Arbiter
The character is either a member of the Adeptus Arbites or a similar planetary institution. He investigates crimes and violently confronts the guilty.
Skills: Combat/Projectile Weapons, Combat/Primitive, Culture/World, Perception, Persuade, Security
Assassin
The character is a member of an assassin temple or death cult, or they are a professional killer for pay.
Skills: Athletics, Combat/Primitive, Combat/Projectile Weapons, Security, Stealth, Vehicle/Any
Crusader
A holy warrior motivated by faith. Crusaders are found throughout the Imperium, and are often attached to the Ecclesiarchy or the Inquisition.
Skills: Combat/Energy Weapons, Combat/Projectile Weapons, Culture/World, Leadership, Religion/Imperial Creed, Tactics
Feral Warrior
The character comes from a backwater world, often a Death World, and prefers to use the techniques they acquired there.
Skills: Athletics, Combat/Primitive, Combat/Unarmed, Culture/World, Stealth, Survival
Ganger
The character acquired their skills as part of an organised criminal group where they supplied muscle.
Skills: Combat/Unarmed, Combat/Any, Culture/Criminal, Persuade, Security, Vehicle/Any
Guardsman
The character was a member of the Imperial Guard or PDF or a professional mercenary organisation with similar training.
Skills: Combat/Energy Weapons, Combat/Any, Leadership, Tactics, Tech/Imperial, Vehicle/Any
Pirate/Armsman
The character has worked as a pirate or armsman aboard a voidship, defending it from attack.
Skills: Combat/Any, Culture/Spacer, Exosuit, Navigation, Tech/Imperial, Vehicle/Space
Naval Officer
The character has served as a naval officer aboard a voidship, either as part of the Imperial Navy or a private vessel.
Skills: Combat/Gunnery, Culture/Spacer, Leadership, Navigation, Tactics, Tech/Imperial
40K Stars Without Number Psychic Training Packages
Astropath
The character is an astropath, a psychic communications specialist.
Skills: Culture/Any, Language, Navigation, Tech/Warp
Diviner
The character is an Imperial diviner, a precognitive specialist. Diviners make a good living predicting the future for their employers, both private and Imperial.
Skills: Combat/Warp, Gambling, Perception, Tech/Warp
Medicae Psyker
The character is a psyker-healer. Many of these individuals are sent to the battlefields of the Imperial Guard to serve as field medics.
Skills: Combat/Any, Religion/Imperial Creed, Tech/Warp, Tech/Medical
Psychic Investigator
The character uses their psychic powers to investigate crimes. This may be for the Inquisition, the Adeptus Arbites, or for private interests.
Skills: Perception, Persuade, Security, Tech/Warp
Psychic Scholar
The character is a researcher into the mysteries of psy-power. Many of these individuals dabble in forbidden lore, and are greatly prized by the Inquisition.
Skills: Culture/Any, Religion/Any, Science, Tech/Warp
Shaman
The character comes from a feral world or other primitive background and uses its rites and rituals to activate their psychic powers. Shamans often serve as the keepers of lore for their societies.
Skills: Combat/Warp, History, Survival, Stealth
Sorcerer/Witch
The character is an unsanctioned psyker, who will either fall prey to Chaos sooner or later, or who has already sold their soul to the laughing gods.
Skills: Combat/Warp, Culture/Ruinous Powers, Religion/Ruinous Powers, Tech/Warp
Templar
Combat psykers are in high demand amongst the Imperial Guard.
Skills: Combat/Any, Combat/Warp, Leadership, Tactics
The character is an astropath, a psychic communications specialist.
Skills: Culture/Any, Language, Navigation, Tech/Warp
Diviner
The character is an Imperial diviner, a precognitive specialist. Diviners make a good living predicting the future for their employers, both private and Imperial.
Skills: Combat/Warp, Gambling, Perception, Tech/Warp
Medicae Psyker
The character is a psyker-healer. Many of these individuals are sent to the battlefields of the Imperial Guard to serve as field medics.
Skills: Combat/Any, Religion/Imperial Creed, Tech/Warp, Tech/Medical
Psychic Investigator
The character uses their psychic powers to investigate crimes. This may be for the Inquisition, the Adeptus Arbites, or for private interests.
Skills: Perception, Persuade, Security, Tech/Warp
Psychic Scholar
The character is a researcher into the mysteries of psy-power. Many of these individuals dabble in forbidden lore, and are greatly prized by the Inquisition.
Skills: Culture/Any, Religion/Any, Science, Tech/Warp
Shaman
The character comes from a feral world or other primitive background and uses its rites and rituals to activate their psychic powers. Shamans often serve as the keepers of lore for their societies.
Skills: Combat/Warp, History, Survival, Stealth
Sorcerer/Witch
The character is an unsanctioned psyker, who will either fall prey to Chaos sooner or later, or who has already sold their soul to the laughing gods.
Skills: Combat/Warp, Culture/Ruinous Powers, Religion/Ruinous Powers, Tech/Warp
Templar
Combat psykers are in high demand amongst the Imperial Guard.
Skills: Combat/Any, Combat/Warp, Leadership, Tactics
Dec 29, 2012
Darkness Visible / Polychrome Review
Darkness Visible and Polychrome are supplements for Stars Without Number by Sine Nomine Publishing (which is a one-man shop run by Kevin Crawford). Stars Without Number is one of the most exciting and interesting science fiction games to come out this decade, and I think both of these supplements expand the possible kinds of games you can use the system for.
Polychrome covers the eponymous world, which is a cyberpunk dystopia. You've no doubt seen and read about cyberpunk dystopias before, and can create your own, but if you're pressed for time, there's one premade for you here. There's a description of the world, NPCs profiles, pre-established conflicts for you to exploit, hooks for why off-world visitors would want to come to Polychrome, all good stuff. Unfortunately, this section doesn't include faction write-ups to use the SWN faction / politics system.
The really exciting parts of the book are the rules additions and game structures in the back half, starting from about page 14 onwards until page 30. You've got rules for "shadowrun" operations, investigations, hacking, new cyberware and other gear, stats for various NPC antagonists and allies, and generators for adventures and NPC resources (one table is called "A Memorable NPC Quirk Is Their..." and another is "What's that Underhab Building?"). At the very back of the book is a PC-suitable handout with the player hacking reference sheet.
This kind of stuff is not unusual, though as always for Stars Without Number the material is both high-quality and extremely gameable. What elevates it above the ordinary bunch of tables, and this is true of most material like this in Stars Without Number books, is the detailed information on structuring play and using the tables as part of that. The information on running investigations is literally one page of text with two columns, and yet it packs more useful advice about how to handle investigations and legwork in cyberpunk games than dozens of similar pages in Dark Heresy. Similarly, the two pages titled "Inside Jobs" dealing with undercover corporate espionage / sabotage almost reads like it was written to cover all the information about these things that Shadowrun 4e left out (for example, how much PCs should be paid) and has a bunch of generic adventure seeds that can be repurposed endlessly, as well as a couple of quick tables to flesh out these seeds. SWN's great strength compared to many other adventure games is its concision and concreteness where other games are prolix and vague, and Polychrome demonstrates that well.
There's also an introductory adventure in Polychrome. I haven't played or run the adventure, so I can't speak to it, but I like that it only takes up six pages instead of say, the thirty-one that the intro adventure in Dark Heresy does.
As fond as I am of Polychrome, I actually consider Darkness Visible the better supplement of the two. If I only had to buy one, it's the one I would buy (fortunately, I didn't have to choose). Darkness Visible is a 97 page supplement about running an espionage campaign. The first chunk of the book deals with the Perimeter agency, which is part of the core Stars Without Number setting. They're an interstellar covert-ops group left over from the previous interstellar human civilisation devoted to preventing technological experimentation from creating existential threats to humanity. I don't use the actual Stars Without Number setting much, so it's of limited gaming value to me, but I did find the section well-written, interesting, and full of gameable ideas. It passed the "Chupp Test", where after reading it, I wanted to play a Perimeter agent.
