Individuals familiar with Wizards of the Coast and Hasbro know of Magic the Gathering. This CTG was one of the first of its kind to come out in the 90's spanning numerous expansions and having a profoundly rich story line. After nearly two decades of wishing and various fan made materials, there are "Official" Magic the Gathering campaign resources available.
There are a series of books, "Art of Magic the Gathering", that is currently featuring each of the main planes involved in the TCG and novels. Although the products are Art Books, they are actually well done systems neutral campaign books featuring the rich history, locations, beasts, personas, and a wealth of information with the worlds of Magic the Gathering. In addition Wizards of the Coast have been making "Art of Magic the Gathering: Plane Shift" series as free supplements for 5E Dungeons and Dragons. Each supplement give you some game mechanics to create a campaign; complete with race, class, and background options using the 5E system.
Magic the Gathering: Plane Shift - Amonkhet
Magic the Gathering: Plane Shift - Innistrad
Magic the Gathering: Plane Shift - Kaladesh
Magic the Gathering: Plane Shift - Zendikar
Now to be fair, there are no maps published for many of these worlds. Most of the maps that have been published can be found in the various novels, computer games, comics, calendars, and early story decks from the settings. Phyrexia.com has a collection of images of maps from various supplements. They feature maps from Dominaria, Mercadia, and Phyrexia.
Showing posts with label Campaign Settings. Show all posts
Showing posts with label Campaign Settings. Show all posts
Saturday, August 12, 2017
Sunday, May 26, 2013
Mystara: Hollow World
Based within Dungeons & Dragons Mystara's Campaign Setting, the Hollow World is a place where ancient civilization have been preserved. The Immortal Ka created the whole world as a refuge from creatures that began to disappear from the surface of the world. As more and more things changed on the surface, Ka and others decided that cultures needed to be preserved as well besides disappearing animal species. Soon various cultures appeared in the Hollow World. Most are unaware of the transition and exists in a perpetual state of cultural stagnation, they are at the peak of the civilization but are unable to advance or adapt concepts that never known to them. Sadly a few culture like that of Blackmoor were unable to be saved. Much is this is do to the Spell of Preservation cast on the interior of the world. Although new civilization have been added, any interaction within another cultures is usually met with hostility. Those that have traded have been compelled to trade item that they would use in their culture. New things can be introduced from another society, but will always be considered a novelty at best and never integrated into the culture. However these civilization are threatened by invaders from the surface world from time to time. Shadow Elves and others that have found their way in have wreak havoc on some of the preserved nations..
The various civilization known to dwell with the Hollow World are:
-Brute-Men
-Nethar
-Oltec
-Azcan
-Blacklore Elves
-Beastman
-Kogolor Dwarves
-Antalian
-Jennites
-Tanagoro
-Traldar
-Makia
-Nithia
-Krugel Orcs
-Milnians
-Kubbits
-Flamaeker Gnomes of Serrainne
-Sind
-Soderfjord Gnomes
-Hin
-Ierendi Pirates
The Hollow Worlld of Mystara can be entered from various caverns found throughout Mystara. However there are two large openings at the northern and southern poles. Both poles are covered by an area of thick heavy fog. The oceans and seas of Mystara and the Hollow World are connected, thus many underwater creatures and civilization will be familiar. The Spell of Preservation though keeps these underwater civilization from changing too. The Hollow Earth is lit by the core of Mystara, a large ball of reddish plasma which illuminates the world in a perpetual state of none. A series of land masses orbit the core, and provide brief period of darkness for section of the inner surface. Fortunately the weather system is very similar to the surface world, as clouds form and provide some relief from the constant daylight. Some of land masses that orbit around the core are also inhabited by a few civilization as well.
The greatest secret of the Hollow World is a massive library known as the Lighthouse. The area of the Lighthouse is an exception to the effects of the Spell of Preservation in the sense that, it is place were knowledge is accumulated and can be exchanged freely. It contains a collection of nearly all mortal knowledge from various points of history and cultures. Individual scholars journey here to contribute the vast library and study from it..
Saturday, May 25, 2013
Dangerous Journeys' Mythus: Inner Aerth
Dangerous Journey's Mythus Campaign setting was created by Gary Gygax. The campaign for the "Epic of Aerth" focuses most on the surface world. However Aerth, unlike it's counterparts, is a hollow planet.
The surface of Aerth is only 1,000 miles deep,and two major openings can be found at the northern and southern poles.Aerth's outer and inner oceans though do not connect, for Inner Aerth all the land masses we know on the surface are oceans, and all the known surface oceans are landmasses. The Artic Sea on the surface hits the polar ice sheet Of Inner Aerth. In the middle of the continent of Antartica, the polar ice sheet of Inner Aerth meet.
Access to Inner Aerth can be found throughout the world through deep cave systems, but it from deep underwater or through Aerth. The Interior is light by a small sun or the planet's core which seems to be free floating. This means that Inner Aerth knows no night, perhaps except at the poles which at best may have some twilight. Fortunately Inner Aerth is frequented by much precipitation, cloud systems generate at the pole and produce storms and weather patterns. What shade comes from these systems, bringing some change to the constant noon time illumination.
From those explorers who have returned from Inner Aerth, we know that much of the world is populated by animals of a bygone era. The northern and southern polar areas, familiar mammals can be found. In addition, several extinct surface species can be found here as well. Ranging from the great saber-tooth cats to the Wholly Mammoths. The equatorial regions contain even stranger creatures, which have been identified at best by some Heka practitioners.These creatures are giant reptiles, called Dinosaurs, from four ancient time period of the past. In addition to these reptiles there are also a number of giant insects as well one should be aware of. The seas likewise contain manner such dangers from these time periods as well.
