PDA

View Full Version : The Setting Crafter in the playground Competition Chapter One: Alternate History



alexeduardo
2008-09-02, 06:39 PM
Hello, ladies and gentlemen, and welcome to the first Setting Crafter Competition. This week, the theme is:
Alternate History!


What is alternate history? well, it's basically what would happen if something had happened and the consequences on This Modern World. Nothing else, really, it's that simple.

Our judges for this evening are:

Innis Cabal!
The Vorpal Tribble!

and the skillful
Icewalker!!


Okay, so the goal is to create the most creative setting possible and then have it mercilessly judged by our illustrious trio.
Pretty easy, huh?

The System, you can choose. The Depth, you can choose too!

Our judges are gonna judge 3 aspects:

Originality.- better known as ohmygoshwhydidn'tIthinkofthatiness
Playability.- can it really be used in a game?
Overall Awesome.- this needs no explanation. methinks


We will reunite here September 16 to declare an end to the competition, till then
Good Night, Playground!

alexeduardo
2008-09-02, 06:40 PM
List of Entries:


Kiren's Shattered Dreams
Vadin's NeoRome
Alechemyprime's Donnermenshen
Prometheus' The Power of Mythology
KevLar's's Gothless World
cnsvnc's Celestial Anarchy
Gwyn ap nud's Ominous Flat Earth-realted yet-to-come setting
Acco Spoots's Fascio Del Devinita
Shadow Elf's Hyrold
Feldion's Invariant Phantasms
Fri's Nusantara
Fri's Ruminant and Revolver
combatmedic's Entry



Frequently Asked Questions:

Do we have free reign to do...I'm not entirely sure what...with...whatever?
yes, as long as it is plausible.

Do you want full-fledged 100+ page alternate history settings? A 1 line interesting hook that changes the modern world a little bit? Fantasy stuff? Modern stuff? Historical stuff?

I'ts your choice, I'm not the judge so you might want to consult with them.

I understand the entry is 'a setting', but what, in your opinion, constitutes 'a setting'?

Something where a roleplaying game can be run.

is this an alternate history of Earth? The world of the Order of the Stick?
Real world history, please.

will the winners receive sigtrophies?

I'll make sure of that

Does the entry not count until it is done?

The entries will be judged as they are on September 16

Icewalker
2008-09-02, 06:43 PM
Glad to be part of it.

I'm going to figure out and put up a rundown of what I think exemplifies the judged aspects.

alexeduardo
2008-09-02, 06:59 PM
Glad to be part of it.

I'm going to figure out and put up a rundown of what I think exemplifies the judged aspects.

Good thinking, o skillful one

let's hope we get any contestants.
(tip: asking a FAQ is a good way to sign in)

Vadin
2008-09-02, 07:44 PM
Just 'alternate history'? Nothing else?

Do we have free reign to do...I'm not entirely sure what...with...whatever?

Perhaps if you nailed down what, exactly, entries are it would be easier.

Do you want full-fledged 100+ page alternate history settings? A 1 line interesting hook that changes the modern world a little bit? Fantasy stuff? Modern stuff? Historical stuff?

I understand the entry is 'a setting', but what, in your opinion, constitutes 'a setting'?

Neftren
2008-09-02, 07:46 PM
Yeah... your contest description is a bit vague. Define exactly what you want. Also, specify... is this an alternate history of Earth? The world of the Order of the Stick?

Icewalker
2008-09-02, 11:18 PM
Hmm...details. I'd suggest not a really huge exposition, but at least several paragraphs to several pages description. I would assume alternate reality Earth, although I'm just a judge.

alexeduardo
2008-09-03, 11:03 AM
Titanium Treachery Setting

Crunchy parts
http://www.giantitp.com/forums/showthread.php?t=89769

well, at least it's an entry.
Also, all your questions have been very unproffesionally answered in the second post

Vadin
2008-09-03, 03:12 PM
is this an alternate history of Earth? The world of the Order of the Stick?[/B]
Real world history, please.

When you say real world history, do you mean to say no fantasy/sci-fi stuff and must the alternate history take place in the past, or can this be alternate future history?

alexeduardo
2008-09-03, 05:33 PM
When you say real world history, do you mean to say no fantasy/sci-fi stuff and must the alternate history take place in the past, or can this be alternate future history?

Oh, well, try to be the most original of the bunch. After all, your top competitior is a world where humans, cacti, potatoes and sporks live togwther in apparent harmony.

Also, wacky/montypythony stuff is accepted, but me and the judges will hold serious entries in higher esteem.

Innis Cabal
2008-09-03, 05:37 PM
/cracks knuckles

Vadin, I know you've got some good idea's

Kiren
2008-09-03, 05:58 PM
Yes but can his ideas top Cacti and Burrito Potatos.

Vadin
2008-09-03, 06:00 PM
I do, it's just difficult to gauge how much fantasy (if any) is allowed/advisable. And I'm going to assume that anything (and I do mean anything) based on Earth and relating in some way to a real world event is acceptable.

And with that in mind, I will begin work on the setting: NeoRome.

alexeduardo
2008-09-03, 06:02 PM
NeoRome.

hoo boy.
The Competition is finally heating up!

Kiren
2008-09-03, 06:02 PM
I do, it's just difficult to gauge how much fantasy (if any) is allowed/advisable. And I'm going to assume that anything (and I do mean anything) based on Earth and relating in some way to a real world event is acceptable.

And with that in mind, I will begin work on the setting: NeoRome.

think wolfenstine

combatmedic
2008-09-03, 06:02 PM
I cannot post anything that mentions real world religions, so half of my best ideas are out the window.

Or am I misunderstanding the forum rules?

Innis Cabal
2008-09-03, 06:03 PM
Yes, serious entries over humorus entries....

And I would say alt. earth

Edit: And your not, no real world religions. You could always be vauge!

Kiren
2008-09-03, 06:04 PM
I cannot post anything that mentions real world religions, so half of my best ideas are out the window.

Or am I misunderstanding the forum rules?

I think its only religion discussion

Kiren
2008-09-03, 06:07 PM
Also take in mind Im still constantly updating Titanium spork, so when judging comes, base it off of what is currently posted then of what was there when I submitted my Titanium treachery idea, since the crunchy parts are being developed there along with some fluff

combatmedic
2008-09-03, 06:11 PM
I think its only religion discussion

Does that mean I could not mention gods worshipped by real world people [which includes an awful lot of D&D gods from Deities and Demigods, for example]? Does it mean I could not so much as mention any of the ''world religions'' that are so important in history [and in the modern world, too].

I'm just not sure what the mods consider 'discussion'.
I hope the questions above do not constitute, in and of themselves, a violation of the ban. If so, someone please warn me and I will edit my post.

Innis Cabal
2008-09-03, 06:14 PM
No discussion about politics or religions, mentioning world gods probably dosnt grind agaist those issues

combatmedic
2008-09-03, 06:24 PM
No discussion about politics or religions, mentioning world gods probably dosnt grind agaist those issues

I will try. If the mods dislike what I post, I will immediately edit it. Don't worry, it won't be modern day, it won't be derisive of any faith tradition, and it won't claim any one religion is 'correct'.

In fact, I offend anyone on these fora, I will edit. Let me know.

Kiren
2008-09-03, 06:29 PM
The Aesir *Asgardian you may know them as* and the Egyptians, Greeks romans, scholar religions *Not really religions to scholars but you never know* They are open for posting.

alchemyprime
2008-09-03, 06:33 PM
Okay... how's this? This setting would work better for a game using GURPs or M&M, but I think you could get away with d20 Modern if you said all magic users had to be Lewisians or Dra.


Long ago, human kind was of three races: The Va, the Ka and the Dra. The three entered a huge war, and in the process, the Va and Ka were almost wiped out. However, the Va leader, Zie-Ro, challenged the Dra leader, In Fin Etee to a battle. Zie-Ro won, and locked the every Dra behind a large stone tablet.

Since then, the Va and the Ka, intermarried, with only those with markings of the Va blood in them gaining the abilities of the Va. Va were seen for a few traits:

Dichromatism, blue eyes or violet eyes.
Thick hair
Dual uvulas


Other than this, they appear totally human. They do have unique traits normal humans lack. The Dra had the same traits. However, only the asprin trait and one of the other four are guarenteed.

The ability to shape one of six elements: fire, air, water, earth, metal, or twilight (Va prefer Light, Dra darkness)
The ability to summon the traits of time: Spring, Summer, Fall or WInter, depending on the Va in question. Some others had the powers of Deja Vu (recurring time) or Streams (flowing time) instead.
The ability to summon the traits of major landforms from the ancient lands of the lost continent (not Atlantis, it has been lost to the ages): The Catherdral of Power, The Horrid Volcano, the Forest of Confusion, the Bottomeless Lake, the Graveyard of Shadows, or the Desert of Secrets.
The power to summon the power of the Earth itself: The Ocean, the Grasslands and Swamps, the Canyons and Valleys, the Mountains, the Moon or the Sun.
They have an odd weakness to asprin. It acts like arsenic in thier systems. This led to many deaths of children who's parent's were unaware of their Va heritage.



Many major figures had Va blood: Adolph Hitler carried the power of the Moon, George Washington could call upon the traits of the Oceans, and Michaelangelo had power over Twilight, to name a few.

The Catholic Church soined many Va as witches and heretics. So after a few witchhunts, most Va faded from human memory

The major changes after those lost days are as such:

December 7, 1941: A Va user with the powers of Wind and Deja Vu was on the USS Arizona. The attack was not as brutal as it could have been as many of the Japanese planes were struck down by lightning bolts or had their engines stalled by his powers. Ltn. Jay LEwis was lost, but he was given honors.

January 1, 1942: A draft for anyone showing "Lewisian" abilities was instilled. Many were called forward. Only Lewisian divisions had female soldiers.

February 3, 1942: Adolph Hitler moves forward with his own battalion of Lewisian soldiers. He calls his "Donner Menschen" or Thunder Men. The US Troops shorten this to "Donners" or "Thors" for the few who knew Norse Myths.

February 14, 1942: The US sends a Lewisian Battalion, called the "Brooklyn Division" along with troops to Europe.

March 13, 1942: A group of Lewisians, called "Churchill's Circus" is sent from the UK to France to fight the Third Reich. The members included Gamu Tanaka (1923- ), a half-French Japanese man with pyrokietic powers, Krystal Zielinski (1929-1976) and Urich Zielinski (1928-1943), two half-British, half Polish contortionsists. She could move objects with the wind, he could become a blob monster (a Lake ability). Leonard Smith (1920-1942), a giant (7'8") with fire-proof skin, an Earth ability. Albert "Mac" McMillian (1920-1956), an Irish immigrant, born in New York, moved to France, height 3'4", could use wind to run incredibly fast. Ghost (1923-1978), an Austrian man that could phase through walls (a Twilight power), and Adrian Verdyunn (1923-1990), a Belgian with an expert mind, he was later revealed to have MEtal based abilities. He joined after single handedly tampering the gas chambers in the concentration camps to filter into the ventilation system for the Nazi soldier's barracks then escaping with a broken leg and arm.

June 4th, 1945- The Landing on Normandy, as well as the final showdown of the Donners against the Brooklyn Division and the Circus. Occured early due to Gamu and Ghosts's persuasion of Churchill. Only one Donner got away from the battle. He was killed by Ghost 12 years later for trying to hold a woman hostage in Berlin.

1947- 22nd Ammendment never passed. FDR is president for 16 years. No big difference.

1950's- McCarthyism rules supreme. All Lewisians are offered jobs as officers to help stop Communism. One is found to be a Communist and most Lewisians are accused of being Communist. Lewisians and nuclear warheads induce fear to all Americans.

1973- Richard Nixon is assassinated by a Lewisian Communist agent. Gerald Ford takes over.

1973- Ford ends the Cold War with Soviet Russia.

1974- Russia returns to Capitalism. Berlin wall goes down.

Nothing different happens...

1984- China launches manned moon walk. China sets up a nuclear launcher on the moon. US retaliates with a satelite based missle launch system. A new COld War occurs with China.

Oct. 3, 1990- A man weilding a sword appears in China. He swings his sword in the direction of the moon. The nuclear launch base of China and the sattelite of America's both are destroyed. Both leaders resolve to take down 2 dozen nuclear warheads each.

1998- The Second Cold War ends.

2002- A boy in Southern California finds the stone tablet of the Dra in an archaeological dig. It is now in the Smithsonian.

Since then, the world has been on edge for another Cold War. However, it will not come from Earth. It will come from Earth-N, the Earth orbiting Nemesis, the counter star of our sun beyond the Oort Cloud. This is the world the Dra were locked away on. They are leaking through due to a leak behind the tablet, in truth a temporal doorway between worlds.

2005- The Government forms the S.D.B. (Supernautral Defense Bureau) to battle the raising amount of monster attacks and Dra attacks across America since the tablet was cracked. Minor cracks in reality have been forming. These cracks act like bridges between Earth and Earth-N.

Our heroes may be freelance agents, normal people thrust into the situation, agents of the SDB, or Dra trying to stop their brethren from doing something they'd regret.



Well, I hope that seems somewhere between Marvel, Hellboy, TORCHWOOD and Watchmen. Fantasy, a bit of sci-fi. I think it could work.

Kiren
2008-09-03, 06:40 PM
wow nice, alchemy

alexeduardo
2008-09-03, 06:41 PM
wow nice, alchemy

Yeah, you should all learn from Alchemyprime.
By the by, does your setting have a title?

alchemyprime
2008-09-03, 06:45 PM
Huh... I knew I forgot something...

Hm... how about Donnermenshen?

alexeduardo
2008-09-03, 06:46 PM
Huh... I knew I forgot something...

Hm... how about Donnermenshen?

nnnnnnnnnnnice!

Kiren
2008-09-03, 06:47 PM
Was my setting just owned in one post?

alchemyprime
2008-09-03, 06:51 PM
No, Kiren. You have mutant potatoes. I have super-Nazis and an assassinated Nixon. We're on Par.

KevLar
2008-09-03, 07:09 PM
OK, I like this idea very-very much, but it seems horribly time-consuming. So I’ll tell you what. I’ll give you just a concept for now, and if you give me a heads-up, if you tell me you might actually like it and it’s not a stupid idea, I may actually work on it.

A Gothless World – the concept

In the summer of 1816, four young libertines gathered in a luxurious villa, on the Lake Geneva shoreline. They were Percy Shelley, his sweetheart Mary, Lord Byron and his secretary / physician / god knows what else Mr Polidori. They spent their time merry-making and reading horror tales, and at one point decided to write horror tales of their own. Mary had an idea, and her idea was Frankenstein. Polidori had an idea too (perhaps it was Byron’s, perhaps not), and his idea was The Vampyre: the story that later would be used by Bram Stoker and become Dracula.

Well, then. What if that gathering had never happened? What if Percy had argued with Mary and the party disbanded before the whole “reading horror tales” ever took place? Where would we be now without Frankenstein and Dracula? And what if we assumed that these two works of art were the steam engine that carried along the whole genre of horror? What would our world be like then? Could the existence – or absence – of a literature genre alter history itself?

Kind reader, I believe it could.
...

Vadin
2008-09-03, 07:49 PM
And...here it is!

A good hour or so of work later, it is completed! NeoRome (http://docs.google.com/Doc?id=dghcgxgd_47cr8qdjgs) is completed and viewable as a GoogleDoc.

Innis Cabal
2008-09-03, 07:55 PM
Love it Vadin, Also, go Alch!

Vadin
2008-09-03, 07:58 PM
Something about fat creepy clowns with flamethrowers burning aberrations and unnatural contortionists jumping around stabbing drow in the sewers under Constantinople just seemed oh so right.

And Alch- very cool. I'm a sucker for WWII+magic. :smallbiggrin:

Icewalker
2008-09-03, 08:11 PM
Very nice one there from Alch.

I've decided that before reading yours Vadin (which interested me after one line...:smallbiggrin:) I'm going to figure out the rating in greater detail.


Ok, never mind. I thought about it, but couldn't really come up with any smaller categories to split them into. I'll just read it.

alchemyprime
2008-09-03, 08:12 PM
I like yours Vadin.

Plus we both have Super Contortionists! But mine fight Nazis. Yours fight good guys. Very different.

Vadin
2008-09-03, 08:14 PM
Good guys or morally ambiguous authority figures and most assuredly evil drow and snake men (lizardfolk).

Icewalker
2008-09-03, 08:16 PM
Well, Vadin showed me something with regards to splitting up the scores on playability at least: mechanics. Actual mechanics should probably be half of the playability score, I'd say.

Edit: Vadin, those are in 4E, huh...

Well I'm not a good judge of balance anyways. Should probably leave that to Innis and VT.

alchemyprime
2008-09-03, 08:17 PM
Hm... is there a correlation between super contortionists and alternate histories? Could I go make Elvis president in the 70s and get super contortionists? I wonder...

Kiren
2008-09-03, 08:17 PM
Elvis as president, lol "I aint nothing but a president"

Vadin
2008-09-03, 08:19 PM
Speaking of Elvis as president, has anyone here seen Six String Samurai?

It's got Buddy Holly, Death, Elvis, Heavy Metal, and the Wizard of Oz?

No?

Look it up. Truly, it is an epic alternate history/fantasy movie with nothing in it that isn't awesome.

Innis Cabal
2008-09-03, 08:19 PM
Yes....sadly I have

Icewalker
2008-09-03, 08:21 PM
I'm gonna be judging each aspect out of 10, with playability having 5 for RP playability and 5 for mechanics. If your worlds uses completely standard dnd mechanics, I think that'd be a 4/5. Also, good luck working that into an alternate history and have it still make sense.

One of the things I'm judging on is whether the setting makes sense. For example, while the snake-people and Baalsworn fit pretty well in NeoRome, the other wandering monsters could use some explanation, they just seem off somehow.

Vadin
2008-09-03, 08:23 PM
Sadly? :O

It was so cool! That movie inspired me to go check out post-apocolyptic movies, the things that got me thinking about how to make settings internally consistent! It also got me started on the three-point method of setting construction:

1) A general-ish time period or tech level
2) A hook, an overreaching thing that adventurer's would fight against in its various forms
3) Something crazy (like 'there have to be shark people' (thanks Danielle and Eric!))

Putting all of those and making them work together is my standard formula for creating a setting.

[EDIT] I'll add another section to NeoRome about what things are in normal 4e D&D terms

[EDIT EDIT] Added a short 'which monsters are which and how' section to NeoRome

Kiren
2008-09-03, 08:28 PM
I think i got crazy covered

Innis Cabal
2008-09-03, 08:30 PM
Sadly? :O

It was so cool! That movie inspired me to go check out post-apocolyptic movies, the things that got me thinking about how to make settings internally consistent! It also got me started on the three-point method of setting construction:

1) A general-ish time period or tech level
2) A hook, an overreaching thing that adventurer's would fight against in its various forms
3) Something crazy (like 'there have to be shark people' (thanks Danielle and Eric!))

Putting all of those and making them work together is my standard formula for creating a setting.

[EDIT] I'll add another section to NeoRome about what things are in normal 4e D&D terms

It made my flesh burn

As for judging, ill be judging a little less...hard and fast, no 1-10 scale. Just point out things i like, things i think might need some re-working to fit, etc.

Gwyn chan 'r Gwyll
2008-09-03, 08:36 PM
I would join, but it would require starting another project, with neither of my 2 current projects finished, so...

Vadin
2008-09-03, 08:37 PM
Come on, Gwyn, just take an hour or so to throw something together like the rest of us have! *In Cheech voice*You can do eet!

Gwyn chan 'r Gwyll
2008-09-03, 08:40 PM
Oh, fine. I'll have something up this time tomorrow, I promise.

Kiren
2008-09-03, 08:41 PM
Whens the deadline?

Vadin
2008-09-03, 08:46 PM
Next tuesday, I believe.

Innis Cabal
2008-09-03, 08:46 PM
Says a week, so...next week by midnight?

Gwyn chan 'r Gwyll
2008-09-03, 08:50 PM
Just a little teaser.

What if everything you knew was proved wrong?
What if everything you believed was destroyed?
What if your world was turned upside down?
Literally...

Vadin
2008-09-03, 08:51 PM
Then...you'd be in an alternate history setting?

I kid, I kid.

Very epic teaser. We can only hope the finished product will be equally hardcore.

Gwyn chan 'r Gwyll
2008-09-03, 08:53 PM
Oh, it is.

Another teaser: http://theflatearthsociety.org/forum/index.php?PHPSESSID=d8b611049034ec19cf45cc962573c1 2c&topic=11211.0

Prometheus
2008-09-03, 08:56 PM
I looks like you are still open, so here's my idea:

The Power of Mythology:
Introduction:
There is a lot of settings above myth, magic, and folklore being true, for one time and one place that makes up the setting. What if we really went all the way with the idea. What if the rise of civilization, art, and superstition gives rise to real creatures that not only inhabit the earth but ones who lead nations, influence politics, and shape human civilization. It doesn't sound like much, but it changes the whole story from the very beginning. I'll break it down by region, in no particular order.

Africa
Africa is where it all began, at least, if you believe the scientific origins of the world. Personally I like the Norse myth, where the world begins in fire and ice from which a giant and a cow spring. Between the giant's foot, giant's armpit, giant's sweat, cow's milk, and cow's tongue people, Gods, and giants spring out of everywhere. Then there was a small orgy, followed by a small bloodbath, followed by a big orgy, followed by big bloodbath, and than after that apparently every things normal. It's a crazy, crazy story, but for in this world, it may very well be reality.
You see, Africa begin a diverse continent and it remained one, but the adverse consequence of that diversity was mythological competition. Everything has a spirit, from the lowest rock to the heaviest storm and fantastic creature roam everywhere. Somewhere leading the parade of complete chaos is a giant turtle who carries the world on his back, but that's another story. When they fight for territory and worshipers or when simply getting into each other's way. The suffering is great and people change from one belief to another unable to make any sense out of the confusion. Consequently the spirits disappear as they arrive and are replaced with more soon after. The only ones wise enough to see through this soup of powerful magic are the shamans, around who all tribes gather and the madness subsides. But yet the fears of the monsters are still spoken of and as the members of individual tribes come together they are pushed further isolated between each other.
Africa is the polar opposite of Greece in that, they realize the insanity of the world and view it as a surreal illusion of sorts. The rules don't work the same for everyone and when they don't work for you you realize quickly that you lose. To some, Africa is a no-fly zone, to others its the only safe haven. But one band of desert wanderers stumble upon a vein of life-giving water among the barren sands and transform the culture there into something else entirely...

