General RPG Rules DiscussionDiscuss the rules of any game except D&D or Pathfinder, such as Arcana Evolved, Mutants & Masterminds, Star Wars Saga, d20 Modern, and the like.
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So, what´s the latest news on the Blood Throne setting? As someone pointed out just a while ago, the True20 boards seem to be down, so I thought I´d ask here instead (for the time being.)
Well, the author of the setting (David Jarvis) has been hella busy with another project. Word is he might get back to work on it soon. And he might have some help, too.
I dont think I'm giving anything away here (though this is a scoop I'm fairly certain).
As part of our growing relationship with Reality Deviant Press, I'm going to be helping David write the expanded Blood Throne setting, and he is going to editing my True 20 adaptation of Legends of Excalibur, which is already done in draft form.
As part of our growing relationship with Reality Deviant Press, I'm going to be helping David write the expanded Blood Throne setting, and he is going to editing my True 20 adaptation of Legends of Excalibur, which is already done in draft form.
Hum, just wondering if (probably with some slight tweaking) one could use the True 20 Legends of Excalibur in the Blood Throne setting...
__________________ (\_/) Searching the web for campaign settings? (Ovo) HOMEBREW WORLDS <(..)> The Wiki Campaign Settings' URLs page
Well, they're a little different thematically. LoE is high-fantasy, Blood Throne is a land where high fantasy was bludgeoned with a beatstick and left to rot. Plus, with all the material due for the Blood Throne setting book, I don't think you'll need anything from LoE to have a fun game.
It's been my baby for a long time, but I've been so busy that it's had to take a back seat to some other pressing projects.
When I signed on with RPGobjects, it occured to me that Chuck might want to take on part of the project, and when he said yes I was thrilled.
Charles Rice is an outstanding writer and I'm sure he's going to do some awesome stuff with Blood Throne.
From what I can tell so far (I've only just begun to look at the edit), Legends of Excalibur has some great rules on nobility which can be used very easily. There are a number of Human cultures In Simarra, and they all have seperate backgrounds, but you could easily just replace the listed background and use Charle's background rules to flesh the hero out.
As time passes, I'll try to post updates on the progress here.
If you have any questions please feel free to ask.
If anyone wants a full color, high resolution map of Simarra, just email me at mdavidjarvis@yahoo.com
Here's a sneek peek at Aden's Ford, one of the Free Cities of Simarra in the upcoming Survivors guide to the Age of Blood.
Aden’s Ford Town Size: City Population: 86,000 Wealth of Community: 40 (total assets) Wealth Limit: No item cost over 18. Power Center: Ruled by a military council sent from Ardrennen Falls by Edward Brinhold. The council is tasked with protection of the city’s inhabitants and providing supplies to insurgent groups operating in the swamps of Talmosia. Nature of Power Center: Conviction: 5 ; Virtue: Vigilant Vice: Guarded Note: The council of Aden’s Ford are able to spend Conviction on behalf of the City. The City gains Conviction once per month through the collective attitudes of its people.
Racial Demographics: The bulk of the population of Aden’s Ford consists of refugees fleeing the Keza-Drakian occupation of talmosia and dassuri refugees who have crossed the Sundering Sea. In addition a large military contingent from Ardrennen Falls occupy the free city. Seguire gnomes can be found in Aden’s Ford as well as a number of shieldwall dwarves, thusparri elves and a company of half giant mercenaries in the skullhammer squadron.
Economics: Aden’s Ford incorporates a barter system as a way of dealing with supply and demand. If citizens want specific items, they need to provide something of equal value in exchange. Food and medical supplies are always distributed to the general populace as evenly as possible to ensure everyone recieves what they absolutely need to survive.
Political System: Aden’s ford is governed by a military council acting as proxy for Edward Brinhold. The council carries out orders sent by messenger from Ardrennen falls, usually dealing with support operations to resupply the insurgent groups in Talmosa.
