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Wizards of the Coast World-Building Contest

 
  

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Captain Zoom
19:22 / 13.06.02
Just thought some of you might be interested.

World-Building Contest

Zoom.
 
 
The Monkey
19:48 / 13.06.02
YAY! PHUN PHUN PHUN!!!
 
 
the Fool
05:46 / 14.06.02
I've already popped a world in the mail. Funny how a planet can fit in an envelope.
 
 
Saveloy
07:44 / 14.06.02
[threadrot]
I thought (from the two posts above) that this was going to be someone attempting to build a model of the whole world using picture postcards - build frame (globe, maybe?) and stick pics in appropriate positions, building up an overlapping collage thingy. A bit like the project to produce a photo map of Britain using satellite photos, only the pics would mostly be from ground level so it would look messier. It would probably have to be about the size of the moon, though, wouldn't it? [threadrot]
 
 
Less searchable M0rd4nt
09:06 / 14.06.02
This looks like grand fun. I will get worldbuilding immediately.

(God, I'm such a game geek. Sigh....)
 
 
gridley
15:23 / 14.06.02
My buddy and I were going to enter this contest. But I've got a question about the template...

2. Who are the heroes? [Brief description of heroes central to the setting. This need not be a comprehensive list.]

3. What do they do? [What are the main objectives of the heroes, and what steps do they take to achieve those objectives?]


Do you guys assume they want to know about what general sorts of people the player characters would be? Or do they actually want a list of heroic personages in the world, whom the player characters would presumably interact with?
 
 
The Monkey
18:26 / 15.06.02
gridley - I'm thinking of dealing with that question in the most circumspect, philosophical method available...what are the general mindsets of the characters (yet to be invented) characterized as "good" and "bad." Maybe that's not what they want, but I am *not* R.A. Salvatore, nor will I stoop to D&D levels of sheer binary idiocy.

PS - I'd love to see other folks' ideas, if you're not feeling all guarded and competitive as of yet. Perhaps offsite or on PM. I'll be typing mine up tonight at the coffeeshop (nearly put in "coffeship" there...which would be far cooler, but less workable....).
 
 
grant
13:43 / 17.06.02
I have an idea for a Barsoomian-type science-fantasy planet, rich in deposits of a mind-controlled metal (hence, magical machinery, weird-ass weapons, a race of psionic monkeys, evil cyborg dwarves).

But I haven't been able to write it down yet.
 
 
Rev. Jesse
17:27 / 17.06.02
But grant, they are looking for a unique setting and how is your's different from Florida?
 
 
Tezcatlipoca
18:59 / 17.06.02
Grindley. I think they're asking entrants - and on that basis I'm planning - to give them a general idea as to the archetypes of the players (whether they're all dragon-kin from beyond the stars, or pirates, or whatever), rather than the specifics of each player.
 
 
grant
13:36 / 18.06.02
this is what i did - i went over the top:

Wizards of the Coast Fantasy Setting Proposal:

Core Ethos Sentence: In Planes of Peril, adventurers discover a sweeping science-fantasy world reminiscent of the pulps of the 1930s, where brave heroes fight sinister sorceresses in a world ruled by magic and weird science.

Who are the heroes? The heroes of Planes of Peril include your standard cast of sword-and-sorcery adventurers – but also machine-mages, metal men and great apes with amazing prowess in the mental arts. These characters, unique to the world of Urbiraz, owe their talents and abilities to neuronium, a precious metal that responds directly to intelligent thought. Some cultures shape this metal into fantastic weapons and magical devices (flying swords and remote-controlled chariots). Others allow the metal to shape them – into mineral guardians, grotesque cyborgs or astounding ape-like psychic adepts. (And face it, who can resist a monkey with ESP?)