Egypt
These individuals found the beginnings of Egypt. Their years are defined by the seasonal changes in the width of the Nile and the subtle changes of the position of the Sun. From this tradition a stable mythology grows the grants formidable power. They recreate the system of a shaman, and declare a pharaoh to lead them, but this position steadily grows with power and the society grows. They love their pharaoh, they fear their pharaoh, they see the pharaoh as inevitable as constant as the changing of the seasons. Like the pattern of the gods that they worship the pharaoh keeps their wealth and power in a tight network of friends and family. The pharaohs learn the secrets of cheating death as long as possible with the Book of the Dead and commission great stone relics to consolidate their power. They are the first to truly understand and harness the power of belief. The pharaoh's became increasingly zoomorphic as their power grew and soon could summon an army of Anubites. But there is one creature that would really change history forever, the Sphinx.
Khafra was the great, beautiful, and above all cunning creature. Although Egypt had a culture of protectionism, Her ambitions could not be contained by her creators and where she lead, Egypt followed. First they absorbed the Nubians whose greatest powers were those they had learnt from the Egyptians. Next without warning they crushed the Mesapotamians. But it's when they decided to try their might against the Greeks that their conquest had come to an end...

China
A firm slower pace and a consistent belief in the power of ancestors quickly brought China to life under the guidance of (Chinese) dragons and great spirits of nature. This is not to say China remained stable in its early years, but its most powerful energies stayed out of it. It appeared the dragons rarely intervened. They knew that whoever it was that won the war, they still respect these great spirits as their master. But the Chinese did not know was that the events of its people were in fact caused by the heavy invention of the dragons. They were wise enough to see the long term plan. How one conflict would prevent a greater disaster and how even in their fighting they learned lessons of technology and diplomacy. The Dragons would give their people the gifts of wisdom, at any cost. China remains mostly isolationist for its history. They always find a way out of a war with an outside force and they always find a way to remain ahead in magical power and technology.
But after much of the nation's history proceeding in this manner, a growing and vocal minority felt betrayed and used by their mythic rulers. They gathered peasants and armed them with firearms, rockets, and bombs. They spoke about the common good and a government which would enforce fairness and above all, keep the power in the hands of the humans. The Dragons knew that they could handily defeat these rebels, but they knew that those revolutionaries would be right about the lack of concern for the people if they made it so themselves, so instead they inspired the brave and spiritual to fight for the soul of the country. Blade against bomb, arrow against gun, and 1 versus 10, the nations old rulers fell to the hands of the communists. The Dragons breathed in one of those deep breathes that lets us know that they knew that these events would eventually pass and they retreated into the Ether to be reborn again one day. China is successful in rooting out its own history, and replacing it with harsh industry. The rural folk still remember the old traditions though, despite the government's attempts to stamp it out, and they can work just enough magic to get by day-to-day. And if the wise old dragons were right, their time will come again.

Middle East
Like in the real world, the Middle East has a complicated history. It starts out with two halfs, one very short-sighted and one very far-sighted. The former was the Mesopotamians. It was a brutish place of torturous landscapes, human sacrifice, and warlord kings. For all the might of Gilgamesh, you can ask the Egyptians how well that strategy went.
But in Persia there was the Zoroastrians. They believed in the power of good and the force of creation but they also believed in an equally powerful antagonist-god. After seeing what happened to Mesopotamia, they developed a stronger moral code and emphasized the power of good. When the balance of power was shifted in this way and the lock-down on the force that would be God was removed, true Monotheism was born. It wasn't Judaism, Christianity, Islam, or even Zoroastrianism, it was a homogeneous monotheistic religion that was unique in the belief that among all this chaos, there is an intelligent being that has a plan.
It wasn't long before all sorts of angels and demons started showing up and individuals around the world (but particularly in Europe) line up to secure a spot in the afterlife or sell their sold to the demons for all they can get. It becomes a sort of world currency, with monotheists of angelic or demonic demeanor quickly proliferated throughout the world and fighting a clandestine battle amongst themselves using whatever strings of influence they posses.

Greece
Greece is the first nation to really believe in the power of people over mythic creatures. From Aristotle's notions of causality to Socrates inquisitive skepticism, creatures of myth have a playing-field skewed against them. Belief in the people gives rise to heroes, such as Odysseus or Hercules who are brave enough to challenge the invading Egyptian myths and concurs them soundly. There does exist a presence of minotaurs, centaurs, and fawns which become different races of the populace, but other myth such as hydra and cyclops exist only to be defeated by heroes.
Greece's belief in people also spurs their technology, from Archimedes' burning mirrors to the printing press. Between Greece and China, technology permeates in the Old World. Greek will eventually expand to include Italy, and later, be amongst those who send people to the New World. They grow stronger, with intermittent peace and war with Egypt and the Scandinavians nations, until they all play a crucial roll in the Great War.

Scandinavia
From Scandinavia hails such beasts as giants, Western dragons, and all manners of sea serpent. The people diversify into humans, dwarfs, and elves. The civilization grows rapidly via the strong Norse longboats, and it isn't long before they colonize all Europe (except the SE Mediterranean, which belongs to the Greek). They poke and prod at the Greek, and decide they are better off expanding into Russia and Greenland when Lief Erikson discovers the New World. The Norse continue expanding into to Canada when the Greek here about it and start expanding into Midatlantic, North America (see more below). They have wars between the Scandinavians and the Greece, but eventually Greece by-in-large prevails and Scandinavia breaks fragments into different European nations, each with different influences from Scandinavia, Greece, and even Russia. They are also somewhat divided amongst the various races of the region.
They are each lead by a powerful and jealous dragon, who constantly urges the populace to expand their security relative to the other nations. It isn't long before Europe becomes armed with all manners of technology and myth. The Great War sparks off, and most of these Scandinavian nations take the tool at the hands of their own weapons. Greece and America are on one side, while Egypt, the Aztecs, and the half-hearted efforts of China are on the other, each alongside various European nations. Greece and America prevail, eventually, but the only border that really change are in Scandinavia. Can I just remind you to imagine a sphinx pouncing on a tank, a biplanes being torn apart by a dragon, and a machine gun cutting down a minotaur? Please proceed. After many more skirmishes, they come to a lasting peace between each other.

North America
The North America Natives are very diverse, but they are also peaceful. Unfortunately, they cannot survive the ravages and the crossfire of Scandinavia and Greece. When the war finally ends, the colonial Scandinavians and Greek form their own nation with a bizarre hybrid of the two cultures, not unlike the European nations being formed at roughly the same time. Eventually they incorporate the Natives, import some beasts from Africa and India, and become a superpower of the conglomerated powers. After the Great War, they are the first to really study the power of mythology itself, and use the power to create important quality of life and infrastructure developments that the rest of the world follows. Eventually they turn the majority of their energies to the ongoing struggle between the angels and the demons, which takes on new meanings in an era of peace and wealth.

South America
The Aztecs imagine the violent and powerful Huitzilopochtli, who then proceeds to crush the Incans and take over all of South America. They eventually enter war with the newly formed Americans, who are able to keep them from expanding territory, but unwilling to venture into that powerful jungle themselves. The Old Diety of death still holds much sway, but vigorous work of angelkin soul-brokers and the permeation of wealth from the Americans weaken its hold.

India
The story of India is somewhat like the story of the Chines and somewhat like the story of Africa. Their own gods fight amongst themselves, but everyone everywhere believes in them all. In fact, they import creatures and myths from all over the world, making India the most diverse zoo in the world. They too, remain largely to themselves, although they do have to repel the Norse and New World Colonists when they get around to it, but something else interesting happens. The caste system literally divides the populace into different species of human. Ironically, India is less insistent on enforcing the caste system because the differences are already manifestly apparent.

Suggested Campaign Times:
Ancient Time: Mesopotamia is recently defeated, but not completely out and the Zoroastrians have sent their newly formed Montheistic religion around the globe. China, India, and Africa each fight amongst themselves, but there is many a quest needed to navigate these very different territories. Greece combats Egypt and spars with Scandinavia on the other side, which is more interested in expanding. North America is just starting to get discovered but is still a viable force and South America is being crushed by the Aztec demon-god.
Great War: There is the aforementioned sides fighting with WWI technology. In China, there is an ongoing revolution which spreads to Russia (a former nation of Scandinavia). India is in a period of relative quiet, but Africa rages on as the primordial fires of myth. And of course, there are those polar opposite soul-brokers are dueling everywhere and carrying the flag of mercantilism.
Modern Times: Angels and Demons navigate a world of technology and organized magic, spread over various cultures of different powers and political intrigue. Eventually however, as technology and our sense of the universe expands our collective fears imagine a powerful and advanced race of foreign invaders. The governments know what the power of belief and fear can do, but the more they try to suppress the talk the more intense it becomes. Soon all humanity and their collected history has a new security dilemma as saucers rain down from the sky. Yet even still the international competition and the battle of good and evil rages on (only quieter). Most see the invaders as an enemy, but Huitzilopochtli manages to slip into their favor while no one is paying attention...

Suggested Races:
Human, Zoomorph (Pharaoh only), Angelkin (Soul-Broker/Hero only), Demonkin (Soul-Broker/Beast only), Minotaur, Centaur, Fawn, Elf, Dwarf, Dalit, Shudra, Vaishya, Kshatriya, Brahmin (the last five are from caste system: untouchable, farmer, trader, warrior, priest), and Alien (Modern-times only)
Suggested Classes:
Shamans (Summoner of myths, enhancing and cursing spells),
Pharaohs (hard to kill, some summoning, necromancy and enchantment magic),
Soul-Broker (binding and warding magic, wealthy and interpersonal skills, powerful magic from collected souls),
Hero (combat-type, especially good against mythic creatures),
Riflemen (all-purpose user in technology, from musketeer to infantrymen),
Beast (monstrous and mythic powers),
Artisan (all-purpose skill-monkey- mobility, some combat, some technology, some wealth, some interpersonal skills)

EDIT: Minor Content added 9/04/08 8:34

Neftren
2008-09-03, 09:06 PM
So here's my thought, based in legend. So we all know the legend of King Arthur right? Lets suppose for the moment that Arthur was not the hero that everyone thinks he is. In the early Middle Ages of Europe, Arthur and Mordred fail to kill each other. They successfully conclude negotiations that end the war between the two factions. Together, they rule all of Britannia for the next oh... one hundred years or so. The other critical turning point that I feel like I ought to alter is that Merlin does not get trapped in a cave, but stays to advise Arthur and Mordred. Upon the death of Arthur and Mordred, he takes over as Steward of the Kingdom, but the corrosive influence of Mordred has corrupted him. From thereon, the power of magic and military might that the British possess lead them to conquer all of Europe.

During this entire time, the fey and magical creatures were allowed to prosper, instead of being forced to hide from humans. Elves, pixies and other such beings of magic established themselves as a ruling class with their magic. They became the new aristocratic class, with humans occupying much of the lower and middle classes. Much interbreeding eventually introduced the ability to cast magic in the human bloodline. Humans who were capable of magic created a wealthy citizen class below that of the pureblooded aristocrats.

Upon the start of the 14th century, the Black Plague did not occur. The widespread famine that had happened in our world was averted by the introduction of magic. Instead, an oppressive European empire was formed. Aside from the small petty disagreements of rival governors and aristocracy, Europe remained in a general time period of peace and prosperity.

---This is the end of the High-Magic/Fantasy Part of the Alt. Earth---

More to come.

MrEdwardNigma
2008-09-04, 04:24 AM
OK, I like this idea very-very much, but it seems horribly time-consuming. So I’ll tell you what. I’ll give you just a concept for now, and if you give me a heads-up, if you tell me you might actually like it and it’s not a stupid idea, I may actually work on it.

A Gothless World – the concept

In the summer of 1816, four young libertines gathered in a luxurious villa, on the Lake Geneva shoreline. They were Percy Shelley, his sweetheart Mary, Lord Byron and his secretary / physician / god knows what else Mr Polidori. They spent their time merry-making and reading horror tales, and at one point decided to write horror tales of their own. Mary had an idea, and her idea was Frankenstein. Polidori had an idea too (perhaps it was Byron’s, perhaps not), and his idea was The Vampyre: the story that later would be used by Bram Stoker and become Dracula.

Well, then. What if that gathering had never happened? What if Percy had argued with Mary and the party disbanded before the whole “reading horror tales” ever took place? Where would we be now without Frankenstein and Dracula? And what if we assumed that these two works of art were the steam engine that carried along the whole genre of horror? What would our world be like then? Could the existence – or absence – of a literature genre alter history itself?

Kind reader, I believe it could.
...

I liked that a lot, in fact. Mostly because I'm wondering how you'll manage to make a significant impact on history simply by altering a literature genre, but still.

Shadow_Elf
2008-09-04, 07:01 AM
Hyrold

Ok, I've edited this post to include all the stuff from my entry. At the end of this contest I'd like anything on this page to be judged.

Premise

Woe unto all who think they've got "crazy" covered.

Ok, I haven't got the time for a full timeline and crunch yet, but I'll probab;y finish up on the weekend. The premise: the world of Stargate and DND crash land... in Hyrule. Enter player race stats for Zora, Goron, Hylian, Jaffa and Twili. Enter BBEG with snakes in their brains. Enter a Stargate instead of Mirror of Twilight, for the purposes of inter-planetary travel. Exit: All the high-tech stuff the Stargate people had except for Stargates, Asgard Beams and Rings. For those who do not watch Stargate, here is a simple explanation:
Sci-Fi Tree: Stargate > Star Trek


Timeline

U.S.A., 1957
Hugh Everett III develops the first ideas of his many-worlds interpretation (parallel universe theory). In real life, the science community took no note. In my campaign world, they most certainly did.

U.S.A., 1980
A small-town physicist creates a working model of a universe jumper. And he does not get any media attention, though not for lack of trying. They all simply do not believe him. He fires it up one August 18th, 1982, and decides he will send himself to a parallel universe where his ideas are accepted. Problem is: He has no way of navigating with it.

U.S.A., parallel universe 1: 2005
Having jumped to a parallel universe where feasible space travel was created via the discovery of ancient alien technology, Dr. Rodney McKay is set upon by the U.S. Airforce and asked to travel to a distant galaxy as part of an expedition.

Atlantis, Pegasus Galaxy, parallel universe 1: 2007
He creates a new version of his parallel universe jumper while on the Atlantis expedition. He is stranded in episode #84 of the show. (note: for those who watch the show, this is the parallel Rodney from #84)

Random Planet, parallel universe 2: Unknown Time
He creates his third, and final, version of his dimension jumper in an attempt to send everyone home. He activates it and…

Dungeons and Dragons 4e, Year of the Flaming Chinchilla
The great Archmage Silverstone creates a spell that allows him to shift planes, not to higher or lower planes as the spell “Plane Shift”, but to parallel ones. He is testing the spell from the first time…

Hyrule, Arbiter’s Grounds: Midna’s Departure.
The Twili of the Twilight Realm all come to Hyrule to thank Link, their saviour, before they return to their own realm and Midna smashes the Mirror. As the Twilight Princess powers up the Mirror…

Modern Day:
The three items activated at the same time swirled the three universes together. Permanently. Several years later, things have been sorted out and life has resumed.
The Eladrin, Elves, Kokiri, Half-Elves and Gnomes live in the South, in the woods.
The Dwarves, Drow and Gorons live in the depths of the Great Chain, with Death Mountain at its centre.
The Tieflings and Halflings live in Kakariko village
The Zoras, the Lizardfolk and the Dragonborn and the Asgard live in Zora’s Domain and on the shores of Lake Hylia.
The Gerudos, Twili, Shadar-Kai and Goblinoids live in Gerudo Desert
The Shifters and the Jaffa live in Hyrule Fields
The Humans and Hylians are everywhere, but esp in Castle Town
But, the Stargate in the Arbiter's Grounds had remained inactive. Until recently... DUNH DUNH DUNNNNNNN
Some alien species include Super Whales, Dire Emus, Two-Headed Flying Raptors, Dire Feyborn Lemmings and some DND things I couldn't explain ending up in the Zelda universe.


Random Fluff
The Twili live in a floating city in the Gerudo Desert, near the Arbiter's Grounds. Underneath the floating city is the palacial Arabic-style city of the Gerudoes. Stargate-style Ring Platforms connect the two. Shadar-Kai live among both cities, and speak Twili as their second language. Goblinoids are even farther north in the desert, and they are often raiders and bandits. The Twin Cities, (the one in the Sky and the one on the Ground) are the main hub for adventurers travelling through the Stargate. They are each individually smaller than Castle Town, but together they are slightly bigger.

New Playable Races

New Languages

Hylian (humans, hylians)
Goron (gorons)
Zora (zoras, lizardfolk)
Twili (twili, gerudos, shadar-kai)
Western [Sheikah] (tieflings, halflings)
Go'auld (Jaffa, Go'auld)


Zoras

Height: 5’4” – 6’2”
Weight: 120 – 180 lbs.

Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 6 squares, Swim 8 squares (see aquatic)
Vision: low-light

Languages: Common, Zora
Skill Bonuses: +2 Insight, +2 Nature

Aquatic: Zoras have the aquatic subtype. They can breathe underwater, and they have a swim speed and never need to make Athletics checks while swimming.

Spearmasters: Zoras are proficient with all Spears

Slipping Reach: Zoras can make Attack of Opportunity at a -2 penalty as if they had the Threatening Reach ability when they are wielding a Longspear

Diving Strike: Zoras can implement Diving Strike as an encounter power

Diving Strike
“Zoras are perpetually wet, and they have learned to use their perpetual wetness to pull off astounding maneuvers.”
Encounter * Weapon
Standard Action Melee Weapon
Shift a number of squares equal to your Dexterity modifier and then make the following attack against an enemy within melee range.
Attack: Dexterity vs. AC
Hit: 1[W] + dexterity modifier damage and the target is pushed 2 squares
This increases to 2[W] at level 11 and 3[W] at level 21


Gorons

Height: 5’10” – 6’8”
Weight: 450 – 800 lbs

Ability Scores: +2 Constitution, +2 Strength
Size: Medium; see oversized
Speed: 5 squares
Vision: low-light

Languages: Common, Goron
Skill Bonuses: +4 Endurance

Sumo Wrestling Defences: You can reduce the number of squares you are pushed by a number equal to half your Constitution modifier. You get a saving throw as an immediate interrupt when an attack would knock you prone. On a success, you do not fall prone and you may push an adjacent creature of your choice 1 square. You cannot use both of these Sumo Defences in one round.

Sumo Wrestling Offences: When you use a melee attack that would knock a target prone, you may instead push them a number of squares equal to your Strength modifier. If you would push a target a number of squares, you may instead deal 1d6 -1 damage for every square you would have pushed them (minimum 1 per dice). You cannot use both of these Sumo Offences in one round.

Oversized: You may use weapons built for a character one size category larger than you.

Hylian

Average Height: 5’4”- 6’0”
Average Weight: 125 – 200 lbs

Ability Scores: +2 (Physical Stat), +2 (Mental Stat)
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, Hylian
Specialist’s Training: You gain one bonus feat that has your class as a prerequisite
Common Learning: You replace one of your at-will powers with one from a class that shares the Power Source of your base class.
Goddess-Granted Focus: You gain a +2 racial bonus to either your Reflex, Fortitude or Will defence. You also gain a +2 racial bonus to either Arcana or Religion checks. These choices are made at character creation, and cannot be changed.

Twili

Average Height: 5’8” – 6’6”
Average Weight: 130 – 200 lbs.

Ability Scores: +2 Wisdom, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Darkvision

Languages: Common, Twili
Skill Bonuses: +2 Arcana, +2 History

Keepers of the Shadow Temple: Twili gain resist 5 + ½ level Necrotic damage.
Curse of the Twili: Twili deal an additional +4 damage with Necrotic energy. This increases to +8 at level 11 and +12 at level 21.
Group Perseverance: A Twili cannot unwillingly fall unconscious as long as they have a conscious ally within 4 squares.

Gerudo

Average Height: 5’4” – 6’2”
Average Weight: 100 – 180 lbs.
Note: All of the Gerudo are females, except for one male born every century

Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Speed: 7 squares; see sand walk
Vision: Normal

Languages: Common, Twili
Skill Bonuses: +2 Stealth, +2 Thievery

Stealthy Heredity: Once per round, a Gerudo can deal an additional 1d4 damage to a target she has combat advantage against. This increases to 2d4 at level 11 and 3d4 at level 21.

Sand Walk: Gerudoes are unhindered by sand that creates difficult terrain. While on sand they gain combat advantage against a chosen enemy that treats the sand as difficult terrain every turn.

Fade Into the Sands: Gerudoes can use Fade Into the Sands as an encounter power.

Fade Into the Sands
“Unseen and unheard until it is too late…”
Encounter
Standard Action Personal
Effect: The Gerudo turns invisible for two turns or until she attacks a target. All of the squares she occupied as well as those adjacent to them are considered difficult terrain until the end of her next turn.

Kokiri

Average Height: 3’8” – 4’6”
Average Weight: 50 – 75 lbs.
Note: All of the Kokiri are children, and typically act as such. Some are more mature, however.

Ability Scores: See Guardian Fairy
Size: Small
Speed: 5 squares
Vision: Low-light

Languages: Common, Elven
Skill Bonuses: +2 Nature, +2 Insight

Guardian Fairy: Each Kokiri has a Guardian Fairy, that is either Red, Blue, or Yellow. The colour of fairy is chosen at character creation. A Red Fairy grants its Kokiri +2 Strength and +2 Dexterity. A Blue Fairy grants its Kokiri +2 Intelligence and +2 Wisdom. A Yellow Fairy grants its Kokiri +2 Charisma and +2 Constitution. Guardian Fairies are Tiny Fey Magical Beasts and have a fly speed of 6 (hover). They cannot go further than 10 squares away from their Kokiri. They can also perform Monster Knowledge checks at a bonus equal to half the Kokiri’s level +5, if it is better than their Kokiri’s bonus to the check. Each Guardian Fairy can activate a power once per encounter to protect their Kokiri.
A Red Fairy grants the Flaming Weapon power once per encounter. A Blue Fairy grants the Force Shield power once per encounter. A Yellow Fairy grants the Shockwave Strike power once per encounter

Flaming Weapon
“This is no place for children... Unless, of course, their weapon is aflame”
Encounter * Weapon, Fire
Minor Action Personal
Effect: The Kokiri’s equipped weapon does an additional +1d6 fire damage until the end of their next turn.
This increases to 2d6 at level 11 and 3d6 at level 21.

