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<blockquote data-quote="Paka" data-source="post: 340612" data-attributes="member: 100"><p><strong>Bummer...</strong></p><p></p><p>Here are both of mine...</p><p></p><p></p><p></p><p>Pent</p><p></p><p>"In a dead world's Bible it is said that their world was made in seven days and their Creator rested on the seventh. We made Pent in five and haven't stopped working since."</p><p></p><p>1) Pent is a fantasy Alamo in the heart of reality where heroes battle to survive by pillaging the finest elements of the surrounding worlds before they fall- the last stand against the encroaching stagnation and destruction of the multiverse. </p><p></p><p>"Five was the frame and we would hang it all from that. Most worlds are a terrifically complex system of planets, moons, alphabets with corresponding numbers generating the power behind numerology, astrology and magic. Pentagrams and pentagons of mythology, philosophy, and geography cross the continent, suspended in the core of the ever-shrinking face of reality.” </p><p></p><p>2) Heroes are found among the travel-weary cross-planar immigrants, survivors of dead worlds or Pent-born locals, often oblivious to their home’s origins and the struggle around them. Pentads struggle to find the artifact, the hero or the philosophy that might save the dying multiverse. Some say that so much power was invested in the number five during Pent’s creation that the upcoming fifth generation will have extraordinary destinies, unknown to even Pent’s creators. </p><p></p><p>“Some have to be shown the math, others have to be shown the prophecy. Then the five questions, ‘Do you truly accept that your world is on the brink of destruction? Do you know what is destroying existence? Will you help us? What of your world do you want to save as a final testament? How can we get your final testament safely to Pent?’” </p><p></p><p>3) The Pentads are explorers, working their way through the planes, hoping to salvage what they can. Sometimes they save entire societies, and sometimes they come away with nothing more than a epitaph to place on a world’s tomb. Propheseers look to the people, hoping to find a messiah, an inspiring leader or an Arcane Prodigy. The Order of Final Knights is a collection of select soldiers from across reality. Plane-runners sail creation’s tides, importing and exporting; hoping to turn a profit before the worlds end. </p><p></p><p>“The knowledge of our struggle is a burden, yet it brings out both the best and the worst in all of us. We fear what might happen if everyone were to know. Some might join the effort but others might simply give in to despair.”</p><p></p><p>4) Doomsayers float in their citadel, distributing mercy killings to entire worlds. Even members of the Pentads grow disenchanted or greedy, pillaging or collecting ransom from the many worlds they are trying to save. The destruction that has left worlds upon worlds a rotting wreckage remains a faceless villain, seemingly a force of nature. </p><p></p><p>“From the Troll-infested Bridge Cathedral of Heimdall to the arcane theocracy of Arcaith, enough drama and villainy exist to make sure that only the finest heroes are initiated into the Pentads and the deadly business of scavenging worlds for hope.” </p><p></p><p>5) A precarious balance of destruction and creation, made all the more potent by Pent’s base number five, sitting at its foundation like a powerful seed, await Pent’s Wizards. As the multiverse unravels, magic has become increasingly powerful, dangerous and unpredictable. </p><p></p><p>6) Pent insists that its Dungeon Masters and Players utilize the vast resources of d20 system. The world encourages and demands its owners to incorporate their favorite Prestige Classes, Magic Items or N.P.C’s from the myriad of settings on the shelves of every gaming store and to dust off the home brewed worlds in every gamer’s imagination.</p><p></p><p>Anthropa</p><p></p><p>1. Anthropa is the fantasy world of anthropomorphic Animals, Magical Beasts and Aberrations struggling in their newfound society as remnants of humanity’s civilization crumbles around them. </p><p></p><p>2. Animals, Aberrations and Magical Beasts of the Monster Manual walk on two legs. Examples of heroes found in Anthropa are the Psionic Ape Councilors of the Feathered Serpent, the Griffon Barbarians of the Black Glass Mountains and even the Rat Rogues, who skulk under the haunted cities of extinct humanity looking for hidden artifacts or just some chow. The hunter who looks for more than just a meal and a mate, the herdsman yearning for something more than merely safety and green grass, or in the Magical Beasts who rise up and fight against the Aberrations all heed the call of heroism. </p><p></p><p>3. Unicorn Paladins take up sword and shield against the thousand knives of Carrion Crawler Assassins. Dire Lords struggle to feed an empire of carnivores. The Feathered Serpent to the south rules a jungle empire from atop his Golden Pyramid. Beasts act out the primal drama of their former four-legged existence while struggling with their newfound humanity. Deer arm themselves against Wolf pack violence with the very bows and arrows that hunted their stags in the old world. The line between hunter and prey has become complicated. Tomb-like cities contain magic, remnants of a lost age, clues concerning mankind’s extinction. </p><p></p><p>4. Nightmare Blackguards conspire with Yeth Hound Sorcerers on moonless nights. The Dire Lords mercilessly hunt Herdsfolk for food as they did when they walked on four legs. Aboleth use their stolen memories of the old world to scheme and enslave. Driders and the Panther-like Displacers pour out of the Underdark reaping sacrifices for their Spider-Queen. Beasts twisted with an evil lust for power gather in their rotting fortress, Tarrasque. </p><p></p><p>5. There still exist provincial herdsfolk who foolishly believe that Unicorns are tales told by drunken Horses and that Dragons are myths. Nonetheless, former Wizards’ familiars teach the magicks of their now dead masters. Some say this Arcane meddling is unnatural and will bring the Doom of the Humans upon all of Beastkind. </p><p></p><p>6. Anthropa allows its players to bring their favorite mundane or mythical animals to vivid life. It is a fantastic world of high adventure that invokes the work of Brian Jaques’ Redwall, Robert Adam’s Watership Down and Stan Sakai’s Yusagi Yojimbo while putting their textures and themes in a high fantasy context. Sword and sorcery meets hoof and horn.</p></blockquote><p></p>