The bulk of the book is taken up with rules material for running espionage campaigns, and it's a feast of good stuff. There's a subsystem or replacement system for the faction / politics system in stock Stars Without Number that focuses on the resources and actions most relevant to espionage agencies. These rules are meant to by used by PCs to direct the course of the agency they work for, and used properly (as the rules explain), they allow the players to create missions for their characters to go on instead of requiring the referee to come up with them. It's a really well done system, and I encourage other writers to study it as an example of how you can take what initially appears to be a very limited, strictly defined frame for a campaign that appears to provide limited agency (the PCs are operatives given missions by a patron agency) and turn it into a "sandbox" game.
The maltech antagonists are given extensive treatments, including stats, cool new gear, a genetic modifications subsystem and good discussions of how each type of organisation (eugenics cults, doomsday cults, and "godmind" cults focused on unbraked AI) works. There's a lot of work done exploring why and how people might want to tamper with this stuff despite the risks. At the end of this section, there's a version of the Stars Without Number "tags" system for the cults with a random generator.
If you're unfamiliar with the "tags" system, it's a set of randomly generated keywords that are attached to things (mainly planets and factions in the core rules) that have associated entries that suggest friends, enemies, complications, things, and places. These are tied into the adventure generation system in a consistent way so that with a couple of quick rolls you can create entire adventures. The terminology is consistent across books whenever adventure seeds or structures are presented, so you could actually take the tags from the cults in this book, plug the associated subcategories into the adventure seeds in Polychrome or the stock rules, and instantly generate adventures. It's a really subtle, well-done part of the Stars Without Number system that I don't see a lot of people comment on, and it's always surprised me that it hasn't been more influential or studied.
"Tradecraft" is the chapter explaining how to create espionage adventures in detail, and is worth the price of the book on its own. Even if you're not that interested in the Stars Without Number system itself, this section is worth reading through as a very concrete, well done example of how to structure and run espionage / intelligence missions. Once again, it's incredibly concise at 13 pages, with about half of that devoted to specific mission types. After that are rules specific to an espionage game, more background and training packages and some new gear.
What these two books have done IMHO, is turn Stars Without Number into a better system for running Dark Heresy-type games than Dark Heresy itself is. As long-time readers of this blog know, I have a 40K - Stars Without Number conversion, so the idea for me is not a new one (checking my back posts, I just realised I never posted the training packages for warriors and psychics - expect those to go up in the next few days). I think that between Darkness Visible and Polychrome, you now have more rules support for playing a bunch of Throne Agents going around investigating heresy than you do in Dark Heresy itself. If you're currently playing Dark Heresy and finding yourself butting up against what is a very clunky, overly complicated rules system that is mostly available in extremely expensive full-colour hardcover books, it might be worth your time to dole out a much smaller amount of money on Stars Without Number and the two supplements mentioned in this review and switch over. Not only will this be easier on your pocketbook, I suspect you'll actually have a superior play experience.
Polychrome covers the eponymous world, which is a cyberpunk dystopia. You've no doubt seen and read about cyberpunk dystopias before, and can create your own, but if you're pressed for time, there's one premade for you here. There's a description of the world, NPCs profiles, pre-established conflicts for you to exploit, hooks for why off-world visitors would want to come to Polychrome, all good stuff. Unfortunately, this section doesn't include faction write-ups to use the SWN faction / politics system.
The really exciting parts of the book are the rules additions and game structures in the back half, starting from about page 14 onwards until page 30. You've got rules for "shadowrun" operations, investigations, hacking, new cyberware and other gear, stats for various NPC antagonists and allies, and generators for adventures and NPC resources (one table is called "A Memorable NPC Quirk Is Their..." and another is "What's that Underhab Building?"). At the very back of the book is a PC-suitable handout with the player hacking reference sheet.
This kind of stuff is not unusual, though as always for Stars Without Number the material is both high-quality and extremely gameable. What elevates it above the ordinary bunch of tables, and this is true of most material like this in Stars Without Number books, is the detailed information on structuring play and using the tables as part of that. The information on running investigations is literally one page of text with two columns, and yet it packs more useful advice about how to handle investigations and legwork in cyberpunk games than dozens of similar pages in Dark Heresy. Similarly, the two pages titled "Inside Jobs" dealing with undercover corporate espionage / sabotage almost reads like it was written to cover all the information about these things that Shadowrun 4e left out (for example, how much PCs should be paid) and has a bunch of generic adventure seeds that can be repurposed endlessly, as well as a couple of quick tables to flesh out these seeds. SWN's great strength compared to many other adventure games is its concision and concreteness where other games are prolix and vague, and Polychrome demonstrates that well.
There's also an introductory adventure in Polychrome. I haven't played or run the adventure, so I can't speak to it, but I like that it only takes up six pages instead of say, the thirty-one that the intro adventure in Dark Heresy does.
As fond as I am of Polychrome, I actually consider Darkness Visible the better supplement of the two. If I only had to buy one, it's the one I would buy (fortunately, I didn't have to choose). Darkness Visible is a 97 page supplement about running an espionage campaign. The first chunk of the book deals with the Perimeter agency, which is part of the core Stars Without Number setting. They're an interstellar covert-ops group left over from the previous interstellar human civilisation devoted to preventing technological experimentation from creating existential threats to humanity. I don't use the actual Stars Without Number setting much, so it's of limited gaming value to me, but I did find the section well-written, interesting, and full of gameable ideas. It passed the "Chupp Test", where after reading it, I wanted to play a Perimeter agent.
The bulk of the book is taken up with rules material for running espionage campaigns, and it's a feast of good stuff. There's a subsystem or replacement system for the faction / politics system in stock Stars Without Number that focuses on the resources and actions most relevant to espionage agencies. These rules are meant to by used by PCs to direct the course of the agency they work for, and used properly (as the rules explain), they allow the players to create missions for their characters to go on instead of requiring the referee to come up with them. It's a really well done system, and I encourage other writers to study it as an example of how you can take what initially appears to be a very limited, strictly defined frame for a campaign that appears to provide limited agency (the PCs are operatives given missions by a patron agency) and turn it into a "sandbox" game.
The maltech antagonists are given extensive treatments, including stats, cool new gear, a genetic modifications subsystem and good discussions of how each type of organisation (eugenics cults, doomsday cults, and "godmind" cults focused on unbraked AI) works. There's a lot of work done exploring why and how people might want to tamper with this stuff despite the risks. At the end of this section, there's a version of the Stars Without Number "tags" system for the cults with a random generator.
If you're unfamiliar with the "tags" system, it's a set of randomly generated keywords that are attached to things (mainly planets and factions in the core rules) that have associated entries that suggest friends, enemies, complications, things, and places. These are tied into the adventure generation system in a consistent way so that with a couple of quick rolls you can create entire adventures. The terminology is consistent across books whenever adventure seeds or structures are presented, so you could actually take the tags from the cults in this book, plug the associated subcategories into the adventure seeds in Polychrome or the stock rules, and instantly generate adventures. It's a really subtle, well-done part of the Stars Without Number system that I don't see a lot of people comment on, and it's always surprised me that it hasn't been more influential or studied.
"Tradecraft" is the chapter explaining how to create espionage adventures in detail, and is worth the price of the book on its own. Even if you're not that interested in the Stars Without Number system itself, this section is worth reading through as a very concrete, well done example of how to structure and run espionage / intelligence missions. Once again, it's incredibly concise at 13 pages, with about half of that devoted to specific mission types. After that are rules specific to an espionage game, more background and training packages and some new gear.
What these two books have done IMHO, is turn Stars Without Number into a better system for running Dark Heresy-type games than Dark Heresy itself is. As long-time readers of this blog know, I have a 40K - Stars Without Number conversion, so the idea for me is not a new one (checking my back posts, I just realised I never posted the training packages for warriors and psychics - expect those to go up in the next few days). I think that between Darkness Visible and Polychrome, you now have more rules support for playing a bunch of Throne Agents going around investigating heresy than you do in Dark Heresy itself. If you're currently playing Dark Heresy and finding yourself butting up against what is a very clunky, overly complicated rules system that is mostly available in extremely expensive full-colour hardcover books, it might be worth your time to dole out a much smaller amount of money on Stars Without Number and the two supplements mentioned in this review and switch over. Not only will this be easier on your pocketbook, I suspect you'll actually have a superior play experience.
