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Merged WotC setting search winners/losers thread
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<blockquote data-quote="Falcmir" data-source="post: 340405" data-attributes="member: 6686"><p>Here's mine. I was a little rushed, only found out about the contest on the wednesday and wanted to get it out on time so I couldnt put a lot into it. I think my answers for 2 and 3 were too generic but I like what I came up with for magic in question number 5 and number 4 wasnt too bad. Ah well.</p><p></p><p></p><p></p><p>1. Core Ethos Sentence. A fantasy world where mystical forces use summoned creatures to battle for dominion.</p><p>2. Who are the heroes? Within the cities of the central empire merchants and thieves scramble to amass wealth. Legionnaires are drafted from the far reaches of the empire and sent off to battle in distant realms or maintain the peace within imperial cities. Diplomats and nobles seek to restrain the excesses of the empire while not running afoul of the many factions at work within.</p><p>In the free kingdoms knights rise to guard their lands from the threat of the empire and the magical beasts that roam the wilds. Woodsmen and archers hunt the magical beasts while sorcerers and wizards summon their own creatures to guard the land. Mystical orders of monks train themselves to perfection in their mountainous retreats venturing out on secretive missions designed to keep the realm in balance.</p><p>3. What do they do? One of the most lucrative activities for merchants and adventurers seeking wealth is the acquiring of spell components necessary for the binding rituals that are so common. These are varied depending on the nature of the creature to be bound and for the more powerful creatures often hidden in dangerous and remote locations.</p><p>4. Threats, Conflicts, Villains There are two basic types of threats to the world, internal and external. The powerful beings from other dimensions frequently use the religions and kingdoms of this world as their playthings, seeking to use our world as a chessboard to play out conflicts in their own realms. At times they will cause their servants to directly bring about wars at others they will send creatures to assassinate powerful tools of their enemies. The halls of power are a dangerous place.</p><p>The internal threat comes from those powerful wizards and sorcerers who have gained so much power they seek to gain dominion over the land. Foul necromancers seek to extend their lives to immortality through the sacrifice of mortal souls. </p><p>5. Nature of magic All magic, be it divine or arcane, derives its power from otherworldly sources. Sometimes the power is negotiated for as is the case with most religions whose gods give the power in exchange for worship; other times it is leeched off of or stolen away from the extra planar beings. Both options have their own dangers. The gods are often petty and more concerned with their own desires than the well being of their servants, the demons can be vindictive when they realize they are being robbed.</p><p>The most common use of magic is the summoning spells. With the aid of a binding ritual the normal duration limits are removed, bringing cheap labor, soldiers, and fierce guardians. Strange races and creatures wander the streets of all cities and regions that mages inhabit. Usually they remain under the control of their masters but many a binding ritual fails leaving monsters free to roam the wilds. Many times the failed ritual will not only trap the creature in this world but also leave them in excruciating pain driving them into a mad frenzy of destruction. </p><p>6. What’s new? What’s different? This world was originally native only to humans but the massive influx of summoned races has turned virtually every city into a melting pot of a myriad of creatures. Strange beasts may walk the main streets as freely as a human. There are no ancestral homelands of the dwarves, elves, or other typical fantasy creatures but many, after being freed from the bindings of their initial summoning are trapped in this world and have begun to push out in search of new homelands.</p></blockquote><p></p>
[QUOTE="Falcmir, post: 340405, member: 6686"] Here's mine. I was a little rushed, only found out about the contest on the wednesday and wanted to get it out on time so I couldnt put a lot into it. I think my answers for 2 and 3 were too generic but I like what I came up with for magic in question number 5 and number 4 wasnt too bad. Ah well. 1. Core Ethos Sentence. A fantasy world where mystical forces use summoned creatures to battle for dominion. 2. Who are the heroes? Within the cities of the central empire merchants and thieves scramble to amass wealth. Legionnaires are drafted from the far reaches of the empire and sent off to battle in distant realms or maintain the peace within imperial cities. Diplomats and nobles seek to restrain the excesses of the empire while not running afoul of the many factions at work within. In the free kingdoms knights rise to guard their lands from the threat of the empire and the magical beasts that roam the wilds. Woodsmen and archers hunt the magical beasts while sorcerers and wizards summon their own creatures to guard the land. Mystical orders of monks train themselves to perfection in their mountainous retreats venturing out on secretive missions designed to keep the realm in balance. 3. What do they do? One of the most lucrative activities for merchants and adventurers seeking wealth is the acquiring of spell components necessary for the binding rituals that are so common. These are varied depending on the nature of the creature to be bound and for the more powerful creatures often hidden in dangerous and remote locations. 4. Threats, Conflicts, Villains There are two basic types of threats to the world, internal and external. The powerful beings from other dimensions frequently use the religions and kingdoms of this world as their playthings, seeking to use our world as a chessboard to play out conflicts in their own realms. At times they will cause their servants to directly bring about wars at others they will send creatures to assassinate powerful tools of their enemies. The halls of power are a dangerous place. The internal threat comes from those powerful wizards and sorcerers who have gained so much power they seek to gain dominion over the land. Foul necromancers seek to extend their lives to immortality through the sacrifice of mortal souls. 5. Nature of magic All magic, be it divine or arcane, derives its power from otherworldly sources. Sometimes the power is negotiated for as is the case with most religions whose gods give the power in exchange for worship; other times it is leeched off of or stolen away from the extra planar beings. Both options have their own dangers. The gods are often petty and more concerned with their own desires than the well being of their servants, the demons can be vindictive when they realize they are being robbed. The most common use of magic is the summoning spells. With the aid of a binding ritual the normal duration limits are removed, bringing cheap labor, soldiers, and fierce guardians. Strange races and creatures wander the streets of all cities and regions that mages inhabit. Usually they remain under the control of their masters but many a binding ritual fails leaving monsters free to roam the wilds. Many times the failed ritual will not only trap the creature in this world but also leave them in excruciating pain driving them into a mad frenzy of destruction. 6. What’s new? What’s different? This world was originally native only to humans but the massive influx of summoned races has turned virtually every city into a melting pot of a myriad of creatures. Strange beasts may walk the main streets as freely as a human. There are no ancestral homelands of the dwarves, elves, or other typical fantasy creatures but many, after being freed from the bindings of their initial summoning are trapped in this world and have begun to push out in search of new homelands. [/QUOTE]
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