It also has been reported that there are a few intelligent races here. Three of these races resemble hairy humans, and have erie similarities to the northern barbarian peoples Azir and Aerope. These two are known as Cro-Magon and Neanderthals. The third race is called Pithicanthopiod, which resemble the orange hairy men of the tree of the islands of South East Azir The last race is nonhuman and dubbed Theriopodid. These individuals have been observed to live in the mountainous regions of the equatorial Inner Aerth. They resemble humanoid reptiles, very similar to the dinosaurs in coloration.
Tuesday, February 26, 2013
Titan: Advanced Fighting Fantasy
According to the creation myths of the world, the universe was created by the gods. The leader of the gods, Titan, created the world. The other gods out of curiosity and play were invited to help customize and developed the world. For the most part the gods were generous and kind, inspired to create things and concepts that worked in harmony. The sentient race of man was created by Logaan. This new creature mimicked the gods in the sense it could create and alter the world as well. Fascinated, the gods Titan created giants, Throff created the dwarves, and Galana created the elves. The gods created a perfect world and were content.
However several of their godly numbers were not satisfied. Death, Disease, Decay, Slaang, and Tanit bought forth abominations and evil to the world. Chaos was let loose and suffering came to pass for those on Titans. When the gods discovered what Death had done they were poised to make him pay, but stayed their hands as he had one of their own hostage. Logaan was captured and forced to find something/someone the gods had not known. They managed to find "Time", a being who bought with it the natural flow of entropy. Death threatened that if the attacked he would end their immortality. Since then the gods have fought.
Originally the world itself boasted only one continent, Irritaria. For centuries the dwarves built their home in the mountains, and elves retreated to the forests. Humans had traveled the lands in small tribes, eventually becoming kingdoms. One such nation, Atlantis, was graced by the gods with magic. The civilization was the most advanced of its time, but sadly was corrupted by a demonic presence. The gods quickly destroyed them, and in that act the world was split.
The world itself is now has three continents since the destruction of Atlantis. Allansia, the Old World, and Khul are all that is left of Irritari. Allansia is continent of untamed people with great swaths of wilderness. It is mostly dominated by great plains, deserts, and moorlands. The north is dominated by ice and snow. Mortals have carved out various city-states throughout the land, and constantly have to deal with the forces and hordes of evils that gather in the wilderness to topple them. The Old World is surprising different, as the mortals there managed to tame he land. Nations flourish here and civilization is found almost everywhere. The only real threat on here is fro he various nations themselves. The continent of Khul though, is a ruined mess. It unfortunately bears the brunt of the battles of the gods and mortals. It is dominated by the Wastes of Chaos, a huge area of land rendered lifeless. What mortal there are are spread around the coastal land in various city-states. Despite the very threat of Evil and Chaos which has crushed the land, there is one place where mortal have done well. The isolated kingdom of Hachiman has flourished. They lived in a highly organized feudal society (Japanese) which is prosperous and pleasant. The remainder of the world is dominated by small islands within the Western Ocean, the largest body of saltwater on the planet. The Ocean of Tempest and the Ocean of Serpents dominated the area between the continents, while the Black Ocean is found east of Khul.
The Outer planes seem to be divided into three parts. The Celestial Palace is homes to the benign gods. The Elemental planes are the middle ground. The Demonic Plane, which is divided into the layers of Steel, Rust, Platinum, Blood, Ichor, Bile, and Obsidian, all seemed to be influence by the elemental chaos.
Titan: Advanced Fighting Fantasy originally started off as a series of adventure books created by Steve Jackson and Ian Livingstone. Eventually it became its own Role-playing system, branched off into video games, and even published a few D20 friendly adventures. There is a system friendly sourcebook that can be used for any rule system needed.
Sunday, February 24, 2013
Arda: Lord of the Rings
The world of Arda is the setting of J.R.R. Tolkien's series of Middle-Earth, most notably the "Hobbit" and "Lord of the Rings".
Eru Illuvater is the creator of Ea, the universe. In this universe he created the Ainur, who were is children. The most powerful 15 were known as the Valar, and all the others were known as Maiar. He bid them to sing of his glory and all was in harmony save one, Melkor bought discord. The creator fashioned a world in which eEves and Dwarves could live in. The creator sent the Ainur to Arda to shape the world. Over the course of centuries they would maintain Arda, as their brother Melkor caused everlasting strife.
Arda itself was considered to be a flat disk, with three great continents. Valinor, Hitherlands and the Dark Lands. They were surrounded by an ocean called Ekkaia. After the second age with Downfall of Numenor, the world became spherical. Aman was made hidden, and Middle-Earth came to be. Aman became the haven for the elves, and was called the Undying lands. The rest of the races lived on Middle-Earth
The mortal races are divided between the champions of the Valar and those of Melkor.
The Dwarves, Elves, hobbits, Human, Ents and Eagles would champion the Valar in the world.
While Dragons, Wargs, Werewolves, Trolls, Goblin, Orcs, and Spiders served Melkor.
Unlike most fantasy games, this world is its current age is very low magic. The elves are leaving, the Dwarves are all but forgotten, the Ents have lost themselves, and its is the age of man. Magic is a thing of the elder ages, and only a few know of its secrets. Also clerics are unheard of as only a select few know of the Valar, let alone Ere Illuvater. Man is faced with fighting against the champions of Melkor, unaided and alone with a few champions of light left.
This campaign setting has been supported by several role playing systems and an MMORPG.
