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Merged WotC setting search winners/losers thread
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<blockquote data-quote="seasong" data-source="post: 349309" data-attributes="member: 5137"><p>Had a chat with an online friend about "things I might want to do with my setting", and he had a good point: posting my submission here does not preclude doing anything with the setting (including cannibalizing it for other settings I've written).</p><p></p><p>So, I'm a bit slow <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />.</p><p></p><p>Here's my setting. Formatting is pretty close to the original.</p><p></p><p>-----</p><p><strong>1. CORE ETHOS: ASTHANTASIA</strong></p><p><strong>ASTHANTASIA is a post-Godwar world of broken architecture and kudzu-like wilderness, where adventurers connect and protect scattered communities.</strong></p><p></p><p><strong>2. HEROES</strong></p><p><em>“The gods only broke the world; they could not break us.”</em></p><p>It has been a few generations since the Godwar. Since then, villages, towns, and even the occasional city have grown up amidst the overgrown ruins. Heroes are those who, motivated by anything from duty to curiosity to naked greed, do the deeds needed for civilization to flourish once again.</p><p></p><p><strong>3. GOALS</strong></p><p><em>“We’re all that holds back an age of darkness and barbarism. Of course we fight!”</em></p><p>Adventurers guard caravans between the oases of civilization, drive monsters away from villages, explore blasted towers for ancient secrets and treasure… and in the process, connect distant communities, restore the spirit of the people, and recover the glory of the past.</p><p></p><p><strong>4. THREATS</strong></p><p><em>“Pulling together is tough when some of us are pushing the others off the cliff.”</em></p><p>Society has survived the Godwar, but there are many obstacles to continued regrowth. Distance and harsh terrain are hard enough to conquer, but there are also primal monsters, would-be dictators, apocalyptic fanatics, and the usual assortment of bandits, pirates, and other brutes.</p><p></p><p><strong>5. MAGIC</strong></p><p><em>“Ah, nothing finer than the smell of Fireball on a crisp mountain morning!”</em></p><p>Primal life energy roils invisibly through reality. Sorcerors and wizards tap this energy to power their spells, priests utilize it as a medium to contact divinity, and many natural creatures possess specialized organs to use it. Although wizards are rare (relying, as they do, on libraries), magic itself is vibrantly present.</p><p></p><p><em>“Hey, is that little thing a mud golem?” “Yeah, that’s Wattle. Best familiar <strong>ever</strong>!”</em></p><p>Arcane magic consists of elemental magic and life magic, with ‘golem’ magic blurring the lines.</p><p></p><p><strong>6. UNIQUE SETTING</strong></p><p><em>“A long journey, yes, but the trade route will open again, with <strong>us</strong> as the merchant princes!”</em></p><p>The world is still young, pushing its way out of a dead shell. Characters are not born into an established order to find their niche; they create the established order and their own niche. Everything is wide open for them to build kingdoms, found mage academies, start religious orders and more. When civilization rises from its ashes, they will be the heroes of the new mythology.</p><p></p><p><em>“Tell me again, why are we here?” “To see the wizard. And then kick his undead butt.”</em></p><p>* Kess, a stone city buried beneath the desert sands by a god, now home to necromancy.</p><p>* Fathertrees, millennium-old oak trees that still guard particular regions of wilderness.</p><p>* Atala, an ocean-floating city which has become a haven for pirates.</p><p>* Maphir, a distant empire whose vast armies survived god-wrought destruction.</p></blockquote><p></p>
[QUOTE="seasong, post: 349309, member: 5137"] Had a chat with an online friend about "things I might want to do with my setting", and he had a good point: posting my submission here does not preclude doing anything with the setting (including cannibalizing it for other settings I've written). So, I'm a bit slow ;). Here's my setting. Formatting is pretty close to the original. ----- [b]1. CORE ETHOS: ASTHANTASIA[/b] [b]ASTHANTASIA is a post-Godwar world of broken architecture and kudzu-like wilderness, where adventurers connect and protect scattered communities.[/b] [b]2. HEROES[/b] [i]“The gods only broke the world; they could not break us.”[/i] It has been a few generations since the Godwar. Since then, villages, towns, and even the occasional city have grown up amidst the overgrown ruins. Heroes are those who, motivated by anything from duty to curiosity to naked greed, do the deeds needed for civilization to flourish once again. [b]3. GOALS[/b] [i]“We’re all that holds back an age of darkness and barbarism. Of course we fight!”[/i] Adventurers guard caravans between the oases of civilization, drive monsters away from villages, explore blasted towers for ancient secrets and treasure… and in the process, connect distant communities, restore the spirit of the people, and recover the glory of the past. [b]4. THREATS[/b] [i]“Pulling together is tough when some of us are pushing the others off the cliff.”[/i] Society has survived the Godwar, but there are many obstacles to continued regrowth. Distance and harsh terrain are hard enough to conquer, but there are also primal monsters, would-be dictators, apocalyptic fanatics, and the usual assortment of bandits, pirates, and other brutes. [b]5. MAGIC[/b] [i]“Ah, nothing finer than the smell of Fireball on a crisp mountain morning!”[/i] Primal life energy roils invisibly through reality. Sorcerors and wizards tap this energy to power their spells, priests utilize it as a medium to contact divinity, and many natural creatures possess specialized organs to use it. Although wizards are rare (relying, as they do, on libraries), magic itself is vibrantly present. [i]“Hey, is that little thing a mud golem?” “Yeah, that’s Wattle. Best familiar [b]ever[/b]!”[/i] Arcane magic consists of elemental magic and life magic, with ‘golem’ magic blurring the lines. [b]6. UNIQUE SETTING[/b] [i]“A long journey, yes, but the trade route will open again, with [b]us[/b] as the merchant princes!”[/i] The world is still young, pushing its way out of a dead shell. Characters are not born into an established order to find their niche; they create the established order and their own niche. Everything is wide open for them to build kingdoms, found mage academies, start religious orders and more. When civilization rises from its ashes, they will be the heroes of the new mythology. [i]“Tell me again, why are we here?” “To see the wizard. And then kick his undead butt.”[/i] * Kess, a stone city buried beneath the desert sands by a god, now home to necromancy. * Fathertrees, millennium-old oak trees that still guard particular regions of wilderness. * Atala, an ocean-floating city which has become a haven for pirates. * Maphir, a distant empire whose vast armies survived god-wrought destruction. [/QUOTE]
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