Merged WotC setting search winners/losers thread

Corinth said:
I'd just like to publicly thank Morrus for putting up a section for those of us who agreed to display our one-page submissions.

Yes it's a great Idea but I'm not fond of its implementation. Why docs and rtfs instead of html ?

It can't be viewed online directly (text or html would have been), and it's (almost) restricted to Windows users.
I know, most enworlders use windows, but why not use the appropriate format for online documents ?


It would have been simpler to be able to see them just with a click.

Anyway, Big Thanks to all who shared their work !

Chacal
 

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Chacal said:


Yes it's a great Idea but I'm not fond of its implementation. Why docs and rtfs instead of html ?

It can't be viewed online directly (text or html would have been), and it's (almost) restricted to Windows users.
I know, most enworlders use windows, but why not use the appropriate format for online documents ?


It would have been simpler to be able to see them just with a click.

Anyway, Big Thanks to all who shared their work !

Chacal

Chacal,

I'm in total agreement. I've received a tiny amount of positive feedback in this thread and I'm super-excited to join the process, BUT I own a Mac. So where does that leave me? I'm working on an answer...

.doc & .rtf = .SUX

Jay
 

1. Core Ethos Sentence.

Tova, a world where the growing power of mortals has forced the heavens to turn against them.

2. Who are the heroes?

Hero is a relative term on Tova. The gods have covertly created artifacts that power different mortals organizations, known as Cabals. These Cabals openly war for dominance over the others, and heroes and villains alike can be found within most. Their power cowers the scattered city-states, and many young men and women flock to the Cabals to make a difference in the world. Others organize to resist all of the Cabals.

3. What do they do?

The gods manipulated the cabals to be polar opposites of each other. While the members do not know of the artifacts origins, they do know each Cabal has one. They also know that when a Cabal has captured another’s artifact, that organization loses any and all powers until the artifact has been recovered. Heroes who identify with one of the Cabal’s goals will find themselves fighting their enemy Cabal while being dragged into the wars between other Cabals.

Some example Cabals:
Valor (goal: destroy all arcane magic) vs The Tribunal (goal: become gods through arcane means)
Heralds of the Ancient (goal: spread undeath) vs Servants of the Dawn (goal: fight necromancy)
The Arbiters (goal: forge a totalitarian state) vs Barons (goal: destroy all organized powers)

Other heroes who suspect the actions of the gods will find themselves marked as heretics, and spend their lives fighting the theocracies that control the scattered city-states of the land.

4. Threats, Conflicts, Villains

The gods and the cabals create the main conflict and source of villains, but there are others:

*The gods fear the collective power of dragons, and the Cabal artifacts need to be annually bathed in dragon blood. This has lead to dragons, good and evil, to ban together to fight against their own extinction.
*A twisted inbred family controls many of the rogue guilds of the world. Their desire is simple: wealth, and few have more treasure then adventurers.
*Finally, a secret holy organization called the Shadowstalkers scours the earth to slay any arcane casters who have gained to much power.

5. Nature of magic

Magic is just as natural as gravity and light, but long ago powers from beyond this plane found away to channel that magic through the belief of mortals- creating divine magic.

They did not plan for the mortals to find a way to channel that magic themselves- creating arcane magic.

As the scope of mortal arcane magic grew across Tova, the commoners began to lose faith in the gods- draining the heavens of some of their power.

This is what has led to the creation of the Cabals- turning the mortals against each other, and to the gods for protection.

6. What’s new? What’s different?

The gods themselves are passive antagonists, and become more active when facing powerful mortals. (making more use of Deities and Demigods).
The cabals serve to offer different types of campaigns (intrigue, exploration, open warfare), and a host of powerful prestige classes- potentially a book exploring each Cabal.
 

Re: Re: Hey, is it just me....

Rune said:
The idea of dream settings is not uncommon (I'm working on Jaldaen's Nevermore, right now, for instance)

And doing a great job I might add! Hopefully soon we'll be at a point to start talking about Nevermore in more deepth, but first I got to get dream skills and feats out of the way ;-)

Joseph
 

CMonkey said:

Originally posted by Blacksad
Breizh


This one is my favourite so far. (It's on page 2 of the thread if anyone is listening...)

CM.

Thanks! I listen :D

I made it for the contest, so if you want to expand it, you should check Dragon 299 and Tournament, Fair & Taverns by Natural 20 press.
 

second the motion

I second the motion if there was a place for us to submit 10 page summaries of our worlds for the rest of us to view. Seeing one page proposals is fine and all, but within the one page proposal there are many things about our worlds that we had to leave out that would have made them more intriguing and better. Heck, even 5 page summaries would work, especially for a netbook of settings/worlds and I am sure that most of us would support such a feat. This way, we all get to flesh it out and share the rest of it with others.

On another note:
Keith - I like Nightfall, really cool.
 

Hi all! :)

Congrats to the lucky eleven! :D

I may still use some ideas from my setting proposal for another project; however here is the core ethos sentence, for what its worth:

Setting: The Writhing Dream.
Core Ethos Sentance: Unearth the Writhing Dream and explore the eldritch legacy of a world born of nightmare.
 