Tolkein himself left so much great detail to this world! He even developed several languages and alphabets in the process. As with any campaign setting, you can use the Themes and history that Tolkein has set up, and as the MMORPG did breathe new life into it with keeping it as Tolkeinish as possible.
Saturday, February 16, 2013
Cerulean Seas
The Cerulean Seas Campaign Setting by Alluria Publishing takes place on a world in which a Great Flood took place and wiped out many civilizations. Those those who lived upon the land suffered the most as civilization were swept away by the oncoming tides. It is unclear exactly what caused the Great Flood, as many of the records are sort of murky on this subject. The majority efforts were survival for both underwater and above water races, but 522 years have passed since the rising of waters. Whatever the cause it greatly changed the topography of the planet, leaving few a land masses around the planet.
The campaign setting introduces a number of races for underwater campaigns. Many PC races will be familiar such as the Delatari (Aquatic Sea Elves), Merfolk, Tritons, intelligent sea creatures, etc., but also introduce a number of new races as well. You can find crabfolk, frog folk, fish folk, feykith and others that add to the deep flavor and variety that an underwater campaign can handle. Each of the races presented provide fragments of the world history as from the perspective of the underwater races. It is known before the Great Flood, there was another significant event known as the Bloody War which also bought about the extinction of the Delatari. In this war invader from the Quasi-Elemental Plane of Minerals were also fought off by the Tritons. There are many mysteries that one can uncover as you can piece the history of this world as well as keep the peace between various aquatic kingdoms. There is also room to for non-aquatic and semi-aquatic characters to play as well. Many are survivors who have adapted to life on the seas.... ever sailing.
New deities are introduced as well tailored to underwater races, but also present a number of gods that are familiar to land dwellers too.Some familiar names like Poseidon (Greek), Sebek (Egyptian), Aegir (Norse), and Dagon (Phoenician) are recognized by most and perhaps give clues to some of the former history.
The Campaign setting as of this date has only three releases which are Campaign Setting Source book, Polar Campaign Setting Source book, and rules regarding psionics. Many more books are planned to explore the rest of the world. Not only have they provided rules and information for the campaign setting, but these new ideas can also fit very well within any wolrd!
Polar Regions |
Saturday, June 25, 2011
Greyhawk: Conquest of Nerath
The birth of 4E D&D heralded confusion in 2008 as it attempted to re-established the continuity of the D&D Universe. After sometime, the Core World of 4E was unknown and many thought it could be Abeir, the twin world of Toril (Forgotten Realms). Since the publication of the 4E D&D Comics and the Boardgame "Conquest of Nerath" the truth can finally be told. The world of Nerath is one of the many parallel worlds of Oerth (Greyhawk).
How can this be? Well the 4E Core book for one introduces many new gods, as well as several gods familiar with the Greyhawk Pantheon. Second, many of the adventures published tried to be as generic as possible.... but trying to capitalize on veterans players it made 4E versions of some classic modules. With the comics and new board game... it has cemented these revised classic module (Greyhawk) in the 4E World of Nerath. The Lost Caverns of Tsojcanth, The Vault of the Drow, Whiteplume Mountain, and The Temple of Elemental Evil are some of the few iconic Oerthian places found in Nerath...ergo.... Nerath is 4E Oerth!!! Ironically even the kingdom of Sarthel of Nerath resembles the continent of the Flaness!!
So what do we know of Nerath? Well we know that there are presently two continents, divided by a sea with a large island in the middle. The Old Empire of Nerath is found on the western continent and this is where Nentir Vale is also located at. Just south of Nerath is the Iron Circle.... another kingdom. The eastern continent, hold both Karkoth and Vailin. The latest issue of the 4E Dragon and Dungeons Magazines have been giving historical information of the world of Nerath, fleshing it out bit by bit. Also it would be advisable to also check out the 4E D&D Comics as it follows the adventure of the iconic character of the 4E world in Nerath!.
Friday, November 5, 2010
Alice in Wonderland
Although originally conceived as a novel by Lewis Carol about a young girl strange journey to a nonsensical world known as Wonderland, this story has been the inspiration to of many spin offs and properties in the gaming and motion picture industry. Since then Wonderland series has made several appearance in the RPG genres. The first attempt to translate this story into a RPG experience was by none other than Gary Gygax himself in 1983 with "Dungeonland" and "The Land Beyond the Magic Mirror". Later on though it influenced the creation of a module known as "Castle Greyhawk" in which many believe the inhabitants pored forth from the Wonderland Realm. From time to time, monsters and race popular to the novel would appear such as the infamous Jabberwocky and and adaption of the chess pieces (Chaturan) Dragon Magazine 358. The world would once again be visited again in the most recent module "Return to Castle Greyhawk".
Beside the interest in RPG, a darker more sinister adaption for the action as Video Game was developed know as "American McGee's Alice" and its sequel "Alice: Madness Returns" in 2011.. It twists the the world into a slightly more darker version of itself which is a welcome change to the whimsical and childlike quality of the world. Since then other RPG companies have attempted to make adaptions as well (Savage Worlds, OGL D20, and Better Mouse Trap Games) .
Beside the interest in RPG, a darker more sinister adaption for the action as Video Game was developed know as "American McGee's Alice" and its sequel "Alice: Madness Returns" in 2011.. It twists the the world into a slightly more darker version of itself which is a welcome change to the whimsical and childlike quality of the world. Since then other RPG companies have attempted to make adaptions as well (Savage Worlds, OGL D20, and Better Mouse Trap Games) .