Dec 26, 2012
Christmas Haul
A brief list of games I either purchased or found free, legal copies of in the past couple of days:
Free:
Heroes Against Darkness
Make a Fantasy Sandbox
Delving Deeper
Adventures on Gothic Earth
Pars Fortuna
Ambitions and Avarice (Beta)
Backswords and Bucklers
Blood, Guts and Glory
The No-Art Grindhouse Edition of Lamentations of the Flame Princess
Bought:
A physical copy of Heroes Against Darkness
Polychrome for Stars Without Number
Darkness Visible for Stars Without Number
Red Tide
Fiasco and the Fiasco Companion
Vornheim
The Dungeon Alphabet
De Profundis
So expect reviews of a lot of this stuff as soon as I get the time. I'm basically putting Kevin Crawford's kids through college, so far as I can figure. My choices for purchase differ pretty significantly from my choices to freely download, as I'm sure anyone will notice. In general, for buying stuff, I look for innovative game structures that I can learn from (Fiasco, De Profundis), or procedural generators that I think I can use and reuse (anything by Crawford), and works that will teach me how to design better game artifacts for play (Vornheim, Fiasco). All my purchases were from Drivethrurpg due to Lulu logging me out at the last minute, but I find that those are the only two platforms I'm willing to go through. I want to turn my credit card info over to as few vendors as possible, so I tend to avoid company websites unless absolutely necessary. In general, anything that I intended to study but not necessarily play, I was content to pick up a PDF of, but anything that I expected to play with at the table, I wanted a print copy of.
In general, I would say that the least attractive products for me, other than those tokens, counters, pictures and other bric-a-brac type pieces, are OSR rules systems. I have somewhere around 30 very slightly different takes on old school D&D. I'm well saturated. And to be honest, very few have much to recommend them over the already existing Swords and Wizardry Complete, Microlite74, OSRIC, Labyrinth Lord, Lamentations of the Flame Princess and Dark Dungeons (and even that's really more than I personally want or need). Really, what we need are more products like Adventures on Gothic Earth / Tales of the Dungeonesque and Grotesque, the Arcane Abecediary, and Kellri's Encounters Reference - things that genuinely extend the already existing systems in new and interesting ways or that systematise and catalogue information in a useful way. It's crazy that we have such a large number of core systems, and not a single catalogue of all the possible ways to make a drop die table.
Free:
Heroes Against Darkness
Make a Fantasy Sandbox
Delving Deeper
Adventures on Gothic Earth
Pars Fortuna
Ambitions and Avarice (Beta)
Backswords and Bucklers
Blood, Guts and Glory
The No-Art Grindhouse Edition of Lamentations of the Flame Princess
Bought:
A physical copy of Heroes Against Darkness
Polychrome for Stars Without Number
Darkness Visible for Stars Without Number
Red Tide
Fiasco and the Fiasco Companion
Vornheim
The Dungeon Alphabet
De Profundis
So expect reviews of a lot of this stuff as soon as I get the time. I'm basically putting Kevin Crawford's kids through college, so far as I can figure. My choices for purchase differ pretty significantly from my choices to freely download, as I'm sure anyone will notice. In general, for buying stuff, I look for innovative game structures that I can learn from (Fiasco, De Profundis), or procedural generators that I think I can use and reuse (anything by Crawford), and works that will teach me how to design better game artifacts for play (Vornheim, Fiasco). All my purchases were from Drivethrurpg due to Lulu logging me out at the last minute, but I find that those are the only two platforms I'm willing to go through. I want to turn my credit card info over to as few vendors as possible, so I tend to avoid company websites unless absolutely necessary. In general, anything that I intended to study but not necessarily play, I was content to pick up a PDF of, but anything that I expected to play with at the table, I wanted a print copy of.
In general, I would say that the least attractive products for me, other than those tokens, counters, pictures and other bric-a-brac type pieces, are OSR rules systems. I have somewhere around 30 very slightly different takes on old school D&D. I'm well saturated. And to be honest, very few have much to recommend them over the already existing Swords and Wizardry Complete, Microlite74, OSRIC, Labyrinth Lord, Lamentations of the Flame Princess and Dark Dungeons (and even that's really more than I personally want or need). Really, what we need are more products like Adventures on Gothic Earth / Tales of the Dungeonesque and Grotesque, the Arcane Abecediary, and Kellri's Encounters Reference - things that genuinely extend the already existing systems in new and interesting ways or that systematise and catalogue information in a useful way. It's crazy that we have such a large number of core systems, and not a single catalogue of all the possible ways to make a drop die table.
Dec 25, 2012
Heroes Against Darkness Gets 4e Right
You can download Heroes Against Darkness for free, or buy a copy of it from this link.
I played 4th edition Dungeons and Dragons from 2008 to late 2009 / early 2010 with what was at the time my long-term roleplaying group. I hate edition warring, but we ended up abandoning 4e for a couple of reasons. First, the supplement treadmill became overwhelming, especially since all the changes were integrated into the character builder. There were new books almost every month through the early years of the line, almost all of them adding new powers, new species, new classes, new paragon paths, new epic destinies, new magic items. Evaluating this material ate up hours and hours and hours of time, and required the character builder program to stay on top of it, which only one of my group had. We'd had similar problems with 3.x, and it had pushed us to play Iron Heroes, Arcana Unearthed and other variants of D&D.
Second, we found that the game encouraged us to use powers, rituals and skill challenges to resolve almost all problems, and particularly with skill challenges, we kept on creating more and more types of skill challenges, trying to find a system that worked for us. We had similar problems trying to stage certain kinds of fights on grids (like chases on horseback). It felt like we were constantly racing ahead of the system and dragging it along. I don't think we ever played a straight, stock version of D&D 4e, and it made discussing my games with other people, regardless of where they stood on 4e, very difficult, since the attitude I got back on both sides was to stick closer to RAW. At a certain point, the errata on core pieces of the system like page 42 of the DMG (the one explaining skill challenges) had become so extensive that I just lost interest in using the 4e ruleset.
Third, we tend to play campaigns that don't fit well into the at-will / encounter / daily structure of power use and while we did a bunch of work to try to reconcile our style to the game, in the end it wasn't a comfortable fit. We tended to play with a highly variable number of fights per session, which meant that there were some fights where the PCs could blow all their dailies because it was obvious this was going to be the only fight of the day. Outside of set-piece dungeons designed to provide the required number of encounters in the requisite amount of time, we had to fiddle with XP budgets and fight set-ups extensively, and I don't know that we hit the sweet spot consistently, though there were a few really grand fights.
I mention all of this because Heroes Against Darkness is a 4e heartbreaker, and a really good one. It removes or diminishes the parts of 4e I really didn't like, while preserving its more interesting features. The obligatory grid is gone. The intricate sub-game of optimising characters, choosing feats, paragon paths etc. is gone. Skill challenges don't appear. There are a few mechanics related to encounters, but they are softened, and in general, where 4e hardcoded play expectations into the rules system, either overtly or subtly, HAD softens them to incentives. For example, PCs can take multiple short rests in a row, but each one takes 4 times the length of the previous one. PCs accumulate bonus experience for each encounter beyond the first that they plow through in a single day. There are lots of little tweaks like this that I really like. The GM advice chapter is also pretty meaty, and I'd feel fairly comfortable giving Heroes Against Darkness to a new roleplayer as their first adventure game. There's even a chapter on making the mechanics more like earlier editions of D&D (variable HP, harder healing, etc.) for those who want it.