Legal System: A garrison of 20,000 soldiers act as city guards for Aden’s Ford in addition to defending the city from its enemies. Citizens are not allowed to horde necessary items such as food and medicine. Anyone caught stealing or hording food will be hanged. Indeed, there are only two punishments for crimes commited in Aden’s Ford; banishment, or death. The city guard cannot be bought. Any rumors of corruption are investigated and offending parties are dealt with immediately and harshly
Social Class: Everyone is treated equally as far as general trade is concerned. That said, the city garrison tends to receive special treatment with regards to weapons and other supplies which contribute to their overall state of combat readiness. Foodstuffs generally get distributed to the garrison first. What is left is handed out to the populace through the military to ensure nobody holds back anything.
Organizations of Note: Aden’s Ford is home to a number of influential organizations.
Arcanus League: The Arcanus League has sent a cadre of fifty magi from their home base in Ghandakar to the Aden’s Ford with the intention of bolstering the garrison’s combat magi. Arch magus Tharogaine Sazôr commands these men and women, often sending squads south with messengers and supply trains to secrets outposts in in the swamps of Northern Talmosa. In addition to strengthening the military capabilities of the city the Arcanus League has been tasked with shoring up it’s severly depleted numbers via recruitment efforts. It is rumored the arch magus has been commanded by the elders of his order to keep tabs on other aberrant magi in the city; specifically the hated order of the avikus. Recent attacks on the order of the avikus hint that the arcanus league may secretly be using hounds to cull the numbers of their rivals.
The Order of the Avikus: The order of the avikus plays a vital role in the protection of Aden’s Ford, utilizing mana barriers and mechanus constructs to increase the defensive capabilities of the city. Led by Glarik Iron bender, an intensely passionate and industrious gnome commited to the reclaimation of the continent of simarra, the Aden’s Ford contingent numbers 738 souls who engage in regular resupply operations as well as tours of duty in Talmosia where mana shards and taer’las brennath are widespread.
Dubbed the Aer’ lok thron (the Iron Fist) among the people of Aden’s Ford, this contingent of aviki have developed a reputation as a gritty, battle-hardened force capable of swinging the outcome of any engagement with their combat drones and ascendant weapons and devices.
Places of Note: Aden’s Ford straddles the Tearnan river which empties into Northern Talmosa. The surrounding region is a rugged stretch of land sanwiched between the Sundering Sea and the Wild Lands. The road north to White Castle Harbor is fraught with peril. Many brigands prey upon unwary travelers and caravans. Monsters also roam this region including Ogres, Gretchclaw, shadow hounds who have found their way out of the Threshold Realm through unknown stone gates.
Major Narrator Characters: Aden’s ford is home to a number of individuals, some seedy, self-serving men and women, others fully commited to the continued survival of the city.
Dragen “Gut Picker” Korek
Known as “Gut Picker” for his propensity for taking organs of defeated foes as trophies, Dragen Korek is a vicious, self-serving individual suspected of numerous murders in Aden’s Ford. He operates the Raven’s Roost, a squalid tavern on the west bank of the Taernan river. The Raven’s Roost is often frequented by Arcanus Hounds, suggesting Gut Picker has ties to the Arcanus League. Dragen has been involved in a number of smuggling operations, and is said to be able to get exotic, hard to find items such as alcohol, drugs and even poison. The city guard has yet to find evidence linking the Gut Picker to smuggling operations. Though the Raven’s Roost is raided on a regular basis, no surplus goods and contraband have been found.
Elden “Shadow Weaver” Brigain
Known as the Shadow Weaver, Elden Brigain is an Arcanus League magus of considerable power. His efforts in the southern battlefields have brought a great measure of respect for his order. His penchant for the manipulation of shadow has allowed many insurgent camps to remain undetected by Keza-Drak war parties and Kithanni oracles, greatly increasing the effectiveness of the insugents.
Unatra Darkbane
The Hag known as Unatra Darkbane has been living in Aden’s Ford for six months, acting as an emissary of the Crone of Talmosa. Unatra’s presence signals a possible alliance with the Crone, an ancient being of unimaginable power. That said, the Arcanus League considers her an abomination and refuses any dealings with the hag, even going so far as to press the city council for her banishment and has even hinted at a possible assassination if circumstances regarding her continued presence in Aden’s Ford do not change.
