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Merged WotC setting search winners/losers thread
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<blockquote data-quote="JohnBrown" data-source="post: 340822" data-attributes="member: 2243"><p>Since my team was also not among the ones selected, here is what our submissioned looked like:</p><p></p><p><strong>Proposal for the Campaign Setting of Acramahria</strong></p><p></p><p><strong>Core Ethos Sentence:</strong> A place where discovering the unknown will shape the destiny of the world. </p><p></p><p><strong>Who are the heroes:</strong> 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.</p><p></p><p><strong>What do they do:</strong> 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. </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p><strong>Threats, Conflicts, Villains:</strong> 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.</p><p></p><p><strong>Nature of magic:</strong> 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. </p><p></p><p><strong>What’s new? What’s different:</strong> 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.</p><p></p><p></p><p>I have to agree with Heap. I too fell a little more bummed than I thought I would.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f641.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":(" title="Frown :(" data-smilie="3"data-shortname=":(" /></p></blockquote><p></p>
[QUOTE="JohnBrown, post: 340822, member: 2243"] Since my team was also not among the ones selected, here is what our submissioned looked like: [B]Proposal for the Campaign Setting of Acramahria[/B] [B]Core Ethos Sentence:[/B] A place where discovering the unknown will shape the destiny of the world. [B]Who are the heroes:[/B] 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. [B]What do they do:[/B] 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. [B]Threats, Conflicts, Villains:[/B] 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. [B]Nature of magic:[/B] 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. [B]What’s new? What’s different:[/B] 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.:( [/QUOTE]
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