one of the top 11. but no further

wizardoftheplains

First Post
Hi, I saw that Wizards posted the three finalists to their setting search. Congrats to them all!!!
I made it to the top eleven finalists, but no further. Still, it's been a fun 3 1/2 months. I'll continue to work on my setting, but wanted to be open about it and post a bit of it online to get your thoughts. I actually submitted two settings, the early history version of the same setting was the one that was chosen. It's called the Sunset Kingdoms.

Here's a bit from my eleven-pager.

The Sunset Kingdoms is a rich medieval world steeped in magic and religion, where heroes use might, wit, and wizardry in a struggle to stem all threats to the glorious Solarian Empire.

Unique aspects of the setting -
Aspects that set the Sunset Kingdoms apart from other fantasy settings include -- A vibrant, eclectic mix of cultures that are near the height of their ‘golden age’. (Think the flavor and creativity of the Renaissance mixed with the brilliance and world-spanning influence of ancient Rome.) The unique use of Imperial Activation magic, which allows common spellcasters to activate a Imperial artifacts merely by draining a bit of their own power. The newly discovered ‘magic of mathematics’, whose ‘theoretical equations’ mimic a number of regular incantations. The use of commonplace enchanted artifacts through which rapid communication between Kingdoms can occur. The existence of ancient rituals, from the starting of the harvest to preparation for war, that reverberate throughout everyday life. The fact that ancient pagan gods coexist with a powerful polytheistic church and its growing assembly of miracle-granting Saints. And the existence of small, but powerful demi-human societies who often help shepherd their ‘human children’ by providing them with arcane knowledge, weapons of power, and words of wisdom in preparation for what must eventually happen, a downfall of civilization that is, in human terms, still many years off.

The Sunset Kingdoms as a role-playing game --
Playing a character within the Kingdoms is a rich experience due to the diversity of the many cultures that exist within the Solarian Empire and their nearby neighbors. A player can be a Theorist, recently trained in the art of mathematics and eager to put his equations into practice, a deserter from the Knights Luecretus, now bent on undoing the effects of his misguided past, an elven Oak Walker tirelessly covering miles of territory in an effort to warn outlying villages of an imminent Horseclan attack, or an old Desmedian Warlock with just one more battle left in him and a craving to be smack dab in the middle of it when it happens.

From a player’s point of view, life comes at you in all its grandeur. Magic is real, heroes are bold and exceedingly smart, and life is only as short as you make it. The lands are filled with artistry and Imperial architectural achievements, neolithic water channels and standing stones,and league upon league of underground warrens that stretch from the western shores of the Young Kingdoms to the far eastern sorcerous lands. During an adventure, a player may come across brilliant waterfalls, deep sunlit seas, mines rich with glittering gems and rare ores, and verdant old-growth forests, some thick with spirits of nature harkening back to the days when Solaris was new. Or he may stumble into places rife with illusion, dark foes, and old gods bent on stemming this ‘rampant spread of civilization’ once and for all. Whatever a player comes across in his journeys, it is bound to be memorable (so long as he can live long enough to tell an Orator about it).

A bit on geography
The Western Sunsea -
For 100 years, an endless plume of smoke has billowed forth from an enormous volcano, far out on the Western Sunsea. This smoke travels hundreds of miles before slowly dispersing into the atmosphere, becoming only a faint haze by the time it reaches the western shores of the Sunset Kingdoms. It is this haze that creates the magnificent sunsets from which the Kingdoms take their name.

Two new player character races-
Sprites were the second race to awaken on Solaris and quickly established themselves as assistants to the Makers, during the time of the Giants. Since then, their race has dwindled but their abilities and powers have not. They dwell in the oldest forests on Solaris, working with their elvish and gnomish allies in preserving the old woods. They are the quickest race in all the Kingdoms, both in actual physical speed and in spell-casting. Though they are limited in the diversity of spells they can cast, their shape-changing ability, and natural spell resistance make them a foe to be reckoned with. They are spellcasters, through and through.

Sealfolk dwell in the upper northeast of Solaris. Their dark eyes, dark hair and pale skin make them beautiful to behold, outshining even the elegant Summer Elves. They are dire enemies of the HorseClans, who often slay whole villages for their enchanted sealskins. The best of swimmers (besides Mermen), these shape shifting people have a number of impressive warriors and bards in their midst.

Character Types -
The Sunset Kingdoms allow player characters to chose from all of the standard character, prestige, and epic-level classes reported in the PHB and character supplements, plus the additional classes below.