What do they do? The political powers of Urbiraz are in upheaval, and campaigns will draw players into an ever-widening war for the future of the planet. Beyond the turmoil of the human civilizations, untamed jungles and mountains have their guardians too: elves, druids, the ape-like Ukuks or crystalline elementals called Krznti. These guardians zealously defend their homelands (and the world’s supply of neuronium) against human explorers, greedy prospectors and agents of the Cyclopean Empire, an expansionist, technologically advanced race of machine creatures (think a cross between ordinary dwarves and the gothic cyborgs from the film “City of Lost Children”.

Threats, Conflicts, Villains. The Cyclopean Empire, from its slave pits to its sapphire palaces, is ruled absolutely by Mora-la, the divinely chosen Goddess Emperor. Unfortunately, she has fallen under the influence of Kthon the World Eater, an evil astral deity intent on holding a universal monopoly on the supply of neuronium – and destroying any race who dares stand in the way. Some believe this deity was once a powerful human mage consumed by a volcanic eruption of molten neuronium, rising from the dead with undreamed of mental and magical powers. Others whisper that the disembodied evil was summoned up from the nameless dark places of the universe, and could not be put down again. But most go about their ordinary lives unaware of the secret dangers surrounding them.

Nature of magic. Magic is abundant, if unpredictable, thanks to the strange properties of neuronium. The human nations take certain magic items for granted, while other cultures prefer to modify themselves or their work-animals with the magic metal. Clerics and druids channel powers from gods and goddesses, and the spirits of the planet itself. In certain cultures – the Ukuk, primarily, but also some barbarian tribes – traditional magic is not as prevalent as a form of psionics, focused by rituals and certain plants.

What’s new? What’s different? The “feel” of Planes of Peril represents a departure from past role-playing worlds, in that it seamlessly combines sword-and-sorcery elements with steampunk and science fiction motifs, along with a healthy dose of retro-pulp fun.
 
 
gridley
12:05 / 19.06.02
That sound's fantastic, Grant. Anyone else?

I'll post mine if I ever get it done.
 
 
Tezcatlipoca
17:05 / 19.06.02
I'll post mine if I ever get it done.

Umm....the closing date is in a few days, you know...
 
 
gridley
17:38 / 19.06.02
thanks for reminding me... post marked by friday, right!..... am now furiously wasting work time firing emails back and forth with co-creator....
 
 
Tezcatlipoca
18:15 / 19.06.02
Curses. I should have kept quiet, thus cleverly eliminating one of my thousands of rivals....
 
 
the Fool
21:54 / 20.06.02
This is my entry. I wrote it at work in a morning, so its a bit rough...

Morabulous- continent of the world Imargelsgum

An ancient world, layers of collapsed civilizations under the light of twelve moons. Scared by the cataclysm that created the mountainous wastes that run through the centre of the continent.

History

The history of Morabulous is long and complex. Many great empires have risen and fallen. Their intertwined corpses are the rich tapestry of the land. The ancient empire of the moons is remembered only via the mysterious moon temples that are scattered across the land. The great empire that cannot be named once controlled the entire planet. The aristocracy’s lust for power lead them to perform the equarrista ritual that brought cataclysm. The heart of the empire was destroyed, a dark portal was opened. The dark gods themselves might have moved through the portal if not for the efforts of one man. That man achieved godhood as a indirect result of the ritual. The man became Muard the god of justice. Upon his steed of 77 serpents he fought the dark forces until the portal closed. He did not expel all the demonic infection (the wastes are dangerous to this day) but if not for his actions the whole world would have been cast into shadow. One of his serpent was lost in the battle, believed to be his former lover, transformed by the radiant energies. He came to rest on an isle to the north of morabulous. Here he founded the temple of the seventy six serpents before heading to the red moon of sand and storms.

After the rise of the wastes there was a period of turmoil. The wastes split the continent in two, few dared to attempt a crossing.

The Buthari empire appeared in a time of calm. The horrors of the wastes seemed to have subsided and trading routes through the wastes were re-established. This was the birth of Buthari, the great trading empire. However Buthari’s time in the sun was short. Renewed demonic activity in the wastes shattered the empire and once again split north and south.