Thursday, November 4, 2010
Rings of Brass
Gary Gygax is one the founding father of modern Roleplaying Games. His name is synonymous with Dungeons & Dragon, Greyhawk, Dangerous Journeys, Lejendary Journey, and Castles & Crusades. Under Troll Lord Games, he uses the C&C system to bring to life the world of Aihrde.
The All father first created world of Aihrde, a hollow world whose inner region is known as Inzaea.
Its is one of three planets in its system, the other two beings Illus and Nexus. Aihrde has only but one moon.
Sometime in this pre-history, Unklar the Dark, was responsible for igniting the Sun and also imprisoning the dragon Inazea within the interior of the planet. Being a divine being, the dragon presence warped the realm a more habitable domain and muck like the overworld. One of the first beings of creation were the dwarves, and they lived deep beneath the earth. They were the one that first fashioned tunnels between the two realms of the planet, they were blessed by the creator with the ability to invent and craft magnificent things. They created many wondrous objects, that are lost to the magical arts of today during their reign of 10,000 years. Over the centuries though some dwarves became corrupted and were twisted into goblin, and soon began a series of wars that escalated between them. In the 4th Great War, the All Father died as a goblin sorcerer worked a great spell to unmake the dwarves, the spell went awry and cause the death of the All-Father and creating the multi-verse in the process. In this absence, other things came... dark things such as orcs and demons, and elves.
For the next 800 years the Age of Man would be upon the world. First with the Aenochian Empire, and then with various smaller kingdoms. The Age was a golden age for humans, the dwarves and elves kept to themselves. Yet in the end, Unklar the Dark made his move. This time causing the Winterdark Wars. Fpr the next 240 some years, the dark god terrorized the world in black snow and ice. There was countless strife and wars, as mortal and gods alike rose up and attempted to defeat Unklar. The Battle of the Tree marked the end of the Winterdark as Unklar forces were defeated. New Kingdoms were made, new gods appeared and new religions, and peace would reign upon the world once more.
The All father first created world of Aihrde, a hollow world whose inner region is known as Inzaea.
Its is one of three planets in its system, the other two beings Illus and Nexus. Aihrde has only but one moon.
Sometime in this pre-history, Unklar the Dark, was responsible for igniting the Sun and also imprisoning the dragon Inazea within the interior of the planet. Being a divine being, the dragon presence warped the realm a more habitable domain and muck like the overworld. One of the first beings of creation were the dwarves, and they lived deep beneath the earth. They were the one that first fashioned tunnels between the two realms of the planet, they were blessed by the creator with the ability to invent and craft magnificent things. They created many wondrous objects, that are lost to the magical arts of today during their reign of 10,000 years. Over the centuries though some dwarves became corrupted and were twisted into goblin, and soon began a series of wars that escalated between them. In the 4th Great War, the All Father died as a goblin sorcerer worked a great spell to unmake the dwarves, the spell went awry and cause the death of the All-Father and creating the multi-verse in the process. In this absence, other things came... dark things such as orcs and demons, and elves.
For the next 800 years the Age of Man would be upon the world. First with the Aenochian Empire, and then with various smaller kingdoms. The Age was a golden age for humans, the dwarves and elves kept to themselves. Yet in the end, Unklar the Dark made his move. This time causing the Winterdark Wars. Fpr the next 240 some years, the dark god terrorized the world in black snow and ice. There was countless strife and wars, as mortal and gods alike rose up and attempted to defeat Unklar. The Battle of the Tree marked the end of the Winterdark as Unklar forces were defeated. New Kingdoms were made, new gods appeared and new religions, and peace would reign upon the world once more.
Friday, October 29, 2010
Third Dawn
From Dreamscarred Press comes a campaign setting based upon their expansions in the realms of psionics for the d20 system. They originally started coming out with products that added new races, psionic abilities, classes, and other items supporting psionics. These products expanded upon the limited material that was made official by Dungeon & Dragons. The only such campaign setting to ever include psionics officially had first been Dark Sun (Athas), and then Eberron.
Third Dawn, joins these worlds with introducing Ksaren. The world had suffered from a catastrophe known as "The Impact". It shattered and created the numerous island in the Impact Sea, cut off the world from the outer and inner planes, and destroyed all traces of magic.With the gods and magic gone, a new form of power began to fill this vacuum. Psionics began to emerge with in the populace, and within a few centuries God-Minds made an appearance providing a familiar structure with the absence of the gods. Likewise the nature of the undead has also changed, for no longer is the power of the negative energy involved.... but instead some sort of disease known as "The Black Plague". A deadly terror, given the fact that most undead share some unique immunities with the powers of the mind.
The world of Ksaren has three continents, only Femon and Tion still exist. The third was smashed with "The Impact". Almost all the familiar races and creatures are found here, but only those that seem to thrive in a psionic world. Some of the major powers in the world are found in both Femon, with the remnants of the Alyrian Empire, and Tion, with the growing Ophid Protecrate. Between them are a number of smaller countries and city states that farewell so far. Oddly enough the Elan seem to pose some sort of threat, but no one truly knows the depths of their plans.
Thursday, October 28, 2010
Eberron
Eberon is one of the newer world added during 3E D&D. It is a world of technology fueled by magic. The world itself is simply known as Eberron, a large planet with at least 5 known continants, and its underdark area is known as khyber. There are twelve moons (Daanui, Dal Quor, Dolurrh, Fenia, Irian, Kythri, Lammania, Mabar, Risia, Shavarath, Thalanis, Xorlat) that orbit around the planet, as well as a rather unique feature known as the Ring of Siberys. The Ring of Siberys itself is a golden ring of particles that orbit the planet, and is the source to many of the dragon shards. One unique feature of the world is the dragonmarks and dragonshards, that seem to tap into the primordial powers of the world. The moons themselves also play a signficant role, for each moon is named after one of the many planes that the world is closely connected to.
