong enough to fight with the heart and soul of a dragon.

2. Who are the heroes?
Heroes are typically commoners who rise up from their lowly station and set out to defend and fight for what they believe is right. Be they former escaped slaves from the great city of Izmaragrad, the children of humble farmers eager to prove themselves, proud berserkers descended from the brutal taiga warriors of the Verkhosian tribes, wandering nomadic mystics from the insular Darjevic clans, savants of the old gods who walk the land seeking to preserve the fading ways of magic, or noble Dragonaire knights mounted on saurians and wyverns from the kingdom of Mordrake, the heroes of Inmerset are varied and have numerous motivations that drive them to seek adventure.

3. What do they do?
Honor and glory are lofty goals to attain in the eyes of the people, but survival is first and foremost in a land caught in a tide of religious and political turmoil. Relying on brute force, wit, and magic, adventurers must rise to the challenges they must face and do battle against corrupt nobility, unscrupulous slavers, malevolent spirits leftover from haunted ruins such as Lichtesfaust, wizards who have sworn their souls to dark powers, belligerent war chieftains, monsters and undead torn from the Veil, were-creatures that ravage the countryside, and the machinations of influential churches and cults. Only by drawing strength from the dragons of old can heroes aspire to fame and fortune.

4. Threats, Conflicts, Villains
The feudalistic Mordrecht seek to expand their mighty kingdom and so they send their most revered champions, the Dragonaires, against the barbarian tribes of Verkholund that constantly threaten their borders. The Brotherhood of the Rood ensures that the will of the sun god Izlandur, banisher of the monstrous demon Greymalkin to the frozen Bite Lands, is done, meting out justice and destroying the taint of sorcery wherever they may find it. The fierce but disparate Verkhosian tribes call upon their merciless war god of eternal winter Krennag to fight back against the Mordrecht, while the witches of the north draw their arcane power from Suspiria, the White Lady and Bone Mother. The drabardi mystics of the Darjevic instead turn to Umbra, the Gray Witch and Moon Mother, to shield them from the conflict between both sides. However, the Umbral, a fanatical cult led by a blind but charismatic zealot named Raschesohn, seeks to restore the land to the Darjevic, the rightful heirs of Inmerset. The ancient city of Müllenkant – built for the purpose of harnessing mystical energies in order to keep horrific creatures and undead from penetrating the Veil and entering the mortal world – is a center of dispute within the sovereign Graylands.

5. Nature of Magic
Magic, including psionics, as a whole is a rare and awesome force to be reckoned with as it is the last lingering vestiges of the old world that refuses to make way for the new. The powerful goddesses Suspiria and Umbra created and molded the realm of Inmerset to suit their needs, a land of ancient magic and dragons to populate it. Then came the Sundering, when the land was nearly split in two in a titanic battle between the two witches, followed by the Goetterdaemmerung, or Twilight of the Gods. It was then that the new gods Izlandur and Krennag appeared, and the era of magic began to ebb and fade from the memory of a newly risen mankind. Divine magic is now the ruling power, and arcane magic has been pressed to the edge of the abyss. The Brotherhood of the Rood, in their religious zeal, created the Benandanti – men and women chosen to be imbued with the power to touch others and rob them of their will – in an effort to seek out the truth and stamp out sorcery. This plan turned against the Brotherhood when Teufelova, a power mad Benandanti, instigated the Great Perdition, a bloody civil war from which Mordrake has never truly recovered. Magic still exists in small pockets, such as runes inscribed upon both skin and armor, and in artifacts quenched by the souls of those who once wielded them and can only be keyed by those strong of heart.

6. What's new? What's different?
Demihumans are rarely encountered, if at all, being the stuff of legends. The savage elves of the Tal-Re make the primal forests home and will defend their land to the death with the help of totem spirits, elemental nature magic, and fierce dire beasts at their command. The Khazanbar dwarves have retreated into their mountains, using advanced stone and steam technology as the foundation of their enduring civilization. The idyllic Brevir halflings have all but forgotten their history based upon war with the vicious Daosha, a race of shadowy humanoids who have degenerated into bloodthirsty hordes that roam the barren Graylands. Dragons, keepers of ancient lore and once bonded spiritually to the Dragonaires of old before the time of the Great Perdition, have all but vanished save for a select few such as Demminaskyxx – or Demaskus as it is commonly known, a legendary wyrm that makes its lair beneath the forbidding peaks of the Drachezaehne Mountains. Magic is fast fading into endless twilight but remains a powerful force that struggles to survive within Inmerset as the gods of the old world fight against the harbingers of the new.
 