The south, in the great plains the red city of Anarkel grew to dominace. Its reach streached from the wastes all the way to the jungles of the deep south. In the north, the Golden Cities established a triving trade in gold and mysterious technology.

Once again the wastes have become quite. A few routes thought the wastes exist again. Trading caravans run spice and silk from the south and gold and technology from the north.

This is the shape of morabulous today.

Heroes.

The heroes of this world are often searching for lost truths. Secrets of history, scattered across a vast land. Urik Haggen of the wolf tribe is typical of these restless souls. Drawn by hints in the heritage of his tribe, he searches for the lost moon temple of the wolf god Ruuraik. Seeking to understand the fragments of the moon religion long since lost to the world.

Errarmu Ywelle is a beautiful techsorcerer from the golden cities. Her father was lost to the wastes many years ago, though in her heart she still believes he lives. She embarks on a journey to find her father, and uncover the reason why he left for the wastes all those years ago.

Threats, villains

Morabulous can be a dangerous place. The wastes are still wild with the remnants of the demonic incursion, beneath its mountainous peaks horrid forces plot unspeakable terror. In the south the slavers of Anarkel are quite ruthless. Various slavemasters are in constant conflict, ever trying to increase their already bloated profits.

Nature of magic

Magic on this world is coloured by two unique forces. The influence of the twelve moons and resonance. The twelve moons influence how magic behaves. Should moon of fire be in the sky and full all fire related magic is enhanced. Should the moon of water be full in the sky all water related magic is enhanced, fire magic is diminished or modified –eg. Becomes steam magic or storm magic.

The other force is resonance. Morabulous has such a long history involving magic that certain places give off magical resonance. The wastes, for instance, give off a powerful demonic aura. This modifies all magic cast within in. Making effects darker, more uncontrolled and often far more dangerous. Where as magic cast on the isle of Muard tends to be more controlled, more precise but often weaker than elsewhere on the continent.
 
 
Saint Keggers
18:23 / 21.06.02
This is what I sent in...
1.Core Ethos Sentence: Danger and excitement await in Dreadfog, a world where vast cities float above a magical fog and those who inhabited the world bellow have fled to a life underground.

2. Who are the heroes? As with most places life in Dreadfog has produce a varied cast of characters. With most of its population located in sprawling floating cities air travel is a must. Players can embark on lives as Royal Shipmen a knighthood committed to patrolling the airways above the Dreadfog, keeping the lands safe from the rogues and villains and the constant pestilence of various magical monstrosities that reside in the fog. Players may also take the role of Privateers, royally sanctioned pirates who sail on quests to prove their might and increase their coffers?all in the name of the king. If bravery & bravado is a foreign concept then perhaps they would prefer the life of the Mistmages; who use their knowledge of the deadly magical fog to create floating armadas and keep the cities from crashing through the fog to the wasteland bellow. Forever shadowed by the overhead Dreadfog the lands bellow are a harsh, scarred wasteland where life continues in a subterranean world. Having escaped the effects of the fog by building vast cities forever hidden from the light of the world above, the race of The Braxxi are easily recognized by their iridescent skin. Fearing the Dreadfog they have led lives without magic, relying solely strength, skill and wits to ensure the survival their way of lives and keep the magical perils of the outside world away. Having survived a fall through the Dreadfog, the people know as The Outcasts are forever scarred and changed by its effects. The casting as it is known is a punishment worse than death, and reserved for the worst of society. Should they survive the fall through the fog or the crash onto the ground bellow many are left mad or horribly mutated, while others are imbued with the strange magics of the Dreadfog and become natural mages. All who suffer through the casting and live must survive against the creatures in the twisted remains of what was once the world?s surface.

3.What do they do? As heroes in the vast world of Dreadfog the adventurers can embark on varied quests.
The main goals are often based not so much on the ?kill the monster, get the gold? mentality but rather on finding alternative ways to complete their tasks despite overwhelming odds.