The Theorist-
A theorist is a wizard who uses mathematical formulae to attain magical effects. A number of magic spells from the PHB can be cast by the theorist, plus a select number of spells available only to students of mathematics. As yet, only humans may be theorists; it is a relatively new science and is looked upon with disdain by the demi-human races of Solaris. A theorist has the same spell and level progression as a normal wizard, but due to the logic of his mind,he is banned from casting spells from the schools of Charm and Illusion.

The Riddlemaster-
Riddlemasters delight in deciphering complex riddles and mysteries, and posing the same to an audience. A Riddlemaster performs much like the bard character class with a few distinct differences. Where a bard sings or plays, a Riddlemaster riddles. They can cast spells only from the school of Divination but receive bonuses for finding and disarming traps, detecting secret doors, searching, deciphering languages, map reading, operating foreign devices, spotting, and gathering information. Additionally, they have the ability to confuse sentient foes by challenging their logic, and excel at performing stunning feats of deduction.

The Warlock-
Warlocks study both magic and battle tactics to the point where they can hold their own in a hand to hand combat and still excel as a battle-savy spell-caster. They fight as a standard fighters but due to their intense training they can only cast spells from 5 of the 8 magic schools. (A player character chooses which 3 schools he is banned from.) Due to their focus on unmaking and destruction, they have the inability to fashion magic items, so they actively seek artifacts made by others to augment their own powers.

The Horselord-
Horselords live to ride and battle. The simple pleasures of hearth and home they have never known, since they are constantly on the move. On foot, they fight like a normal warrior, but when mounted they are a sight to behold. They gain mounted maneuvers and improved attacks and defense as they attain new levels, can shoot from horseback as if standing still, and can push their mounts to terrifying speeds.

The Tactician -
A warrior prestige class, the Tactician is a master at knowing what his opponent will do next. This makes him a dangerous foe. Where other warrior classes gain bonuses as they gain levels, the Tactician gains the abilities to take away from their opponents’ combat bonuses and limit their use of combat maneuvers. A Tactician gains Spot bonuses when detecting ambushes and can never be flanked by less than four foes.


A couple of minor villians
Sheriff Longjack -- Sometime ago, Longjack lost his left eye in a dispute with a Solarian Knight. It was the only lasting wound the man has ever taken. (The Knight, however, was buried the next day.) Sheriff Longjack is the law in the town of Valeen. He is a master swordsman and retired mage-killer who settles disputes himself, often trying, judging, and carrying out sentencing in criminal cases without ever leaving the scene of the crime. If you ask him, he is always in the right and is above reproach; if you ask others who know him, you will get nothing but a downward look as they back off, quickly distancing themselves from you and any friends you are with.

Blackmask -- Be on the watch while traveling the Imperial roads after dusk, for even the light of the travel stones won’t aid you if a certain horseman takes a shine to what you’re carrying. For if Carrion Blackmask seeks to line his pockets with your gold, there is little you can do to stop him. Even with an Imperial warrant on his head, Blackmask continues to hold up travelers, caravans, and Imperial Tax Collectors on a weekly basis. An excellent rider, bladesman, and (some say) shadow-dancer, Blackmask also appears to have an unusual immunity to spells.

A few organizations
Order of Aurorian Magisters -
Strict NG followers of Aurora, goddess light and convergence. Members serve in constructive professions, often serving as diviners, healers, enchanters, or summoners. Though they are officially rivals with the Damedian Order, when need calls they will work together with the Warlocks to balance out a situation that is greater than either of them can handle alone.

Order of Damedian Warlocks -
NE followers of Damedes, goddess of darkness and divergence. They serve in destructive professions, most often taking up warmagery, unmaking, necromancy, or pyromancy. Their numbers always equal the numbers within the Aurorian Order, and they have been known to work with the Magisters upon occasion.

Order of Pythagorus -
A group of wizards who have taken up the study of the newly discovered ‘magic of mathematics’. Its members believe mathematics to be the purest form of magic. A member of the Order is called a Theorist, and devotes her time to the study of equations, hoping over time to prove or disprove a theory by working it out in a detailed set of computations. Once proven, the final equation can be used to tap into the basic laws of the universe, the results of which can be quite astounding, even mimicking or surpassing a number of standard arcane spells. The order’s enemies are the current Pope and the Knights Luecretus.