Force Shield
“This is no place for children… Unless our weapons cannot harm them”
Encounter * Force
Minor Action Personal
Effect: The Kokiri gains Resist 5 all until the end of their next turn.
This increases to Resist 10 all at level 11 and resist 15 all at level 21

Shockwave Strike
“This is no place for children… Oh, dear”
Encounter * Weapon
Minor Action Personal
Effect: The Kokiri’s melee weapon attacks gain +1 reach and their ranged weapon attacks gain +4 range and +8 far range until the end of their next turn.

Jaffa

Average Height: 5’6” – 6’2”
Average Weight: 140 – 220 lbs.

Ability Scores: +2 Strength, +2 Charisma
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, Go’auld
Skill Bonuses: +2 Religion, +2 History

Warrior of Tradition: The Jaffa gains proficiency with the Staffweapon. They can also use their Charisma modifier for Religion, History and Nature checks instead of the normal stats used for these skills.

Tactical Fighter: Jaffa gain a +4 bonus to attacks when they have Combat Advantage instead of the normal +2. This does not affect any other bonuses granted by combat advantage. They also deal +2 damage for every adjacent ally.

Unswerving Soldier: Jaffa gain a +5 racial bonus against fear effects



Items!

Staffweapons and Dual Purpose Mechanic

Staffweapon +2 1d8/1d10 -/15/30 45 gp 12 lbs Staff Dual Purpose

Dual Purpose Type Weapons: Dual Purpose Weapons are for use in both melee and ranged combat, and deal different amounts of damage in each situation. Under damage, they are listed as melee damage/ranged damage, and under range, they are listed as melee/ranged/long range. An example of a Dual Purpose Weapon is the Staffweapon. They differ from thrown weapons in the sense that they are not thrown when used for ranged attacks. They use Strength in melee and Dexterity at range as usual.

Bombs à la Legend of Zelda

Bomb Bag Level 5
Wondrous Item 1,000 gp
This bag holds up to 30 bombs, or 10 bombchus. 15 bombs or 5 bombchus costs 30 gp This bag comes equipped with either 30 bombs or 10 bombchus to begin.

Bomb
Power (Expended * Fire) Minor Action: Draw a bomb out of the Bomb Bag. Minor Action: Light the Fuse of a bomb. Standard Action: Throw the Bomb. Close Burst 1 within 5 squares. +10 vs. Reflex. 2d8 + 4 fire damage

Bombchu
Power (Expended * Fire) Minor Action: Draw a Bombchu out of its bag. It lights itself and runs up to 10 squares. It can walk up walls and onto ceilings. At the end of its movement it explodes. Close Burst 1. +15 vs. Reflex. 2d8 + 4 fire damage.

Snowpeak Bomb Bag Level 15
Wondrous Item 25, 000 gp
This bag holds up to 30 Snowpeak Bombs or 10 Snowtouched Bomchus. 15 Snowpeak bombs or 5 Snowtouched Bombchus cost 300 gp. This bag comes equipped with either 30 Snowpeak Bombs or 10 Snowtouched Bombchus at time of purchase.

Snowpeak Bomb
Power (Expended * Cold) Minor Action: Draw a Snowpeak Bomb of the bomb bag. Minor Action: Light the Fuse of the Bomb. Standard Action: Throw the Bomb. Close Burst 2 within 5 squares. +15 vs. Reflex. 2d10 + 8 cold damage and the target is slowed until the end of your next turn.

Snowtouched Bombchu
Power (Expended * Cold) Minor Action: Draw a Bombchu out of the Bomb Bag. It lights its own fuse and runs up to 10 squares. It can walk up walls and onto ceilings. At the end of its movement, it explodes. Close Burst 2. +20 vs. Reflex. 2d10 + 8 cold damage and the target is slowed until the end of your next turn.

Shadowfell Bomb Bag Level 25
Wondrous Item 625,000 gp
This bag holds up to 30 Shadowfell Bombs or 10 Shadowsneak Bomchus. 15 Shadowfell bombs or 5 Shadowsneak Bombchus cost 3000 gp. This bag comes equipped with 30 Shadowfell Bombs or 10 Shadowsneak Bombchus at time of purchase.

Shadowfell Bomb
Power (Expended * Necrotic) Minor Action: Draw a Shadowfell Bomb out of the bomb bag. Minor Action: Light the Fuse of the Bomb. Standard Action: Throw the Bomb. Close Burst 3 within 5 squares. +20 vs. Reflex. 2d12 + 12 necrotic damage and the target is weakened until the end of your next turn.

Shadowsneak Bombchu
Power (Expended * Necrotic) Minor Action: Draw a Bombchu out of the Bomb Bag. It lights its own fuse and runs up to 10 squares. It can walk up walls and onto ceilings. At the end of its movement, it explodes. Close Burst 3. +25 vs. Reflex. 2d12 + 12 necrotic damage and the target is weakened until the end of your next turn.

Zatnikotel ("Zat")

Zatnikotel Level 8
“One shot stuns, two shots kill, three shots... Disintegrate?"
Wondrous Item 3,400
Power (Encounter * Lightning) Dexterity +4 vs. Reflex. 1d4 lightning damage and the target is dazed (save ends). First Failed Save: The target is stunned (save ends). Second Failed Save: The target falls unconscious (no save). If the target is bloodied and unconscious, when the weapon hits, the target dies.



New Gods

Din

Alignment: Unaligned
Tenets: Power, at any cost

Channel Divinity Power
Din’s Fire
“You make an example of your might by letting loose a burst of flame”
Encounter * Fire
Standard Action * Close Burst 2
Attack: Charisma vs. Reflex
Hit: 2d6 + charisma modifier fire damage
Increase the damage dealth by this power to 3d6 at level 11 and 4d6 at level 21.

Nayru

Alignemnt: Unaligned
Tenets: Pursue Wisdom at all costs

Channel Divinity Power
Nayru’s Love
“You demonstrate your wisdom in combat by expertly deflecting an attack”
Encounter * Force
Immediate Interrupt Personal
Trigger: A creature attacks you
Target: The attacking creature
Effect: The target takes a penalty to the attack equal to your wisdom modifier. If the attack fails, the target rolls damage as normal, and they take the damage.

Farore

Alignment: Good
Tenets: Be Courageous and fight evildoers

Channel Divinity Power:
Farore’s Wind
“You exemplify your courage by… teleporting away…”
Encounter * Teleportation
Move Action Personal
Effect: You teleport a number of squares equal to your charisma modifier
Special: You must take the Farore’s Wind feat to be able to use this power.


Running a Hyrold Campaign

The beauty of Hyrold is the Stargate system, which allows DM to reasonably invent totally new environments for PC’s to explore with every session.

A typical quest chain for a Hyrold Campaign

1.The Players receive the quest from an NPC in one of the regions of Hyrold
2.The Players ask around a bit for information. For example, it could turn out the object of the quest lies in a distant planet’s temple to Ra, the Go’auld System Lord. However, they will require a Gate Address for the planet first.
3.The Party ventures into one of Hyrold’s ancient temples (Forest, Fire, Water, Spirit, Ice, Sky, Shadow or Light) to discover the gate address. How far in they go depends on their character level etc.
4.With the Gate Address in hand, they travel to the Arbiter’s Grounds (another dungeon) to reach the Stargate at the summit of the temple. Entering the Gate Address into the DHD, they travel to quest world. (The Hyrold Address is available to and known by all Gate Explorers, and as such they can return through the gate at any time)
5.They find the temple (potentially after several environmental encounters, full of D&D monsters and homebrewed alien creations) and enter inside. After fighting through groups of Jaffa guards and Ra’s First Prime, they find the [insert important to NPC but useless to PC item here] and return it to the NPC in Hyrold.

Some other Hyrold-unique rules:

It takes one full round to dial a DHD. A character dialing a DHD grants combat advantage.

Any unit standing in either square in front of a Stargate (2x1x2 squares (LxWxH)) when it is activated by a DHD on either end, is subject to the following attack: +15 vs. Reflex; On a hit, the target’s body ceases to exist. This works even on Phasing and Insubstantial creatures.

Creatures cannot see or hear through an open Stargate. If it applies, radio communication operates through the Stargate, however.

Copper pieces, silver pieces, gold pieces, platinum pieces and astral diamonds are not the currency in Hyrold. Instead, it is Green Rupies (gr), Yellow Rupies (yr) Red Rupies (rr) Purple Rupies (pr) and Silver Rupies (sr). They function in exactly the same way, the only difference is fluff, really.


For reference:

The Forest Temple is located north of the Elven and Kokiri settlements.

The Fire Temple is located in the depths of Death Mountain, beneath the Goron and Dwarven settlements.

The Water Temple is located in Lake Hylia, near Lizardmen and Dragonborn domains, and South of Zora’s Domain.

The Arbiter’s Grounds are located near the Twin Cities, in the Gerudo Desert. This is the location of the Stargate. The Desert is reached my means of a cannon in Lake Hylia that launches PCs at the cost of 1 yr (sp)

The Ice Temple is located North of Zora’s domain, in the artic reaches of Hyrold. Warm clothing is recommended.

The Spirit Temple is located at the end of a maze. The maze is reachable through a secret entrance near the Forest Temple. The maze changes with every entry.

The Sky Temple is also reached by means of a cannon on Lake Hylia. It costs 1 rr (gp) to use.

The Shadow Temple is inside the Island of Twilight in the Gerudo Desert. The entrance is below the Town Hall there, and access is free, although it is still filled with monsters.

The Light Temple is located in the basement of Hyrule Castle, in Castle Town, the capital. Much like the Shadow Temple, access is free, but it is full of monsters.

Pronounceable
2008-09-04, 07:04 AM
Seeing it as an exercise in creativity, here's my entry: a poorly thought out, semi interesting alternate earth. It includes some stuff which might cause it to be removed (a mod PMs me, I remove this post). Oh, well.

Celestial Anarchy
Synopsis:

There are demons among us. They rule the world from the shadows, pulling the strings of governments, manipulating world economy, moving humanity around like chess pieces and above all, having a blast.

There are angels as well. They covertly fight the influence of the legions of hell. Not willing to face their enemies in battle, angels try to help humanity throw off its invisible shackles. Unfortunately for humanity, their method of help usually consists of destabilizing established (admittedly demon controlled) order and spreading anarchy. They also enjoy the struggle, on an intellectual level.

This eternal struggle between heaven and hell spread into mortal world about two millenia before our day. After Jesus's crucification, God disappeared. For all their efforts, angels couldn't find him and concluded that He doesn't want to be found. Angels weren't the only ones to notice this. Upon this strange turn of events, demons approached their lord with a proposal to take a more active hand in mortal affairs. Satan told them they were free to act as long as it was subtle and said no more. To this day Satan sits on his throne, unmoving and silent, brooding over who knows what. Only very rarely he waves his hand to remove some reckless demon that insists on speaking to him from his sight.

Demons, having been given free reign, immediately descended into the world. They guised themselves as mortals and started to attain positions of power among humans. They built their power base and started controlling the humanity. Angels were worried upon seeing this, but didn't dare to act without consulting God. While angels waited a sign from God, demons grew stronger upon the world.

When finally the forces of heaven decided to act, it was too late. Demons' control was firm, they were everywhere. And angels were still uneasy about acting without God's consent, so they didn't dare manifest openly to humanity. They took human guises and tried their best to support rebellions, incite revolts, topple governments, weaken authorities and cause chaos; for order was dominated by demons.

So today, the eternal struggle continues. Demons control most countries, especially strong ones like USA, Russia and China. They have been inside Catholic church since its formation, and Orthodox church (which was established by the influence of angels) is also being steadily infiltrated. Legions of hell also control big companies (like Coca Cola, Microsoft, General Motors, etc), thus have an iron grip on world economy.

Angels however, have absolute control on the other side of law. Prostitution, blackmailing, confidence art, software piracy, smuggling, assasination... You name it, angels are behind it. Smugglers of all kinds (be they weapon, drug or human smugglers) are backed by angels. Most crime families, drug lords and terrorist organizations owe their existence to angels' influence. Career criminals are encouraged. Every sort of criminal, anarchist, misfit and crazy is watched over by the heaven. Even satanists (who are universally despised by demons) are favored by angels, since their mere existence is an affront to established order.

On the whole heaven is losing. Their best efforts have all been thwarted: Cathage is destroyed, Caliphate is no more and communism failed. Native Americans, the only group of people angels could guide because demons showed no interest initially, is gone. WWI was lost, and legions of hell was quite pleased to twist the results of that into WWII as a finger to the heaven. The few victories heaven won over hell are egalitarianism, Manhattan Project, legalization of porn, contraceptives and open source software. Still, the war is far from over...


Playing in the setting:

Gameplay is identical to d20 Modern with no fantastic stuff. Demons and angels go about their business disguised as humans and humans have no way to recognize them. Since both sides are happy that humanity doesn't know, they hide themselves and never do anything miraculous or magical. Even if physically harmed, they don't do anything supernatural. So a demon shot on the head will be dead. Well not really but it will certainly leave a dead human body behind. Angels and demons can create new bodies for themselves at any time and aren't inconvenienced at all by physically getting killed. Only problem would be losing their human identity if/when the body is found.

Players can be anything even angels or demons (as they won't have any supernatural ability but coming back as another PC if killed): From a group of terrorists planning something (humans, disguised angels or mixed) to a special investigation team (again humans, disguised demons or mixed) looking for said terrorists. The point that must be stressed is playing a demon or angel is no different than playing a human, albeit a very dedicated one.

A general theme for scenarios should be an attack (or attackers) against order, be it a bank robbery, criminal investigation, founding of a religious cult or kindling of a war.


So there it is. I think title needs a little work. Hopefully, it'll inspire ideas in people.

RTGoodman
2008-09-04, 10:47 AM
I just noticed this, and I'm very interested. I do, however, have a question.

Icewalker, you mentioned scores being 4 or 5 for following 3.5 mechanics. Does that mean that other systems will get lower scores, or just that you assume 3.5 stuff will generally be fine? My current plan is for a relatively modern setting, with the point of divergence happening in Spring/Summer 1954. That doesn't really fit D&D, so I'd probably try to make it work as a d20 Modern setting, though I'm not terribly familiar with the game itself.

I'll try to get it together soon, which shouldn't be hard - I've been thinking about trying to do an alternate history short story or even novel on the same idea, so I've got a lot of it already thought out.

alexeduardo
2008-09-04, 10:59 AM
well, i managed to log in and update the entry list.
please flame me if I missed anyone

Pronounceable
2008-09-04, 11:56 AM
please flame me if I missed anyone

Do we get to flame you if you spelt our names wrong?

Innis Cabal
2008-09-04, 12:25 PM
all looks great so far guys, keep it up :D

Acco Spoot
2008-09-04, 01:04 PM
I've always wanted to join one of these In The Playground things.... so I will :P

Fascio Del Devinita

Synopsis:

The basis for this world is that mysticism and magic has returned to the world, but it has done so in a manner that was promoted by the fascist states of Europe circa 1920's-40's, in essence, everyone in this world is on a quest for self improvement following the idea that the Deity is superior to the Society and the State.

Crunch:

Fascism was made to inspire a faith, not in the conservation of all, even evil, nor in the destruction of all, even good, it was a Faith in Nation
-Jose Rivera

At the tide of the river Severn, there lies the portal to the Other world, Annwn, a paradise rich with the resources to make one selves great, a world populated by the powerful and ruled over by the contemptible Arawn, who seized his position from the Mage Queen Achren to whom he was consort, earning the vex of Iseult, the Queens hand maiden and apprentice.
Iseult made to breech the gates of Annwn and steal Arawn’s position away from him, he had become far too powerful for her to combat, and nearly died upon the rocks of Annwn, instead she stole away that which made Arawn so powerful, his six divine confidents.
Arawn was blinded by rage of this act against him, but found himself unable to directly act upon the material world, instead only able to magically twist the fates of others, flatly laying a curse upon Iseult and the divine advisors, decreeing that their action will directly cause harm to whomever they should cross.
Iseult saw the advisors as selfish tools, improving upon the being through actions which were often immoral, wherever her path took her death and destruction seemed to follow as a result of their actions, she would not abandon them, knowing the destruction that humanity would cause in their names without her caution.
Whether through action or inaction the advisors provoked a massive attack on the Iceni who had taken Iseult shelter, the people she had allied with over the past month were now slain, as the assumed result of Arawn’s curse, she swore upon a bloody course of revenge which would take her deep into the heart of the Saxons and strike a blow against Arawn’s curse.
Following the invaders to their home, Iseult made good on her promise, from her position above Anglia she rained down a storm of fire and brimstone, killing most those she came across, even the greatest warriors could not stand firm against Iseult, sparking the fear of the Gaul Witch, she who was scorned and now frights revenge.
As she came to reach the Eastern coast of Anglia, the natives had risen an army of magic users and warriors to take her down, knowing that her task would remain unaccomplished, she did the last act she could, casting a powerful incantation, enclosing the divine entities in her magic amulet, from which they would be unable to re-enter Annwn, but unable to pass on their destructive abilities.
Time would pass, as would attention to the story, the Sebsterung would enjoy brief moments of worship in English and German pagan circles for a few centuries afterwards, the Gaul Witch would be told as a story to frighten young Saxon children for a millennia after, eventually fading into obscurity as mere tales.

Iseult had not expected that once again the curse of the Sebsterung would return, a significant 1936 discovery in a farm outside Drecht returned Pagans to the idea that the Sebsterung were a reality, among the tools and items found, an amulet was discovered containing an engraving related to Iseult in Celtic design.
The archaeological ramifications seemed to suggest loot from a Saxon raid on East Anglia, Occultist Gerald Gardner instead suggested the possibility of the Sebsterung, and encouraged those archaeologists involved to hide this information from the Nazi’s, knowing of their abuse towards the Occult.
These were also the early days of Fascism, encouraged by the movements of Franco and Mussolini, Germany was too coming of its own Fascist movement, the philosophy spoke of a faith in the nation, an acceptance that State was superior to Society, Erik Jan Hanussen theorised an alternative reason for choosing Fascism, the idea that a population cannot be expected to know what results can come from their actions, means that a Democratic society is flawed at the core, however, he also theorised that man will always be fallible, and that it would require a Deity to truly rule a society.
The Sebsterung provided just what Jan Hanussen wanted but his credibility in the Nazi party had slipped since his perceived betrayal in predicting the Reichstag Fire, it took until the invasion of Poland before Hanussen was able to get inside Hitler’s confidences again, with the creation of the Occultist Department.
Hanussen spent every waking moment for the next two years pouring over the secrets of the Iseult Amulet (moved to Nuremberg from Drecht) in the meantime Neo-Pagans across underground Europe began to feel clairvoyantly the potential disaster awaiting them, reaching a peak March 1940, when Hanussen was ready for his tenth and final ritual.
The day of the unleashing, magic practicing Pagans felt a significant boost in ability and power with a sheer drop feeling in dread, those outside of the Pagan belief but still somewhat magically connected also felt the stab to the heart that came with the release of the Sebsterung.
The advisors convened immediately, impressed with the social and technological advancement of humanity, the notion of Fascism and Nationality however, broke them, whilst before they had existed to improve the self, they now had the many to improve, and each had their idea of the perfect improvement, the gods argued and began to factionalise, immediately twisting events and making their presence known to war struck Europe.
The effect of the Gods presence was immediate, a world spanning panic of apocalypse, the idea also that their own beliefs were false, in just a day, the gods had destroyed almost two thousand years of improvement, only those who had somewhat fearfully taken to sheltering under the gods found themselves free from persecution.
The confusion only spread as the gods remained on the world, exerting their influence, watching as powerful magic’s were thrown upon enemy gods disciples, as nations vanished and Corporations began their moments of dominance, the world was once again reaching towards equilibrium, but not through another century of chaos would any sense of order be re-established.


Gameplay:



Religions:

Sebsterung Cult:
There were six Deities unleashed by the Nazis upon the world, and their existence has provided a world with magic, specifically the reaction of the Deities trying to sway the balance of power, the deities and their agenda is listed below.

Günter (The Warrior)
The most violent member of the pantheon, his initial agenda when summoned by the Germans was to have them conquer the world, with only the strongest men surviving, he despises those weak, both mentally and physically, and will not surrender a goal.

Drystan (Macebearer)
Günter’s brother, and moral compass, he represents the ideals of Law, be it human, natural or divine, it is his will to set it in stone, ensuring that the crime is never committed, the punishment at his hands for doing so is often far beyond the call of regular vengeance.

Sieglinde (Mother Life)
The first to turn on the Germans, she considers life to be her gift, and is displeased when said gift is destroyed, through either the actions of the self or through others, it is her right only to remove life and will do so if she sees those using her gift immorally.

Teuful (Day Star)
Representing pride or greed, he believed Fascism spoke most to him in the pride of nationalism, he seeks to have his worshipers gain the most from any given moment, through often times atrocious actions, with disregard for the suffering of others.

Minerva (Chess Player)
A woman of intellect, she promoted amongst the Germans, and later the Allies, the idea of intelligent elitism, her actions may at first seem immoral or dense, but given time the results of these actions will lead often to prosperity.

Aedelwin (The Charmer)
A god who blesses those who avoid conflict through means otherwise diplomatic, of the five gods, he is the more likely to avoid needless death, as he sees it abhorrent when there are peaceful methods available, this unfortunately makes him somewhat gullible.

Christianity:
A far cry from the organisation that existed before World War II, Christianity has become increasingly a secretive and desperate Church, promoting scholarly pursuits in the hope that once again their belief will be returned to them.
Many Christians were able to hide away massive funds from collapsed Nationstates and this fortune has been used both as an aim to completing projects, as well as the proof that their God exists, some, more influential, pagans have been promised riches and treasures in return for their pledged loyalty.
Spell casters are regarded with varying tolerances, liberal sects will infact promote their use, whilst others will actively shun and participate in their execution.