4. Threats, Conflicts, Villains. The life in floating city-states is not as tranquil as it would first seem. Heroes have much to occupy their days, from foiling Royal assassination attempts to planning them, to leading an armada of floating magical ships on the way to attack a foreign city. The days of tranquility have long passed. Perhaps, a contingent of Outcast have found their way onto your ship, or maybe you are on of those Outcast and revenge is close at hand. The world beneath the fog holds its perils as well. The creatures from the Dreadfog don?t need a reason to attack the citizens of the floating cities or the people of the lands bellow so whether you make your life in the airy world above or the labrynthian cavern-cities life is perilous and not for the meek.

5. Nature of magic. A magical fog surrounds the world. In times forgotten an unknown creature (demon/god) crashed into the world. Its impact seared the land and threw up a cloud of ash made of its immolated body. Time passed and the ash dissipated into a magical fog. Over the ages the creature has continually tried to reassemble itself but has so far only created horrid shadows of what it once. These failed attempts are the inhabitants of the fog. The people on the ground at the time of the impact became the Braxxi and they are marked by the glow from the magic they were infused with before they went underground. Some of the Braxxi however did not fear the magic and sought to harvest its secrets. Using the magic infused wood from the surviving forests they created ships that rose above the cloud. Over the generations those Braxxi learned to created vast floating cities and, exposed to the sunlight, returned to the human forms they once had. Perhaps unwisely some of the humans still seek to use the magic of the Dreadfog and so became Mistmages.

6. What?s new? What?s different? Welcome to a new take on the fantasy genre. Unlike other fantasy worlds Dreadfog is where magic is not a glorious gift from the gods but rather a necessary evil. Cities are not confined to the ground and ships not confined to the seas. One world divided into 2 different lands, and changing from one to the other completely changes your relationship to magic.
 
 
Chuckling Duck
19:22 / 21.06.02
Here’s my entry. Now that I read through it, I think I should have put in more specifics, but frankly I ran out of room.

1. Core Ethos Sentence.

Strange Ruins sets adventures in a post-apocalypse high fantasy world ("Geschlach") where the gods slaughtered each other in a long-foretold final battle, leaving only confusion and chaos.

2. Who are the heroes?

The heroes are those unbroken by the fall of the gods, who work to renew the world. Perhaps they are simple folks hard pressed to preserve people's lives in the aftermath, or perhaps they are idealists fighting to shape a new destiny for all.

They may come from many lands, cultures, professions and social classes. Geschlach is a diverse world with populations varying from hunter-gatherers in exotic lands to vast civilizations with advanced pre-industrial economies and complex societies. Still, the actions of a few decisive people in this troubled time may change the world forever.

3. What do they do?

At first, the heroes may be tested by local problems arising in the aftermath: threats to themselves, their family and their community. As they progress, they can explore the world, investigating the rumors of available power and hints of an explanation. If they prove equal to the challenge, perhaps they can find solutions to the horrific problems caused by the gods' deaths and absences, and begin the process of restoring civilization to order and tranquility.

4. Threats, Conflicts, Villains

The learned suspect that the world is unraveling without the gods to maintain it. Everywhere, natural cataclysms have become frequent, and terrible beasts proliferate. Near the places where the gods' blood spilled on the earth, the very fabric of reality is twisted in dramatic and often bewildering ways.

In addition to the physical effects of the aftermath, cultures are also in disarray. Many religions and aristocracies have fallen, while others have turned to brutal methods to maintain their power. The older people who remember when the gods lived are frightened, even scarred by the loss of the gods. Many of those who lost their faith have lost hope as well, and fallen into hedonism or despair. Some cities were thrown into rubble and abandoned by their frenzied inhabitants, and those that remain are wild and dangerous.

5. Nature of magic

Magic is a common source of fear for ordinary folk, who are haunted by the incomprehensible. Magical beings and forces that were once controlled or checked by the gods now prey on mortals. People who control or possess magic are uncommon, and uncommonly feared.

The death of the gods released their power into the world. The priests and priestesses who served them find their spells and rituals are still potent, provided they follow the laws and strictures their gods once set . . . whether or not they believe in them. Religious orders have splintered as new forms of worship have sprung up, some righteous, some blasphemous.

