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Merged WotC setting search winners/losers thread
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<blockquote data-quote="KDLadage" data-source="post: 340616" data-attributes="member: 88"><p><strong>Congrats to the winners!</strong></p><p></p><p>I cannot wait to see the results of this contest, myself. I'd like to one day read the winning entries.</p><p></p><p>Oh well.</p><p></p><p>Here was mine:<span style="color: orange"></span></p><p><span style="color: orange"></span></p><p><span style="color: orange"><span style="font-size: 15px">The Lands of Leone</span></span></p><p><span style="color: orange"></span></p><p><span style="color: orange"><span style="font-size: 12px">Core Ethos Sentence</span></span></p><p><span style="color: orange">The <strong>Lands of Leone</strong> is a world of fantastic adventure and powerful magic; a world where monsters roam in the magic-rich <em>Wild-lands</em> that surround the pockets of civilization.</span></p><p><span style="color: orange"></span></p><p><span style="color: orange"><span style="font-size: 12px">Who are the heroes?</span></span></p><p><span style="color: orange">The heroes are those that dare to brave the wilderness, protect the trade-routes and seek out other regions where magic has weakened enough to allow civilization to expand. In short, the heroes of <strong>Leone</strong> are those men and women that refuse to accept the hand that Fate has dealt them.</span></p><p><span style="color: orange"></span></p><p><span style="color: orange"><span style="font-size: 12px">What do they do?</span></span></p><p><span style="color: orange">They are adventurers, explorers, soldiers and those that dare to attempt controlling the magical forces that have damned civilization into the corners of the world. The heroes of this world have much stronger <em>common man</em> roots than in other settings, but it is these heroes that allow society to exist at all… The primary objective: the preservation of civilization.</span></p><p><span style="color: orange"></span></p><p><span style="color: orange"><span style="font-size: 12px">Threats, Conflicts, Villains</span></span></p><p><span style="color: orange">Dangers of the world come in two primary forms: <em>the Nations</em> and <em>the Wild-Lands</em>. </span></p><p><span style="color: orange"></span></p><p><span style="color: orange">The Nations are organized political bodies that have formed in society. They exist as isolated cities and protected trade routes. The nature of the Wild-Lands ensures that the nations exist much like islands in a treacherous sea. However, the nations are in competition for limited resources – some of which can only be found in the Wild-Lands. Despite the fact that the Wild-Lands make waging war difficult, war is still waged.</span></p><p><span style="color: orange"></span></p><p><span style="color: orange">The Wild-Lands are those vast expanses where magic is strong, and thus, so are the monsters and beasts that live there. However, the beasts are not the only danger that lurks there. Dark, twisted and alien species also inhabit these regions. They have societies rooted in strange traditions. And they too need many of the same resources…</span></p><p><span style="color: orange"></span></p><p><span style="color: orange"><span style="font-size: 12px">Nature of magic</span></span></p><p><span style="color: orange">Magic is abundant. The ability to control it, however, is relatively rare. The creation of magical items is even rarer. The nature of magic will sometimes cause items to spontaneously become imbued with magical properties.</span></p><p><span style="color: orange"></span></p><p><span style="color: orange">There are many schools of thought when it comes of magical control: Spell-Weavers, Alchemists, Song-Mages, Symbologists, and so forth. Each has its strengths and weaknesses. Few are trusted in the nations, however.</span></p><p><span style="color: orange"></span></p><p><span style="color: orange">The source of magic is called <em>Diadinese</em> by those that practice the arts. Magic itself is an intangible force that seems to emanate from the core of the world. Myth states that Diadinese is a great gemstone that lies far beneath the world radiating magical power like a flame radiates light and heat.</span></p><p><span style="color: orange"></span></p><p><span style="color: orange"><span style="font-size: 12px">What’s new? What’s different?</span></span></p><p><span style="color: orange">Isolated pockets of civilization; magic that varies in strength from region to region; abundant magical power, but rare magical control; unique beasts and alien wilderness societies; wars waged across treacherous, monster-filled landscapes.</span></p></blockquote><p></p>
[QUOTE="KDLadage, post: 340616, member: 88"] [b]Congrats to the winners![/b] I cannot wait to see the results of this contest, myself. I'd like to one day read the winning entries. Oh well. Here was mine:[color=orange] [size=4]The Lands of Leone[/size] [size=3]Core Ethos Sentence[/size] The [b]Lands of Leone[/b] is a world of fantastic adventure and powerful magic; a world where monsters roam in the magic-rich [i]Wild-lands[/i] that surround the pockets of civilization. [size=3]Who are the heroes?[/size] The heroes are those that dare to brave the wilderness, protect the trade-routes and seek out other regions where magic has weakened enough to allow civilization to expand. In short, the heroes of [b]Leone[/b] are those men and women that refuse to accept the hand that Fate has dealt them. [size=3]What do they do?[/size] They are adventurers, explorers, soldiers and those that dare to attempt controlling the magical forces that have damned civilization into the corners of the world. The heroes of this world have much stronger [i]common man[/i] roots than in other settings, but it is these heroes that allow society to exist at all… The primary objective: the preservation of civilization. [size=3]Threats, Conflicts, Villains[/size] Dangers of the world come in two primary forms: [i]the Nations[/i] and [i]the Wild-Lands[/i]. The Nations are organized political bodies that have formed in society. They exist as isolated cities and protected trade routes. The nature of the Wild-Lands ensures that the nations exist much like islands in a treacherous sea. However, the nations are in competition for limited resources – some of which can only be found in the Wild-Lands. Despite the fact that the Wild-Lands make waging war difficult, war is still waged. The Wild-Lands are those vast expanses where magic is strong, and thus, so are the monsters and beasts that live there. However, the beasts are not the only danger that lurks there. Dark, twisted and alien species also inhabit these regions. They have societies rooted in strange traditions. And they too need many of the same resources… [size=3]Nature of magic[/size] Magic is abundant. The ability to control it, however, is relatively rare. The creation of magical items is even rarer. The nature of magic will sometimes cause items to spontaneously become imbued with magical properties. There are many schools of thought when it comes of magical control: Spell-Weavers, Alchemists, Song-Mages, Symbologists, and so forth. Each has its strengths and weaknesses. Few are trusted in the nations, however. The source of magic is called [i]Diadinese[/i] by those that practice the arts. Magic itself is an intangible force that seems to emanate from the core of the world. Myth states that Diadinese is a great gemstone that lies far beneath the world radiating magical power like a flame radiates light and heat. [size=3]What’s new? What’s different?[/size] Isolated pockets of civilization; magic that varies in strength from region to region; abundant magical power, but rare magical control; unique beasts and alien wilderness societies; wars waged across treacherous, monster-filled landscapes.[/color] [/QUOTE]
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