Islam:
Being placed in such extraordinarily similar positions of faith, the Islamic world is not much different to the Christian, there does seem to be a closer link between Nationalists and the Islamic Church that has little effect exactly on how they operate.
The emergence of the importance of Oil has allowed a stabilisation in keeping Islamic groups well funded, and the presence of British investment pre war has made the procurement of equipment far simpler than it would have been otherwise.
Spell casting in Islam is tolerated, if not a little feared.

Neo-Paganism:
Officially founded around twenty years before World War II, there has been mighty speculation that Pagan spell casters were infact behind the release of the Sebsterung Cult.
Many modern Pagans began their worship in the Sebsterung Cult, and have managed to continue the existence of the obscure religion through siphoning funds from the Sebsterung German regime, a lot of Neo Pagans are also happy to tolerate living on the lands culture.
Of all religions, Neo-Pagans are the most embracing of Spell casters, effectively promoting their practice and defending them from other harsher groups.

Organizations:

St Paul’s Mission:
A powerful, and highly militant, organisation, based in St Paul’s Cathedral, London, initially formed as a Christian sect attempting to stem the spread of heresy, and give aid to the downtrodden and desperate survivors of WWII London, their continued existence has allowed London the ability to continue its existence.
The organisation itself began militant operations after the election of Bishop-General Ives, he promised to take the operation out of London and across all war-torn Europe, his ambitions have been called extreme and Imperialist before, but he controls a majority of opinion within London and the Organisation.
Perhaps one of the more extraordinary factors of the St Paul’s Mission is their growing popularity overseas, and their impression given as a pseudo Templar organisation, protecting Christian assets wherever a Church is founded.
The Mission may take on heroes accepting of the Christian faith as full time members, with many positions in defending Christian life across Europe however it is not limited purely to Christians, taking on heretic mercenaries if the operation they have taken up calls for it, and sometimes accepting spell casters to perform arcane tasks.
The heroes are likely to have hostile contact with the Mission if their own operations directly endanger or impede Christian operations, in which case the Mission will not wane in its dedication to stopping any threat.

The European Foundation:
A quiet organisation, with interests in each of the former States of Europe, the foundation is actually a massive network of industries and militant pro nationalist groups, with hidden links to former secret organisations such as the Illuminati and the M12.
The foundation has promoted an ethic of rebuilding Europe, and has made sure the foundations for this progress are available and exploited, it supports regimes that may be morally questionable but ethically sound, in some cases it has pitted two groups against each other in total war, for an unclear objective.
The Foundation does not accept admission for entry, rather it will seek out its members without prejudice for their background, only for the knowledge that they will serve useful, taking the dangers of the Sebsterung Cult and Magic users out of the equation, the Heroes may also find themselves with temporary assistance from the foundation, if it suits their goals.
Just as likely, the heroes may find themselves at the knife edge of the foundation, prevented from their objective as it defies the overall goal of the Foundation, they may also find themselves in combat with a Foundation supported group, where the foundation will take only the precautions necessary to achieve their goals.

Nuremberg Coven:
The largest coven of magic users in Europe, taking a neutral aspect on the agendas of other organisations, even on those of its students, it is treated instead more as an academy, studying the lore of magic and exploring new spells, training new magic users and promoting a moral code on how exactly to use magic.
It’s unlikely that a Magic user did not pass through the Nuremberg Coven, as they would need to learn the right balance in order to prevent dangerous reactions to their magic, but from the Coven a magic user may have taken any number of routes in their career.
The coven will be unwilling to let heroes, or outsiders, in to their camp, unless they are escorted by a magic user, even then they will not be taught any secrets of magic use, and may be secluded from camp activity, they will let them shelter for however long they need, unless they are being pursued by a threat which will endanger the Coven.
The Coven does not promote activity outside of their camp, the fact that a hostile spell caster went to Nuremberg is essentially pointless in terms of following up a counter offensive act.

Annwn (Other world):

A shadowy realm beyond ours, combining the former ideologies of an ethereal plane for the good and evil into one realm, where the morality of said decisions is blurred behind the smokescreen of power, through which position is ranked, Annwn is ruled over by Arawn, the judge of power, he has influence over decisions made in the real world, but mostly connects with on a purely entertainment level.
Entering the Annwn is difficult, especially for non-spell casters, entry used to exist through a portal on or under the River Severn, whether or not it still exists is a mystery as it has not been rediscovered, entry is far easier from the Annwn to Earth, energy already transfers itself from Annwn, and demons will quite often hitch a lift on these connections, making possession from the other side possible and deadly.
The Annwn will operate exactly as our own world, however, the more powerful the players are, the more rewarding their experience will be, unless the players are spell casters they will be unable to contact the outside world without leaving Annwn, which is made virtually impossible for non spell casting Mortals.

Game play is similar to D20 Modern, with some obvious modifications such as the existence of magic, technology is primarily limited to WWII technology as the most freely available sources of technology, modern weaponry will exist but its spread is not as wide as old technology due to the cost involved.

The Capitalist world still exists though they’ve had to limit their market with the lack of nationalities purchasing their goods, but have had luck in unrestricted employment and environmental laws.

Plot Hooks:

- The players are member of a Church, whose land and volunteers are slowly being swallowed up by Private Corporatism.
- A Neo-Nationalist group is gaining spread in a dense populated area, disturbing the political security of both the Nation and Religion.
- A rival Church has been stealing from your own, they must be made to fall in line.

Still working on a title (EDIT: done!), and I'd like to do some polishing work to it, also, I'm well aware the Italian title is badly spelt, I still think it sounds cool.

alexeduardo
2008-09-04, 01:31 PM
Do we get to flame you if you spelt our names wrong?

Yes, sorry for that.
*goes to fix it*

Vadin
2008-09-04, 03:06 PM
Any particular reason I don't see "Vadin's NeoRome" on the list of entries?

Kiren
2008-09-04, 04:17 PM
tough competition

Vadin
2008-09-04, 04:33 PM
Tough indeed. If nothing else, these competitions will be a great place for springboards into other, somewhat larger, projects.

Also, just curious, will the winners receive sigtrophies?

Shadow_Elf
2008-09-04, 05:05 PM
Just re-read the OP. Does the entry not count until it is done?
Also, should we start a new thread for crunch, or post it all on here?
Also, I really like the ones I've read. Haven't read all of em' though.

Kiren
2008-09-04, 05:15 PM
Since we are all updating during the competition, the latest material will be included in the Judges vote I belive

Kiren
2008-09-04, 05:20 PM
I like Celestial Anarchy, Thats my favorite of my setting's competition

alexeduardo
2008-09-04, 05:37 PM
Any particular reason I don't see "Vadin's NeoRome" on the list of entries?

human mistake. I thought I already had it there.
wierd.

Anyway, the second post has been updated in a very, Very unproffesional way

Kiren
2008-09-04, 05:42 PM
human mistake. I thought I already had it there.
wierd.

Anyway, the second post has been updated in a very, Very unproffesional way

I don't think a potato would make that mistake

alexeduardo
2008-09-04, 05:49 PM
I don't think a potato would make that mistake

you never know...

Kiren
2008-09-04, 06:21 PM
you never know...

I would know, I created them. Well... statted the potatoes.

I didn't make the first potato seed. In case you haven't noticed, this is a joke

alexeduardo
2008-09-04, 06:21 PM
Don't Underestimate Burrito

oh, we mexicans know better than that.
IF you know what I mean...

Kiren
2008-09-04, 06:23 PM
oh, we mexicans know better than that.
IF you know what I mean...

The potatoes get offended when they are called mexicans btw, their Potatoes, not mexicans.

alexeduardo
2008-09-04, 06:27 PM
The potatoes get offended when they are called mexicans btw, their Potatoes, not mexicans.

geez, you'd think plants would be more respectful...

Innis Cabal
2008-09-04, 06:28 PM
Try tubers....and their irish

Kiren
2008-09-04, 06:29 PM
geez, you'd think plants would be more respectful...

Potatoes prefer to be called Spud americans, but most don't care about being called plants.

Kiren
2008-09-04, 06:30 PM
Try tubers....and their irish

I know potatoes are Irish, But Im saving Irish and canadian for later.

Innis Cabal
2008-09-04, 06:30 PM
Potatoes prefer to be called Spud americans, but most don't care about being called plants.

This sira, would indicate you werent aware :smallbiggrin: Since their neither of the above

alexeduardo
2008-09-04, 06:31 PM
Try tubers....and their irish

see, kids? this is why you use a "Quote" button when answering something far far way

Vadin
2008-09-04, 06:32 PM
At least carrots know how to correctly contract 'they' and 'are' and how to form possessive plural pronouns...

Innis Cabal
2008-09-04, 06:33 PM
You stop that.

Zeta Kai
2008-09-04, 06:47 PM
I know potatoes are Irish, But Im saving Irish and canadian for later.

Not to derail this thread further (if that were possible), but Potatoes are Native Americans. How.

Innis Cabal
2008-09-04, 06:52 PM
Actully thats also rather incorrect, as they were actually first found in South America, and migrated to Europe where they dominated the food markets, quickly becoming a staple food.

Acco Spoot
2008-09-04, 07:00 PM
Actully thats also rather incorrect, as they were actually first found in South America, and migrated to Europe where they dominated the food markets, quickly becoming a stable food.

You mean a Staple food.



Potatoes make Vodka... Vodka yummy :)

Innis Cabal
2008-09-04, 07:02 PM
yes, yes i did

alexeduardo
2008-09-04, 07:06 PM
STOP!

Innis, what are your thought on the entries so far?

Innis Cabal
2008-09-04, 07:11 PM
all looks great so far guys, keep it up :D

Sums it up nicely I think. No favorites yet, will probably sit down and fully go over all of it this weekend so they can all get a good deal of equal time

alexeduardo
2008-09-04, 07:12 PM
Sums it up nicely I think. No favorites yet, will probably sit down and fully go over all of it this weekend so they can all get a good deal of equal time

interesting.
We now turn to our man in the field, mister icewalker, for a report on the current situation.
Icewalker, can you hear me?

EDIT: looks as if he can't :sigh:

Shadow_Elf
2008-09-04, 08:23 PM
Ok, here's some more fluff. Crunch to come. Also, Its in 4e (hope this is not another 3.5e only compettition...)

Also, the name of my world is... The Fantastic Melting Pot of Fantasyness
The *locals* call is Hyrold. :smallbiggrin:


U.S.A., 1957
Hugh Everett III develops the first ideas of his many-worlds interpretation (parallel universe theory). In real life, the science community took no note. In my campaign world, they most certainly did.

U.S.A., 1980
A small-town physicist creates a working model of a universe jumper. And he does not get any media attention, though not for lack of trying. They all simply do not believe him. He fires it up one August 18th, 1982, and decides he will send himself to a parallel universe where his ideas are accepted. Problem is: He has no way of navigating with it.

U.S.A., parallel universe 1: 2005
Having jumped to a parallel universe where feasible space travel was created via the discovery of ancient alien technology, Dr. Rodney McKay is set upon by the U.S. Airforce and asked to travel to a distant galaxy as part of an expedition.

Atlantis, Pegasus Galaxy, parallel universe 1: 2007
He creates a new version of his parallel universe jumper while on the Atlantis expedition. He is stranded in episode #84 of the show. (note: for those who watch the show, this is the parallel Rodney from #84)

Random Planet, parallel universe 2: Unknown Time
He creates his third, and final, version of his dimension jumper in an attempt to send everyone home. He activates it and…

Dungeons and Dragons 4e, Year of the Flaming Chinchilla
The great Archmage Silverstone creates a spell that allows him to shift planes, not to higher or lower planes as the spell “Plane Shift”, but to parallel ones. He is testing the spell from the first time…

Hyrule, Arbiter’s Grounds: Midna’s Departure.
The Twili of the Twilight Realm all come to Hyrule to thank Link, their saviour, before they return to their own realm and Midna smashes the Mirror. As the Twilight Princess powers up the Mirror…

Modern Day:
The three items activated at the same time swirled the three universes together. Permanently. Several years later, things have been sorted out and life has resumed.
The Eladrin and Elves and Gnomes live in the South, in former Ordon Village
The Dwarves, Drow and Gorons live in the depths of the Great Chain, with Death Mountain at its centre.
The Tieflings and Halflings live in Kakariko village
The Zoras, the Lizardfolk and the Dragonborn and the Azgarde live in Zora’s Domain and on the shores of Lake Hylia.
The Gerudos, Twili, Shadar-Kai and Goblinoids live in Gerudo Desert
The Shifters and the Jaffa live in Hyrule Fields
The Humans and Hylians are everywhere, but esp in Castle Town
But, the Stargate in the Arbiter's Grounds had remained inactive. Until recently... DUNH DUNH DUNNNNNNN
Some alien species include Super Whales, Dire Emus, Two-Headed Raptors and some DND things I couldn't explain ending up in the Zelda universe.
Thoughts?

alexeduardo
2008-09-04, 08:30 PM
U.S.A., 1957
Hugh Everett III develops the first ideas of his many-worlds interpretation (parallel universe theory). In real life, the science community took no note. In my campaign world, they most certainly did.

U.S.A., 1980
A small-town physicist creates a working model of a universe jumper. And he does not get any media attention, though not for lack of trying. They all simply do not believe him. He fires it up one August 18th, 1982, and decides he will send himself to a parallel universe where his ideas are accepted. Problem is: He has no way of navigating with it.

U.S.A., parallel universe 1: 2005
Having jumped to a parallel universe where feasible space travel was created via the discovery of ancient alien technology, Dr. Rodney McKay is set upon by the U.S. Airforce and asked to travel to a distant galaxy as part of an expedition.

Atlantis, Pegasus Galaxy, parallel universe 1: 2007
He creates a new version of his parallel universe jumper while on the Atlantis expedition. He is stranded in episode #84 of the show. (note: for those who watch the show, this is the parallel Rodney from #84)

Random Planet, parallel universe 2: Unknown Time
He creates his third, and final, version of his dimension jumper in an attempt to send everyone home. He activates it and…

Dungeons and Dragons 4e, Year of the Flaming Chinchilla
The great Archmage Silverstone creates a spell that allows him to shift planes, not to higher or lower planes as the spell “Plane Shift”, but to parallel ones. He is testing the spell from the first time…

Hyrule, Arbiter’s Grounds: Midna’s Departure.
The Twili of the Twilight Realm all come to Hyrule to thank Link, their saviour, before they return to their own realm and Midna smashes the Mirror. As the Twilight Princess powers up the Mirror…

Modern Day:
The three items activated at the same time swirled the three universes together. Permanently. Several years later, things have been sorted out and life has resumed.
The Eladrin and Elves and Gnomes live in the South, in former Ordon Village
The Dwarves, Drow and Gorons live in the depths of the Great Chain, with Death Mountain at its centre.
The Tieflings and Halflings live in Kakariko village
The Zoras, the Lizardfolk and the Dragonborn and the Azgarde live in Zora’s Domain and on the shores of Lake Hylia.
The Gerudos, Twili, Shadar-Kai and Goblinoids live in Gerudo Desert
The Shifters and the Jaffa live in Hyrule Fields
The Humans and Hylians are everywhere, but esp in Castle Town
But, the Stargate in the Arbiter's Grounds had remained inactive. Until recently... DUNH DUNH DUNNNNNNN
Some alien species include Super Whales, Dire Emus, Two-Headed Raptors and some DND things I couldn't explain ending up in the Zelda universe.
Thoughts?



...
intersting.

Shadow_Elf
2008-09-04, 08:52 PM
A little crunch to appease any readers.


Zoras

Height: 5’4” – 6’2”
Weight: 120 – 180 lbs.

Ability Scores: +2 Dexterity, +2 Wisdom
Size: Medium
Speed: 6 squares, Swim 8 squares (see aquatic)
Vision: low-light

Languages: Common, Zora
Skill Bonuses: +2 Insight, +2 Nature

Aquatic: Zoras have the aquatic subtype. They can breathe underwater, and they have a swim speed and never need to make Athletics checks while swimming.

Spearmasters: Zoras are proficient with all Spears

Slipping Reach: Zoras can make Attack of Opportunity at a -2 penalty as if they had the Threatening Reach ability when they are wielding a Longspear

Diving Strike: Zoras can implement Diving Strike as an encounter power

Diving Strike
“Zoras are perpetually wet, and they have learned to use their perpetual wetness to pull off astounding maneuvers.”
Encounter * Weapon
Standard Action Melee Weapon
Shift a number of squares equal to your Dexterity modifier and then make the following attack against an enemy within melee range.
Attack: Dexterity vs. AC
Hit: 1[W] + dexterity modifier damage and the target is pushed 2 squares
This increases to 2[W] at level 11 and 3[W] at level 21

Gorons

Height: 5’10” – 6’8”
Weight: 450 – 800 lbs

Ability Scores: +2 Constitution, +2 Strength
Size: Medium; see oversized
Speed: 5 squares
Vision: low-light

Languages: Common, Goron
Skill Bonuses: +4 Endurance

Sumo Wrestling Defences: You can reduce the number of squares you are pushed by a number equal to half your Constitution modifier. You get a saving throw as an immediate interrupt when an attack would knock you prone. On a success, you do not fall prone and you may push an adjacent creature of your choice 1 square. You cannot use both of these Sumo Defences in one round.

Sumo Wrestling Offences: When you use a melee attack that would knock a target prone, you may instead push them a number of squares equal to your Strength modifier. If you would push a target a number of squares, you may instead deal 1d6 -1 damage for every square you would have pushed them (minimum 1 per dice). You cannot use both of these Sumo Offences in one round.

Oversized: You may use weapons built for a character one size category larger than you.

Also, Humans take Hylian as their second language, Tieflings and Halflings take Western as their second language, and Jaffa speak Common and Go'auld
More to come.

Icewalker
2008-09-04, 10:23 PM
Sorry, been quite busy with school. Read through the whole thread, but I've only read about half the entries. I'll read them though.

I don't know anything about 4e mechanics. I'll look at them, not be sure about exactly how they work, and allow the other judges to deal with balance. It's more about whether you have mechanics, and whether the mechanics make sense based on the fluff that is important.

Er...is VT around? He hasn't posted in the thread yet.

alchemyprime
2008-09-04, 10:59 PM
Time to Refine...


Okay... how's this? This setting would work better for a game using GURPs or M&M, but I think you could get away with d20 Modern if you said all magic users had to be Lewisians or Dra.



DONNERMENSHEN
BACKGROUND

Long ago, human kind was of three races: The Va, the Ka and the Dra. The three entered a huge war, and in the process, the Va and Ka were almost wiped out. However, the Va leader, Zie-Ro, challenged the Dra leader, In Fin Etee to a battle. Zie-Ro won, and locked the every Dra behind a large stone tablet.

In truth, this stone tablet was of a power technology augmented by Zei-Ro's Va powers. It is a lock on a random system of opening and closing dimensional rifts related to the Planck Phase of black holes that creates a wormhole effect to Earth-N, a negative version of Earth that is essentially an evolutionary melting pot of the failed evolutions of Earth. The Earth-N orbits Nemesis, the duality of our own sun beyond the Oort cloud. On this Earth there are beasts including humanoid hyenas, feral pig men, and horrible Lovecraftian entities (not to say a few of these don't call Earth home.)

EARTH AND EARTH-N
The planets are mystically entangled. When one planet does poorly, the other does wonderfully. When one heats, the other cools. Earth-N is currently in a cold snap, but they fear for when our over-reaction to the weather causes us to change the Earth to an iceball. However, Earth-N is beginning to enter a nice age of ecological prosperity...


THE VA, KA AND DRA
Since the defeat of In Fin Etee, the Va and the Ka, intermarried, with only those with markings of the Va blood in them gaining the abilities of the Va. Va were seen for a few traits:

Dichromatism, blue eyes or violet eyes.
Thick hair
Dual uvulas


Other than this, they appear totally human. They do have unique traits normal humans lack. The Dra had the same traits. However, only the asprin trait and one of the other four are guarenteed.

The ability to shape one of six elements: fire, air, water, earth, metal, or twilight (Va prefer Light, Dra darkness)
The ability to summon the traits of time: Spring, Summer, Fall or WInter, depending on the Va in question. Some others had the powers of Deja Vu (recurring time) or Streams (flowing time) instead.
The ability to summon the traits of major landforms from the ancient lands of the lost continent (not Atlantis, it has been lost to the ages): The Catherdral of Power, The Horrid Volcano, the Forest of Confusion, the Bottomeless Lake, the Graveyard of Shadows, or the Desert of Secrets.
The power to summon the power of the Earth itself: The Ocean, the Grasslands and Swamps, the Canyons and Valleys, the Mountains, the Moon or the Sun.
They have an odd weakness to asprin. It acts like arsenic in thier systems. This led to many deaths of children who's parent's were unaware of their Va heritage.


ZIE-RO AND IN FIN ETEE
Zie-Ro and In Fien Etee were able to tap all of the powers of the others. They bound their power into two magic weapons: The Runeblade and the Glyphic Axe.

(In D&D 3.5 Terms, the Runeblade is the equivalent of a +6 Greatsword that deals the same damage as a large Greatsword and also deals 2 points of damage of each energy type (fire, cold, electricity, acid, sonic, force). The Glyph Axe would be a +6 Greataxe dealing the damage of a large Greataxe and able to bypass all damage reductions. They can be further enhanced, but when it changes owners, the new enchancements are gone until they return to that owner's hands.)

These weapons may be the source of the Mjolnir legend.

MAJOR FIGURES
Many major figures had Va blood:
Adolph Hitler carried the power of the Moon which allowed for divination and enchantment.
George Washington could call upon the traits of the Oceans, allowing him to safely travel all water and even salinate the blood of his opponents to the point of clotting.
Michaelangelo had power over Twilight, which allowed for deep insight into the furture in his case.
Joan of Arc had Sun abilities, allowing her to absorb sunlight to become stronger in battle. However, the lack of ultraviolet radiation in firelight caused her to die of the heat.