Thanks for the preview, Urizen. I'm also looking forward to seeing anything else, even if that happens to be 'only' the finished product, whenever that happens to be (. . .?)
David's (optimistic?) guess is March. At least, that's what he said over here.
__________________
Spoiler:
Quote:
Originally Posted by keteryck, on Iron Heroes
You are not your magic weapon and armor. You are not your spell buffs. You are not how much gold you have, or how many times you've been raised from the dead. When a Big Bad Demon snaps your sword in two, you do not cry because that was your holy avenger. You leap onto its back, climb up to its head, and punch it in the eye, then get a new damn sword off of the next humanoid you headbutt to death.
Quote:
Originally Posted by HeapThaumaturgist
"Home" is what you defend with your life ... from ninjas.
Quote:
Originally Posted by Stalker0
Minions are a convenience, a way to allow a dm to run many guys with little effort, and a chance for players to really strut their stuff. They are not so that Bobo the clown can kill the legion of the damned.
Quote:
Originally Posted by Wulf Ratbane
Victory should come like the dawn, not like a light switch.
Quote:
Originally Posted by Nifft
If the PCs are level 21-30, the guards are polite.
Spoiler:
Hate skill ranks? Try Sadrik's Fix.
Interested in Blood Throne? Find out more.
Here's a Preview of The largest bastion of Evil, the Betrayer's seat of power in Simarra; The Cradle of Life.
The Cradle of Life
“Oh she has fallen,
The gem of the world,
Light of Enâra,
Blessed Megath-tor has fallen!
Banished from your embrace,
We wander,
Beggers lost in darkness….” -Harkon Beltoran
Once home to millions of people from a myriad cultures, the cradle of life is a ravaged shell of it’s former self. The utter domination of the Keza-Drak and the minions of Agärazôn is apparent in every conquered city and razed town in the near-1000 mile stretch of land that is the betrayer’s seat of power on Simarra. Over half a million Keza-Drak and roughly 300 thousand Sundaari occupy the cradle of life, imposing their will on a multitude of conquered, enslaved peoples, twisting them into mutated horrors to be unleashed on the free people of simarra. Even more of these wretched masses are fodder for the sacrificial pyres, offered up as tribute to Urkog-drall, the dread god Thûrak and a host of blood gods who have ascended since the dawn of the Age of Blood.
Estimated Population: 1.2 million Major Settlements Wealth of the region: Effectively unlimited. Wealth Limit: No item cost over 60. Major Organizations: Fundamentalist Keza-Drak, Keza-Drak loyal to Agärazôn, Morargrim, Sundarri Blood Lords, Zôrùn-Ahmrê, Renegade Arcanus Magi, Insurgent groups including the Shodon Warlords and the Sons of Simarra.
Places of Note
The cradle of life was once a lush, fertile region with wondrous natural beauty. In the 10 years since the invasion of the Keza-Drak, that beauty has been crushed under the iron boot of industry, forever marred by the despoilment of the land and rape of it’s natural resources. The land is dotted with iron fortresses, byzantine temples and alien buildings which burrow into the earth, sucking black oil and natural gas from the depths.
The Haddranath: Acting as a natural barrier for the north, south and western borders of the cradle of life, these rugged, heavily forested hills have been transfromed into a warren of mines where slaves plumb the earth for iron, copper, gold and silver ore or cut down trees. Keza-Drak outposts house garrisons who stand vigilant over the corridors leading into and out of the cradle of life. Ruins of smaller cities destroyed during the invasion and temples to the elder gods can also be found scattered across the Hadrannath. Some of these are used as bases of operations for brave insurgents who work to destabilize the region.
Thel-Kaza: Once a metropolis of unsurpassed beauty, the city once known as Megath-Tor has been transformed into a lawless, pestiferous tumor on the face of simarra. The city is a treacherous place where death and corruption are a way of life. The air is filled with the sickly stench of burning bodies, garbage and raw sewage. The pollution caused by the oil refineries and foundries has grown so bad that the city is in a perpetual state of twilight. All visceral desires can be sated in Thel-kaza. Pleasures of the flesh, drugs, poisons, weaponry, blood sport; all of these and many more red delights can be had, for a price.