[QUOTE="Paka, post: 340612, member: 100"] [b]Bummer...[/b] Here are both of mine... Pent "In a dead world's Bible it is said that their world was made in seven days and their Creator rested on the seventh. We made Pent in five and haven't stopped working since." 1) Pent is a fantasy Alamo in the heart of reality where heroes battle to survive by pillaging the finest elements of the surrounding worlds before they fall- the last stand against the encroaching stagnation and destruction of the multiverse. "Five was the frame and we would hang it all from that. Most worlds are a terrifically complex system of planets, moons, alphabets with corresponding numbers generating the power behind numerology, astrology and magic. Pentagrams and pentagons of mythology, philosophy, and geography cross the continent, suspended in the core of the ever-shrinking face of reality.” 2) Heroes are found among the travel-weary cross-planar immigrants, survivors of dead worlds or Pent-born locals, often oblivious to their home’s origins and the struggle around them. Pentads struggle to find the artifact, the hero or the philosophy that might save the dying multiverse. Some say that so much power was invested in the number five during Pent’s creation that the upcoming fifth generation will have extraordinary destinies, unknown to even Pent’s creators. “Some have to be shown the math, others have to be shown the prophecy. Then the five questions, ‘Do you truly accept that your world is on the brink of destruction? Do you know what is destroying existence? Will you help us? What of your world do you want to save as a final testament? How can we get your final testament safely to Pent?’” 3) The Pentads are explorers, working their way through the planes, hoping to salvage what they can. Sometimes they save entire societies, and sometimes they come away with nothing more than a epitaph to place on a world’s tomb. Propheseers look to the people, hoping to find a messiah, an inspiring leader or an Arcane Prodigy. The Order of Final Knights is a collection of select soldiers from across reality. Plane-runners sail creation’s tides, importing and exporting; hoping to turn a profit before the worlds end. “The knowledge of our struggle is a burden, yet it brings out both the best and the worst in all of us. We fear what might happen if everyone were to know. Some might join the effort but others might simply give in to despair.” 4) Doomsayers float in their citadel, distributing mercy killings to entire worlds. Even members of the Pentads grow disenchanted or greedy, pillaging or collecting ransom from the many worlds they are trying to save. The destruction that has left worlds upon worlds a rotting wreckage remains a faceless villain, seemingly a force of nature. “From the Troll-infested Bridge Cathedral of Heimdall to the arcane theocracy of Arcaith, enough drama and villainy exist to make sure that only the finest heroes are initiated into the Pentads and the deadly business of scavenging worlds for hope.” 5) A precarious balance of destruction and creation, made all the more potent by Pent’s base number five, sitting at its foundation like a powerful seed, await Pent’s Wizards. As the multiverse unravels, magic has become increasingly powerful, dangerous and unpredictable. 6) Pent insists that its Dungeon Masters and Players utilize the vast resources of d20 system. The world encourages and demands its owners to incorporate their favorite Prestige Classes, Magic Items or N.P.C’s from the myriad of settings on the shelves of every gaming store and to dust off the home brewed worlds in every gamer’s imagination. Anthropa 1. Anthropa is the fantasy world of anthropomorphic Animals, Magical Beasts and Aberrations struggling in their newfound society as remnants of humanity’s civilization crumbles around them. 2. Animals, Aberrations and Magical Beasts of the Monster Manual walk on two legs. Examples of heroes found in Anthropa are the Psionic Ape Councilors of the Feathered Serpent, the Griffon Barbarians of the Black Glass Mountains and even the Rat Rogues, who skulk under the haunted cities of extinct humanity looking for hidden artifacts or just some chow. The hunter who looks for more than just a meal and a mate, the herdsman yearning for something more than merely safety and green grass, or in the Magical Beasts who rise up and fight against the Aberrations all heed the call of heroism. 3. Unicorn Paladins take up sword and shield against the thousand knives of Carrion Crawler Assassins. Dire Lords struggle to feed an empire of carnivores. The Feathered Serpent to the south rules a jungle empire from atop his Golden Pyramid. Beasts act out the primal drama of their former four-legged existence while struggling with their newfound humanity. Deer arm themselves against Wolf pack violence with the very bows and arrows that hunted their stags in the old world. The line between hunter and prey has become complicated. Tomb-like cities contain magic, remnants of a lost age, clues concerning mankind’s extinction. 4. Nightmare Blackguards conspire with Yeth Hound Sorcerers on moonless nights. The Dire Lords mercilessly hunt Herdsfolk for food as they did when they walked on four legs. Aboleth use their stolen memories of the old world to scheme and enslave. Driders and the Panther-like Displacers pour out of the Underdark reaping sacrifices for their Spider-Queen. Beasts twisted with an evil lust for power gather in their rotting fortress, Tarrasque. 5. There still exist provincial herdsfolk who foolishly believe that Unicorns are tales told by drunken Horses and that Dragons are myths. Nonetheless, former Wizards’ familiars teach the magicks of their now dead masters. Some say this Arcane meddling is unnatural and will bring the Doom of the Humans upon all of Beastkind. 6. Anthropa allows its players to bring their favorite mundane or mythical animals to vivid life. It is a fantastic world of high adventure that invokes the work of Brian Jaques’ Redwall, Robert Adam’s Watership Down and Stan Sakai’s Yusagi Yojimbo while putting their textures and themes in a high fantasy context. Sword and sorcery meets hoof and horn. [/QUOTE]
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