WHY THERE ARE SO FEW RECORDS OF THE WORD VA
The Catholic Church coined many Va as witches and heretics. So after a few witchhunts, most Va faded from human memory


MAJOR HISTORICAL EVENTS
The major changes after those lost days are as such:

December 7, 1941: A Va user with the powers of Wind and Deja Vu was on the USS Arizona. The attack was not as brutal as it could have been as many of the Japanese planes were struck down by lightning bolts or had their engines stalled by his powers. Ltn. Jay LEwis was lost, but he was given honors.

January 1, 1942: A draft for anyone showing "Lewisian" abilities was instilled. Many were called forward. Only Lewisian divisions had female soldiers.

February 3, 1942: Adolph Hitler moves forward with his own battalion of Lewisian soldiers. He calls his "Donner Menschen" or Thunder Men. The US Troops shorten this to "Donners" or "Thors" for the few who knew Norse Myths.

February 14, 1942: The US sends a Lewisian Battalion, called the "Brooklyn Division" along with troops to Europe.

March 13, 1942: A group of Lewisians, called "Churchill's Circus" is sent from the UK to France to fight the Third Reich. The members included Gamu Tanaka (1923- ), a half-French Japanese man with pyrokietic powers, Krystal Zielinski (1929-1976) and Urich Zielinski (1928-1943), two half-British, half Polish contortionsists. She could move objects with the wind, he could become a blob monster (a Lake ability). Leonard Smith (1920-1942), a giant (7'8") with fire-proof skin, an Earth ability. Albert "Mac" McMillian (1920-1956), an Irish immigrant, born in New York, moved to France, height 3'4", could use wind to run incredibly fast. Ghost (1923-1978), an Austrian man that could phase through walls (a Twilight power), and Adrian Verdyunn (1923-1990), a Belgian with an expert mind, he was later revealed to have MEtal based abilities. He joined after single handedly tampering the gas chambers in the concentration camps to filter into the ventilation system for the Nazi soldier's barracks then escaping with a broken leg and arm.

June 4th, 1945- The Landing on Normandy, as well as the final showdown of the Donners against the Brooklyn Division and the Circus. Occured early due to Gamu and Ghosts's persuasion of Churchill. Only one Donner got away from the battle. He was killed by Ghost 12 years later for trying to hold a woman hostage in Berlin.

1947- 22nd Ammendment never passed. FDR is president for 16 years. No big difference.

1950's- McCarthyism rules supreme. All Lewisians are offered jobs as officers to help stop Communism. One is found to be a Communist and most Lewisians are accused of being Communist. Lewisians and nuclear warheads induce fear to all Americans.

1973- Richard Nixon is assassinated by a Lewisian Communist agent. Gerald Ford takes over.

1973- Ford ends the Cold War with Soviet Russia.

1974- Russia returns to Capitalism. Berlin wall goes down.

Nothing different happens...

1984- China launches manned moon walk. China sets up a nuclear launcher on the moon. US retaliates with a satelite based missle launch system. A new COld War occurs with China.

Oct. 3, 1990- A man weilding a sword appears in China. He swings his sword in the direction of the moon. The nuclear launch base of China and the sattelite of America's both are destroyed. Both leaders resolve to take down 2 dozen nuclear warheads each. The man dissappears, but leaves behind the sword. It is covered in odd runic markings, as well as the Arabic symbol for Zero on the handguard. The sword is identified as over 50,000 years old and contains trace amounts of Einsteinium. However, it looks newly forged.

1998- The Second Cold War ends.

2002- A boy in Southern California finds the stone tablet of the Dra in an archaeological dig. It is now in the Smithsonian. It was damage slightly during shipping. The boy was revealed to be born the day the man with the zero sword appeared.


Since the 1990s, the world has been on edge for another Cold War. However, it will not come from Earth. It will come from Earth-N, the Earth orbiting Nemesis, the counter star of our sun beyond the Oort Cloud. This is the world the Dra were locked away on. They are leaking through due to a leak behind the tablet, in truth a temporal doorway between worlds.

2005- The Government forms the S.D.B. (Supernautral Defense Bureau) to battle the raising amount of monster attacks and Dra attacks across America since the tablet was cracked. Minor cracks in reality have been forming. These cracks act like bridges between Earth and Earth-N.


HOW TO USE DONNERMENSHEN

Our heroes may be freelance agents, normal people thrust into the situation, agents of the SDB, or Dra trying to stop their brethren from doing something they'd regret.



Well, I hope that seems somewhere between Marvel, Hellboy, TORCHWOOD and Watchmen. Fantasy, a bit of sci-fi. I think it could work.

Pronounceable
2008-09-04, 11:40 PM
stuff


A race of sentient kitchen sinks (maybe with force powers) are sorely needed there...

Icewalker
2008-09-04, 11:47 PM
I really like Donnermenshen. Good explanation on the monsters existence as well. Lot of potential in those magic traits.

Kiren
2008-09-05, 05:25 AM
Ill get to work on the real sentient kitchen sinks *Begins statting, sink*

Shadow_Elf
2008-09-05, 06:57 AM
A race of sentient kitchen sinks (maybe with force powers) are sorely needed there...

nah. I was thinking more along the lines of Dire Feyborn Lemmings. When they run off the cliff, they can just feystep over it. And pull you off with them with luring gaze. Kamikaze lemming armies!

alexeduardo
2008-09-05, 11:00 AM
^As I said.
interesting...

Kiren
2008-09-05, 04:40 PM
I wonder what I will do after spork

alexeduardo
2008-09-05, 04:51 PM
I wonder what I will do after spork

sotuh african glasses

Shadow_Elf
2008-09-05, 05:25 PM
S'more playable races. Anyone want me to do Kokiri? They are all children (which is sorta a problem) but they wouldn't be all that hard to stat up.

The idea behind these: Hylians = more flexible than Humans, Twili = Great Wizard + Warlocks, Gerudo = Great Rogues, either way (AD or BS)

Hylian

Average Height: 5’4”- 6’0”
Average Weight: 125 – 200 lbs

Ability Scores: +2 (Physical Stat), +2 (Mental Stat)
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, Hylian
Specialist’s Training: You gain one bonus feat that has your class as a prerequisite
Common Learning: You replace one of your at-will powers with one from a class that shares the Power Source of your base class.
Goddess-Granted Focus: You gain a +2 racial bonus to either your Reflex, Fortitude or Will defence. You also gain a +2 racial bonus to either Arcana or Religion checks. These choices are made at character creation, and cannot be changed.

Twili

Average Height: 5’8” – 6’6”
Average Weight: 130 – 200 lbs.

Ability Scores: +2 Wisdom, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Darkvision

Languages: Common, Twili
Skill Bonuses: +2 Arcana, +2 History

Keepers of the Shadow Temple: Twili gain resist 5 + ½ level Necrotic damage.
Curse of the Twili: Twili deal an additional +4 damage with Necrotic energy. This increases to +8 at level 11 and +12 at level 21.
Group Perseverance: A Twili cannot unwillingly fall unconscious as long as they have a conscious ally within 4 squares.

Gerudo

Average Height: 5’4” – 6’2”
Average Weight: 100 – 180 lbs.
Note: All of the Gerudo are females, except for one male born every century

Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Vision: Normal

Languages: Common, Twili
Skill Bonuses: +2 Stealth, +2 Thievery

Stealthy Heredity: Once per round, a Gerudo can deal an additional 1d4 damage to a target she has combat advantage against. This increases to 2d4 at level 11 and 3d4 at level 21.

Fade Into the Sands: Gerudoes can use Fade Into the Sands as an encounter power.

Fade Into the Sands
“Unseen and unheard until it is too late…”
Encounter
Standard Action Personal
Effect: The Gerudo turns invisible for two turns or until she attacks a target. All of the squares she occupied as well as those adjacent to them are considered difficult terrain until the end of her next turn.

alexeduardo
2008-09-05, 05:28 PM
S'more playable races. Anyone want me to do Kokiri? They are all children (which is sorta a problem) but they wouldn't be all that hard to stat up.

The idea behind these: Hylians = more flexible than Humans, Twili = Great Wizard + Warlocks, Gerudo = Great Rogues, either way (AD or BS)

Hylian

Average Height: 5’4”- 6’0”
Average Weight: 125 – 200 lbs

Ability Scores: +2 (Physical Stat), +2 (Mental Stat)
Size: Medium
Speed: 6 squares
Vision: Normal

Languages: Common, Hylian
Specialist’s Training: You gain one bonus feat that has your class as a prerequisite
Common Learning: You replace one of your at-will powers with one from a class that shares the Power Source of your base class.
Goddess-Granted Focus: You gain a +2 racial bonus to either your Reflex, Fortitude or Will defence. You also gain a +2 racial bonus to either Arcana or Religion checks. These choices are made at character creation, and cannot be changed.

Twili

Average Height: 5’8” – 6’6”
Average Weight: 130 – 200 lbs.

Ability Scores: +2 Wisdom, +2 Intelligence
Size: Medium
Speed: 6 squares
Vision: Darkvision

Languages: Common, Twili
Skill Bonuses: +2 Arcana, +2 History

Keepers of the Shadow Temple: Twili gain resist 5 + ½ level Necrotic damage.
Curse of the Twili: Twili deal an additional +4 damage with Necrotic energy. This increases to +8 at level 11 and +12 at level 21.
Group Perseverance: A Twili cannot unwillingly fall unconscious as long as they have a conscious ally within 4 squares.

Gerudo

Average Height: 5’4” – 6’2”
Average Weight: 100 – 180 lbs.
Note: All of the Gerudo are females, except for one male born every century

Ability Scores: +2 Dexterity, +2 Charisma
Size: Medium
Vision: Normal

Languages: Common, Twili
Skill Bonuses: +2 Stealth, +2 Thievery

Stealthy Heredity: Once per round, a Gerudo can deal an additional 1d4 damage to a target she has combat advantage against. This increases to 2d4 at level 11 and 3d4 at level 21.

Fade Into the Sands: Gerudoes can use Fade Into the Sands as an encounter power.

Fade Into the Sands
“Unseen and unheard until it is too late…”
Encounter
Standard Action Personal
Effect: The Gerudo turns invisible for two turns or until she attacks a target. All of the squares she occupied as well as those adjacent to them are considered difficult terrain until the end of her next turn.



nice, just remember to post it all on a final entry before September Ninth.
that way we can get the results sooner

Shadow_Elf
2008-09-05, 05:40 PM
^ I'll make sure its all in one post by the end. Also, a bit more random bits of fluff.

Forgot the Kokiri and Half-Elves. They are in the southern forests /w Elves, Gnomes & Eladrin.

The Twili live in a floating city in the Gerudo Desert, near the Arbiter's Grounds. Underneath the floating city is the palacial Arabic-style city of the Gerudoes. Stargate-style Ring Platforms connect the two. Shadar-Kai live among both cities, and speak Twili as their second language. Goblinoids are even farther north in the desert, and they are often raiders and bandits. The Twin Cities, (the one in the Sky and the one on the Ground) are the main hub for adventurers travelling through the Stargate. They are each individually smaller than Castle Town, but together they are slightly bigger.
New Languages (recap)

Hylian (humans, hylians)
Goron (gorons)
Zora (zoras, lizardfolk)
Twili (twili, gerudos, shadar-kai)
Western [Sheikah] (tieflings, halflings)
Go'auld (Jaffa, Go'auld)

alchemyprime
2008-09-05, 07:04 PM
Tottally fixed the formatting in Donnermenchen above.

Feldion
2008-09-05, 11:30 PM
While I can't post up my setting today, I'm here to express my interest in this contest. The name of my setting is Invariant Phantasms, and with that I take my leave for tonight.

P.S. First post.

alexeduardo
2008-09-06, 10:21 AM
While I can't post up my setting today, I'm here to express my interest in this contest. The name of my setting is Invariant Phantasms, and with that I take my leave for tonight.

P.S. First post.

updated the entry list.
remember, the deadline is September Ninth!

Feldion
2008-09-06, 04:57 PM
Thanks for reminding me. I'll make sure to get it all done in time. Anyway, this post will be where I post all my setting info, and here's the synopsis. I'll be posting the truth of the setting a bit later, when its actually written :smallbiggrin:

Edit: A more detailed timeline of events is now up. Tomorrow I'll post up the nitty gritty of the setting.

Synopsis
The world was only just beginning to fully recover from the repercussions of the second World War, the creation of the most powerful weapon ever created, and the true extent of the suffering and anguish it could bring to the world.

Europe had begun to rebuild with the help of the U.S.A. under the direction of the Marshall Plan, but slowly Eastern Europe was being swallowed by Soviet Russia. President Truman looked on, troubled. Russia used its extensive spy network to procure copies of the documents needed to start their own Manhattan Project, and began its own nuclear program in earnest. On August 29, 1949, Russia’s first atomic bomb, a direct copy of America’s Fat Boy, was tested; it went off without a hitch. George Kennan’s plan of containment was swiftly discarded, and it was thought if Russia became any more capable, and their nuclear arsenal enlarged, civilization would fall within a decade. Truman met with Stalin in Berlin, under the pretense of trade agreement talks, but truly Truman meant to demand that Russia put an end to its nuclear program. Stalin refused and his nuclear program accelerated so that by the end of the year, Russia had over 200 Fat Boys in its arsenal.

On February 22nd 1950, American planes were spotted by the Russian military just barely touching the border before turning back to some unknown airfield. On February 24th, Moscow and over 5 million people disappeared forever when 3 nuclear bombs were dropped by plane over three overlapping areas. By the end of the day, Soviet Russia had ceased to exist. In total, 19 nuclear bombs were dropped on 15 major cities. More than 17 million people died instantly, more were affected by acute radiation poisoning and died soon after. The fallout darkened the sky for months. The international community was shocked, but before they recovered America fell silent; all communications went unanswered. The U.S.A. had fallen from grace on the very day it had condemned Russia to dust.

Ten years later, the U.S.A. was still silent; Canada, Central, and Southern America had fallen as well. Expeditions were undertaken by the European community but none returned. Without Russia, Communism didn’t spread throughout Europe, and the United Kingdom and France helped the Eastern states recover. Together, Europe and the United Kingdom’s foreign holdings had formed a union to present a united front to the world, and organized a unified military force, so no country could fight against another. No one expected the telegrams from Japan. They described creatures crawling from the impact zones of the Atomic bombs, men and women who had died of radiation poisoning crawling from their graves, their skin filled with maggots, and hungry for flesh. No one took them seriously, expecting to hear some apology from the government for some men’s misconduct by another telegram. It never came. Then, telegrams from China began arriving describing the burning island of Japan, and arriving refugees. These were quickly followed by others asking for aid fighting an overwhelming threat. Europe prepared its united military for transportation, but then they came from Russia.

Now, 4 years later, China has fallen, and the Wall, a great line of man and machine, is all that can face an unending legion advancing from the east. And unbeknownst to most, the homeland of the British Empire, Portugal, and Southern Africa have fallen silent. America has returned, but it is no longer a force for good. Something has corrupted the Americas while the world turned a blind eye. Now its armies advance slowly from the west squeezing Europe even tighter.

Will you be the hero who leads the United World Task Force to victory over these unnatural threats, or will you be only a pebble that the great dark forces in the world will cast aside like so much filth? Here you shall decide the fate of the Europe, here you shall decide the fate of the world.

Timeline
1945: End of World War II; Foundation of the United Nations.
1946: George Kennan sends his famous “Long Telegram” detailing the plan of containment towards Soviet Russia and Communism.
1947: The Truman Doctrine and Marshall Plan are written.
1948: Russia starts the Berlin Blockade; it ends in tragedy as many starve inside West Berlin before American military movement force the Russians to back down. This event is used by anti-containment forces in Washington to push the case for a more aggressive strategy.
1949: America’s Congress by one vote joins NATO; America’s Midwest senators push for an isolationist policy. Russia sets off its first nuclear bomb.
1950: Truman approves Operation Shadow Strike. Soviet Russia falls with the dropping of the bombs. In March, all telegrams and trade ships stop arriving from the U.S.A. All trade ships and expeditions sent to the Americas are sunk ten miles from the American shoreline.
1951: The United Nations agrees to send aid to Eastern Europe long after international aid organizations have begun operations. Aid is also sent to Japan. Canada falls silent. Expeditions sent to the “safe zone” around North America note that there is military presence on the coast line, but eerily there do not seem to be people.
1953: Refugees begin arriving in the United Kingdom and Spain from Southern America. Talks begin in the European community of a united economic sphere.
1954: Mexico falls silent but not before one last telegram is received; this telegram is never released publicly.
1955: The nations of Europe formally instate the European Economic Community. Refugees begin to arrive from South America.
1956: The issue of the Euro is raised in the EEC council and is passed after much deliberation. Eastern Europe is declared recovered, though in truth much still stands destroyed, and the United Nations stops sending aid.
1957: South America fall silent; expeditions report that there is absolutely no movement on the coast of South America, and the machines on the U.S.A.’s coast have disappeared. The United Nations declares the Americas a no-go zone. The United Kingdom asks the United Nations for permission to start a nuclear program; permission is denied.
1958: Mysterious deaths are reported in Japan and sighting of strange creatures are reported in the wilds of Russia. Both go unheeded by authority. The issue of a united military is brought before the EEC council but is not passed.
1959: More reports, more deaths. The matter is looked into but nothing conclusive is found. A mysterious break in the silence of America is reported by a man working at the BBC radio station late at night and causes a sensation in the media as a possible sign that America is going to reveal itself soon. What the media doesn’t report is that what was heard was screaming, screaming for two hours without end.
1960: Japan dies as the undead and other beasts rise en masse; the united military measure is passed by the EEC and, with the United Nations’ blessing, is named the United World Task Force. Troops from Australia arrive in China to help the war effort. Two weeks before the UWTF is to ship to China, the states of Eastern Europe come under attack from creatures from Russia. All support staff already in China is called back to Europe. The British Empire draws troops from India and its other holdings to bolster the number of troops.
1961: Major losses are reported in China. The Wall is formed consisting of many towns transformed in military outposts from the western border of Poland to the top of Italy. The beginning of the building of the true wall is put into swift motion as cost is decided not to matter in the face of this emergency.
1962: China falls. Australia and New Zealand come under attack. The UWTF falls back from its forward defensive positions to the Wall. Refugees from Eastern Europe are put to work building the wall which now stretches half of its intended distance but is made of various materials instead of the concrete which had been planned.
1963: Several islands in the Atlantic suddenly fall silent. Refugees from Australia, India, Pakistan, and a host of other countries flood into Europe. The construction of the wall is completed and is named, in full knowledge of the irony, the Iron Curtain. It is not made of Iron but is made of a mix of wood, barricades, iron, steel, stone and concrete at various points in its length.
1964: Australia falls. The United Kingdom, Portugal, parts of Spain, and South Africa all fall silent as do any survivors in China. The time of Invariant Phantoms descends.

Fri
2008-09-06, 05:04 PM
There's something I want to make for years. It seems that this might be the time. But this might be a bit too... obscure. Ah well, I'll just here for fun.

Alternate America? Europe? Booring. Alternate Africa? Egypt? China? Japan? Done.

Here I'll post something different...

It’s still raw, I haven’t checked the grammar and spelling, but what the heck.

Nusantara.

Nusantara is derived from Javanese word of "Nusa" (island) and "Antero" (other, as a whole)
It is a traditional geographical concept of the Malay world that encompasses the Indonesian lands from Sabang in the West to Manokwari in the East, coastal Kalimantan, and all but the northwest corner of Sulawesi, the Malaysian lands of Sarawak and Peninsular Malaysia, most islands of the Philippine archipelago, and the lands of both Singapore and Brunei.

The word Nusantara was taken from an oath by Gajah Mada written on a Javanese old manuscript of Negarakertagama. Gajah Mada (d. circa 1364) was, according to Javanese old manuscripts, poems and mythology, a famous military leader and prime minister (mahapatih) of the Majapahit Empire, credited with bringing the empire to its peak of glory. Gajah Mada is said to have delivered an oath called Sumpah Palapa, in which he vowed not to have any earthly delight until he had conquered all of Nusantara.



In Game History (incomplete)



It was the Age of Discovery and Exploration. After the Ottoman Empire blockaded land trade to the far east, European nations was searching for another way to get their spice fix. For gold, gospel, and glory, European nations searched for the new world, looking for a new place to conquer.

It ended in a bloody rivalry between Portuguese and Spain. Finally, the pope act as the arbiter. He split the world into two halves. Spain got the western half, Portuguese got the eastern half.

But he never said anything about the natives. They won't like it when some empire from far away place decided to conquer them, right?

Spain ended up in America. They conquered the natives. American shamanistic magic and stone weapons can hold well against europe’s arcane magic and steel weapons. But the natives were unprepared for the diseases.

But in the east, Portuguese faced a more sophisticated opponent. A unified empire. In 1512, they finally landed in an archipelago in the south eastern part asia.They underestimated their opponent, thinking it was just small, undeveloped native kingdom. Little did they know. Because their opponent was already exploring the ocean before europe even started sailing off coast. Their opponent had already got colonies as far as Western Africa. Their opponent was already trading with the Islam Empires, Japan, China, India, when Europe was in its dark age.

The Majapahit Empire

They’re never interested in europe, it was too far and costly to directly trade with. But after portuguese’s second attempt to conquer, Majapahit felt that its time to directly deal with Europe. After a disastrous first attempt, they allied themselves with Ottoman Empire to attack europe, forcing europe to cease their own bickering and banding together to deal with the new threat.




Real World Introduction and History.



Majapahit Empire
Majapahit was an Indianized kingdom based in eastern Java from 1293 to around 1500. Its greatest ruler was Hayam Wuruk, whose reign from 1350 to 1389 marked the empire's peak when it dominated other kingdoms in the southern Malay Archipelago, Borneo, Sumatra, Bali, and the Philippines.

The Majapahit empire was the last of the major Hindu empires of the Malay archipelago and is considered one of the greatest states in Indonesian history. Its influence extended to states on Sumatra, the Malay Peninsula, Borneo and eastern Indonesia, though the extent of its influence is the subject of debate.

Gajah Mada

Gajah Mada (d. circa 1364) was, according to Javanese old manuscripts, poems and mythology, a famous military leader and prime minister (mahapatih) of the Majapahit Empire, credited with bringing the empire to its peak of glory.