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Re: second the motion

I second the motion if there was a place for us to submit 10 page summaries of our worlds for the rest of us to view. Seeing one page proposals is fine and all, but within the one page proposal there are many things about our worlds that we had to leave out that would have made them more intriguing and better.

For those who want to type up 5-10 page extended proposals of their worlds and send them to Steve at ghost.wind@verizon.net with the subject "Extended Proposals", I will either set up an issue of d20Zine! for them also, or set up a special downloads section of our site where you can download them individually (perhaps both).

I am still encouraging anyone who wants to send their one-pager in for the magazine to do so. Remember the include "Fantasy Proposal" in the subject line for those one page proposals. I've received many and hope to continue to receive even more...:)
 

Man, I'm finding it hard just to read the proposals on this thread carefully, I can't even begin to fathom the amount of work the WoTC guys had to do with the 11,000!

The ones on this thread have been a mixed bag, I think. Some are very interesting, while others seem a bit uninspired.

I liked KeithBaker's Nightfall, because it has many similarities with the world I've been working on for some time. I kinda think that the whole 500/500 year light/darkness cycle is cooler than my world, which has a regular daily cycle, that is suddenly disrupted, causing eternal darkness.

Oh well, I never did enter anyway:)

darklight
 

Well, I figured that my chance of success in this phase was only about 0.1% at best, so I'm not so surprised to not be selected. This setting is actually my current campaign (and has been for many, many years... getting threadbare? :))


Planes of Kyri

1. Core Ethos Sentence. While nations scheme and fight, extra-planar horrors are manipulating them in order to expedite their return to the world they once called home.

2. Who are the heroes? Ultimately the heroes are those who can lift their eyes above their local troubles and see some of the bigger picture, the dangers which threaten to engulf their whole world. Humanoids who seek to leave their enclaves and make contact with the other races once again. Races and classes of heroes from many nations who band together and overcome their differences combining together in a picture of the way which the nations too must eventually work together if disaster is to be kept at bay. Each nation, each hero knows something of the threats that are coming. By pooling their resources, the puzzles may be solved.

Older heroes exist, who have tried and failed at the task and may now act as mentors – or foes – to the emerging heroes of this age.

3. What do they do? As political relationships between nations collapse, most heroes start out solving local problems – border disputes between nations and humanoid incursions. Some will venture into tombs and dungeons left over from the glory days of the Jade Empire.

As the heroes become more powerful and gain rank in their factions, they move onto the political stage and tackle the underlying issues between nations. They may become involved in attempts to forge alliances between the humanoid races against the coming darkness of the manipulative Mind Flayers.

Ultimately the heroes have to learn how to take the battle across the planes to defeat the ultimate foes on their home ground.

4. Threats, Conflicts, Villains. The Mind Flayers and their kin used to rule this plane, but the god Asura arrived and defeated their gods, exiling them from this plane. They want their plane back, so while organising raids for tasty brains, the Mind Flayers and their kin are also attempting to destabilise the nations, reduce the power of the god Asura and free their own inimical gods.

Through promise and terror the monstrous tribes are being stirred up against humanity, while manipulations and factionalism is resulting in border skirmishes and unrest between most of the nations of the world. Old enmities are not easily forgotten, and are quickly fanned back into flame.

Within the monotheistic cult of Asura itself, there are schisms between the evangelistic good sub cults, let alone the impact of banned, evil sub cults of Asura. Religious upheaval in their homeland is forcing refugees out into the other nations.

5. Nature of magic. Magic is drawn from the inter-planar spaces in this cosmology. The magic using classes all unlock and shape the same forces, although they use different means to do so. Most magic items were created years ago, and the techniques for crafting them long forgotten. As a result, almost all magical items are unique, and have a long history and background.

6. What’s new? What’s different? It is not a homogenous world.

Nationality is very important, and it is reflected in the languages, skills and classes available in each place. There is a strong association between character classes and particular nations.

History is important, and many secrets of the ancients can be discovered by those with the daring, knowledge and will to seek them out.

Factionalism is important. Within each nation and society, there are many good and evil factions with differing goals. Often the public goal of a particular faction hides the underlying plans of their leadership. Meanwhile the Mind Flayers and their kin work to destabilise the world, and weaken the power of Asura, the god who exiled them. Asura’s power depends upon the number and especially the unity of his worshippers...

Above all, this world is one of suspicion, factions, manipulation and hard choices. It is never quite clear who is pulling the strings.



My aim was to try to highligh a setting with scalable challenges, the kind of political shenanigans which could prove interesting in novels and lots of plot hooks/conflicts of interest.

Was it a mistake to mention mind flayers by name? Possibly :) Walking the tightrope between too general and too specific is always tricky.

For all the settings which I read, the core ethos sentence is the one which really has to grab me to make me interested in reading the rest. How does mine do?

Cheers

[edit] In hindsight I wish I could have polished by "them" and "their" to improve clarity...
 
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