Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Merged WotC setting search winners/losers thread
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Writer@Large" data-source="post: 340774" data-attributes="member: 5404"><p><strong>Sigh ...</strong></p><p></p><p>Well, since everyone's sharing, here's one I submitted ... </p><p></p><p>Radikar: The Beastworld</p><p></p><p>Core Ethos Sentence: Stalwart adventurers face off against powerful beast lords in the aftermath of a great empire’s collapse.</p><p></p><p>Who Are The Heroes? The heroes of Radikar are members of the societies left behind by the collapse of the once-vast Sulradikan Empire. Facing a world unprotected by Sulradikan occupation, Radikar’s heroes often fight to protect their homes or their societies from the beast lords and other evils that walk the land. The core domain of Sulradikar itself still stands, a bastion of civilization in the post-Empire wilds, and some heroes are Sulradikans who have decided to search for adventure in the “lawless” realms of their once-great state. </p><p></p><p>What Do They Do? The heroes of Radikar battle beast lords in an attempt to save their way of life. PCs may protect the villagers of a threatened countryside, assist the newly established governments of volitile city-states, or fight against tyrannical rulers looking to take advantage of the Sulradikan’s abandonment. PCs may even travel into the lands still held by the Sulradikan Empire, where political intrigue runs deep and the Empire struggles to regain stability. </p><p></p><p>Threats, Conflicts, and Villains? Radikar is at the mercy of great beast lords, monsterous warlords who dominate armies of savage beasts and humanoid tribes. These beast lords are engaged in a viscious land grab to claim the cities, fortifications, and resources abandoned by the Sulradikan Empire. Each beast lord is self-serving and single-minded; they are at war with one another and the world at large, and they do not care who or what gets crushed in the conflict. Their actions threaten the last pockets of civilization the Sulradikar left behind, including several cities, states, and terretories struggling to establish themselves in the sudden power vacuum. </p><p> In addition, dangerous monsters roam the lands, including dire animals and vicious creatures once kept in check by the Sulradikan army. These wild things make travel dangerous, provide ripe poulations for the beast lords to cull new troops, and threaten the pockets of civilization the Sulradikans left behind. </p><p></p><p>The Nature of Magic: The basic nature of magic remains unchanged in Radikar, though access to the true Wizard and Cleric classes are limited to adventurers with roots in certain areas--specifically, the centers of Sulradikan civilization . Across the rest of Radikar, druids, sorcerers, and adepts rule the ways of magic.</p><p> The beast lords have their own kind magical power. They are possessed of wild magics, hidden since before the time of the Empire and untamed by the civilized Sulradikan mages. The powers of the beast lords can be used in many ways ... ways some heroes may discover through their adventures, and turn to their advantage against their savage enemies.</p><p></p><p>What’s New? What’s Different? The powerful and dangerous beast lords represent unique beings of strange abilites and even stranger armies. Their drive to conquer Radikar makes them a direct and immediate threat, and their savage battles help create a dynamic landscape ripe for adventure. Their intent to conquer the very lands the heroes call home lets even the most minor swordsman or sorceress directly affect the future of Radikar. The beast lords, while powerful, are not invulnerable; even defeating a single beast lord may strengthen an existing terretory, enable a city to declare itself a state, or weaken another beast lord so that it, too, may be defeated.</p></blockquote><p></p>
[QUOTE="Writer@Large, post: 340774, member: 5404"] [b]Sigh ...[/b] Well, since everyone's sharing, here's one I submitted ... Radikar: The Beastworld Core Ethos Sentence: Stalwart adventurers face off against powerful beast lords in the aftermath of a great empire’s collapse. Who Are The Heroes? The heroes of Radikar are members of the societies left behind by the collapse of the once-vast Sulradikan Empire. Facing a world unprotected by Sulradikan occupation, Radikar’s heroes often fight to protect their homes or their societies from the beast lords and other evils that walk the land. The core domain of Sulradikar itself still stands, a bastion of civilization in the post-Empire wilds, and some heroes are Sulradikans who have decided to search for adventure in the “lawless” realms of their once-great state. What Do They Do? The heroes of Radikar battle beast lords in an attempt to save their way of life. PCs may protect the villagers of a threatened countryside, assist the newly established governments of volitile city-states, or fight against tyrannical rulers looking to take advantage of the Sulradikan’s abandonment. PCs may even travel into the lands still held by the Sulradikan Empire, where political intrigue runs deep and the Empire struggles to regain stability. Threats, Conflicts, and Villains? Radikar is at the mercy of great beast lords, monsterous warlords who dominate armies of savage beasts and humanoid tribes. These beast lords are engaged in a viscious land grab to claim the cities, fortifications, and resources abandoned by the Sulradikan Empire. Each beast lord is self-serving and single-minded; they are at war with one another and the world at large, and they do not care who or what gets crushed in the conflict. Their actions threaten the last pockets of civilization the Sulradikar left behind, including several cities, states, and terretories struggling to establish themselves in the sudden power vacuum. In addition, dangerous monsters roam the lands, including dire animals and vicious creatures once kept in check by the Sulradikan army. These wild things make travel dangerous, provide ripe poulations for the beast lords to cull new troops, and threaten the pockets of civilization the Sulradikans left behind. The Nature of Magic: The basic nature of magic remains unchanged in Radikar, though access to the true Wizard and Cleric classes are limited to adventurers with roots in certain areas--specifically, the centers of Sulradikan civilization . Across the rest of Radikar, druids, sorcerers, and adepts rule the ways of magic. The beast lords have their own kind magical power. They are possessed of wild magics, hidden since before the time of the Empire and untamed by the civilized Sulradikan mages. The powers of the beast lords can be used in many ways ... ways some heroes may discover through their adventures, and turn to their advantage against their savage enemies. What’s New? What’s Different? The powerful and dangerous beast lords represent unique beings of strange abilites and even stranger armies. Their drive to conquer Radikar makes them a direct and immediate threat, and their savage battles help create a dynamic landscape ripe for adventure. Their intent to conquer the very lands the heroes call home lets even the most minor swordsman or sorceress directly affect the future of Radikar. The beast lords, while powerful, are not invulnerable; even defeating a single beast lord may strengthen an existing terretory, enable a city to declare itself a state, or weaken another beast lord so that it, too, may be defeated. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Merged WotC setting search winners/losers thread
Top