He delivered an oath called Sumpah Palapa, in which he vowed not to have any earthly pleasure until he had conquered all of Nusantara.

Even his closest friends were at first doubtful of his oath, but Gajah Mada kept pursuing his dream to unify Nusantara under the glory of Majapahit. Soon he conquered the surrounding territory of Bali and Lombok (1343). He then sent the navy westward to attack the remnants of the thallassocrathic kingdom of Sriwijaya in Palembang. There he installed Adityawarman, a Majapahit prince as vassal ruler of the Minangkabau in West Sumatra.

He then conquered the first Islamic sultanate in Southeast Asia, Samudra Pasai, and another state in Swarnadwipa (Sumatra). Gajah Mada also conquered Bintan, Tumasik (Singapore), Melayu (now known as Jambi), and Kalimantan.

At the resignation of the queen, Tribuwanatunggadewi, her son, Hayam Wuruk (ruled 1350-1389) became king. Gajah Mada retained his position as mahapatih under the new king and continued his military campaign by expanding eastward.

He thus effectively brought the archipelago under Majapahits's control, which spanned not only the territory of today's Indonesia, but also that of Temasik old name of Singapore, the states comprising modern-day Malaysia, Brunei and the southern Philippines.

The Bubat Accident
In 1357, the only remaining state refusing to acknowledge Majapahit's supremacy was Sunda, in West Java, now bordering the Majapahit Empire. King Hayam Wuruk planned to marry Dyah Pitaloka, a princess of Sunda and the daughter of Sunda's king. Gajah Mada was given the task to go to the village of Bubat to welcome the princess as she arrived with her father and escort in Majapahit.

But while Sunda's King thought that the marriage was a sign of a new alliance between Sunda and Majapahit, Gajah Mada thought otherwise. He took it as a sign of submission of Sunda to Majapahit. This misunderstanding led to embarrassment and strife, which quickly rose into full scale battle. The ensuing bloodshed saw the king and all of his guards killed in the fields of Bubat. Seeing this horror, the princess Dyah Pitaloka committed suicide.

Hayam Wuruk was deeply shocked about the debacle. Gajah Mada was promptly demoted and spent the rest of his days in the estate of Madangkara in Probolinggo in East Java.

Gajah Mada died in obscurity in 1364.

King Hayam Wuruk, who is said to have been a wise leader, was able to maintain the position Majapahit had gained during Gajah Mada's reign, but a slow decline started after Hayam Wuruk's death.

Now, what if the bubat incident never happened, and Gajah Mada retained his place as Majapahit’s prime minister. Combining his military genius and Hayam Wuruk’s charisma and wisdom, Majapahit won’t decline that fast. They might have stabilized their grip on their teritories, and later, when European first appeared in South East Asia, they won’t face small, warring nations.

They would found a single, unified empire.



The Campaign Setting (incomplete)



It’s the 18th century.

The period is ostensibly characterized as a long period of peace and economic, colonial, and industrial consolidation. Steam engine is a new invention, and technology, is advancing with fast pace.
During the era, science grew into the discipline it is today. In addition to the increasing professionalism of university science, many gentlemen devoted their time to the study of natural history.

New Imperialism is at its peak. Major countries, fighting each others, in a race of colonialism. Adventuring spirit is flourishing. Journalists aped their colleagues in the search for increasingly sensational stories.

Highly spirited frontier men and women, journeying across the unknown land of Africa, through vast jungles in India, across damp forests in Borneo. Looking for Fame, Glory, and Adventure.
And Magic, is blooming.

The witch hunt was never happenned. Magic, was encouraged. Growing side by side with technology, magic is also at its peak. Academies of Magic was built side by side with Academies of Engineering and Science everywhere in the world.


Magic users with Engineers and Inventors, are highly regarded by society. They work together, as the foundation of world's advancement and innovation.

Steam technology, perfected by the use of magic. Lightweight steam engine, can be cheaply made, and used in almost everyday works. Rich Gentlements and Industrialist, roam the road with their Steam cars. Trains, trems, and various steam-engine-embedded vehicles, make journeys a lot faster, and easier.


Then, in 1883 The Krakatoa explodes.

Krakatoa had been dormant for two centuries. The volcano began erupting on May 1883. Preceded by several years of noticeable earthquakes, some felt as far away as Australia, the eruption began with small steam eruptions on 20 May, and these continued for the next three months.

In August, three explosions occur. The final explosion of superheated steam destroyed most of the island. The sound of the explosion was heard as far away as the island of Rodrigues near Mauritius, 4800 km away. It is the loudest-ever sound in recorded history.

Since then... strange rumors occurred. Major countries, and highly secretive organizations, said to be searching for some mysterious artifact. Nobody know, where, or what are those artifact. But some said, that the artifacts are somehow, highly dangerous. Most people ignored the story. Shrugging it off like other sensational stories.



A Crash Course In Magic.

Magic, is growing together with science. Magic users, are as common as engineers or scientists. In fact, some scientists are also magic users.


Everyone can learn magic, like everyone can learn to be a scientist. but, to grow one's innate ability to do magic, a long and hard path is needed. So, most people do not learn magic.


To learn magic, formally, one must study in various magic academies around the globe. But, as someone can learn to be an engineer without formal school, some people can learn magic without proper education. But, as we will learn later, people like that, will be picked up, and given proper education.


First. What is magic?


The main branch of magic, the one who grows side by side with science, is known as 'Arcane Magic'


The base of Arcane magic, is to addle with things without physically touches them.

Magic, is manipulating nature by using one's mental power. What magic can and cannot do, depends on one's knowledge about nature, and one's mental power. For example. A magic user, can lit his cigarette, by increasing the amount of heat at the tip of his cigarette. It's easy. Only need a little bit of mental power, almost none. And a little knowledge of nature.


A trickier trick, is to fill your glass with water. You can collect water in the air by absorbing heat from them, make them sublime, and pour the water into your glass. Of course there are a lot more of way to do that.


But, to attack someone using magic, there's a lot more to do. Depend on your imagination, you can suck air from his face, but he can move from that area easily. Or, you can increase the heat in his heart, and make it explodes. But, that need a LOT of mental energy. So, imagination and knowledge about nature, is very important.


The higher part of manipulation, is molecule manipulation. For example, you can transform amilum (flour) into glucose (sugar). But you need the knowledge about that, and a high amount of mental power.


The highest part of manipulation magic, is elemental mastery. If a magic user has mastered this skill, he can conjure nature element, for example, fire, from nothingness. known as Pyrokinesis. But, this level of skill, considered as legend.


The Second branch of magic, is Divine Magic. People who do this kind of magic are clerics, priest and priestess from any kind of orders and religions across the world.


The users of this magic, draw their power from their faith. They exorcise demons, ease someone's pain or shock, using their mental power and faith. For example, if a cleric want to ease someone's pain, he will pray to his god/goddess, to draw his faith. The bigger his faith, the bigger power he will gain. And then, he will ease his target's pain, by transfering his own mental energy to his target.


Faith is important in this kind of magic. For example, to exorcise a strong demon, a cleric must have a lot of faith. If he doesn't have enough faith, he can deplete his mental power without any real harm for the demon.


What can one do with this kind of magic is, exorcising. Ease one's pain, mental and physically. Fasten one's healing process. And protect people with his faith-enhanced barrier of mental energy.


The third branch of magic, is the Shamanistic Magic.

Little known about this third branch of magic, because it was never officially studied, and there were no real ‘shaman’ college. Most users are esoteric hermits, shamans, witch doctors, and monks. They orally teaches this kind of magic to their students.

And even then, two orders of shaman or hermits will have a vert different explanation for their magic.

But arcanist scholar agree that Shamanistic Magic deals with spirits. They summon nature spirits, animal spirits, and even some says, human spirits, and then force them to do their biddings.



Every kind of magics, are affected by range. The further the range, higher level of mental power will be needed. And, every living creature have natural magic resistance. You can increase heat in wood, steel, or else easily, but to increase and focus heat inside someone's body, you'll need a lot more of energy.





Another steampunk setting, I guess... Or maybe I should focus in the first age of exploration (15th century)?

Well, it's my problem anyway. It's an old idea of mine (a steampunk setting in nusantara archipelago).

And there won't be zeppelins (or at least it won't dominate).

Back then, Nusantara was famous for it's sailors. They even sailed to madagascar around 10th century or so. So this will features a lot of advanced steam ships, and Naval travel/combat. It's an archipelago anyway.

Edit: I might make a major overhaul. I wanted to tie Krakatao's explosion with the opening of a major gate to the spirit world or something, and I like steampunk But I guess steampunk is rather boring. So maybe I'll go back a couple of century and set the setting on the 15th century, basically age of exploration with magic. I dunno if I can make it before the deadline.

Shadow_Elf
2008-09-06, 05:27 PM
Kokiri added to the first post of page three. Also, some things fixed, setting organized and Gerudo updated.

Shadow_Elf
2008-09-06, 08:04 PM
*bump*

Added some fancy new items and a new weapon.

alexeduardo
2008-09-07, 01:27 AM
*bump*


Thanx. I've updated the first post, Fri

alchemyprime
2008-09-07, 10:38 AM
DONNERMENSHEN

BACKGROUND

Long ago, human kind was of three races: The Va, the Ka and the Dra. The three entered a huge war, and in the process, the Va and Ka were almost wiped out. However, the Va leader, Zie-Ro, challenged the Dra leader, In Fin Etee to a battle. Zie-Ro won, and locked the every Dra behind a large stone tablet.

In truth, this stone tablet was of a power technology augmented by Zei-Ro's Va powers. It is a lock on a random system of opening and closing dimensional rifts related to the Planck Phase of black holes that creates a wormhole effect to Earth-N, a negative version of Earth that is essentially an evolutionary melting pot of the failed evolutions of Earth. The Earth-N orbits Nemesis, the duality of our own sun beyond the Oort cloud. On this Earth there are beasts including humanoid hyenas, feral pig men, and horrible Lovecraftian entities (not to say a few of these don't call Earth home.)

EARTH AND EARTH-N
The planets are mystically entangled. When one planet does poorly, the other does wonderfully. When one heats, the other cools. Earth-N is currently in a cold snap, but they fear for when our over-reaction to the weather causes us to change the Earth to an iceball. However, Earth-N is beginning to enter a nice age of ecological prosperity...


THE VA, KA AND DRA
Since the defeat of In Fin Etee, the Va and the Ka, intermarried, with only those with markings of the Va blood in them gaining the abilities of the Va. Va were seen for a few traits:

Dichromatism, blue eyes or violet eyes.
Thick hair
Dual uvulas

Other than this, they appear totally human. They do have unique traits normal humans lack. The Dra had the same traits. However, only one magical trait is guarenteed.

CONSTANTS

They have an odd weakness to asprin. It acts like arsenic in thier systems. This led to many deaths of children who's parent's were unaware of their Va heritage.
An odd weakness to Ultraviolet radiation. Even darker skinned Va become racked with pain after prolonged periods of sun exposure, roughly half of what would cause a Ka (normal human) to feel the effects. Dra have an even worsened effect, needing only 25% the normal amount of UV radiation to become burned. Feel sorry for Irish Va.
Va and Dra both have an adverse reaction to acetic acid. It is similar to plain dehydration in humans.
Va and Dra are exceptionally resistant to liquor. They rarely have been seen to get hangovers, and can normally drink two to five times the amount of a normal human.
Va and Dra are allergic to aspertame. Due to their typically lower body temperatures (92.6F except for Fire, Sun or Volcanoe Va/Dra, who normally run 107.8F, not being fatal until 123.9F), aspertame does not turn into formaldehyde in their systems, as it does in humans (it changes at 98.4F). However, it does cause their abilities to go haywire, such as using a wind blast instead of a lightning bolt for a Wind Va. Va take less aspertame for this to happen (roughly 2 oz of Diet Soda will cause this in a Va, 16 oz in a Dra.)
Formaldehyde also has an odd effect on Va and Dra. It causes them to release more energy than they intend. So a small fan of fire could accidentally become a fireball centered on the Va. Their noses are extra keen on detecting formaldehyde, however, and only large amounts of cacao beans can turn off this enhanced sense of smell. Be ware Chocolate! Va re more susceptable to both formaldehyde and chocolate than Dra. (4 oz. of chocolate and 1 oz of formaldehyde for an average male in Va, 20 oz. chocolate and 8 oz. formaldehyde for a Dra.)


MAGICAL ABILITIES (1 to 4, depending.)

The ability to shape one of six elements: fire, air, water, earth, metal, or twilight (Va prefer Light, Dra darkness)
The ability to summon the traits of time: Spring, Summer, Fall or WInter, depending on the Va in question. Some others had the powers of Deja Vu (recurring time) or Streams (flowing time) instead.
The ability to summon the traits of major landforms from the ancient lands of the lost continent (not Atlantis, it has been lost to the ages): The Catherdral of Power, The Horrid Volcano, the Forest of Confusion, the Bottomeless Lake, the Graveyard of Shadows, or the Desert of Secrets. Some legends say the continent is now on Earth-N: others say it is on the moon.
The power to summon the power of the Earth itself: The Ocean, the Grasslands and Swamps, the Canyons and Valleys, the Mountains, the Moon or the Sun.


ZIE-RO AND IN FIN ETEE
Zie-Ro and In Fien Etee were able to tap all of the powers of the others. They bound their power into two magic weapons: The Runeblade and the Glyphic Axe.

(In D&D 3.5 Terms, the Runeblade is the equivalent of a +6 Greatsword that deals the same damage as a large Greatsword and also deals 2 points of damage of each energy type (fire, cold, electricity, acid, sonic, force). The Glyph Axe would be a +6 Greataxe dealing the damage of a large Greataxe and able to bypass all damage reductions. They can be further enhanced, but when it changes owners, the new enchancements are gone until they return to that owner's hands.)

These weapons may be the source of the Mjolnir legend.

MAJOR FIGURES
Many major figures had Va blood:
Adolph Hitler carried the power of the Moon which allowed for divination and enchantment, making him a very charismatic leader. It is rumored a vision of his death lead to insanity and also made him ignore his advisors about heading into Russia to attack.
George Washington could call upon the traits of the Oceans, allowing him to safely travel all water and even salinate the blood of his opponents to the point of clotting.
Michaelangelo and Leonardo Da Vinci both had power over Twilight, which allowed for deep insight into the furture and the human soul in both cases.
Joan of Arc had Sun abilities, allowing her to absorb sunlight to become stronger in battle. However, the lack of ultraviolet radiation in firelight caused her to die of the heat.

WHY THERE ARE SO FEW RECORDS OF THE WORD VA
The Catholic Church coined many Va as witches and heretics. So after a few witchhunts, most Va faded from human memory, except as legends (such as Graveyard Va being vampires and necromancers, fire Va as witches, moon Va as fairies, etc.)


MAJOR HISTORICAL EVENTS
The major changes after those lost days are as such:

December 7, 1941: A Va user with the powers of Wind and Deja Vu was on the USS Arizona. The attack was not as brutal as it could have been as many of the Japanese planes were struck down by lightning bolts or had their engines stalled by his powers. Ltn. Jay LEwis was lost, but he was given honors.

January 1, 1942: A draft for anyone showing "Lewisian" abilities was instilled. Many were called forward. Only Lewisian divisions had female soldiers.

February 3, 1942: Adolph Hitler moves forward with his own battalion of Lewisian soldiers. He calls his "Donnermenschen" or Thunder Men. The US Troops shorten this to "Donners" or "Thors" for the few who knew Norse Myths.

February 14, 1942: The US sends a Lewisian Battalion, called the "Brooklyn Division" along with troops to Europe.

March 13, 1942: A group of Lewisians, called "Churchill's Circus" is sent from the UK to France to fight the Third Reich. The members included Gamu Tanaka (1923- ), a half-French Japanese man with pyrokietic powers, Krystal Zielinski (1929-1976) and Urich Zielinski (1928-1943), two half-British, half Polish contortionsists. She could move objects with the wind, he could become a blob monster (a Lake ability). Leonard Smith (1920-1942), a giant (7'8") with fire-proof skin, an Earth ability. Albert "Mac" McMillian (1920-1956), an Irish immigrant, born in New York, moved to France, height 3'4", could use wind to run incredibly fast. Ghost (1923-1978), an Austrian man that could phase through walls (a Twilight power), and Adrian Verdyunn (1923-1990), a Belgian with an expert mind, he was later revealed to have Metal based abilities, allowing him to mentally redesign any schematics he'd seen to fit his own purposes. He joined after single handedly tampering the gas chambers in the concentration camps to filter into the ventilation system for the Nazi soldier's barracks then escaping with a broken leg and arm.

June 4th, 1945- The Landing on Normandy, as well as the final showdown of the Donners against the Brooklyn Division and the Circus. Occured early due to Gamu and Ghosts's persuasion of Churchill. Only one Donner got away from the battle. He was killed by Ghost 12 years later for trying to hold a woman hostage in Berlin.

1947- 22nd Ammendment never passed. FDR is president for 16 years. No big difference.

1950's- McCarthyism rules supreme. All Lewisians are offered jobs as officers to help stop Communism. One is found to be a Communist and most Lewisians are accused of being Communist. Lewisians and nuclear warheads induce fear to all Americans.

1973- Richard Nixon is assassinated by a Lewisian Communist agent. Gerald Ford takes over.

1973- Ford ends the Cold War with Soviet Russia.

1974- Russia returns to Capitalism. Berlin wall goes down.

Nothing different happens...

1984- China launches manned moon walk. China sets up a nuclear launcher on the moon. US retaliates with a satelite based missle launch system. A new COld War occurs with China.

Oct. 3, 1990- A man weilding a sword appears in China. He swings his sword in the direction of the moon. The nuclear launch base of China and the sattelite of America's both are destroyed. Both leaders resolve to take down 2 dozen nuclear warheads each. The man dissappears, but leaves behind the sword. It is covered in odd runic markings, as well as the Arabic symbol for Zero on the handguard. The sword is identified as over 50,000 years old and contains trace amounts of Einsteinium. However, it looks newly forged.

1998- The Second Cold War ends.

2002- A boy in Southern California finds the stone tablet of the Dra in an archaeological dig. It is now in the Smithsonian. It was damage slightly during shipping. The boy was revealed to be born the day the man with the zero sword appeared.


Since the 1990s, the world has been on edge for another Cold War. However, it will not come from Earth. It will come from Earth-N, the Earth orbiting Nemesis, the counter star of our sun beyond the Oort Cloud. This is the world the Dra were locked away on. They are leaking through due to a leak behind the tablet, in truth a temporal doorway between worlds.

2005- The Government forms the S.D.B. (Supernautral Defense Bureau) to battle the raising amount of monster attacks and Dra attacks across America since the tablet was cracked. Minor cracks in reality have been forming. These cracks act like bridges between Earth and Earth-N.


HOW TO USE DONNERMENSHEN

Our heroes may be freelance agents, normal people thrust into the situation, agents of the SDB, or Dra trying to stop their brethren from doing something they'd regret.

Shadow_Elf
2008-09-07, 11:24 AM
Stuff


I really like it all. It may benefit from Spoilers for easy organisation, etc.
The concept of a Negative Earth is great. However, does how they act ever affect how our world turns out?

EDIT: Changed Guardian Fairy Mechanic on the Kokiri. Should I post all this crunch in another thread to be examined?

Fri
2008-09-07, 11:53 AM
Sorry, with much regret I must tell you that I resign from this competition. Alternate history-building is one of my favourite hobby, but simply put, I'm late. If I found this thread a couple of days earlier, I might have some chance on writing the material, but now I don't have enough time to finish it. Please pull out my entry.

Dangit, when I have so many idea. I'll just put the finished one later, tied with my friend's original d6 system.

Shadow_Elf
2008-09-07, 11:57 AM
Sorry, with much regret I must tell you that I resign from this competition. Alternate history-building is one of my favourite hobby, but simply put, I'm late. If I found this thread a couple of days earlier, I might have some chance on writing the material, but now I don't have enough time to finish it. Please pull out my entry.

Dangit, when I have so many idea. I'll just put the finished one later, tied with my friend's original d6 system.

That sucks. I think maybe for future competition reference the competition should last more than a week? since people coming in three days after it starts can't really compete in such a small time.

On another note, Jaffa added to Playable Races. Maybe I'm taking this too seriously, but I'm sort of bored so w/e.

Acco Spoot
2008-09-07, 01:25 PM
Sad to see man, good luck in the next contest, if there's one.

work's titled!

Fascio Del Divinita

Zeta Kai
2008-09-07, 02:58 PM
That sucks. I think maybe for future competition reference the competition should last more than a week? since people coming in three days after it starts can't really compete in such a small time.

I agree, a week is far too little time to create a decent alternate-history setting. Unless you just happen to have one lying around already, then it's not fair to the entrants who don't have lots of free time, or those who discover this late. I planned on entering, but I doubt that I'll have time, & the deadlines Tuesday. Homebrew contests should always have a 2-week minimum, otherwise there is little point.

Shadow_Elf
2008-09-07, 03:11 PM
I agree, a week is far too little time to create a decent alternate-history setting. Unless you just happen to have one lying around already, then it's not fair to the entrants who don't have lots of free time, or those who discover this late. I planned on entering, but I doubt that I'll have time, & the deadlines Tuesday. Homebrew contests should always have a 2-week minimum, otherwise there is little point.

I agree to you agreeing to me. I would even appreciate the extra week to get some more fluff on other planets ready. Also, I still have a fair bit of crunch left to complete, including some of the more entertaining Zelda gadgets.

Can we please get another week judges?

Also, added Din, Nayru and Farore as worshippable gods, including channel divinity feats.

Zeta Kai
2008-09-07, 06:00 PM
Yeah, well, I agree with you agreeing with me agreeing with you, so there. :smallwink:

Shadow_Elf
2008-09-07, 06:42 PM
I wouldn't want to derail the thread by saying that I agree with you agreeing with me agreeing with you agreeing with me, so I'll just throw something else out there.

Anyone have ideas for Zelda gadgets they'd like to see as DND items? Also, Zatnikotel will be up soon. Just have to polish it up a bit.

Gwyn chan 'r Gwyll
2008-09-07, 07:11 PM
Yah, I'm not going to get mine finished either.