Every so often some of the planes bleed onto the world, and these can often be told through the orbit and phases of the many moons.
The deities worshipped on the world by most races are either of the small pantheon of the Sovereign Host or the the Dark Six. Besides these two major pantheons, there are a number of cults that many ascribe to; the Silver Flame, Blood of Vol, Undying Court, and the Path of Light. Many of the races of Eberron are found throughout the multiverse, but there are some that seem to be unique to this world. The Warforged (a group of sentient constructs), Shifters individuals with lycanthrope ancestors, changelings (individuals with doppleganger ancestry), and the Kalashtar (individuals that are host to entities from the plane of dreams). It is also important to mention that the Drow of this world are not beholden to Llolth, but have assumed a scorpion theme in place with one of the Dark Six.
Each of the continents are host to many of the races of the world. Khovaire by many is considered one of the most active continents as it is a mix of various peoples and beings. This land is has recovered from a great war in which the Warforged were the product from. Xen'drik is a wild continent which once hosted the great kingdom of giants. It has become overrun with the Drow who prowl its ruins. Sarlona is cradle of civilization. Currently the the Dal Quor, and many psionic beings make this land their home. The Argonnessen continent is the home of the dragons, much of the land unexplored. The northern icecap is where the Frostfell is, an icy wasteland. There is also the sub-continent of Aerenal, which is the ancestral home of the elves and home to the Undying Court.
One of the unique features of the world are Dragonmarks. Odd magical birthmarks that appears on certain individuals and great special powers. So far there are at least 12 unique varieties catalogued, each grouped to a clan.
Sunday, October 24, 2010
Oathbound
Oathbound is a magnificent setting, like many of its predecessors its is a place where a variety of creatures from across the multiverse are pulled to. It is a world and a plane much like "Ravenloft" and "Ptolus", in the sense that you are pulled in and drawn to the plane by unknown circumstances and you cannot return home.
Oathbound concept is that long ago, a powerful deity was imprisoned by the others gods for some unknown crime. All records of its existence has been stricken from recorded history. The only ones who know of its true nature and place in reality are several of its servitors that were tasked to ensue the deity would never wake. These seven over the aeons grew bored with their tasks and accidentally created a world over their prison.
By drawing in bits and pieces from other place they created a planet, moons, and suns. They soon realized that they too could draw in life forms to populate the world. Through this form of diversion they accidentally discovered they weakened the locks, and the divine geas that they were under had loopholes.
The planet they created has become known as the Forge. Two suns and two moons orbit around the world.
The largest yellow sun is Crux, and Storm is the smaller red sun. Anahita is complete made of water, and appears a a luminescent blue orb, while Zadkiel appears as rust since it is made of metal and rock. The stars seen from Forge are portals to other worlds and planes located far away. Each time one of the Seven pulled something through it connected this plane with a permanent portal. Each of the Seven divided up the world, and the domain that they rule are directly where their locks are. Each domain is unique for each of them had a particular affinity for a certain type of terrain in mind. Anvil for example is a desert like domain, arid and hot, and ruled by Orif'elle Scourge of the Wind. The domain of Arena is a rocky and harsh wasteland overseen by Barbello the Mistress of War and Destruction. The mountainous regions of Kiln, is ruled by the most contemplative of the Seven, Bathkol the Unanswered Question. The plains of Penance is ruled by Israfel the Queen. The oldest of the Seven is Nemamiah the Leper, she rules the artic area of the Vault. The forest area of Wildwood is where Haiel the Hunter hold sway.
Lastly was the domain of Eclipse, once overseen by Annoxus, through some quirk of destiny or fate he was freed from his post. For you see each of the Seven can only be freed if someone defeats them and willing takes their place. A thief managed to pass through the ward and traps Annoxus had put and was defeated by a mortal human. Thus human soon took over the domain of the a dark underground and became known as Colopitiron. Annoxus now free, works to understand the Forge now and secretly hope to find away to unleash his master. In order to prepare for this... he has been careful cataloging every secret and piece of information for his master.
As to the mortal races, there are several new and exciting races to be found on Forge. Yet any creature, race, animal, can be drawn to the Forge. Usually those taken this way see a flock of Ravens surround them and they are deposited in one of the many areas of the forge. More often than not each is gifted with new equipment and abilities that give them an edge to survive by one of the Seven.
Saturday, October 23, 2010
All Flesh Must Be Eaten
From Eden Studios, comes one of the most prolific Zombie RPGs out there. AFMBE uses the Unisystem Rules to present it themed campaign settings on the Zombie Survival genre. The core book basically set up the way you play and offers a variety of options in the terms of various archetypes you play. You start off as one of three types; Norms, Inspired, and Survivors. These basic types describe your core type as if you were a normal personal, your a individual who doe what it takes to survive (physical), or someone who is very spiritual or highly intelligent (inspired). Once there, you can add the window dressing and tailor your character as an example your a scientists (inspired) who can create gizmos.
The systems also goes into the history and various types of zombies out there. From both mythology to literature & media, zombie and the walking dead have been there. The system does it best to explore the wide variety of zombies and provide rules to tailor make your zombies.... and with all sorts of abilities....there are many variations of zombies from the infectious undead.... to the magically re-animated corpse. You can always keep people on there two becuase you are never 100% sure on what type of zombie you may encounter.
The other concept that Eden came up with is the Dead Worlds. AFMBE does not have a set campaign setting, but instead provides various world and scenarios in which zombies have come to be.