There are two main downsides to the game, one serious, one not particularly serious. The not particularly serious one is that there's some extraneous swearing in a couple of chapters. I'm not a prude, but it kind of comes out of nowhere and doesn't serve much purpose. The more serious one is the underdeveloped skill system. Skills are mentioned in a couple of places: Each class has some suggested skills they should have, and there's a big list of possible skills, but the actual rules for skills are totally missing, from how many skills characters should have, to how and when they select those skills, to what skills do or how one uses them, to how one gets more. As a quick set of house rules, I'd imitate 4e somewhat: Having a skill would grant a +5 on any checks related to that skill. Character would select say, four at the start and could add another every other level.
Heroes Against Darkness in general has the feel of 4e done right. I don't say that as someone who hated 4e and wanted it to be fundamentally different, but as someone who played it and felt that the game didn't live up to its own promise. If that sounds like the kind of thing you'd be interested in, go check it out.
I played 4th edition Dungeons and Dragons from 2008 to late 2009 / early 2010 with what was at the time my long-term roleplaying group. I hate edition warring, but we ended up abandoning 4e for a couple of reasons. First, the supplement treadmill became overwhelming, especially since all the changes were integrated into the character builder. There were new books almost every month through the early years of the line, almost all of them adding new powers, new species, new classes, new paragon paths, new epic destinies, new magic items. Evaluating this material ate up hours and hours and hours of time, and required the character builder program to stay on top of it, which only one of my group had. We'd had similar problems with 3.x, and it had pushed us to play Iron Heroes, Arcana Unearthed and other variants of D&D.
Second, we found that the game encouraged us to use powers, rituals and skill challenges to resolve almost all problems, and particularly with skill challenges, we kept on creating more and more types of skill challenges, trying to find a system that worked for us. We had similar problems trying to stage certain kinds of fights on grids (like chases on horseback). It felt like we were constantly racing ahead of the system and dragging it along. I don't think we ever played a straight, stock version of D&D 4e, and it made discussing my games with other people, regardless of where they stood on 4e, very difficult, since the attitude I got back on both sides was to stick closer to RAW. At a certain point, the errata on core pieces of the system like page 42 of the DMG (the one explaining skill challenges) had become so extensive that I just lost interest in using the 4e ruleset.
Third, we tend to play campaigns that don't fit well into the at-will / encounter / daily structure of power use and while we did a bunch of work to try to reconcile our style to the game, in the end it wasn't a comfortable fit. We tended to play with a highly variable number of fights per session, which meant that there were some fights where the PCs could blow all their dailies because it was obvious this was going to be the only fight of the day. Outside of set-piece dungeons designed to provide the required number of encounters in the requisite amount of time, we had to fiddle with XP budgets and fight set-ups extensively, and I don't know that we hit the sweet spot consistently, though there were a few really grand fights.
I mention all of this because Heroes Against Darkness is a 4e heartbreaker, and a really good one. It removes or diminishes the parts of 4e I really didn't like, while preserving its more interesting features. The obligatory grid is gone. The intricate sub-game of optimising characters, choosing feats, paragon paths etc. is gone. Skill challenges don't appear. There are a few mechanics related to encounters, but they are softened, and in general, where 4e hardcoded play expectations into the rules system, either overtly or subtly, HAD softens them to incentives. For example, PCs can take multiple short rests in a row, but each one takes 4 times the length of the previous one. PCs accumulate bonus experience for each encounter beyond the first that they plow through in a single day. There are lots of little tweaks like this that I really like. The GM advice chapter is also pretty meaty, and I'd feel fairly comfortable giving Heroes Against Darkness to a new roleplayer as their first adventure game. There's even a chapter on making the mechanics more like earlier editions of D&D (variable HP, harder healing, etc.) for those who want it.
There are two main downsides to the game, one serious, one not particularly serious. The not particularly serious one is that there's some extraneous swearing in a couple of chapters. I'm not a prude, but it kind of comes out of nowhere and doesn't serve much purpose. The more serious one is the underdeveloped skill system. Skills are mentioned in a couple of places: Each class has some suggested skills they should have, and there's a big list of possible skills, but the actual rules for skills are totally missing, from how many skills characters should have, to how and when they select those skills, to what skills do or how one uses them, to how one gets more. As a quick set of house rules, I'd imitate 4e somewhat: Having a skill would grant a +5 on any checks related to that skill. Character would select say, four at the start and could add another every other level.
Heroes Against Darkness in general has the feel of 4e done right. I don't say that as someone who hated 4e and wanted it to be fundamentally different, but as someone who played it and felt that the game didn't live up to its own promise. If that sounds like the kind of thing you'd be interested in, go check it out.
Dec 23, 2012
#7RPGs
From Tim Brannan's Other Side by way of Black Vulmea's Really Bad Eggs, comes the idea of posting about the 7 adventure games you have run or played the most. Here's my list, in rough order of amount of time spent playing or running them:
1) Dungeons and Dragons
Especially if you count d20 variants. I've been playing some version of D&D off and on since 1993. Started with the Rules Cyclopedia, moved to 2e, and then abandoned it in the mid-90's only to pick it back up around 2003 and play it more or less continuously until early 2010, when the guys in my group decided they hated 4e and we collectively decided to try other systems. And even then, in 2011 I started playing Swords and Wizardry, and in 2012, Microlite Iron Heartbreakers. Of the 21 or so years since I started playing, I have been playing some version of D&D for about 14 of them.
It's odd because though d20 is inarguably the roleplaying game system I am best at manipulating the mechanics of for personal and team advantage, the D&D family of systems has never been a favourite of mine. Swords and Wizardry and the other rules light variants / retroclones suit my purposes well enough to use for paedogogical purposes. I use them to train people in the basics of playing adventure games with the hope of eventually moving onto crunchier systems.
2) World of Darkness / Storyteller
I used to be much more fond of this family of games than I am now, though I do consider the games to have mostly gotten mechanically better over time. I played a lot of Mage: the Ascension online between 1998 to 2003, which was a gaming drought for me in the physical world, and a lot of Exalted online between 2000 and 2006 as a supplement to it. I also a ran really strange, very short-lived Hunter game when I was 17 that was based on the players playing "adult" versions of themselves (the characters were them imagined at age 25 or so). All told, I've playing Storyteller games for about nine years of my gaming life. Between 2010 and 2011, as what used to be my main gaming group moved away from playing D&D, we took up the new World of Darkness system, though most games were short run horror-themed mortals games. This is part of a general move on my part away from horror-themed games, and away from rules-light games towards crunchier systems.
3) WFRP / 40K
I calculated a year or so ago that if all my current WFRP 2e campaign obligations as both PC and referee are to be fulfilled, I will be playing campaigns of it until sometime in 2015. I started playing it online years ago, in 2005 IIRC, then moved to playing it in real life in 2007, and have been playing it with some group or another ever since. Since then, the only major interruptions in playing some session of WFRP 2e have been to play short runs of Rogue Trader and Deathwatch. I figure it to be about seven years of playing it in some form, typically in biweekly sessions or play-by-posts.
Of all the systems I play consistently, WFRP 2e is the one I like the most, though of course I have a few complaints about it. I like the power curve, I like the setting, I like mechanics for the most part. I wish the gear list was better, though it's pretty good. At the very least it should have the prices for more of the career trappings. I also find the specialties of some skills excessively narrow, though this isn't nearly as bad as in Dark Heresy. When I run WFRP 2e I tend to run it very differently than the people who are my main referees for it, but that's mainly a stylistic issue.
I can't really stand Dark Heresy in many ways, but I have played a ton of it, and I've run games of it, as well as Rogue Trader and Deathwatch. There are many, many elements of DH I would rewrite / have rewritten for my own games, to the extent that I'm almost playing a different game. Still, I love the setting, and the actual campaigns were great.
4) Heavy Gear
From 1994 to 1999 Heavy Gear was one of my go-to science fiction games, along with Alternity. One of the great things about the game was the incredible buy-in to the setting from the group I played with for most of my adolescence, at least partially due to the war game elements and the tie-in computer games. PCs went out and bought, and then read, setting books and supplementary material, and I could drop casual references to other elements of the setting in and rely on the PCs catching them. It was a golden era of young gaming.