Other learned people have devised methods to tap and channel the gods' power in ways the gods themselves never imagined. These mages and sorcerers exalt in their newly minted powers, and seek still more. Some hope to bestow the gift of their magic abilities on all. Others hope to replace the gods themselves.

Many priests and priestesses believe that the spells of mages are tainting or depleting the god-power they draw on; there is much tension between the groups.

6. What's new? What's different?

Strange Ruins combines the appeal of high fantasy adventure with a mordant touch of modernism and a hint of the absurd. From the moment players lift their characters' eyes to the night sky and see not a pristine moon, but the fractured skull of a dead god, they'll be hooked.
 
 
gridley
19:30 / 21.06.02
wow, duck, the image of the moon being replaced by the giant skull of a god is quite nice....

damn, I got mine in the mail today, but I'm really not so happy with it. There's so much you can't say in a one page summary, and then there's so much more that you can't use at all in WOTC product.
 
 
Chuckling Duck
19:44 / 21.06.02
Thanks. Aren’t you going to post yours? I promise only to steal the good ideas.
 
 
The Monkey
20:36 / 21.06.02
Fantasy Setting Proposal: Terra Null
Core Ethos: Trilok captures within a fantasy framework the birth of civilizations and the first fronds of philosophical speculation into the nature of the universe, mirroring the achievements of Mesopotamia and Hellenic Greece, the empires of the Mauryas and the Shin: it is a world of city-states, of terra nullia occupied by villages, nomads, and foragers without a concept of “nation,” where faith, magic, and science are saplings tended by the same hands.
Who are the Heroes? The heroes of Trilok are explorers. The very process of travel presents an exposure to the unknown beyond what most folk will ever experience. We are talking of a world without maps, without a common awareness of boundaries…for most people, a few days travel is passage beyond notional space, and a few more is a crossing into the world of myth. But the curious few move in all vectors; peasants and outlanders towards the cities that contain the sum of both material wants and intellectual stimulation, the city-dwellers into the wilds seeking forgotten treasure and ancient secrets. Whatever other alliances and ideas bind a hero to their path, their first steps are always into the new. But exploration is not merely an outward thrust: it is a revolution of the mind, collective or individual. Paired with the outward pursuit of novelty in the slow blossoming of philosophy and mysticism. Intellectual inquiry is growing, in monasteries, ashrams, temples, laboratories. The priests and hierodules, as messengers of the young gods, walk a balance between obeisance and the questioning of these beings—newcomers to the land themselves—that they serve. Students of magery—comprising dozens of styles of practice and theory—seek to find not merely efficacy within their magic but the very engines of change. Natural philosophers demand questions of the visible world and the body. Even amongst the so-called “primitives,” shamans, healers and druids seek the breadth and depth of the knowledge within nature and the spirit.
In terms of game play, all of the conventional player roles are present in Trilok—warrior, magus, priest, rogue—although these categories are interpreted through the lens of culture and experience, creating a great potential for individualization of skills and style without degeneration of the core concepts and rules.
Warriors differ in weapon training and strategy development, rogues by task specialization; magicians are divided by philosophy and theory of ritual, priests by their ritual roles and devotions. Some additional roles and hybridizations have been put forward: a class of proto-scientists and technologists, loosely termed “natural philosophers” and “constructors”; the term “shaman” indicates a ritual worker within an animist or other non-theistic framework, while “monk” and “cenobite” are roles emphasizing introspection and the cultivation of the mind (up to and including supernatural abilities?).
What do they do? Adventurers are unusual people; individuals acting upon motivations so profound that they are disposed to break from the land, kin, and customs they are acclimated to in pursuit of ideals and the unknown. It is not a coincidence that it is the young—free of a sense of obligation, rigid in theirs beliefs, prone to recklessness—that are drawn in to such a life. The swarm of culture and religion that has been imported to Trilok in waves of migration has created fertile ground for idealism and curiosity, while the blossoming of trade has insured that the desire for mammon is equally well-tended.