Kael’ Zarack (The Undercity): Thel-kaza has been rebuilt over the centuries due to previous occupations by enemies and the need for expansion to fit a growing population. Technological advances also contributed to the growth of the city such as expanded sewage and waste systems and, most recently, mechanical sub-stations which operate various machinery. Due to structural concerns, many portions of the city remain intact deep below Thel-kaza. Indeed, some have even been expanded by various factions within the city. This warren of tunnels and sub-structures are used by insurgents as havens and bases of operation for their efforts to free their brethren and mount attacks against the Keza-Drak.
Thel-Zagron: Located in the center of the cradle of life, the city of Thel-Zagron is the base of operations for the Keza-Drak, housing three battalions of heavy infantry, two armored divisions consisting of battle tanks, reconnaissance drones and a number of support facilities including weapons manufacturing plants and fuel depots. Thel-Zargon is commanded by General Zagûm-Drak, overlord of the keza-drakian legions.
Zagûm-Drak is a ruthless commander, known for his tendancy to slay his subordinates for even the slightest provocation. Zagûm once had all of his personal advisors crucified in his war room because one of them was late to a council meeting. They were left that way for weeks, forced to continue counseling the commander right up until they died. After, Zagûm-drak forced his new delegation of advisors to ritually eat the remains of the previous group so that they might learn from their predecessor’s mistakes.
Kaz-Rakhûl (The rats nest): A sprawling, walled ghetto composed of tents, shacks and squalid tenements outside the walls of Thel-kaza, Kaz-Rakhul is a disease-ridden cesspool where the slaves are forced to live when they aren’t serving their masters. The rats nest is home to thousands upon thousands of people from all different races and creeds. For the most part, the races live in communities segregated according to race. These individual districts are ran by Keza-Drak-appointed Nailheads; overseers chosen from the general slave population who regularly meet to discuss various issues that affect the overall welfare of the rats nest. Not all nailheads have their brethren’s best interests at heart, however.
More than a few nailheads have become corrupt, using their somewhat elevated status to set themselves up as slum lords within the rats nest. They use the threat of Keza-drakian intervention to maintain their control of those people in their sectors, living in old taverns, apartments or warehouses that are easily defended by their grunts. The nailheads and their henchmen are the eyes and the ears of the Keza-Drak, providing information about potential uprisings and insurgent activity in exchange for additional rations, alcohol, drugs and cushy assignments.
Rumors
Some say that the fundamentalist faction of Keza-Drak are planning on abandoning this war and going back to their homeworld; a development that would drastically reduce Agärazôn’s forces, weakening his hold on remote bases of operation. Zagûm-Drak has responded to this percieved threat by attacking fundamentalist-held outposts in the cradle of life in addition to bolstering defenses in Thel-kaza, where infighting in various quarters of the city have broken out between the two factions.
Some slaves, primarily shodon oracles - have also been receiving visions hinting at a possible new ally in the war for Simarra, the Crone of the Fell Marshes in Northern Talmosia. More insurgents have been slipping into the rats nest via tunnels deep underground. Some say that a slave uprising will happen very soon.
Preview for Blood Throne: Conviction of the Masses
In various fantasy worlds, the morale of the populace in a city can be swayed by the rulers of that city. Various issues can be taken into cosideration such as the availability of goods, environmental issues which affect the populace such as plague, drought, etc.
The way the common "mob" percieves a city's rulers plays an important role in general morale of a city. The folowing system provides Narrators with a way of having rulers influence the general attitudes in a city.
This system for conviction use has been written by Kendermage, one of the Developers for the Blood Throne Campaign setting.
Civic Nature
Cities and Organizations possess natures as do creatures; as such cities and organization also possess virtues and vices. A list of examples is given below, but you can make up your own virtues and vices. The key is to give each city or organization at least one virtue and at least one vice.
For example the freehold of Ardrennan Falls has the “welcoming” civic virtue, and the “corrupt” civic vice.
Changing Civic Nature
Generally speaking the civic nature of a city or organization is fixed only so long as the current governing body remains in place.
