ARDWIN is a setting for the REIGN tabletop fantasy RPG rules. Ever since REIGN was first released, there's been discussion of how to incorporate the traditional fantasy races -- elves, orcs, dwarves -- and with ARDWIN I've tried to provide those templates in a way that's faithful to expectations and, at the same time, lets them move in unexpected new directions.
The land of Ardwin has no king and no central government: It's a collection of six racial enclaves who share a language and a general culture, while maintaining their unique identities as well. But Ardwin deviates from typical fantasy in two key ways. First, there aren't humans. Second, the races are not separate species: If an elf and a dwarf fall in love and marry, their union can produce offspring.
ARDWIN, then, is a setting based on fantasy genetics. (Note that the name's an anagram for "Darwin.") Conflicts arise between groups competing for resources: Since orcs eat only meat and animals instinctively dislike them they must perpetually hunt, or raid their more agrarian cousins. But there are also frictions within groups as biology goes head to head with culture. Who is the better elf? The child born with elfish nature, but raised among the gnomes? Or the child who spent her whole life in the elfin forests, despite being born a dwarf? Natural abilities and achievements of education are both provided for every group.
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