Villains, Threats, & Conflicts Of greatest concern to the city-states and sedentary peoples is the chaos on the continent of Otoa: the Empire of Four Shores was the most stable, if despotic, nation in Trilok, consolidated by the Alvar (akin to elves) over nine centuries ago. The fragmentation of its provinces has results in pitched battles between loyal and rebelling vassals: two years of stalemate have passed, yet the Alvar have not risen to aid their loyal (human) retainers. The trickle of refugees has become a flood into the ports of Ruah. The ideas and skills that have accompanied these migrants of many species have at once created a sort of uneasy Renaissance within the Exile Coast, precipitating the birth of the Lycaeum—the first open school and repository of philosophy and magic. Ar the same time, the fears and lusts of the various nation’s leadership have initiated military and colonial assays into the interior, disrupting the tenuous peace that the coastal nations have held with the species and tribal confederacies of the so-called “unclaimed land.”
Nature of Magic:. The process by which magic effects material change is unknown, and many schools of esoteric thought contend on the point. Magic saturates the environment, fully integrated into the larger ecology of Trilok and experiencing cycles, fluxes and disturbances comparable to a meteorological system. Think of climates of varying intensity and properties, disrupted by currents akin to wind shifts and seasonal weather, although the forces that generate flux are not understood. Magic also seems to accumulate, even flow through, solid matter, often radically altering the properties of elements and compounds. Flora and fauna manifest magical adaptations that aid survival: in vivid cases, generating new anatomical systems to accommodate their needs. Similarly, sentients exposed to particularly strong magical fields begin to manifest spell-like abilities…sometimes even physiological changes. Conversely, there exist life-forms and objects that are nonmaterial…roughly termed “spirits”…yet seem to interact with the material world through magical means. It is unclear whether this domain—perceptible to most only through magical training—is the source of magic, or merely a layer of reality with different rules. For spell-casters, the prevalence of magic is a double-edged sword—simple spells are effortless, castable by anyone, but more complicated magics pose the threat of cataclysmic backfire, even feedback on the caster. Theurges and other spirit workers rely upon their deities and allies to mitigate this…at the price of the limits and directionality placed upon their abilities, but mages risk health and sanity when they attempt to cast without careful preparation and ritual.
New & Different? The primary difference of this world design is the attempt to attack difference and character variety from an anthropological, relativistic approach. There exists in roleplaying design a tendency towards easy attributions, in a way, an echo of the strict binary thought we all have inherited from the Hellenic thinkers. The first of these is the confabulation of social traits and racial ones; the second is the pride of place given to sedentary civilization over the “nomadic” and the “barbarian.” With the terra nullia presented here, it is my hope to confabulate some of these easy liaisons, to not make a world merely populated by noble savages, amoral brutes, and unfailingly righteous heroes. I wish to paint in many shades of gray, to present the diversity of good and evil, civility and
barbarism, and the strange alchemy by which they sometimes blend and sometimes become to their opposite.
John Berland
 
 
Perfect Tommy
06:35 / 22.06.02
Dammit. I knew I was forgetting something important today.

The world will have to wait for hydromantic piracy about the archipelago of Loi
 
 
gridley
13:24 / 24.06.02
There is no city, but CITY!

Core ethos statement: Ten far flung-metropolises—linked by ancient magical teleportation gates into one mighty CITY despite their ferocious rivalries—are all that remain of an ancient continent-spanning empire, and all the stands between civilization and a world overrun by barbarians, beasts, devils, and dinosaurs.

Who are the Heroes: Everyone with the courage and cunning to make a name for themselves in a world poised at the brink between renaissance and ruin. Urbane duelists from Gallina with wits sharper than their blades. Aristocrats and knights of ancient Orders from Erisium. Sages, relic hunters, and sea-captains from the great port of Narayan. Sorcerers of the Shirac race from Marimbra, seeking all who would join with their people in their migration towards nirvana. Driven Gate-Mages risking arrest and madness trying to recover the lost Arts that made the Great Gates. Noble barbarians taming wild lands between cities. Brothers of the Black Worm, who are employed by Erebus the fallen angel and paid in secrets. Dinosaur Riders bereft of all fear and reason. The famed Lovesworn, who re-unite true lovers separated by seas, continents, maybe even Time Itself.