Changes to civic nature can be brought about by a change in government; however, this does not happen over night. After a change in government the civic nature of the city or organization is determined by the collective thoughts and opinions of the people.
Certain major events, such as invasion, terrorist attack, or natural disaster may profoundly reshape a city or organizations civic nature either temporarily or permanently.
For example: A city with the civic virtue of welcoming and civic vice of chaotic, may change becoming a city with the lawful civic virtue and the oppressive civic vice after a series of terrorist attacks leaves the city shaken. The powers that be pass news laws designed to prevent such an occurrence from happening again, which trample on the rights of the citizens in the name of security.
Conviction of the Masses
Conviction of the Masses (hereafter referred to as CoM) is a Conviction Point system that may be used by Cities and Organizations. It works similar to normal conviction in that points can be spent to achieve various effects; however, unlike normal Conviction, only the governing bodies of the City or Organization may opt to spend the Points. In the Age of Blood, spending a point of CoM can mean the difference of holding off a Keza-Drak siege or being over-run. It is what has allowed freeholds such as Ardrennan Falls to keep the Keza-Drak horde at bay.
Gaining Conviction of the Masses
A city or organization has CoM based on the size of the community
Size CoM
Tiny (hamlet) 4
Small (village) 5
Medium (small town) 6
Large (large town) 7
Huge (small city) 8
Gargantuan (large city) 9
Colossal (metropolis) 10
Using Conviction of the Masses
Unless otherwise noted, spending a point of CoM is a reaction. A point of CoM can be spent at anytime, but in most cases the effects are not felt for a number of rounds equal to the size of the city or organization. In small organizations and towns, word travels rather quickly; however, in larger organization or areas it takes some time to get every one on the same page.
The powers that be may opt to spend one point of CoM per round up to the number of CoM points for that city or organization. You can spend CoM to achieve one of the following effects:
Rapid Response
One point of CoM allows the populace to be mobilized quicker to respond to threats. All residents gain a +2 bonus to initiative for one scene.
To the Walls
One point of CoM summons all able-bodied defenders to the walls of the city. They arrive over a number of rounds equal to the size of the community or organization.
This is Our Town!
One point of CoM gives the defenders of the City a +2 morale bonus to all actions for one scene. The powers that be provide an inspiring display that rallies the spirits of her defenders.
Crush Their Spirits!
One point of CoM spent imposes a -2 morale penalty to all actions within the city for one scene as those who hold the reins of power use it to cast a cloud of oppression over the city
Disaster Relief
By spending a point of CoM, the powers that be can blunt the effects of a disaster (natural or manufactured) reducing the potential impact on the city or organization. It expends a significant amount of wealth to accomplish this giving a +1 wealth bonus to all inhabitants or members.
Second Chance
The powers the be can spend a point of CoM to re-roll one failed die roll made on behalf of the city and take the higher of the two rolls.
No one Leaves!
By spending a point of CoM; the powers that be can seal off all known entrances and exits. Those wishing to leave must succeed at a DC 30 check (diplomacy for bribery, sneak for leaving unnoticed, etc…)
Regaining Conviction of the Masses
Cities and organizations recover CoM points in a few ways.
As long as the current rulership is in place cities and organizations regain one point of CoM per day. In most cases this point is regained during the morning (representing the hope brought about by a new day); however in some cases, it is regained at dusk (representing the crushing of hope prevalent in some areas, such as Keza-Drak controlled areas).
A ruling body acting in accordance with the civic nature of the city or organization regains a point of CoM for the city or Organization. The Narrator decides when such an action is appropriate and awards the CoM point if successful.
Note cities and organizations can follow either of their natures. This can lead to morally ambiguous choices on the part of the ruling bodies. Which nature is followed depends on the ruling body itself.
Sorry for the delay in posting, Been sick. *Bleck*
I've been having a nightmare with forums lately, so what I'm going to do is setup a yahoo group for Blood Throne to give everyone who is interested a way of discussing the setting.
I'll also be using the yahoo group to put out Free material, discounts on upcoming products and pretty much any other Blood Throne Goodness I can Think of. When I get the yahoo group up and running I'll post to this thread letting everyone know.