Kiren
2008-09-07, 07:30 PM
If their is another week then I might want to write up another entry, at this point I have a fighting chance at best.

Innis Cabal
2008-09-07, 07:31 PM
Alex, seems we should push this back a week

alexeduardo
2008-09-07, 08:00 PM
Alex, seems we should push this back a week

...
but...but...

whatever, If the other judges agree, then do so.

Innis Cabal
2008-09-07, 08:03 PM
I think its for the best bud, more people to enter the compitition

alexeduardo
2008-09-07, 08:06 PM
I think its for the best bud, more people to enter the compitition

okay.
*goes to update first post*

Shadow_Elf
2008-09-07, 08:37 PM
Hurray! More time in which to flesh out planets and alien species. And make a Go'auld monster template.

On another note, Zatnikotel added to Items! page.

Are we allowed to put our stuff up for review in another thread to check for balance etc.?

alexeduardo
2008-09-07, 08:41 PM
Are we allowed to put our stuff up for review in another thread to check for balance etc.?

um...I'd prefer if you didn't. better ask the judges.

Innis Cabal
2008-09-07, 08:43 PM
Might want to PM the people that pulled out as well

Pronounceable
2008-09-07, 08:59 PM
Celestial Anarchy was an idea that popped into mind as I was about to sleep. I had no intention of working on it any longer, but with this extension, I might. Then again, maybe not. I'm lazy.

Icewalker
2008-09-07, 11:50 PM
Lots of stuff here, and I'm super busy now that school is up again.

I'll wait until the deadline and then start going through the thread slowly, working backwards so I make sure and get everyone's most updated versions. It'll take me awhile, most likely. Depends on my workload.

I'm fine with the deadline pushback, some of the additional ideas sound interesting as well.

combatmedic
2008-09-08, 12:36 AM
I've got an idea I may flesh out, if the contest runs long enough.




Background:
Basically, the setting is an alternate 17th century Earth. The Christian Mythos is assumed to be real and present in the world, but that does not mean that everything is just as laid out in the scriptures and writings of the Church Fathers, nor does it mean other mythoi are necessarily false or unreal.

One of the major divergences from out own timeline is the appointment of a German monk and theologian, Martin Luther, to the College of Cardinals. Cardinal Luther gave great support to the reforms, who successfully repaired the worst of the Church's problems, thus heading off the more violent Reformation that would happen in our timeline.

Without a Catholic vs Protestant split, the Thirty Years War never happened, and the Holy Roman Empire remains the most powerful state in Europe.


Holy wars between the Ottomans and the HRE raged throughout the 16th and early 17th century. Emperor Charles was able to reclaim Constantinople and all but drive the Ottomans from Europe. The Turks were still reeling from this dreadful loss when they sued for peace. There were rumors of an enemy rising against them to the East- perhaps the Persians?

It was not merely another border war waged by an ambitious Persian king, however. It was something far worse. Demonic beings had manifested on Earth, and were conquering whole kingdoms in Asia! The long dormant cult of Ahriman had reappeared in Persia and allied itself with the devil-woshipping Yezidis of Mesopotamia and the dreaded Black Fakirs of Hindustan.

The Ottomans have led a valiant defense of the Dar-al-Islam against the apostates and diabolists of the East, but their golden empire is fast collapsing before the unholy might of the 'Sons of Iblis'.

Christendom is religiously united under the Holy Church [if one ignores the Waldensians, Hussites, and other heretics- and also the pockets of unreconstructed Orthodoxy in Eastern Europe and the Balkans].

The Church is divided herself, not by doctrine, but by policy. Should Christians help the Muslims fight the shadow encroaching from Asia? Or should they leave the Muslims to their fate, as God has ordained this as a just punishment of the infidels? Should the Pope call for a new Crusade, this time not against the Muslim infidels, but against the evil power growing beyond the Syrian deserts?

The Holy Inquisition has turned its attention to stamping out the witch-cults and vampie nests that have sprung up across Europe in the wake of the infernal intrusion like toadstools after a rainstorm. The back robed Dominicans have taken to this new task with commendable fervor.

Wild eyed street preachers proclaim the coming of the Antichrist, and prophets of doom can be found in any major European city.

The secular rulers are in disagreement as to how the situation should best be handled. England sends aid to the Turks, while Spain opposes this, for example.

[B] Hell-

What happened? Where did the demons come from? Why, from Hell, of course.

There was [around the year 1600] an attempted coup against Lucifer. The coup almost suceeded, with Lucifer temporarily being forced into hiding. The Prince of Darkness was eventually able to overthrow the junta that had ousted him, but many of the traitors escaped to Earth. These are the devils causing all the trouble in the Orient. Some in Hell whisper that it is all part of the Master's plan, but others are not so certain.

The coup created enough chaos that many of the damned souls were able to ecapse from Hell. These souls become undead on Earth; ghosts,vampires, etc.

Even worse, the qulippoth, horrific insectoid beings of the early universe who lived in Hell prior to the arrival of the fallen angels, have broken loose from servitude and imprisonment. They now roam Hell, Earth, and places between, hungry for destruction and hateful of all things in Creation.

Magic

Since the arrival of the exiled devils, the level and potency of magic all over the world seems to have risen gradually. The exact cause for this is a matter of debate among scholars.


Adept NPC class:
Low magic is the petty spells used by village wise women, cunning men, and minor country hexists.


Pact magic:
Some foolish or power-mad men call upon and make pacts with unbodied ghosts and demons, agreeing to share their flesh with the entities in retun for supernatual powers. Naturally, the Church takes a dim view of this sort of thing, and persecution means that most binders will try to keep a low profile.

Archivists:
Over the centuries the Church as collected huge volumes of prayerbooks, not a few of which are actually pagan or heretical in nature. Some scholars have learned to perform thaumaturgical feats by using this collected lore. Some outside the Church, as well as renegade priests and theology students, have also gained access to this power. Muslim and Jewish holy men are said to have similiar traditions.

Wizards:
There exist other traditions of magic, such as the more recent school of 'philosophical magic' practised by alchemists, natural philosophers, etc. Notable men of this tradition have included Paracelsus, Franics Bacon ,and Issac Newton. While not outright condemned by the Church, these mages are viewed with suspicion by religious (and sometimes secular) authorities.

Duskblades:

Duskblades exist in this setting, but they use a modfied spell list, consisting mainly of metal related spells and some alchemical transmutation type spells. They are not called duskblades, but are members of the '' Sanctified Confraternity of St Dunstan''. The Confraternity is a semi-secret order of alchemist-swordsmen who battle evil in the name of the Holy Church, although they technically exist outside the hierarchy. Most members are skilled smiths, capable of making their own swords, armor, and tools. The Confraternity possesses the ability to manufacture alchemical silver weapons [quite useful against certain unclean monsters].

-Note that wizard magic is not as widespread nor as old as in some settings. A number of spells in the PHB and other official books have yet to be discovered here. )

Zeta Kai
2008-09-08, 05:41 AM
Question- How do I make a spoiler, so this post isn't taking up so much space on the page?

You make a spoiler (http://www.giantitp.com/forums/misc.php?do=bbcode#spoiler) like...
...this.

alexeduardo
2008-09-08, 10:56 AM
Updated entry list. Added combatmedic's.

btw, title?

Acco Spoot
2008-09-08, 11:09 AM
btw, title?

You have me listed as "Fascist Magic Thing." Cos when I first uploaded I was still working on the title, but now I are gots title.

Kiren
2008-09-08, 01:25 PM
Im working on a new setting to replace titanium treachery, leave it up just in case I cannot finish this new setting

alexeduardo
2008-09-08, 01:29 PM
You have me listed as "Fascist Magic Thing." Cos when I first uploaded I was still working on the title, but now I are gots title.

which is????

Acco Spoot
2008-09-08, 01:39 PM
which is????

Fascio Del Devinita

Fri
2008-09-08, 01:58 PM
I get the PM! I'll join. But with something different.

Expect something amusing in the last few days of the contest!

Kiren
2008-09-08, 02:40 PM
The story for my campaign has been written down. I need to flesh it out and it should be done by the end date.

Shadow_Elf
2008-09-08, 07:10 PM
Lots of stuff here, and I'm super busy now that school is up again.

I'll wait until the deadline and then start going through the thread slowly, working backwards so I make sure and get everyone's most updated versions. It'll take me awhile, most likely. Depends on my workload.


Just remember that my most updated version will always be on my first post, so please don't frade me on some one random piece of fluff I posted independantly or something (my cumulative post is #61 (first on page 3))

combatmedic
2008-09-08, 07:16 PM
Thanks for the tip about spoilers.



Setting name.....euh, I'm drawing a blank. Any suggestions?

combatmedic
2008-09-08, 07:46 PM
Space Shock

"To think, we once thought we were along in the universe" -Commander Nicholas

What If we weren't alone in the universe. We were visited by the, Anakratarii, a technologically advanced race of beings from the planet of Zeldanon 16, a planet of massive glaciers and giant futuristic cities. Their leader, Kryyec the wise, sent a expedition to our planet, though technologically advanced they saw potential in us, as great allies for the greater good.

During the year of 1924, Kryyec lands in the U.S. Requesting audience with President Calvin Coolidge. Plenty of conversations of each others personal and worldly history lasted for months, so far a friendly encounter.

1936, Zeldanon 16's top scientists meet with Americas top scientists for a solution to economic issues and future issues they can not be foreseen. Franklin D Roosevelt is president at the time.

1950, After many partnerships in the past, America has been working hard with the Anakratarii for the past years, making the world more technologically advanced then in present day Reality. America and the Anakratarii came up with a source of limitless power that would bring them great fortune for millennial to come. A Massive space station, The "Dream Catcher" Project, to harvest the energy of stars for a nearly limitless power source, incorporating a whole Economy within its design. Harry S. Truman is the current president.

1970: After 20 years of backbreaking work, the "Dream catcher" project was completed, running at 150%, the project was a complete success. Technological advances increased Tenfold. Richard Nixon is the current president.

1981:The Trust of the races was broken with one wrongful act, a freelancer human assassin attempted to shoot Kryyec the wise, A cold war broke out that would last for 9 years. Ronald Regan is the current president.

1990: War has been declared, The Dream Catcher is contested for control.
George bush is the current president.

2008: The space station was abandoned, Nuclear energy from the war on earth has infected some of the inhabitants of the station that were Left behind. Zeldanon 16 was destroyed and earth has become a nuclear fallout battlefield with the last remaining Anakratarii fight a battle with the Human resistance force. The Current Resistance Leader is Commander Nicholas.

And so the party begins as survivors on the Dreamcatcher, searching for a ever eluding means of escape, to a world no better.


This is my planned replacement for Titanium Treachery, a serious entry.

*Crunch and tips on playing to come soon*

Looks good, but I liked your first one even more. Cacti-folk and Spud-men! It's wild and crazy!

I'll be intersted to see more of this new setting, though. Is it going to be D20 Modern?

Kiren
2008-09-08, 07:57 PM
Looks good, but I liked your first one even more. Cacti-folk and Spud-men! It's wild and crazy!

I'll be intersted to see more of this new setting, though. Is it going to be D20 Modern?


Ill save Cacti Folk and Spud men for when I have a better idea for them,

Nope, Im doing this all in DnD 3.5, stating everything out that I planned for it.

ALEX, can you replace Titanium Treachery with Space shock, my new setting

Icewalker
2008-09-08, 09:44 PM
Yeah, to be honest man I prefer the serious entry. Silly is good and all, but cacti, sporks, and potatoes...:smallconfused:

combatmedic
2008-09-08, 10:43 PM
Yeah, to be honest man I prefer the serious entry. Silly is good and all, but cacti, sporks, and potatoes...:smallconfused:

I wanna see stats on the spuds and cactoids as PC races. :smallsmile:

Oh, and I added duskblades [sort of] to my entry.

Kiren
2008-09-09, 05:19 AM
*check titanium spork for the pc races in my sig*

*Change entry alex, just in case you dont see the last page, I made a new entry to replace titanium treachery*

Kiren
2008-09-09, 09:23 PM
*Updated*

Shattered Dreams *Renamed*

"To think, we once thought we were along in the universe"

What If we weren't alone in the universe. We were visited by the, Anakratarii, a technologically advanced race of beings from the planet of Zeldanon 16, a planet of massive glaciers and giant futuristic cities. Their leader, Kryyec the wise, sent a expedition to our planet, though technologically advanced they saw potential in us, as great allies for the greater good.

84 BA, Humanity first meets aliens in clandestine meetings.

72 BA , Zeldanon 16's top scientists meet with Americas top scientists for a solution to economic issues.

61 BA, After many partnerships in the past, America has been working hard with the Anakratarii for the past years, making the world more technologically advanced then in present day Reality. America and the Anakratarii came up with a source of limitless power that would bring them great fortune for millennial to come. A Massive space station, The "Dream Catcher" Project, to harvest the energy of stars from numerous satellites, capturing and transmiting energy for a nearly limitless power source, incorporating a whole Economy within the main space station.

BA 35, After 20 years of backbreaking work, the "Dream catcher" system was completed, running at 150%, the project was a complete success. Technological advances increased Tenfold.

BA 26:The Trust of the races was broken with one wrongful act, a freelancer human assassin attempted to shoot Kryyec the wise, A cold war broke out that would last for 9 years.

BA 13: War has been declared, The Dream Catcher space station is contested for control.


Day 0: The space station was abandoned, Nuclear energy from the war on earth has infected some of the inhabitants of the station that were Left behind. Zeldanon 16 was destroyed and earth has become a nuclear fallout battlefield.

And so the party begins as survivors on the main Dreamcatcher, searching for a ever eluding means of escape, to a world no better.


This is my planned replacement for Titanium Treachery.


Here will be all my big information
http://www.giantitp.com/forums/showthread.php?t=90517

Fri
2008-09-10, 08:49 AM
Right. I pull out my last entry and give you this!

Ruminant and Revolver
GitP's first Cattlepunk Adventure

Teaser Trailer
In 1840, Aliens invaded Earth. Creatures from man's worst nightmare rained down from the sky. Panic ensues. Some people said the apocalypse is coming.

Back then we didn't even know that they were creatures from outer space. We thought they were demons, or old forgotten gods. But we beat them. It ain't easy but we beat them.

Maybe we're just lucky. Maybe they underestimated us. Maybe they're just rash. Or maybe God think it ain't our time yet.

It's hard to believe, but our technology is actually better than them. Back then we didn't understand yet, but they based their technology on biology. They grown their ships and guns using alien meat and wood. We built our ships and guns using terrestrial steel and rock.

And this is the funny part. Their alien meat and wood were deathly allergic to our steel.

It's funny. Maybe there were no iron in their homeworld. Maybe they never invaded a planet that had progressed beyond stone age. Well, you never thought that we're the most backward civilization in the galaxy, right? Anyway, we can theorize, but the fact is, we wiped them out.

But not before their alien meats "pollute" our ecosystem.

They merged with some of our animals and trees, creating new species. Some of them survived, some of them died, some of them adapted.

And that's how, my son, the Cattles were born.

alchemyprime
2008-09-10, 01:23 PM
DONNERMENSHEN




BACKGROUND

Long ago, human kind was of three races: The Va, the Ka and the Dra. The Va and Dra were originally one race, but they split into two when an arguement over the overly enthusiatic Ka's fate broke out. Zei Ro, one of the Five Judges, decided to let the Ka live and let the Va mingle with them. In Fin Etee decided to obliterate the Ka, leaving Earth for the Va. Two judges sides with Zie Ro; the other with In Fin Etee. Those two rallied half of the Va and had them change themselves, using their powers to mutilate their ears into points as a sign of their leaving. They became the Dra.

The three Races entered a huge war, and in the process, the Va and Ka were almost wiped out. However, Zie-Ro, challenged In Fin Etee to a battle. The winner in the one on one combat would decide the fate of the other and his peoples. Zie-Ro won, and locked the every Dra behind a large stone tablet.

In truth, this stone tablet was of a powerful technology augmented by Zei-Ro's Va powers. It is a lock on a random system of opening and closing dimensional rifts related to the Planck Phase of black holes that creates a wormhole effect to Earth-N, a negative version of Earth that is essentially an evolutionary melting pot of the failed evolutions of Earth. The Earth-N orbits Nemesis, the duality of our own sun beyond the Oort cloud. On this Earth there are beasts including humanoid hyenas, feral pig men, and horrible Lovecraftian entities (not to say a few of these don't call Earth home.)


Eventually, a few Va came to know a new third race was needed: if the Va were the watchmen of the Ka, they would watch the Va. These are the Varash.



EARTH AND EARTH-N


The planets are mystically entangled. When one planet does poorly, the other does wonderfully. When one heats, the other cools. Earth-N is currently in a cold snap, but they fear for when our over-reaction to the weather causes us to change the Earth to an iceball. However, Earth-N is beginning to enter a nice age of ecological prosperity...

For example, Earth discovered industry in 1200 AD. They used their own coal reserves, creating a slightly warmer period for Earth-N. This caused a miniture ice age.

Another example was the Manchurian Accident (this Earth's equivalent of Chernobyl). In the Earth-N Manchuria, the land became incredible fertile, and that fertility and health extended to the wildlife and the Dra. On Earth, however, a good 50 mile diameter area of China is now a nuclear wasteland, and shall remain so for a few hundred years.


THE VA, KA AND DRA


Since the defeat of In Fin Etee, the Va and the Ka, intermarried, with only those with markings of the Va blood in them gaining the abilities of the Va. Va and Dra were seen for a few traits:

Dichromatism, blue eyes or violet eyes.
Thick hair
Dual uvulas

Other than this, they appear totally human. They do have unique traits normal humans lack.

CONSTANTS

They have an odd weakness to asprin. It acts like arsenic in thier systems. This led to many deaths of children who's parent's were unaware of their Va heritage.
An odd weakness to Ultraviolet radiation. Even darker skinned Va become racked with pain after prolonged periods of sun exposure, roughly half of what would cause a Ka (normal human) to feel the effects. Dra have an even worsened effect, needing only 25% the normal amount of UV radiation to become burned. Feel sorry for Irish Dra.
Va and Dra both have an adverse reaction to acetic acid. It is similar to plain dehydration in humans.
Va and Dra are exceptionally resistant to liquor. They rarely have been seen to get hangovers, and can normally drink two to five times the amount of a normal human.
Va and Dra are allergic to aspertame. Due to their typically lower body temperatures (92.6F except for Fire, Sun or Volcanoe Va/Dra, who normally run 107.8F, not being fatal until 123.9F), aspertame does not turn into formaldehyde in their systems, as it does in humans (it changes at 98.4F). However, it does cause their abilities to go haywire, such as using a wind blast instead of a lightning bolt for a Wind Va. Va take less aspertame for this to happen (roughly 2 oz of Diet Soda will cause this in a Va, 16 oz in a Dra.)
Formaldehyde also has an odd effect on Va and Dra. It causes them to release more energy than they intend. So a small fan of fire could accidentally become a fireball centered on the Va. Their noses are extra keen on detecting formaldehyde, however, and only large amounts of cacao beans can turn off this enhanced sense of smell. Be ware Chocolate! Va re more susceptable to both formaldehyde and chocolate than Dra. (4 oz. of chocolate and 1 oz of formaldehyde for an average male in Va, 20 oz. chocolate and 8 oz. formaldehyde for a Dra.)


MAGICAL ABILITIES (1 to 4, depending.)

The ability to shape one of six elements: fire, air, water, earth, metal, or twilight. Twilight deals with Vision, light and darkness. (Va prefer Light, Dra darkness)
The ability to summon the traits of time: Spring, Summer, Fall or WInter, depending on the Va in question. Some others had the powers of Deja Vu (recurring time) or Streams (flowing time) instead.
The ability to summon the traits of major landforms from the ancient lands of the lost continent (not Atlantis, it has been lost to the ages): The Catherdral of Power, The Horrid Volcano, the Forest of Confusion, the Bottomeless Lake, the Graveyard of Shadows, or the Desert of Secrets. Some legends say the continent is now on Earth-N: others say it is on the moon.
The power to summon the power of the Earth itself: The Ocean, the Grasslands and Swamps, the Canyons and Valleys, the Mountains, the Moon or the Sun.



It is rumored that the reincarnation of a Judge (Zie Ro, Lang U Ahj, and E Dyuk Asheun for Earth, In Fin Etee and Echsail for Earth-N) can use every magical trait. However, these people are incredible rare (only one every few hundred years.)


VARASH

The Varash, the ones watching the Va, and protecting the humans of all races from threats, even themselves, have a different list of traits. Any Va, Ka or Dra may become Varash if they undergo the long period called Gestation.

GESTATION

The "New Mother" of the human in question first finds a "New Father". The New Father distills the human to an essence, which appears like a smoky quartz crystal.
The New Mother ingests the crystal and consumates with the New Father. The fetus made is given the soul of the human.
When the baby is born 2 years later, it remains infantile for only three days, being fed by the New Mother as a normal human baby would. The New Mother eats large amounst of food, roughly enough for two bull elephants.
After 3 days, the baby creates a cocoon of silk. After a week, the new Varash comes from the cocoon, naked, remembering their human life and knowing their mission, now being tapped into the Varash Mental Network.


Varash look like humans with pale skin, unremarkable features, and fingers with too many joints in their normal form. The only Va or Dra weaknesses they possess are the sunlight and of course normal human weaknesses.

VARASH STRENGTHS

The Varash have a mental network, giving them bonuses to knowledge and allowing for sensory communication over a mile and emotional communication even between worlds.
The Varash cannot die of aging, due to temproal energies running rampant in their flesh.
Varash may change into any humanoid form imaginable.
Varash all have an Id Form, based off of their mental Id.
Varash also have a Super-Ego form.
Varash, though unable to make more Varash with each other outside of Gestation, can still create those of their old bloodline with humans to keep genetic stability. Due to their temporal energies, inbreeding is an impossibility, as it will warp matching chromosomes except for X chromosomes.
Varash have improved agility over normal humans.