Protectors of the Alabaster Throne -
There is a group of Imperials who believe in the Empire, and refuse to see its beauty and greatness be tarnished by the self-serving acts of a few. It is this group that secretly watches over the young Emperor Danthes, in hopes of helping the boy achieve the greatness his forefathers attained. The Protectors are comprised of nobles, merchants, teachers, politicians, a number of Knights Solari, and a few demi-human allies.

The Black Gloves -
There is a rumor among thieves everywhere that there is a single thief organization beneath all thief organizations. This group, if it indeed exists, most probably goes by the name of the Black Gloves. Members of this ‘mythical’ secret group would most likely be at the top of their profession, forever unseen and careful to never leave a bit of evidence behind. Shadowdancers, men or women with strengths in remaining unseen, or those highly skilled in infiltrating organizations could, perhaps, be the majority of their members. As to their reason for existing, well one could guess that ‘information’, and the trafficking of such could be much more profitable than hastily secured baubles. Their enemies would be those who have something to hide, which is everyone. Of course, all of this would be true, if only I wasn’t such a liar in the first place.

A new form of Activation Magic
Additionally, a ‘magic-technology’ exists in the form of Imperial ‘Activation Magic’. This allows any spell-casting citizen the ability to activate Imperial artifacts by using an unused spell slot of the appropriate level.

A Sample List of Imperial Artifacts --
Road Stones Activation effect: illumine roadway
Standing Stones Activation effect: teleportation to another attuned standing stone
Tower Glass Activation effect: communication with other towers

A specific Artifact Example: Travel Stones
Thousands of these Travel Stones are found near the Imperial roadways. Any spellcasting player character may activate them by approaching within 100 feet of a stone and expending a 1st level spell slot. Each stone emits a warmish glow mirroring the light of an orange-red sunset for the spell duration. The light will jump from stone to stone, following the spellcaster who activated it for the duration of the spell, or until the caster moves out of range, at which time the stone darkens after the spell duration expires.

I have more, but just wanted to post a sample to get feedback. I'm okay with anyone using any of this info in their campaign, in fact, I'd be thrilled. I write, design and game for the thrill of it. Been doing it since 1977 and will continue to do it till I'm an old man (or undead:) I'll probably publish the later history of this setting, the one I'm actually
more fond of.

Thanks for the chance to post.
Gary Pratt
An obsessed gamer in Kansas.
 

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"life is only as short as you make it"

great stuff gary. i look forward to reading more

(can you give us a little about the later setting? i'm already curious to find out what happens (or will happen) to the Sunset Kindoms :D )
 


I would buy this, I really like what you have shown. If this is your home game, you must have some happy players!:)

I sincerely hope you get published. Good Luck! :D
 

Interesting. Three of the final 11 have posted their thesis, and all three are similar in that they all take place in the golden age of magic.
 

Congratulations to a fellow semifinalist!

Hello WizardofThePlains! I, too was a semifinalist. You can find my story here:

http://enworld.cyberstreet.com/showthread.php?s=&threadid=27793

I couldn't help but notice a few common threads in our settings, which seems to hint at what WIZARDS was looking for. I agree- this contest has been a great learning experience. I'd like to get in touch with you if at all possible. Maybe we could start a support group ;) .
 

Mistwell said:
Interesting. Three of the final 11 have posted their thesis, and all three are similar in that they all take place in the golden age of magic.

Who is the third? Could you post a link?
 


The common theme:

"...primeval world where the great empires have not yet fallen";
"...mix of cultures that are near the height of their ‘golden age’";
"...heroes fight to preserve a golden age of magic." (this one also mentions "The great empires have not yet fallen". Amazingly, the same exact wording as the first entry in this list.)

Apparently the Golden Age was the golden idea.

Congratulations to those who made it to the top 11.
 
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Re: Congratulations to a fellow semifinalist!

RSKennan said:
Hello WizardofThePlains! I, too was a semifinalist. You can find my story here:

http://enworld.cyberstreet.com/showthread.php?s=&threadid=27793

I couldn't help but notice a few common threads in our settings, which seems to hint at what WIZARDS was looking for. I agree- this contest has been a great learning experience. I'd like to get in touch with you if at all possible. Maybe we could start a support group ;) .

Yes, the whole process not only taught me a lot, but got me back into actually putting down on paper some of the ideas I've thrown about (and at players) over the years. It also got me into reading these threads every chance I get. I don't post often, but I really appreciate the minds that do post on this board. What a rich site.

E-mail me through this site or pipeweedinn@aol.com
And good luck to you.
gary
 

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