Revised Core Book
-Dead World 1 "Rise of the Walking Dead": Zombies (animal and humans) created from radiation and wasting disease. Infectious.
-Dead World 2 "Phade to Black": Zombies created from a mutated AIDS virus and STD. Infectious.
-Dead World 3 "Grave Impact": Zombies and Humans infected by meteor contain necromantic waste from an alien world. Everyone Exposed (Rare unexposed victims).
-Dead World 4 "Sacred Soil": Plant-based animated corpses created from fertilizer by a communal plant mind. Animated by burial in fertilizer.
-Dead World 5 "They came from Beyond": Animated corpses created by an alien species called the "Race" that they uses as hosts. Animated by alien drones.
-Dead World 6 "Mein Zombie": WWII the German Army creates a serum that make the living dead. Zombie created only through the use of the serum.
-Dead World 7 "After the Bomb": WWIII occurs between China and America, 30 years after the war the Chinese nuke irradiated area produce mutants and zombies. Zombie created through Chinese nuke irradiated areas.
-Dead World 8 "Dead at a 1000": An Italian sorcerer, Lucius Mordecai, during the late 990's unleashed an "Eastern Ritual"' that bought the dead back to life thanks to a dark power. Zombies vulnerable to blessed objects and created magically a zombie kills a living being.
-Dead World 9 "Until the Ending of the World": "Book of Revelations" in which the dead rise and hell on earth. Zombies. Zombies vulnerable to blessed objects and created magically a zombie kills a living being.
-Dead World 10 "Dawn of the Zombie Lords": After some years after a Zombie Apocalypse, various individuals appear who have the ability to control zombies through use of magic, psychic powers, spiritual presence, etc. and control them through the use of seals. Zombies are created when anyone dies, but if killed by a "sealed" zombie they arise with that mark.
-Dead World 11 "Rebirth Into Death": Souls are re-incarnated into the dead bodies, although not hostile they act normally, but need flesh to consume (players can be zombies here). Zombie created by re-incarnation.
Those are just a sample of the many Dead Worlds available! In other books they expand on Dead Worlds and other abilities. The books mainly cover genres like "Pulp", "Eastern", "Wild West", "Space", "Pirates", and the "Fantasy" genre.What is great is that in the "Revised" core book, there is a D20 Modern conversion for AFMBE, sharing the unique game with the D20 system!
Friday, October 22, 2010
Street Fighter: The World Warrior
Street Fighter is a series which was created by Capcom and has been around for 25 years. It has spawned numerous sequels and spin-offs, as well as branch out and encompassing other storylines (and crossover with other company properties such as Marvel's superheroes, SNK's King of Fighters, Namco's Tekken series, and japanese anime). An RPG was developed by White Wolf which allowed you to play as a World Warrior, a fighter immersed in the world of mixed martial arts and of course crossing paths with the mysterious organization of Shadoloo. You could either create a unique fighter, or play as one of the many iconic Street Fighter II or pre-generated characters available.
The rules systems, was even a precursor for White Wolf's own World of Darkness fighting system called "Comabat: The Big Book of Kicking Ass" which in a sense was a parody of the Capcom property of Darkstalkers. You could easily create crossover between the World of Darkness and Street Fighter if you wished.
During the Golden Age of third Edition, Living Room Games was attempting to develop a whole line of source books for a Street Fighter World Tournament that would encompass the worlds of Street Fighter, Final Fight, Rival Schools, and Darkstalkers. Sadly though there was an undisclosed dispute between Capcom and Living Room Games and the gaming systems vaporized.
Monday, October 18, 2010
Demon Wars
Based upon R.A. Salvatore's Demon Wars Saga, Fast Forward Entertainment made a d20 version campaign settings. The story revolves around demonic forces that have begun to threaten the world of Corona. It is believed because demon Dactyl, who was summoned to this world because of the evil of men's hearts.
He soon gather armies of foul humanoids (goblin, powries, and giants who have fallen under his influence) to attacks human settlements, as well as corrupt many in the human lands bringing chaos and destruction.
The largest human kingdom is Honce-the-Bear (Brits). this is the seat of the Abellican Order. Aplinador (celts) located just to the north, and is ruled by various clans. Behren (Arabic) and To-Gai (Nepal) are located to the south. Much of these nations keep to their own borders.
Unbeknownst to many though are two of the worlds demihimans populations. Powries (dwarves) live far off the coast on Julianthes islands. Like many dwarves they live in clans, but are a seafaring folk. The Touel'alfar are the elven people of Corona. They live in secluded forests scattered throughout the world. The fascinating and unique feature about them is that they have gossamer like wings. These wings are somewhat vestigial in the sense they can only be used to glide, slow a fall, hover for a bit, or to jump higher. This may be a tell tale sign that these elves have a close relation to the the fey.
One significant difference to the world is how magic works. The Touel'alfar for the most part know magic as most other worlds do. However it seems everyone else though is limited between to forms of magic that either come from the Ring Stones (Gem Magic) or the Demon Stones (Earth Magic). The rings stones are a number of magical gems that have been discovered by the Abellican Order that can be used to cause magical effects.
These gems are mostly under the control of the order, but the use and the gems themselves have been found in the possession of other owners. Earth Magic works very similarly to to the use of Rings Stones, however you are calling upon the very spirit of the earth (now corrupted by demons) to empower magical effect. From time to time most practitioners may come under the influence of a demon if they are not to careful. Some sages believe that Earth Magic is just as safe as Gem Magic, it is just that the current states of affairs with the Dactyl have added to the dangers of it.