What do they do: Exploring dinosaur-infested jungles, mysterious lost cities, pirate-ruled seas, exotic barbarian lands, and the myriad streets of CITY itself. Battling the evils not only their fellow humanity, but of Horrors brought through the gates from other worlds; liberating slaves, seeking forgotten magics for the good of all --or just for themselves. Serving the city’s all too human gods and goddesses. And through all this, being secretly manipulated as pawns of ruthless aristocrats bent on ruling the world.

Threats, conflicts, villains: The world of CITY is emerging from a long dark age, mankind having just relearned how to rekindle the magic of the gates. The citizens of CITY live under the constant threat of barbarians, those who war, plunder and most of all, live free. Meanwhile, CITY itself is in state of near-civil war between the individual cities that comprise it, leading to uneasy alliances and frequent conflicts of many races and peoples, all with different ideas for the future. The dukes Eris, capital of the fallen Empire will not rest until all of CITY is under their power, and the barbarian hordes are crushed under their heels. The priest-kings of Hannikum wielding a legion of slaves and dark magic, seek to conquer and convert all the heathens who oppose them. The crime lords of Ulum Dreii seek to expand their syndicates across the globe. The proud nobles of Gallina strive to recover the lost knowledge Gate Magic, no matter what the cost. Add to this mix, the many bizarre creatures brought to this world by the ancient Gate Builders still prowling it’s corners. And, of course, there are the everyday schemes of the craven and cowardly to gain fast fortunes, at the expense of their fellow citizens. And a precious few wonder how many Gates lie uncounted for, and wonder what terrors might one day spill forth..

Nature of magic: To the sorcerers of the Shirac race, magic is innate, the result of their eons long world-spanning journey. To Erisian alchemists it is a science, sparked by the study of remains of an celestial being that crashed to earth outside their city. As for the employees of Erebus, it might be best not to ask how their strange powers work. And to the Gate Mages, struggling masters of teleportation, it is at best art, and at worst, sport..

What's new? What's different?: From the canals of the drowned city of Gallina to the dark and twisting alleys of Ulum Dreii, from the exquisite royal mansions of Erisium to the ancient Hannu temples of Bessho, the world of CITY is a fully-realized imaginary world. And all of these cities—with their myriad adventures that wait within and around them—are just the beginning. Through the “device” of the ancient Gates, publishers and DMs can freely expand as much of this fantastical world into whatever unique and personal direction they wish, without sacrificing a rich, cohesive back story.
Also: The petty gods and goddess of this world are former humans (i.e. a gambler, a pirate, a swordsman, a baker, and even a cocktail waitress) who have been elevated to godhood by a fallen angel with no obvious agenda. The ruins of lost cities can provide endless dungeon-type adventuring, while ancient artifacts discovered within might have much larger ramifications for the united cities. The classic D&D races have been slightly reworked to give them a new flavor, history, and a fresher appeal to long-time gamers, without undoing the wealth of rules already created.
 
 
Saint Keggers
04:50 / 26.06.02
No comments on my post????
 
 
gridley
12:30 / 26.06.02
I like it Kegboy. What are realtions like between the sky cities and the underground cities? Do they trade with each other? Are they at war?
 
 
gridley
18:49 / 01.07.02
so, is anyone else experiencing angst about awaiting their entry's fate? apparently there are over 10,000 entries as of last friday. I know I shouldn't get all worked up, but I kind of am... arghh!
 
 
Chuckling Duck
21:20 / 01.07.02
Roll three ten-sided dice. The chances of them all coming up zeroes are the odds of you getting to the next stage of this contest.
 
