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The Great Conjunction: Two weeks left
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<blockquote data-quote="fuindordm" data-source="post: 4667609" data-attributes="member: 5435"><p>Fellow contestants and interested observers!</p><p></p><p>In two weeks this contest will come to an end. The purpose of this thread is to remind everyone that the contest exists, recapitulate the declared participants, and light a fire under our collective donkeys!</p><p></p><ul> <li data-xf-list-type="ul"><strong>(Wik)</strong> <em>Dreamers</em>: The apocalypse happened three years ago, and nobody was awake to witness it. Instead, they awoke months or even years later to a post-apocalyptic land, "gifted" with unusual psychic powers. Now, numerous power groups struggle against magically-tainted enemies - and each other - to survive in this new world.</li> <li data-xf-list-type="ul"><strong>(Iron Sky)</strong> <em>Netherwrack</em>: Under the starry skies of the Evernight, ever lit only by the bright, unmoving Daystar, the Cantos of Heaven rules mankind. For the Thousand Isles of Man dotting the infinite Aether Sea, the Cantos stands as the only defense against the Wrack; twisted creatures spawned out of the raw Nether currents that flow far beneath the unsubstantial mists of the Aether.</li> <li data-xf-list-type="ul"><strong>(Jack7)</strong> <em>Transformations</em>: Nothing works as predicted, and few things are as they appear. God and magic are both well beyond mortal control. And so Dwarves, Elves, Giants, and Men all seek to transform what is not, into what can be.</li> <li data-xf-list-type="ul"><strong>(fuindordm)</strong> <em>The Jewel of Virtue</em>: In a parallel Biblical age, the Children of Oshem have been punished for their hubris. Their minds no longer understand the Words of Creation, and their bodies have diminished. Alongside angels, djinn and myriad demons, humans now forge their own stories and build the first Empire.</li> <li data-xf-list-type="ul"><strong>(Loonook)</strong> <em>Lamplighters</em>: That which is too powerful, too great for the human mind to comprehend is cast away by the collective will. Those who forget, the Sleepers, refuse to believe that such a great claw into their fragile psyche could truly exist. However, there are a handful of men and women who collect the signs and sigil of societies long forgotten. The Lamplighters keep their counsels to themselves, but they must fend against the Marti, those who have taken on the aspects of these old cultures and seek to return them to their former glory. Between these realms lie a thousand banes . . . and a thousand boons.</li> <li data-xf-list-type="ul"><strong>(Random Citizen X)</strong> <em>Black Magic Blues</em>: Magic is everywhere, but few possess the determination and skill to cultivate the limited powers found in nearly everyone. In the wake of the last great war, when horrors of both technology and long forgotten arts were unleashed, countless secret societies and rebel groups have sprung up with the hopes of seizing power. When the chips are down will you rise to greatness or be ground into dust by those who succeed? The system itself is being built around a fairly free form magic system and character advancement that gives players greater control of their character's story.</li> <li data-xf-list-type="ul"><strong>(EP)</strong> <em>Ignition</em>: A new form of radiation is discovered 40 years from now that can be harnessed to create magic. Casters wear a biomechanical suit to process the surrounding radiation and convert it to radiant energy. The idea is that magic will be new and free-formed, so it will be presented as individual groups which can be used in any way imaginable to the player. Characters can use a certain number of spells based on their suits and can learn to create their own unique spells and master them for easier use as time goes on.</li> <li data-xf-list-type="ul"><strong>(Talath)</strong> <em>Children of a Crimson Dawn</em>: How does one rule the world? Fear and power. For the Order of the Crimson Sunburst, their closely guarded secrets of magic have kept enemies and rivals at bay for thousands of years. However, when a little known prophecy by one of their own fortells the coming of many years of disaster followed by the destruction of the order, horror is felt when suddenly, people who could not use magic, now find themselves able to. Political unrest turns the unfriendly into the hostile, and suddenly war seems to be on the horizon, with those who can wield the power of magic cast at the front of the line in an arms race to claim those who wield the power.</li> <li data-xf-list-type="ul"><strong>(Abisashi)</strong> <em>Tarot Arcana</em>: In Tarot Arcana, players take on the role of powerful mages, either mortal or immortal, as they accumulate power and pursue their personal agendas. Magic is a fickle source of power; in order to better understand the flow of magic, mages have come up with a way of representing it: tarot cards. The tides of magic shift constantly; mages can influence their internal tides, the Tarot Arcana, but the magical sea which pervades all of reality, the Tarot Mare, is governed by no one.</li> <li data-xf-list-type="ul"><strong>(A Passing Maniac)</strong> <em>Saga</em>: This is a game of the fantastic, in which Iceland is inhabited by all the giants and elves and dwarves who retreated from continental Europe with the spread of Christianity. This is a game where the old gods still walk the Earth. This is a game about raiding and pillaging, about swords and runic sorcery, about slaying trolls and dragons, about the risen dead and werewolf outlaws and wooden golems powered by human hearts, and possibly about alliterative poetry. This is the world of the sagas!</li> <li data-xf-list-type="ul"><strong>(Halivar)</strong> <em>Landsreich</em></li> <li data-xf-list-type="ul"><strong>(feuer_faust)</strong></li> <li data-xf-list-type="ul"><strong>(Nellsir)</strong></li> <li data-xf-list-type="ul"><strong>(Helium3)</strong></li> </ul></blockquote><p></p>