The game where I got into the knife-fight at the table with one of the PCs was a Heavy Gear game in summer 1998. Superficially this probably seems like it coincides with the end of my RL gaming for about five years, but in actual practice we played for another six months or so (mostly Alternity at that point), and it was only at the tail end of 1998 that we ceased meeting regularly. When I reflect on Heavy Gear now, it's always with a bit of melancholy and nostalgia, and I feel like I can't really go back to this system and play it in a clear, adult way. Playing Heavy Gear basically ruined me for any other mecha game, and I've never gotten back into the genre in the way I did when I played it as my preferred game in my teenage years.
5) The BRP family (Call of Cthulhu, Openquest, Mongoose Runequest 2)
It's odd that the family of systems I like so much crops up so low on this list I suppose, but that's because I discovered it so late. I first played Call of Cthulhu at Giant Space Telescope Con in 2009, playing the sonar operator in Grace Under Pressure. It was also the first time I played a prewritten module. Upon discovering the then-newly-released Mongoose Runequest 2, and Openquest, these systems won my heart. I've played a bit of each, though nowhere near as much as D&D, obviously. I hope that over the course of the rest of my gaming life, this ratio will even out, or even shift in favour of BRP.
6) Teenage Mutant Ninja Turtles And Other Strangeness / Rifts / Heroes Unlimited / Recon
The first roleplaying game I ever played, from 1991 to 1994, off and on. I am a self-taught gamer who came to roleplaying through an adventure game that was not D&D, both of which are somewhat unusual as I understand it from hearing others discuss their backgrounds. TMNT was great, though the kids I mostly played it with were my toxic and horrible neighbours, who taught me at a very young age how terrible people can be in groups. I'm not saying my interest in group dynamics in adventure games from a set of experiences I had when I was eight, but that interest is definitely informed by them.
Heroes Unlimited and Rifts were grafts onto the same group, and while I am still nostalgically fond of the systems, I experience even less desire to play them. Of all these games, only Recon, which I played later, with the same adolescent group that I played Heavy Gear with, is one that I'd like to revisit. It wasn't the first military game I played, but it was the first one that was based on a real conflict and that emphasised the complexities of military activity, and that wasn't really heroic.
7) Everything Else
At this point, the list starts to break apart into a basically arbitrary selection. Any of Diaspora, Traveller, Burning Empires, Burning Wheel, Unknown Armies, FUDGE, Star Wars D6, Shadowrun, Nobilis, Stars Without Number or Alternity would qualify. I've probably spent a bit more time running Alternity or Unknown Armies than the others, but Traveller and Stars Without Number are systems that I use as supplements to other games I'm running (the world generation systems, in particular). Most of these are games that I've run or played in one-shots, or short series of games, or campaigns that failed to launch, or that I draw on as supplements or reference books. There are a couple that I would love to play more often than I do (Diaspora, Stars Without Number and Traveller) but can't fit into my available gaming time.
1) Dungeons and Dragons
Especially if you count d20 variants. I've been playing some version of D&D off and on since 1993. Started with the Rules Cyclopedia, moved to 2e, and then abandoned it in the mid-90's only to pick it back up around 2003 and play it more or less continuously until early 2010, when the guys in my group decided they hated 4e and we collectively decided to try other systems. And even then, in 2011 I started playing Swords and Wizardry, and in 2012, Microlite Iron Heartbreakers. Of the 21 or so years since I started playing, I have been playing some version of D&D for about 14 of them.
It's odd because though d20 is inarguably the roleplaying game system I am best at manipulating the mechanics of for personal and team advantage, the D&D family of systems has never been a favourite of mine. Swords and Wizardry and the other rules light variants / retroclones suit my purposes well enough to use for paedogogical purposes. I use them to train people in the basics of playing adventure games with the hope of eventually moving onto crunchier systems.
2) World of Darkness / Storyteller
I used to be much more fond of this family of games than I am now, though I do consider the games to have mostly gotten mechanically better over time. I played a lot of Mage: the Ascension online between 1998 to 2003, which was a gaming drought for me in the physical world, and a lot of Exalted online between 2000 and 2006 as a supplement to it. I also a ran really strange, very short-lived Hunter game when I was 17 that was based on the players playing "adult" versions of themselves (the characters were them imagined at age 25 or so). All told, I've playing Storyteller games for about nine years of my gaming life. Between 2010 and 2011, as what used to be my main gaming group moved away from playing D&D, we took up the new World of Darkness system, though most games were short run horror-themed mortals games. This is part of a general move on my part away from horror-themed games, and away from rules-light games towards crunchier systems.
3) WFRP / 40K
I calculated a year or so ago that if all my current WFRP 2e campaign obligations as both PC and referee are to be fulfilled, I will be playing campaigns of it until sometime in 2015. I started playing it online years ago, in 2005 IIRC, then moved to playing it in real life in 2007, and have been playing it with some group or another ever since. Since then, the only major interruptions in playing some session of WFRP 2e have been to play short runs of Rogue Trader and Deathwatch. I figure it to be about seven years of playing it in some form, typically in biweekly sessions or play-by-posts.
Of all the systems I play consistently, WFRP 2e is the one I like the most, though of course I have a few complaints about it. I like the power curve, I like the setting, I like mechanics for the most part. I wish the gear list was better, though it's pretty good. At the very least it should have the prices for more of the career trappings. I also find the specialties of some skills excessively narrow, though this isn't nearly as bad as in Dark Heresy. When I run WFRP 2e I tend to run it very differently than the people who are my main referees for it, but that's mainly a stylistic issue.
I can't really stand Dark Heresy in many ways, but I have played a ton of it, and I've run games of it, as well as Rogue Trader and Deathwatch. There are many, many elements of DH I would rewrite / have rewritten for my own games, to the extent that I'm almost playing a different game. Still, I love the setting, and the actual campaigns were great.
4) Heavy Gear
From 1994 to 1999 Heavy Gear was one of my go-to science fiction games, along with Alternity. One of the great things about the game was the incredible buy-in to the setting from the group I played with for most of my adolescence, at least partially due to the war game elements and the tie-in computer games. PCs went out and bought, and then read, setting books and supplementary material, and I could drop casual references to other elements of the setting in and rely on the PCs catching them. It was a golden era of young gaming.
The game where I got into the knife-fight at the table with one of the PCs was a Heavy Gear game in summer 1998. Superficially this probably seems like it coincides with the end of my RL gaming for about five years, but in actual practice we played for another six months or so (mostly Alternity at that point), and it was only at the tail end of 1998 that we ceased meeting regularly. When I reflect on Heavy Gear now, it's always with a bit of melancholy and nostalgia, and I feel like I can't really go back to this system and play it in a clear, adult way. Playing Heavy Gear basically ruined me for any other mecha game, and I've never gotten back into the genre in the way I did when I played it as my preferred game in my teenage years.
5) The BRP family (Call of Cthulhu, Openquest, Mongoose Runequest 2)
It's odd that the family of systems I like so much crops up so low on this list I suppose, but that's because I discovered it so late. I first played Call of Cthulhu at Giant Space Telescope Con in 2009, playing the sonar operator in Grace Under Pressure. It was also the first time I played a prewritten module. Upon discovering the then-newly-released Mongoose Runequest 2, and Openquest, these systems won my heart. I've played a bit of each, though nowhere near as much as D&D, obviously. I hope that over the course of the rest of my gaming life, this ratio will even out, or even shift in favour of BRP.
6) Teenage Mutant Ninja Turtles And Other Strangeness / Rifts / Heroes Unlimited / Recon
The first roleplaying game I ever played, from 1991 to 1994, off and on. I am a self-taught gamer who came to roleplaying through an adventure game that was not D&D, both of which are somewhat unusual as I understand it from hearing others discuss their backgrounds. TMNT was great, though the kids I mostly played it with were my toxic and horrible neighbours, who taught me at a very young age how terrible people can be in groups. I'm not saying my interest in group dynamics in adventure games from a set of experiences I had when I was eight, but that interest is definitely informed by them.