 
Thjatsi
22:23 / 01.07.02
Monkey's is my favorite, with Grant's coming in at a close second.
 
 
Captain Zoom
15:16 / 02.07.02
Should find out by tomorrow, right?

Zoom.
 
 
gridley
15:49 / 02.07.02
Friday, though I wouldn't be surprised if they postpone it.
 
 
Captain Zoom
21:07 / 02.07.02
Ah, really? They'd said originally they'd be notifying by the 3rd. Friday's not so bad, I guess, but I was all pumped up for the call to come tomorrow. 'Cause, of course, I'm getting into the top ten.

Zoom.
 
 
gridley
10:59 / 03.07.02
when you going to post your world, Captain?
 
 
gridley
16:23 / 03.07.02
"WotC's Don Williams has sent along this announcement:
Due to the extraordinary response to our search for a new fantasy setting,
Wizards of the Coast will push back the date for initiating the second round
of proposals. A committee of experts from WotC will read and review all the
submissions made and will make its decision by the end of the first week in
August Those whose submissions have been selected for further development
into ten-page proposals will be notified by that time.

To date we've received more than 10,000 submissions in our search. This is
both overwhelming and amazing. We're tremendously excited by the enthusiasm
of those submitting and by the high quality of many of the submissions. It's
testimony to the vitality and creativity of the gaming community. Now we
want to take the necessary time to make sure we give all proposals the best
consideration possible."
 
 
Captain Zoom
18:25 / 03.07.02
My brother and I were working together and we ended up sending in 9 proposals. I'll have to ask him if he minds my putting one or two up here.

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Captain Zoom
18:42 / 05.07.02
Here's one:

1. Core Ethos Statement
A world on the brink of becoming mundane, where heroes fight to preserve all that is magical from a sinister organization called The Ministry.

2. Who are the heroes?
Heroes in this world are adventurers who believe that magic and magical creatures have a place in the world. While not always fighting the efforts of The Ministry, the battle to preserve the wonder in the world is always in the background. The great mage Utema is the greatest proponent of magical preservation in the world. His right-hand man is Crantz, a human fighter who, ironically, is a mundane, the sort which The Ministry would like to see the world populated with. Another enemy of The Ministry is dwarven chief Strone. His methods are far more violent and reactionary than Utema, and he is branded by The Ministry a terrorist.

3. What do the do?
The main objective of course is to stop The Ministry from taking all that is magical out of the world. In the case of Utema and Crantz, this battle takes not only a combative aspect, fighting The Ministry forces head on and smuggling magical creatures into safe havens, but also a diplomatic aspect, trying to work out a peace between magic and mundane. In the case of Strone and others like him, the action is far more violent, a kill or be killed mentality. In the opinion of Ministry-branded agitators, The Ministry must be wiped out if there is to be peace.

4. Threats, conflicts, villains
Of course, the main villain of the world is The Ministry. Run by a council of humans, this is not a blundering, might-makes-right operation. They are all well-educated and intelligent men who just happen to believe that the magic in the world represents a danger to the continued existence of civilization. They are not evil, though their goals may come across as such. They have support in most major cities and are slowly gaining popular support. There are others villains, Dragons and other intelligent magical creatures who feel that humans in general must be wiped out in order to end the threat The Ministry represents.

5. Nature of Magic
Magic itself emenates from the planet and nature. At the outset, use of magic is as abundant as in any typical fantasy setting. But as the campaign progresses, and more and more of the magical world is destroyed or banished, and more and more people stop believing in magical ideas and creatures, magic becomes harder to use, eventually disappearing if the characters are unsuccessful.

6. What's new, what's different?
The setting starts out as typical fantasy setting. Adventures can be run much as usual, though with an organization like The Ministry gaining power, a very X-Files feel can quickly be produced. There is also the idea of characters taking on the role of Ministry regulators or officials, engaged in a battle to rid the world of magic and chaos. Most of the major characters in the world fall in to moral grey areas, not quite evil and not quite good, which provides excellent opportunity for role-playing.

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