Sunday, October 17, 2010
Sovereign Stone
The world of Soveriegn Stone was created by the famed artists Larry Elmore, and further developed by the team of Margaret Weis and tracy Hickman. It revolves around the continent of Loerem.
There are four main races on Loerem; Humans, Dwarves, Elves, Orks, Taan, and the Pecwae.
The humans are divided into several kingdoms; Karnuan (India), Dunkargan (Arabic), Nimran and Nimorean (African), and the Vinnegalean. The dwarves here are reminscent of the mongolian horse lords. While the elves take on some Japanese influence. The Taan are reptilian like creatures who live on another continent that are currently being used by the Dark Lord of the void in his conquest of New Vinnegal.
The history of Loerem is vast as each kingdom has it own epoch and legends to tell. The campaign though is centered around an event which shaped and influenced the current state of the world.
The Empire of Vinnegal at the time was one of the most powerful nations of the continent, and with the help of their gods they managed to create portals that would easily facilitate travel between nations. However, many of there neighbors feared invasion or war and protested about the portal creations. With the blessing of his god, the King presented several humans as Dominion Lords who would act as portal guardians. These individual were of sound mind and heart and would ensure the portals would not be abused. Yet the other races protested still, for their were none of their respective races represented. Again the king prayed, and this time the gods presented a powerful artifact called the Sovereign Stone. For Crystal Pyramids that had the power to create Dominion Lords. Each was gifted to the Dwarves, Elves, and Orks.
However one the sons of the King of Vingraal was none to happy. He craved more power and established himself as Lord of the Void. He marched on Vinnegal and a full war started out. He some how came into possession of an artifact that allowed him to creation champion known as the Vrykyl that were similar to the Dominion Lords. The other races stood by and watched the conflict, and soon the city of Vinnegal was destroyed and their Sovereign Stone lost. As the ages passed, the human were able to create Dominion Lords through the use of a miracle. It wouldn't be until centuries later that this initial conflict would be started again, for the Lord of the Void did not perish. He has appeared again, and this time with an army of Taan and seeks to conquer all of Loerem and wrest control of the remaining Sovereign Stones.
There are four main races on Loerem; Humans, Dwarves, Elves, Orks, Taan, and the Pecwae.
The humans are divided into several kingdoms; Karnuan (India), Dunkargan (Arabic), Nimran and Nimorean (African), and the Vinnegalean. The dwarves here are reminscent of the mongolian horse lords. While the elves take on some Japanese influence. The Taan are reptilian like creatures who live on another continent that are currently being used by the Dark Lord of the void in his conquest of New Vinnegal.
The history of Loerem is vast as each kingdom has it own epoch and legends to tell. The campaign though is centered around an event which shaped and influenced the current state of the world.
The Empire of Vinnegal at the time was one of the most powerful nations of the continent, and with the help of their gods they managed to create portals that would easily facilitate travel between nations. However, many of there neighbors feared invasion or war and protested about the portal creations. With the blessing of his god, the King presented several humans as Dominion Lords who would act as portal guardians. These individual were of sound mind and heart and would ensure the portals would not be abused. Yet the other races protested still, for their were none of their respective races represented. Again the king prayed, and this time the gods presented a powerful artifact called the Sovereign Stone. For Crystal Pyramids that had the power to create Dominion Lords. Each was gifted to the Dwarves, Elves, and Orks.
However one the sons of the King of Vingraal was none to happy. He craved more power and established himself as Lord of the Void. He marched on Vinnegal and a full war started out. He some how came into possession of an artifact that allowed him to creation champion known as the Vrykyl that were similar to the Dominion Lords. The other races stood by and watched the conflict, and soon the city of Vinnegal was destroyed and their Sovereign Stone lost. As the ages passed, the human were able to create Dominion Lords through the use of a miracle. It wouldn't be until centuries later that this initial conflict would be started again, for the Lord of the Void did not perish. He has appeared again, and this time with an army of Taan and seeks to conquer all of Loerem and wrest control of the remaining Sovereign Stones.
Saturday, October 16, 2010
Arcanis: The World of Shattered Empires
Created by Paradigm Conepts, the world of Arcanis is a place of Shattered Empires. Most of the campaign takes place on the continent of Onara. The planet has two moons, Aperio and Vvirdis, which have a monthly lunar cycle.In the ages past the world was controlled by the Ss'ressen, a race of serpent people who constructed genetically engineered the Ellorii from the elements (elves). The dwarves were once giants that were cursed by Illir for failing to protect mankind.. Gnomes are considered the offspring of humans and dwarves. Lastly the Assimar and Tiefling are found her as well (Val and Dark-kin respectively).
Eventually, the the serpent empire of Ssethregore was shattered. Humans from the east traveled to the new lands and grew numerous and founded their First Imperium. Eventually this great empire shatterede in the human nations of Coryani (like Western Rome), Canceri, Milandir (Holy Roman Empire), Altheri, and Ymandragore. An oriental group of human founded the Khitani Empire far to the west. Myrantian Hemogeny (egypt) also exist to the south.
As far the deities of this world, the Ss'ressen gods once controlled much of the world. Then Illir came and brought with him the Pantheon with him. The upset the natural order of things, they destroyed the elemental patrons of the Ellorii and brought with them the God Wars. With it came the creation of the dark-kin and soon a host of demons was set to invade Onara. However the gods intervened and trapped them far to the north. Other deities exist as well, but have had little contact with the rest of Onara. The Khitani and Myrantians have there own pantheon, which has not been fully explored.
It is note worthy to mention, that the Freeport exsist here as well.