Heroes Unlimited and Rifts were grafts onto the same group, and while I am still nostalgically fond of the systems, I experience even less desire to play them. Of all these games, only Recon, which I played later, with the same adolescent group that I played Heavy Gear with, is one that I'd like to revisit. It wasn't the first military game I played, but it was the first one that was based on a real conflict and that emphasised the complexities of military activity, and that wasn't really heroic.
7) Everything Else
At this point, the list starts to break apart into a basically arbitrary selection. Any of Diaspora, Traveller, Burning Empires, Burning Wheel, Unknown Armies, FUDGE, Star Wars D6, Shadowrun, Nobilis, Stars Without Number or Alternity would qualify. I've probably spent a bit more time running Alternity or Unknown Armies than the others, but Traveller and Stars Without Number are systems that I use as supplements to other games I'm running (the world generation systems, in particular). Most of these are games that I've run or played in one-shots, or short series of games, or campaigns that failed to launch, or that I draw on as supplements or reference books. There are a couple that I would love to play more often than I do (Diaspora, Stars Without Number and Traveller) but can't fit into my available gaming time.
Dec 20, 2012
The Long Narrative: Being Totally Unfair About Rewards
One set of questions I feel referees ought to explicitly ask players about their characters is "Does this person want to be an adventurer? Why do they want to go on or not want to go on adventures?"
Having an explicit answer for each PC is surprisingly useful. I've played in many games where there is a lot of confusion about whether or not a given character actually wants to be an adventurer. The wrong assumption by a referee has led to them offering the wrong kinds of incentives for participation in the campaign to PCs, and frustration when they are uninterested in the incentives being offered.
I suspect the specific site of cleavage here is amongst players more than characters, games, frames, etc., though all of these play a part. Some players are risk-averse, and some are not. In my experience, risk-averse players tend to run their characters in risk-averse ways, unless they are consciously playing against type. Risk-averse characters can make good adventurers, but they require external compulsion to push them into adventuring. Rewards are accumulated with the eventual goal of being able to stop adventuring and take up some much less risky career. One must constantly deprive them of the social bonds and material wealth that would allow them to stop adventuring or to employ someone else to take the risk in their stead. This is not to criticise these players or characters - the finest roleplayer I have ever gamed with is a risk-averse person who plays characters who adventure only reluctantly. One can often play on their sense of morality and duty or their foresightedness or fellow-spiritedness, though these are almost always short term means to the end of getting them to go on adventures. One can also push them to adventure by presenting a greater risk caused by not adventuring, though this threat will retain its effectiveness as an incentive only insofar as it remains immediate, dangerous, and close at hand. When one does reward them, one ought to give them only enough to continue adventuring, or rewards that are only useful for adventuring, or by averting some threat (to themselves or others).
I suspect that referees who are risk-averse themselves predict that the PCs will act in a similarly risk-averse way, and deliver the kinds of compulsions that would spur them into action. This is fine when dealing with risk-averse players, but can be intensely frustrating for venturesome players, as one is constantly being pushed into action rather than freely choosing to participate in it.
Venturesome players (of which I am one) tend to play their characters in venturesome ways. Specifically, the characters have strong internal motivations to go on adventures, stick their noses into other people's business and just generally interfere in situations they come across. Venturesome players require frequent small rewards to enable them to keep adventuring, but the main thing one ought to avoid doing is using the same strong external compulsions one uses for risk-averse players, as this limits the choices, options and freedoms they find rewarding. These players seek to accumulate agency, and rather than limiting agency by denying it to them, one ought to complicate this accumulation with responsibility. Whereas a risk-averse player will think "Now that my character has a child, they ought to settle down", a venturesome player will say "Now that my character has a child, how can they continue going on adventures?" Money, etc. are not reasons to stop adventuring, but rather ways to enable the irresponsibility necessary for it. Threats and perils should be presented as challenges to be overcome, but as ones that require a serious investment of energy and effort, and the rewards for overcoming them should restore a character's autonomy and freedom.
Having an explicit answer for each PC is surprisingly useful. I've played in many games where there is a lot of confusion about whether or not a given character actually wants to be an adventurer. The wrong assumption by a referee has led to them offering the wrong kinds of incentives for participation in the campaign to PCs, and frustration when they are uninterested in the incentives being offered.
I suspect the specific site of cleavage here is amongst players more than characters, games, frames, etc., though all of these play a part. Some players are risk-averse, and some are not. In my experience, risk-averse players tend to run their characters in risk-averse ways, unless they are consciously playing against type. Risk-averse characters can make good adventurers, but they require external compulsion to push them into adventuring. Rewards are accumulated with the eventual goal of being able to stop adventuring and take up some much less risky career. One must constantly deprive them of the social bonds and material wealth that would allow them to stop adventuring or to employ someone else to take the risk in their stead. This is not to criticise these players or characters - the finest roleplayer I have ever gamed with is a risk-averse person who plays characters who adventure only reluctantly. One can often play on their sense of morality and duty or their foresightedness or fellow-spiritedness, though these are almost always short term means to the end of getting them to go on adventures. One can also push them to adventure by presenting a greater risk caused by not adventuring, though this threat will retain its effectiveness as an incentive only insofar as it remains immediate, dangerous, and close at hand. When one does reward them, one ought to give them only enough to continue adventuring, or rewards that are only useful for adventuring, or by averting some threat (to themselves or others).
I suspect that referees who are risk-averse themselves predict that the PCs will act in a similarly risk-averse way, and deliver the kinds of compulsions that would spur them into action. This is fine when dealing with risk-averse players, but can be intensely frustrating for venturesome players, as one is constantly being pushed into action rather than freely choosing to participate in it.
Venturesome players (of which I am one) tend to play their characters in venturesome ways. Specifically, the characters have strong internal motivations to go on adventures, stick their noses into other people's business and just generally interfere in situations they come across. Venturesome players require frequent small rewards to enable them to keep adventuring, but the main thing one ought to avoid doing is using the same strong external compulsions one uses for risk-averse players, as this limits the choices, options and freedoms they find rewarding. These players seek to accumulate agency, and rather than limiting agency by denying it to them, one ought to complicate this accumulation with responsibility. Whereas a risk-averse player will think "Now that my character has a child, they ought to settle down", a venturesome player will say "Now that my character has a child, how can they continue going on adventures?" Money, etc. are not reasons to stop adventuring, but rather ways to enable the irresponsibility necessary for it. Threats and perils should be presented as challenges to be overcome, but as ones that require a serious investment of energy and effort, and the rewards for overcoming them should restore a character's autonomy and freedom.
Venturesome referees will often offer PCs incentives that increase their agency and ability to make choices, which can lead to frustration with risk-averse players who will take the gold and start running an inn, or take their newly-awarded noble title as an excuse to retire from active play. Players will wonder why the referee isn't driving them towards the drama and struggle they want.
While these are presented categorically, I suspect that most people contain both tendencies, and which one predominates depends on the player's mood, the character concept, the group dynamics, the campaign concept, the setting and the system being used. For example, I play a lot of 2nd edition Warhammer Fantasy Roleplay, and I tend to overwhelm the scenarios a bit because I am a venturesome player and the default assumption of WFRP modules (I am currently playing in the Liber Fanatica team's Thousand Thrones rewrite, for example) seems to be that the PCs are mostly reluctant adventurers and highly risk-averse. There are plenty of times where I am running ahead of the plot, throwing myself into trouble willingly, in a way the campaign can compensate for but does not necessarily anticipate.
While these are presented categorically, I suspect that most people contain both tendencies, and which one predominates depends on the player's mood, the character concept, the group dynamics, the campaign concept, the setting and the system being used. For example, I play a lot of 2nd edition Warhammer Fantasy Roleplay, and I tend to overwhelm the scenarios a bit because I am a venturesome player and the default assumption of WFRP modules (I am currently playing in the Liber Fanatica team's Thousand Thrones rewrite, for example) seems to be that the PCs are mostly reluctant adventurers and highly risk-averse. There are plenty of times where I am running ahead of the plot, throwing myself into trouble willingly, in a way the campaign can compensate for but does not necessarily anticipate.