Oh, I just noticed some other entrant had Emmerset mentioned in their write up, which is pretty close to my realm title Inmerset, small world, heh. Anyway, I wonder exactly what kind of themes WotC wanted for their setting search since I really believe they had something in mind when they started this whole contest (which they kept purposely vague, in my opinion).

Oh well, you got your flying island worlds, your undead worlds, your furry (anthro) worlds, your worlds ruled by some demihuman race other than human worlds, steampunk worlds, waterworlds, dragon-related worlds (mine here :D), wereworlds, mindflayer worlds, it goes on and on! :p
 

thunk said:
Like the Avatar idea, Scott. Is this something you came up with for the competition, or do you already run a campaign?

It was developed entirely for the competition. Just some place I thought would be fun to game in and develop. (My current campaign is set in the Chivalry and Sorcery default fantasy Europe, a setting I inherited from a previous GM; even if it were original, it isn't something I'd submit).

It's been interesting to read the thread. I'd guess a lot of people had trouble with their core statements, as some of the entries are coming across as "a land where heroes are heroic and the bad guys are bad" without much in the way of hooks that distinguish them from other fantasy worlds. But details are a heckuva lot easier to work on than high concepts, especially given the format of the contest, and even some of the ones that come across as being generic offer some gems in the details.

So far, I like Eidus, land of Beastfolk and werefolk the best. There's something about giving lycanthropes a starring role for once that really appeals to me.

And in any event, it takes guts to post these in a public forum, so thanks to everyone.

Scott Bennie
 

B R A K A S H A

A world of thick and steamy jungles, where the very land trodden lives and breathes.

Who are the heroes?
The heroes of Brakasha are bred for survival. Coming from all walks (and sometimes flights) of life, they fight for what they believe in an effort to bring about change in their unforgiving world. They are dreamers with a desire rooted deep within their chests to explore the far reaches of the globe. They are defenders of the populace, idealists, and seekers of treasure. In every sense of the word, they are heroes.

What do they do?
Depending on their origins, our heroes use their unique knowledge and training to industriously achieve their goals. For example, a dwarven fighter from one of the larger soil cities may have very little understanding of the dangerous environments beyond the city walls, yet might hold his own against the corrupt local guard with his knowledge of the sewer system winding its way through the tree roots beneath. Or a paladin of Thrix the Wyrm, while having very little knowledge of the cities, would instead help those in need trekking through the mid levels of the jungles.

Threats, Conflicts, Villains
Other then the constant threat of the deadly and vicious creatures living in the leafy folds of Brakasha’s heart, the heroes must also beware of the many treacherous environments that consume the landscape. From the depths of the steam filled canyons of Groomph, to the heights of the treetop city-states on the floating Trishka Islands – there are plenty of environments to cause the heroes harm. Inhabiting many of the areas of danger, are of course, the villains. People and creatures of such disposition to make even the most hardened heroes skin crawl, they fight hard and they fight dirty. Whether they’re a master gem-thief based in one of the frost cities of the north, or a beast summoner of the Trench Caverns there are certainly many adversaries for the heroes to lock horns with.

Nature of magic
There are no gods on Brakasha in the traditional sense, with divine magic instead springing forth from the thousands of spirits populating it. They may inhabit a cluster of trees, a tranquil lake, or even a town in which a priest lives, harbouring their own desires, motives, ethos, and rituals associated with their worship. Also worshiped are beings that have reached a godlike status like that of the Pharaohs, becoming every bit as much a “god” as we are used to. These divine vessels can originate from the player races such as humans or elves, but can also evolve from beasts such as giant lizards or great cats desiring nothing but to feed. Arcane magic oozes from the life force spewed from the world itself. With so many creatures living in close proximity to one another under so much vegetation, it should come as no surprise that there is an abundant amount of excess energy. The harnessing of this flow can be performed by anyone who is willing to undertake the difficult and often life altering rituals. Wizards, Sorcerers and Psions are viewed with some level of awe, as they are ostensibly capable of doing anything.

What's new? What's different?
Mapping the way between the tree cities are huge wooden roads suspended far above the ground lit with Star Gems at night. Meanwhile far below rest the ruins of many unexplored regions littered with ancient ruins, untamed creatures, and plenty of danger. There’s something for everyone. Let’s face it… it’s a jungle out there!
 
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MulhorandSage said:


So far, I like Eidus, land of Beastfolk and werefolk the best. There's something about giving lycanthropes a starring role for once that really appeals to me.

Scott Bennie

Scott,

Wow. I mean it. Thanks. Yours is really good, too. I can't see why we didn't win. I may submit mine to d20magazinerack. Are you going to?

Jay
 

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.
 

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