Tuesday, October 12, 2010
Call of Cthulhu
ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn
Based upon the works of H.P. Lovecraft comes a campaign setting about the Elder Gods of the Universe and their desire to reawaken from there eons of slumber. The campaign setting is uniquely horror based, and is infamous for it's involvement of sanity checks due to the exposure of dark and forbidden knowledge.
From what is explained, the universe was created by a single entity known as Azathoth. On outer god that is formless which rules over other outer gods that do its will. The outer gods and old ones have plagued the universe and dimension as playthings for eons. Alien races and cultures have been laid low or raise on high depending on their whims. On earth, the great Cthulhu was sent to prepare earth for the Outer Gods, but it has fallen into slumber deep beneath the oceans as the first stage was completed. as time past, other entities followed and begun their own campaigns. The Great Nyarlathotep begun his preparation in Egypt, while a similar entity named Hastur begun his cult in areas of Europe and Asia, and so forth. The intrusion however did not go unnoticed by a group of native entities around Earth. Deities such as Bast and Nodens have come to become entangled in the struggle to keep the Outer and Elder gods away.
In more recent times in the 1900s many artifacts and fringe cults pertaining to the elder gods begun to appears as the thirst for human exploration reached it early climax. Most of the discovers however, were never uncatalogued quite correctly or lost to some unfortunate incident. Other discovers happened as main knowledge of science evolved, for the higher level of mathematics are somehow tied the universal thoughts of Azathoth. For most, the knowledge of the elder gods and their activities is covered up since the truth would destroy most. In this world you are tormented by subtle horrors that suddenly become very real and at times back your hold on sanity and reality.
The Call of Cthuhlu game is being published by Chaosium, and a D20 version exists.
Monday, October 11, 2010
Weird West: Deadlands
In an alternate timeline, sometime after the Civil War which ended in a stalemate, something went wrong. The manitous that were once held in check by the Native Americans were cut loss and started to wreak supernatural havoc all over the Americas. Weird things started happening, from things like the dead rising to unnatural creatures stalking the land. Far west in the Californian Territories,a great earthquake damaged much of the coast line. Those are just some of the few weird occurrences that took place.
Even stranger, it been reported that events from the future have echoed in the past.... as the problems will only get worse in the future and will bring "Hell on Earth" if not stopped now. There also seems to be a nexus somewhere out west, which can take people to another planet!
Dealing with railroad barons, pioneers, the Indian Nations, the Confederate States, and the Union are just some of the problems faces adventures in this version of the Wild West! The Campaign setting was originally developed by Pinnacle Entertainment, and then later converted to the D20 system, and finally exist in a format using the Savage Lands rule systems.
Even stranger, it been reported that events from the future have echoed in the past.... as the problems will only get worse in the future and will bring "Hell on Earth" if not stopped now. There also seems to be a nexus somewhere out west, which can take people to another planet!
Dealing with railroad barons, pioneers, the Indian Nations, the Confederate States, and the Union are just some of the problems faces adventures in this version of the Wild West! The Campaign setting was originally developed by Pinnacle Entertainment, and then later converted to the D20 system, and finally exist in a format using the Savage Lands rule systems.
Sunday, October 10, 2010
Rifts
Rifts is a a campaign settings that is made by Palladium books. It takes place on one of several variant earths. The Main campaign setting starts around 2098 AD, when a series of spectacular explosions occur all over the world. In various areas, a sudden influx of spiritual and magical energy is released around the world ley lines. These areas cause great geological upheavals that wipe out most of humanity within seconds. Earth basically become a trans-dimensional nexus point. The survivors are witness to some other disturbing things as creature of myth and legend come pouring forth through inter-dimensional portals. The continent of of Atlantis also reappears, as well as the ability to perform magic. Over the course of the next 200 years humanity struggles with aliens, demons, magic, technology, and its own political drama from the surviving nations that form the core of Rifts Earth. The initial 2098 cataclysm that occurs is form its an alternate earth as well known as "Chaos Earth".
Prior to these events several alternate versions of Earth also exist that follow a different chains of events. Heroes Unlimited, is a Rifts Earth were superhero and supervillians are common place. Dead Reign is a Rifts Earth were a Zombie plague was unleashed that has destroyed most of humanity. After the Bomb, is another rifts earth set in another post-apocalyptic settings were nuclear bombs have been detonated over most of the earth and mutated a number of humans. Supernatural, is another Rifts Earth were supernatural horrors are very real and a select few protect humanity for the dark entities that try to enter our world. Lastly there is Nightbane Earth, an alternate were such dark entities have already begun taking over the world!
Rifts offers a variety of classes and races, using its own rules system. Much of the game can be converted using the d20 Modern rule system. This variant of Earth has been richly detailed in over 30 books and offers players a wide variety of option and an in depth knowledge of the campaigns world.
Prior to these events several alternate versions of Earth also exist that follow a different chains of events. Heroes Unlimited, is a Rifts Earth were superhero and supervillians are common place. Dead Reign is a Rifts Earth were a Zombie plague was unleashed that has destroyed most of humanity. After the Bomb, is another rifts earth set in another post-apocalyptic settings were nuclear bombs have been detonated over most of the earth and mutated a number of humans. Supernatural, is another Rifts Earth were supernatural horrors are very real and a select few protect humanity for the dark entities that try to enter our world. Lastly there is Nightbane Earth, an alternate were such dark entities have already begun taking over the world!
Rifts offers a variety of classes and races, using its own rules system. Much of the game can be converted using the d20 Modern rule system. This variant of Earth has been richly detailed in over 30 books and offers players a wide variety of option and an in depth knowledge of the campaigns world.
Subscribe to:
Posts (Atom)