Most groups probably have mixes of risk-averse and venturesome players (and this mix may change over time without the membership of the group changing), so one has to attain the right balance of different kinds and strengths of incentives. I propose that if one has not experimented with doing so, ought to try being totally unfair about rewards and compulsions, tailoring the rewards and compulsions to each PC. Give the venturesome player a barony while his reluctant companion is hunted by the same king's men. Of course, you aren't actually being unfair here, but rather offering each player the type of incentive that they require to want to go on an adventure.
Dec 11, 2012
Some Things to Steal in the Dawnlands
The Crimson Pyx
Said to contain the heart of an ancient hero, the Crimson Pyx is one of the high treasures of the blood-drinking cultists of Basilion, one of the vampire-martyrs of the Orthocracy. It is constantly full of a rich red blood highly sought after by vampire and mortal alike for its restorative properties. The pyx itself is made of priceless onyx and white jade, and rests in the vampire caverns of the northern mountains, guarded by fanatical cultists whose family members were saved by its power. From there, the blood is transported in great casks to the city proper, staying fresh and liquid until consumed. The Basilion cult anoints the sick with it, their families giving up a single child to the cult to serve it in exchange.
The Dreamsilk of Zagara
The finest silks, finer than even the Salt Men bring, are bartered for at high cost from the Forest People. They demand precious steel weapons and often, living sacrifice, but bring a silk so rarefied that optimates of Dwer Tor gladly pay whatever they demand. No one has ever found the source of this silk, but when tortured, prisoners claim that it is harvested from a great and massive silkworm - the size of a hundred oxen - that feeds on the Forest Dream itself. Only the Zagara ("Silkworm" in the southern Forest dialect) tribe can propitiate it, but no one knows where they can be found.
The Rune-Eyes of the Cyclopean Prophets
There are twelve great seers who belong to a secretive order known only as the Cyclopean Prophets. Each one is ritually blinded and their eye replaced with a rune-eye, a powerful tool of divination. Rune-eyes look like small steel balls, marvelously engraved with runes picked out in jet that change as one rotates the eye. It is said that replacing one's own eye with a rune-eye will allow one to see the future, to weep fine ink instead of tears, to smite one's enemies with a gaze, and to exert a powerful control over the minds of anyone who looks into the eye. The Cyclopean Prophets are believed to be hobgoblins, gnolls, and other monsters - they are often credited with inventing the Sarxian branch of gnosticism - but their whereabouts are unknown.
Greenswords
Bronze is the holy metal of the Dawnmen, composed as it is of the metals of sunborn men (copper) and moonborn elves (tin). Their armaments were composed of many clever alloys of bronze, into which they forged mighty enchantments. The passage of time has turned these bronze weapons a brilliant, distinctive green that holds even when scrubbed with sand. These weapons rust steel and crack stone with the slightest strike (to better aid the Dawnmen in subduing the hobgoblins and dwarves, for whom these are sacred materials respectively) and they are highly prized as the secret of their enchantment was lost with the Dawnmen.
Even today, the Orthocracy forbids green patinas and lacquers on armour and weapons. The greatest accomplishment a Kaddish smith can earn is to be known not as a "Blacksmith" but as a "Greensmith", and this is reserved for the rare few artisans who are capable of ensorcelling metal.
The Spider's Fangs
In the far south are two sharp-edged mountains between which stretches a great web of stone nearly two miles across, in the centre of which is a colossal statue of a spider rearing back to strike. It can be seen miles away, and is famous for the fact that the unknown builders carved the spider's fangs from what appears to be solid silver - a fantastic, unimaginable sum of the stuff, more than the slaves of Dwer Tor could pull out of the mines in a year. The scale humiliates the imagination, and if only one could get up onto the web, overcome whatever guardians keep it safe, and wrench them from the statue, one would be first amongst the merchant princes of the Dawnlands.
The Puissant Ravens
Carved from aquamarine beryl and then painted by a deep black ink, the Puissant Ravens are in the possession of the hobgoblin lord Kartak-Who-Blinds, god-emperor of the unknown hyperborean domains beyond the northern mountains. They grant him the powers of the Lord of Winter: To freeze his foes dead, to shape primordial ice like clay, to command the ancient spirits of winter. By his possession of the statues, he is the one who sends the winter flocks of ravens south, where they torment the Dawnlands until summer returns once more and his power diminishes.
The Hoard of the Red and Blue Snake Cult
Stored in the Cobra Tower, this is the personal bankroll of Cassius, high priest of the Red and Blue Snake Cult. It is hundreds of thousands of coins of real gold and real silver, not cheap Kaddish scrip. After the city granary, it is the greatest hoard of wealth in the city. Hundreds of fanatical dragonmen guard the Cobra Tower at all hours, and the tower itself is hundreds of feet high with few windows or handholds. Many magical items may be found there as well, prizes Cassius has taken off his many foes.
Said to contain the heart of an ancient hero, the Crimson Pyx is one of the high treasures of the blood-drinking cultists of Basilion, one of the vampire-martyrs of the Orthocracy. It is constantly full of a rich red blood highly sought after by vampire and mortal alike for its restorative properties. The pyx itself is made of priceless onyx and white jade, and rests in the vampire caverns of the northern mountains, guarded by fanatical cultists whose family members were saved by its power. From there, the blood is transported in great casks to the city proper, staying fresh and liquid until consumed. The Basilion cult anoints the sick with it, their families giving up a single child to the cult to serve it in exchange.
The Dreamsilk of Zagara
The finest silks, finer than even the Salt Men bring, are bartered for at high cost from the Forest People. They demand precious steel weapons and often, living sacrifice, but bring a silk so rarefied that optimates of Dwer Tor gladly pay whatever they demand. No one has ever found the source of this silk, but when tortured, prisoners claim that it is harvested from a great and massive silkworm - the size of a hundred oxen - that feeds on the Forest Dream itself. Only the Zagara ("Silkworm" in the southern Forest dialect) tribe can propitiate it, but no one knows where they can be found.
The Rune-Eyes of the Cyclopean Prophets
There are twelve great seers who belong to a secretive order known only as the Cyclopean Prophets. Each one is ritually blinded and their eye replaced with a rune-eye, a powerful tool of divination. Rune-eyes look like small steel balls, marvelously engraved with runes picked out in jet that change as one rotates the eye. It is said that replacing one's own eye with a rune-eye will allow one to see the future, to weep fine ink instead of tears, to smite one's enemies with a gaze, and to exert a powerful control over the minds of anyone who looks into the eye. The Cyclopean Prophets are believed to be hobgoblins, gnolls, and other monsters - they are often credited with inventing the Sarxian branch of gnosticism - but their whereabouts are unknown.
Greenswords
Bronze is the holy metal of the Dawnmen, composed as it is of the metals of sunborn men (copper) and moonborn elves (tin). Their armaments were composed of many clever alloys of bronze, into which they forged mighty enchantments. The passage of time has turned these bronze weapons a brilliant, distinctive green that holds even when scrubbed with sand. These weapons rust steel and crack stone with the slightest strike (to better aid the Dawnmen in subduing the hobgoblins and dwarves, for whom these are sacred materials respectively) and they are highly prized as the secret of their enchantment was lost with the Dawnmen.
Even today, the Orthocracy forbids green patinas and lacquers on armour and weapons. The greatest accomplishment a Kaddish smith can earn is to be known not as a "Blacksmith" but as a "Greensmith", and this is reserved for the rare few artisans who are capable of ensorcelling metal.
The Spider's Fangs
In the far south are two sharp-edged mountains between which stretches a great web of stone nearly two miles across, in the centre of which is a colossal statue of a spider rearing back to strike. It can be seen miles away, and is famous for the fact that the unknown builders carved the spider's fangs from what appears to be solid silver - a fantastic, unimaginable sum of the stuff, more than the slaves of Dwer Tor could pull out of the mines in a year. The scale humiliates the imagination, and if only one could get up onto the web, overcome whatever guardians keep it safe, and wrench them from the statue, one would be first amongst the merchant princes of the Dawnlands.