[QUOTE="fuindordm, post: 4667609, member: 5435"] Fellow contestants and interested observers! In two weeks this contest will come to an end. The purpose of this thread is to remind everyone that the contest exists, recapitulate the declared participants, and light a fire under our collective donkeys! [LIST] [*][B](Wik)[/B] [I]Dreamers[/I]: The apocalypse happened three years ago, and nobody was awake to witness it. Instead, they awoke months or even years later to a post-apocalyptic land, "gifted" with unusual psychic powers. Now, numerous power groups struggle against magically-tainted enemies - and each other - to survive in this new world. [*][B](Iron Sky)[/B] [I]Netherwrack[/I]: Under the starry skies of the Evernight, ever lit only by the bright, unmoving Daystar, the Cantos of Heaven rules mankind. For the Thousand Isles of Man dotting the infinite Aether Sea, the Cantos stands as the only defense against the Wrack; twisted creatures spawned out of the raw Nether currents that flow far beneath the unsubstantial mists of the Aether. [*][B](Jack7)[/B] [I]Transformations[/I]: Nothing works as predicted, and few things are as they appear. God and magic are both well beyond mortal control. And so Dwarves, Elves, Giants, and Men all seek to transform what is not, into what can be. [*][B](fuindordm)[/B] [I]The Jewel of Virtue[/I]: In a parallel Biblical age, the Children of Oshem have been punished for their hubris. Their minds no longer understand the Words of Creation, and their bodies have diminished. Alongside angels, djinn and myriad demons, humans now forge their own stories and build the first Empire. [*][B](Loonook)[/B] [I]Lamplighters[/I]: That which is too powerful, too great for the human mind to comprehend is cast away by the collective will. Those who forget, the Sleepers, refuse to believe that such a great claw into their fragile psyche could truly exist. However, there are a handful of men and women who collect the signs and sigil of societies long forgotten. The Lamplighters keep their counsels to themselves, but they must fend against the Marti, those who have taken on the aspects of these old cultures and seek to return them to their former glory. Between these realms lie a thousand banes . . . and a thousand boons. [*][B](Random Citizen X)[/B] [I]Black Magic Blues[/I]: Magic is everywhere, but few possess the determination and skill to cultivate the limited powers found in nearly everyone. In the wake of the last great war, when horrors of both technology and long forgotten arts were unleashed, countless secret societies and rebel groups have sprung up with the hopes of seizing power. When the chips are down will you rise to greatness or be ground into dust by those who succeed? The system itself is being built around a fairly free form magic system and character advancement that gives players greater control of their character's story. [*][B](EP)[/B] [I]Ignition[/I]: A new form of radiation is discovered 40 years from now that can be harnessed to create magic. Casters wear a biomechanical suit to process the surrounding radiation and convert it to radiant energy. The idea is that magic will be new and free-formed, so it will be presented as individual groups which can be used in any way imaginable to the player. Characters can use a certain number of spells based on their suits and can learn to create their own unique spells and master them for easier use as time goes on. [*][B](Talath)[/B] [I]Children of a Crimson Dawn[/I]: How does one rule the world? Fear and power. For the Order of the Crimson Sunburst, their closely guarded secrets of magic have kept enemies and rivals at bay for thousands of years. However, when a little known prophecy by one of their own fortells the coming of many years of disaster followed by the destruction of the order, horror is felt when suddenly, people who could not use magic, now find themselves able to. Political unrest turns the unfriendly into the hostile, and suddenly war seems to be on the horizon, with those who can wield the power of magic cast at the front of the line in an arms race to claim those who wield the power. [*][B](Abisashi)[/B] [I]Tarot Arcana[/I]: In Tarot Arcana, players take on the role of powerful mages, either mortal or immortal, as they accumulate power and pursue their personal agendas. Magic is a fickle source of power; in order to better understand the flow of magic, mages have come up with a way of representing it: tarot cards. The tides of magic shift constantly; mages can influence their internal tides, the Tarot Arcana, but the magical sea which pervades all of reality, the Tarot Mare, is governed by no one. [*][B](A Passing Maniac)[/B] [I]Saga[/I]: This is a game of the fantastic, in which Iceland is inhabited by all the giants and elves and dwarves who retreated from continental Europe with the spread of Christianity. This is a game where the old gods still walk the Earth. This is a game about raiding and pillaging, about swords and runic sorcery, about slaying trolls and dragons, about the risen dead and werewolf outlaws and wooden golems powered by human hearts, and possibly about alliterative poetry. This is the world of the sagas! [*][B](Halivar)[/B] [I]Landsreich[/I] [*][B](feuer_faust)[/B] [*][B](Nellsir)[/B] [*][B](Helium3)[/B] [/LIST] [/QUOTE]
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