VARASH WEAKNESSES

Varash are still harmed by sunlight as the Dra are.
Varash are extra suseptable to mental attack.
Varash cannot ingest sucralose. It acts as a heavy metal does to a human.
As a failsfae made by the original Varash, silver harms a Varash as if it were white hot.
Varash powers in the Super-Ego form do not work against aluminum.
Varash Powers in the Id form do not work if Einsteinium is nearby. (Think green kryptonite with Superman.)


ID FORM POWERS AND DESCRIPTION

The Id form is always monstrous. It normally has some sort of lacerating claws, or nails coming from it. It is very strong and fast, roughly five times where an Olympic athlete is. In a d20 game, this would be a +6 Str, +6 Dex, +6 Con, -4 Int, -4 Wis. Think a werewolf or the Hulk (http://en.wikipedia.org/wiki/Hulk_(comics))for what the Id form is like.
The Id form is all about findign pleasure and relieving agression. So a gluttonous Varash will have an Id form with a bite attack: a greedy one may have large claws: a saditic one will have spines or such like a cactus or porcupine.
The Id form is mentally taxing on the Varash. Overuse includes risk of becoming more and more bestail in nature.
The Id can only be active for (Wisdom Modifier +2, minimum 1) rounds per battle after it is activated.


SUPER-EGO FORM POWERS AND DESCRIPTION

The Super-Ego form is morality: the conscience incarnate. It normally looks like a superhero or a heroic figure of some kind. In a d20 game, this would be a +2 Str, +4 Dex, +2 Wis, +2 Cha. Use Captain Marvel (http://en.wikipedia.org/wiki/Captain_Marvel_(DC_Comics)) as a good idea.
It normally have improved versions of the nor Varash's powers, minus the shapeshifting. So mental powers are all improved, normally by having costs reduced or statistics go up by roughly 10% to 25%.
Over-use of this form can create a sense of guilt and an askewed sense of justice. It can only be used for (Constitution Modifier) rounds per battle, minimum 1.


VARASH EGO (NORMAL) FORM POWERS

The Shapeshifting power from above.
Mental powers are the Varash's bread and butter. Psionic abilities are where they reign supreme.
Mental bolts, telepathy and illumination are all common to find.
They are more agile when in this form (in d20 terms, a +2 Dex bonus.)


The Varash are mental beings: do not try to fully understand them. Sometimes they do what another Varash does due to the mental network being odd: another time, they may receive many orders for the same end at the same time. The VArash are meant to be played enigmatically. For inspiration, read WATCHMEN (specifically Ozymandias and Dr. Manhattan), or read both Captain Marvel (DC) and the Incredible Hulk (Marvel).

Should a Varash choose to die, his essence is left behind for him to gain a new body: however, the longer the crystal waits, the more it forgets it's old abilities. So an ancient Varash in a new body could be a 1st-level or beginner character.



ZIE-RO AND IN FIN ETEE: THE JUDGES



Zie-Ro and In Fien Etee were able to tap all of the powers of the others. They bound their power into two magic weapons: The Runeblade and the Glyphic Axe.

(In D&D 3.5 Terms, the Runeblade is the equivalent of a +6 Greatsword that deals the same damage as a large Greatsword and also deals 2 points of damage of each energy type (fire, cold, electricity, acid, sonic, force). The Glyph Axe would be a +6 Greataxe dealing the damage of a large Greataxe and able to bypass all damage reductions. They can be further enhanced, but when it changes owners, the new enchancements are gone until they return to that owner's hands.)

These weapons may be the source of the Mjolnir legend.

The other judges also had such powerful weapons: a trident, a spear and a sheild. But none remember who owned what.



MAJOR FIGURES

Many major figures had Va blood:
Adolph Hitler carried the power of the Moon which allowed for divination and enchantment, making him a very charismatic leader. It is rumored a vision of his death lead to insanity and also made him ignore his advisors about heading into Russia to attack.
George Washington could call upon the traits of the Oceans, allowing him to safely travel all water and even salinate the blood of his opponents to the point of clotting.
Michaelangelo and Leonardo Da Vinci both had power over Twilight, which allowed for deep insight into the furture and the human soul in both cases.
Joan of Arc had Sun abilities, allowing her to absorb sunlight to become stronger in battle. However, the lack of ultraviolet radiation in firelight caused her to die of the heat.


WHY THERE ARE SO FEW RECORDS OF THE WORD VA


The Catholic Church coined many Va as witches and heretics. So after a few witchhunts, most Va faded from human memory, except as legends (such as Graveyard Va being vampires and necromancers, fire Va as witches, moon Va and Dra as fairies, etc.)



MAJOR HISTORICAL EVENTS


The major changes after those lost days are as such:

December 7, 1941: A Va user with the powers of Wind and Deja Vu was on the USS Arizona. The attack was not as brutal as it could have been as many of the Japanese planes were struck down by lightning bolts or had their engines stalled by his powers. Ltn. Jay LEwis was lost, but he was given honors.

January 1, 1942: A draft for anyone showing "Lewisian" abilities was instilled. Many were called forward. Only Lewisian divisions had female soldiers.

February 3, 1942: Adolph Hitler moves forward with his own battalion of Lewisian soldiers. He calls his "Donnermenschen" or Thunder Men. The US Troops shorten this to "Donners" or "Thors" for the few who knew Norse Myths.

February 14, 1942: The US sends a Lewisian Battalion, called the "Brooklyn Division" along with troops to Europe.

March 13, 1942: A group of Lewisians, called "Churchill's Circus" is sent from the UK to France to fight the Third Reich. The members included Gamu Tanaka (1923- ), a half-French Japanese man with pyrokietic powers, Krystal Zielinski (1929-1976) and Urich Zielinski (1928-1943), two half-British, half Polish contortionsists. She could move objects with the wind, he could become a blob monster (a Lake ability). Leonard Smith (1920-1942), a giant (7'8") with fire-proof skin, an Earth ability. Albert "Mac" McMillian (1920-1956), an Irish immigrant, born in New York, moved to France, height 3'4", could use wind to run incredibly fast. Ghost (1923-1978), an Austrian man that could phase through walls (a Twilight power), and Adrian Verdyunn (1923-1990), a Belgian with an expert mind, he was later revealed to have Metal based abilities, allowing him to mentally redesign any schematics he'd seen to fit his own purposes. He joined after single handedly tampering the gas chambers in the concentration camps to filter into the ventilation system for the Nazi soldier's barracks then escaping with a broken leg and arm.

June 4th, 1945- The Landing on Normandy, as well as the final showdown of the Donners against the Brooklyn Division and the Circus. Occured early due to Gamu and Ghosts's persuasion of Churchill. Only one Donner got away from the battle. He was killed by Ghost 12 years later for trying to hold a woman hostage in Berlin.

1947- 22nd Ammendment never passed. FDR is president for 16 years. No big difference.

1950's- McCarthyism rules supreme. All Lewisians are offered jobs as officers to help stop Communism. One is found to be a Communist and most Lewisians are accused of being Communist. Lewisians and nuclear warheads induce fear to all Americans.

1973- Richard Nixon is assassinated by a Lewisian Communist agent. Gerald Ford takes over. Ford is protected from assassination by a mysterious man (theorized to be a Varash).

1973- Ford ends the Cold War with Soviet Russia.

1974- Russia returns to Capitalism. Berlin wall goes down.

Nothing different happens...

1984- China launches manned moon walk. China sets up a nuclear launcher on the moon. US retaliates with a satelite based missle launch system. A new COld War occurs with China.

Oct. 3, 1990- A man weilding a sword appears in China. He swings his sword in the direction of the moon. The nuclear launch base of China and the sattelite of America's both are destroyed. Both leaders resolve to take down 2 dozen nuclear warheads each. The man dissappears, but leaves behind the sword. It is covered in odd runic markings, as well as the Arabic symbol for Zero on the handguard. The sword is identified as over 50,000 years old and contains trace amounts of Einsteinium. However, it looks newly forged.

1998- The Second Cold War ends.

2002- A boy in Southern California finds the stone tablet of the Dra in an archaeological dig. It is now in the Smithsonian. It was damage slightly during shipping. The boy was revealed to be born the day the man with the zero sword appeared.


Since the 1990s, the world has been on edge for another Cold War. However, it will not come from Earth. It will come from Earth-N, the Earth orbiting Nemesis, the counter star of our sun beyond the Oort Cloud. This is the world the Dra were locked away on. They are leaking through due to a leak behind the tablet, in truth a temporal doorway between worlds.

2005- The Government forms the S.D.B. (Supernautral Defense Bureau) to battle the raising amount of monster attacks and Dra attacks across America since the tablet was cracked. Minor cracks in reality have been forming. These cracks act like bridges between Earth and Earth-N.


HOW TO USE DONNERMENSHEN


Our heroes may be freelance agents, normal people thrust into the situation, agents of the SDB, or Dra trying to stop their brethren from doing something they'd regret. Or they may be a Varash, either newly made or reinducted.

alexeduardo
2008-09-10, 07:01 PM
updated the list. Thanks for the entries, guys!

Kiren
2008-09-10, 07:53 PM
Im going to work on some crunch for my campaign setting

alexeduardo
2008-09-11, 06:25 PM
good to know, let's just hope the thread doesn't dissapear while we're at it

Innis Cabal
2008-09-11, 07:45 PM
Going over things now.

alexeduardo
2008-09-15, 05:45 PM
good to know.

by the by, anyone else interested?

Shadow_Elf
2008-09-15, 05:57 PM
Added how to use Hyrold in a D&D 4e campaign, and some points of reference within Hyrold itself. I was burdened with HMWRK last week, and so my Go'auld template, among other things, will not be complete before the contest's end. Hopefully there's enough crunch in there to impress the judges.

Unless I magically take no time whatsoever to finish my last bits of homework tonight, my submission is done (I think it is post 59, located towards the end of page 2).

Good Luck everyone!

Vadin
2008-09-16, 04:47 PM
Any last minute entries? Any ideas anybody wants to get out really fast before the contest is officially declared over? Yes, yes? I'm sure we can get at least one more really cool idea in here!

alexeduardo
2008-09-16, 04:49 PM
So, wthout further Ado,
THE CONTEST IS OVER.

results coming soon!

Kiren
2008-09-17, 02:14 PM
when can we expect the results

Innis Cabal
2008-09-17, 02:26 PM
This weekend

Icewalker
2008-09-17, 06:29 PM
Yeah, I'll be reading through hopefully all the entries this weekend.

Carrion_Humanoid
2008-09-17, 08:13 PM
Carrion is very disappointing he did not see this, otherwise he would've created a super awesome setting of doom.

alchemyprime
2008-09-18, 07:29 PM
*Utters prayers to the mighty Gamer Jesus that his campaign may not suck. And that his next D&D campaign is wonderful enough for that essay.*

Divine bump!

Icewalker
2008-09-19, 10:03 PM
Alright, leaving town for the weekend. I'll try to review all the settings while I'm gone, and come back Sunday night with results.

Innis Cabal
2008-09-21, 11:13 AM
Sorry, Still here promise, had to reformt my hard drive.

alexeduardo
2008-09-21, 05:09 PM
Vorpal Tribble has already PM'd me the name of who he thinks deserves to win.
Stay tuned for more results!

Icewalker
2008-09-21, 09:27 PM
Ok, I managed to get through over 2/3 of the entries over the weekend. I'll finish it up over the next few days and post results.

Shadow_Elf
2008-09-24, 05:51 PM
Any thoughts on an announcement day for the contest?

Also, bump.

Vadin
2008-09-24, 06:33 PM
As of tomorrow, the competition will have been over for a week. Hopefully that means the judges are almost finished?

Shadow_Elf
2008-09-24, 06:45 PM
As of tomorrow, the competition will have been over for a week. Hopefully that means the judges are almost finished?

Actually, as of yesterday its been a week (I think). It ended on Tuesday is I remember correctly.

Icewalker
2008-09-24, 06:53 PM
Sorry, still been quite busy. I'll get through the last entries before too long, just a couple left.

Vadin
2008-09-24, 07:16 PM
Actually, as of yesterday its been a week (I think). It ended on Tuesday is I remember correctly.

Yes...the other T day.

alchemyprime
2008-09-25, 12:30 PM
Donnermenshen bump.

(Looks around for people with two uvulas...)

alchemyprime
2008-09-26, 08:41 PM
Okay... Another DONNERBUMP!

Innis Cabal
2008-09-26, 08:50 PM
My computer, as some of you know, was done for a while, will be posted soon

Icewalker
2008-09-26, 10:41 PM
Haha, finally finished.

My ratings, in order posted.

(Titanium treachery skipped in favor of Kiren's second setting)

NeoRome 23/30
Originality: 9/10. Most original in playability, in fact. The setting is unusual for dnd, but completely original, and…
Playability: 7/10. And, it is also very playable. The setting is set up to be completely adventure prone, and although there are very few actual numbers for the game, it looks very playable based on a lot of normal classes.
Overall Awesome: 7/10. Most of the awesome in this lies in the originality and playability.

If NeoRome was given further numbers and information, with Techie made out as a class, and with some specific groups on a smaller (character-interactable) scale, it would've gotten a higher rating, probably up to 29/30 or so.




The Power of Mythology 15/30
Originality: 7/10. Original, I think. Really detailed history, but some of it doesn’t work…
Playability: 3/10. The History is very unclear, and no mechanics are given, and few options for players themselves.
Overall Awesome: 5/10. Some very cool ideas, but the way the history played out seemed inaccurate in a number of places.

This had the most detailed history, but practically the least of anything else, and a lot of the history was somewhat confusing, or seemed off.




Celestial Anarchy 23/30
Originality: 8/10. Completely original, but not detailed enough to get 10.
Playability: 8/10. Has very specific useable mechanics, although not homebrewed, whatever. The setting itself has potential for adventures, but is not perfectly suited to it.
Overall Awesome: 7/10. The combination of Lawful Evil and Chaotic Good is very awesome, and well thought out.

This was a very interesting setting. It wasn't hugely prone to standard dnd, no groups of heroes, but rather a realistic setting with negotiation and politics as the standard player action.




Fascio Del Devinita 20/30
Originality: 7/10
Playability: 9/10. Pointed to specific mechanics and gave plot hooks. Your description of the world and setting is kind of confusing, but it is mechanically playable.
Overall Awesome: 4/10. Quite hard to understand what was going on.




Hyrold 22/30
Originality: 5/10. Mixing of settings which doesn’t fully make sense for some of them.
Playability: 10/10. Statted up races, setting which is an open adventureable world, using normal dnd numbers. Many added items, and adventure base. Dungeons outlined.
Overall Awesome: 7/10.

With this setting at first I was hopeful, then worried, then satisfied. I've always been a fan of the some of these series, and at first a lot of the setups seemed like they didn't really fit. However then I realized I was reading a partial description, and when I got to the full one I saw a far more developed setting. The mix of old settings and the simple set up story leaves you with a low originality score, but this is definitely the most playable setting of the contest, with everything from a world to locales to mechanics to being adventureprone.




Invariant Phantasms 20/30
Originality: 9/10
Playability: 3/10. No mechanics, no player indications. Could be made playable, but it’d take a good bit more work.
Overall Awesome: 8/10. Setting is barely incomplete, but somehow really really awesome. Gives a good feel for an overall world, lot of mystery.

Very original, very creepy, good setting. Feels a little lacking, and is very lacking in actual playability. The setting put together was only the history, and while it left a world which was almost playable on a adventurer level, you provided no mechanics, and the setting actually ends in mystery, rather than a defined time. Which is awesome, but not playable.




Nusantara 18/30
Originality: 7/10
Playability: 6/10. It is set up for players, and clearly uses a number of standard classes, but some clearly need variations which are lacking.
Overall Awesome: 5/10. Incomplete, and kind of simple, but had potential.

While an intriguing setting, it just didn't match up with the scoring categories well. Despite the low score, the setting was a pretty good one, just not good for this contest.




Combatmedic’s unnamed setting 14/30
Originality: 7/10
Playability: 4/10. It is set up for players, but with no indication of mechanics, other than references to a few standard classes. Not enough power background, or groups for PCs to work from.
Overall Awesome: 3/10. Setting is incomplete, and the story is quite simple. Interesting, but not awesome.




Shattered Dreams 16/20
Originality: 8/10
Playability: 3/10. It is set up for players, but without any indication of mechanics or even specifics of the time to imply them. No idea where to start.
Overall Awesome: 5/10. Would be higher, but setting is incomplete.




Donnermenshen 24/30
Originality: 9/10
Playability: 6/10. Awesome system, but not immediately play ready, the powers weren’t fully developed in mechanics.
Overall Awesome: 9/10.

This was my favorite setting of the lot, and the one I'd be most prone to actually play a game of if games were set up. The character powers were not developed mechanically, but had the potential to be insanely awesome. While the game also did not sport an adventurer's world, it did provide an outlet through government control as well as making it usable as a DM by providing a distinct enemy force, Earth-N. This setting is probably the only one in my opinion which could reach 30/30 with just the filling out of mechanics. ALCEHMYPRIME: I HAVE ONE QUESTION FOR YOU: The weaknesses outlined for the Va and Dra...are they based on the deaths of the major figures mentioned? ie, are they made such that they tie into history, or are they just interesting additions?




While a number of settings could've been expanded to the point of a perfect score, it would take full mechanical fleshing out, added backgrounds of smaller groups, etc etc to the point which would've been almost impossible given the time frame. My ordering for first six:

Donnermenshen 24/30
Celestial Anarchy, NeoRome 23/30
Hyrold 22/30
Fascio Del Devinita, Invariant Phantasms 20/30

Pronounceable
2008-09-27, 07:00 AM
I didn't expect to get a really high mark from any of the judges. Donnermenshen is indeed good, but I'd expect NeoRome to score higher than Celestial Anarchy (which is admittedly a half hearted attempt to flesh out a random idea).

Will we get such detailed evaluation from all judges?


And laziness FTW, for I got a good score for cutting corners!

Vadin
2008-09-27, 07:02 AM
Huzzah!

I take it that the final rankings will be all of the judges' scores added together out of 90, yes?

Icewalker
2008-09-27, 06:05 PM
Not sure if the other judges are ranking it the same way I am.

Shadow_Elf
2008-09-27, 06:09 PM
I don't mean to sound plaintive, but in one point on your ratings, Icewalker, it says I scored a 22, and at the end it says 20. Clarification?

Also, thanks for your comments. I'll focus s'more on fluff next time 'round.

Icewalker
2008-09-27, 06:14 PM
Oops, the last one in the rankings should be 22. Sorry.

Shadow_Elf
2008-09-27, 06:17 PM
Oops, the last one in the rankings should be 22. Sorry.

No problem, and thanks. Any idea on when the other judges are going to show up?

Also, I had an Idea for October's Contest:
The Setting Crafter in the playground Competition Chapter Two: Gamers Unleashed

Make a setting based off of a fantasy or sci-fi video game. The only rule: No games set on Earth! (just a thought)

alchemyprime
2008-09-28, 01:31 AM
Donnermenshen 24/30
Originality: 9/10
Playability: 6/10. Awesome system, but not immediately play ready, the powers weren’t fully developed in mechanics.
Overall Awesome: 9/10.

This was my favorite setting of the lot, and the one I'd be most prone to actually play a game of if games were set up. The character powers were not developed mechanically, but had the potential to be insanely awesome. While the game also did not sport an adventurer's world, it did provide an outlet through government control as well as making it usable as a DM by providing a distinct enemy force, Earth-N. This setting is probably the only one in my opinion which could reach 30/30 with just the filling out of mechanics. ALCEHMYPRIME: I HAVE ONE QUESTION FOR YOU: The weaknesses outlined for the Va and Dra...are they based on the deaths of the major figures mentioned? ie, are they made such that they tie into history, or are they just interesting additions?


Well, I'm a firm beleiver in "Non-Rare Kryptonite", such as fire for Martian Manhunter or Yellow for Green Lantern. So I added in those to make things more interesting.

Though many powerful figures had some of these (George III hated sunlight, for example, and I myself am allergic to aspertame).

So yeah. Just me grabbing things to make things fun.

Va Agent: So, why be so nice to me, Ludwig? It seems you may have been preemptuous in rewarding me. I failed.
Ludwig: I know. That is not a normal soda. It is Diet Coke.
Va Agent: Aw crap... (faints after own powers go haywire)


Yeah. That'd be fun.

And the reason I left the magics vague (besides laziness/life) is that I wanted it to be explained by the player. A Fire Dra obviously can use Fireball. But to then use Gust of Wind? He better explain Fireball as a Desert or Volcano trait and Wind as an Air trait...

Icewalker
2008-09-28, 02:43 AM
I was checking on whether the history tied into the weaknesses because they seemed rather random. Weaknesses are fine and all, but if you actually worked the rules of the race back to the modifications of people in history that'd be really awesome work on your part.

Pronounceable
2008-09-28, 09:19 AM
Also, I had an Idea for October's Contest:
The Setting Crafter in the playground Competition Chapter Two: Gamers Unleashed

Make a setting based off of a fantasy or sci-fi video game. The only rule: No games set on Earth! (just a thought)

That's a good theme. And I'm not saying it because I already have one, I wanna see what other people can come up with that.

Vadin
2008-09-30, 04:14 PM
Another possible theme- Terra, Sine Viri [Pronunciation: Terra, Seenay Weiree]

Earth, Without Men

Men in the sense of humanity as a whole, of course, not just males.

The setting can't have any humans or demi-human races (I'm lookin' at you, half-elves, halflings, elves, and dwarves).

Whether the setting is fantasy, alternate earth, sci-fi, medieval, or futuretech is up to the entrant.

Also, results, perhaps?

Innis Cabal
2008-09-30, 04:15 PM
Mine are done, just need to post them.

Vadin
2008-09-30, 07:47 PM
I take it they're saved on a different computer, then?

Vadin
2008-10-02, 05:06 PM
Mine are done, just need to post them.

I hate to double post, but...well, could you post them? :smallconfused:

Innis Cabal
2008-10-02, 05:16 PM
They were yes. Sorry for the long wait for my results. They'll be up before midnight.

Innis Cabal
2008-10-02, 09:56 PM
Top three, winner at the top, will post the full critique later, stuff came up

Vadin at number one
Alch at sumber two slot
Shadowelf in third.

Acco Spoot
2008-10-06, 02:34 PM
I hate to be a pain, but can we get a sitrep on the Judges scores and when (if at all) the next competition is gonna start?