The Puissant Ravens
Carved from aquamarine beryl and then painted by a deep black ink, the Puissant Ravens are in the possession of the hobgoblin lord Kartak-Who-Blinds, god-emperor of the unknown hyperborean domains beyond the northern mountains. They grant him the powers of the Lord of Winter: To freeze his foes dead, to shape primordial ice like clay, to command the ancient spirits of winter. By his possession of the statues, he is the one who sends the winter flocks of ravens south, where they torment the Dawnlands until summer returns once more and his power diminishes.
The Hoard of the Red and Blue Snake Cult
Stored in the Cobra Tower, this is the personal bankroll of Cassius, high priest of the Red and Blue Snake Cult. It is hundreds of thousands of coins of real gold and real silver, not cheap Kaddish scrip. After the city granary, it is the greatest hoard of wealth in the city. Hundreds of fanatical dragonmen guard the Cobra Tower at all hours, and the tower itself is hundreds of feet high with few windows or handholds. Many magical items may be found there as well, prizes Cassius has taken off his many foes.
The Tongue of Basdrubal
Basdrubal was a revolutionary orator chosen to make the announcement that launched the first riots of the revolution. He was caught, killed and mutilated, but as his body parts were flung into the roaring crowd, a fellow-traveler made off with his tongue. It continues, even to this day, to move and waggle as if it were still alive. Anyone who holds the tongue gains the power to enchant those who hear his speech, but it gradually works its magic on the bearer too, until he becomes its slave. The tongue, driven mad by Basdrubal's death, now wants only madness and horror, endless atrocity. It would make the world a charnel house. The tongue reappears from time to time, always in the hands of an unknown but suddenly charismatic orator.
Daimonpin
A sword of unknown origin, this is the only weapon known that can slay a daimon. To do so is to deprive a shaman of their connection to the divine power, and it is a terrible crime against the laws of the universe itself. It is rumoured that the same process that allows it to kill daimons will work even on the gods themselves. It is currently in the possession of the vampire-cult of Herunaxos, borne by their vampiric champion Heron the Spiritdrinker, who is ascending towards godhood himself. He intends to use the blade to destroy the other gods and take the sky and earth as his personal possessions.
The Cursed Fingers
Giant, ancient, rotting fingers of flesh, the colossal hands of a dead giant, jut out of the stone of Cursegrave Mountain in the Stormbreakers. They extend hundreds of feet out from the side of the mountain, are as thick around as the hull of the largest ships, and are stiff with centuries of death. Eight fingers remain, two others having been destroyed or consumed, or missing for some unknown reason. The rotten flesh of the fingers no longer draws scavengers, but once it did, and these first intrusions have been extended by foul undead things into tunnels through the fingers in which they hide, hunting explorers, treasure hunters and other fools.
What draws explorers and treasure hunters is that the fingers themselves bear rings, giant rings of gold and silver, with gems as large as a wagon. There are only six rings remaining, but any one would be enough to establish one in a life of luxury for eternity.
The undead protect the fingers though, and they are led by a powerful lich who has taken up residence in a great web spun between the fingers for unknown reasons. He has not touched the rings, instead setting his numberless legions of zombies, skeletons and ghouls to dig into the earth and free more of the great dead creature, whatever it may be.
Red Glass
Red glass in the Dawnlands is the solidified blood of Eternal Night. As it comes from before time began, it is an eternal substance not worn down by the ages, and was used by the Children of Night (the precursors to the Hill People) to build many things after Eternal Night was killed by the Dawnmen. The Bloody Star in which the First Murderer was imprisoned was built of red glass, as were the binding stones of Thranisphane, and the altars to Moon in every one of the Cities of Night were built of it. Few pieces of the stuff still remain, often intermixed with steel to produce the weapons of Hill People champions. It is worth more than its weight in gold, though it is almost impossible to quarry or chisel out of known sources. Where the people in the southern gate of Thranisphane's tomb found enough to build a city of the stuff is unknown, though it excites rumours that there are massive quantities of red glass still to be found somewhere.
Jarek the Snake, to fulfill the rites of kingship and crown himself the king of the Hill People, requires eight blocks taller and thicker than he is for the ritual. This will make him the first Lord of Night since Moon was slain, suzerain of all the tribes of the Children of Night, and possibly a demigod. He has two already, at a hidden location, and is searching for the other six. There are rumours that the hobgoblins at Balwan are searching for that city's altar on his behalf, which would give him a third pillar.
Basdrubal was a revolutionary orator chosen to make the announcement that launched the first riots of the revolution. He was caught, killed and mutilated, but as his body parts were flung into the roaring crowd, a fellow-traveler made off with his tongue. It continues, even to this day, to move and waggle as if it were still alive. Anyone who holds the tongue gains the power to enchant those who hear his speech, but it gradually works its magic on the bearer too, until he becomes its slave. The tongue, driven mad by Basdrubal's death, now wants only madness and horror, endless atrocity. It would make the world a charnel house. The tongue reappears from time to time, always in the hands of an unknown but suddenly charismatic orator.
Daimonpin
A sword of unknown origin, this is the only weapon known that can slay a daimon. To do so is to deprive a shaman of their connection to the divine power, and it is a terrible crime against the laws of the universe itself. It is rumoured that the same process that allows it to kill daimons will work even on the gods themselves. It is currently in the possession of the vampire-cult of Herunaxos, borne by their vampiric champion Heron the Spiritdrinker, who is ascending towards godhood himself. He intends to use the blade to destroy the other gods and take the sky and earth as his personal possessions.
The Cursed Fingers
Giant, ancient, rotting fingers of flesh, the colossal hands of a dead giant, jut out of the stone of Cursegrave Mountain in the Stormbreakers. They extend hundreds of feet out from the side of the mountain, are as thick around as the hull of the largest ships, and are stiff with centuries of death. Eight fingers remain, two others having been destroyed or consumed, or missing for some unknown reason. The rotten flesh of the fingers no longer draws scavengers, but once it did, and these first intrusions have been extended by foul undead things into tunnels through the fingers in which they hide, hunting explorers, treasure hunters and other fools.
What draws explorers and treasure hunters is that the fingers themselves bear rings, giant rings of gold and silver, with gems as large as a wagon. There are only six rings remaining, but any one would be enough to establish one in a life of luxury for eternity.
The undead protect the fingers though, and they are led by a powerful lich who has taken up residence in a great web spun between the fingers for unknown reasons. He has not touched the rings, instead setting his numberless legions of zombies, skeletons and ghouls to dig into the earth and free more of the great dead creature, whatever it may be.
Red Glass
Red glass in the Dawnlands is the solidified blood of Eternal Night. As it comes from before time began, it is an eternal substance not worn down by the ages, and was used by the Children of Night (the precursors to the Hill People) to build many things after Eternal Night was killed by the Dawnmen. The Bloody Star in which the First Murderer was imprisoned was built of red glass, as were the binding stones of Thranisphane, and the altars to Moon in every one of the Cities of Night were built of it. Few pieces of the stuff still remain, often intermixed with steel to produce the weapons of Hill People champions. It is worth more than its weight in gold, though it is almost impossible to quarry or chisel out of known sources. Where the people in the southern gate of Thranisphane's tomb found enough to build a city of the stuff is unknown, though it excites rumours that there are massive quantities of red glass still to be found somewhere.
Jarek the Snake, to fulfill the rites of kingship and crown himself the king of the Hill People, requires eight blocks taller and thicker than he is for the ritual. This will make him the first Lord of Night since Moon was slain, suzerain of all the tribes of the Children of Night, and possibly a demigod. He has two already, at a hidden location, and is searching for the other six. There are rumours that the hobgoblins at Balwan are searching for that city's altar on his behalf, which would give him a third pillar.