Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Let's Read Sword World 2.5!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Iosue" data-source="post: 8786510" data-attributes="member: 6680772"><p>This post will be mostly about the game's concept of <strong>Adventurers</strong>, but first a little clean up on the gods.</p><p>The gods are split into three groups: <strong>Ancient Gods</strong> are those who originally wielded one of the Three Swords. They are:</p><p><strong>Lyfos</strong> (lai-fohs) - the Ancestor--no, wait, really this should be translated as the Progenitor God. As the god of Harmony and Friendship, he promotes peace and conflict avoidance, but is willing to proactively battle the Barbaros and demons.</p><p><strong>Tidan</strong> (tee-dahn) - the Sun God. Lyfos's right-hand man during the age of the Divine Civilization. Also peace loving, but very much very much against the undead.</p><p><strong>Dalkrem</strong> - the God of War. Likes war and the breaking of strictures. Mostly worshiped by Barbaros, but with a few humans.</p><p><strong>Kilhir</strong> - God of Cleverness and Neutrality. The only ancient God to attain godhood by touching Caldier.</p><p>Noted in passing but not described in Rulebook I are <strong>Asteria</strong>, Fairy Goddess and progenitor of the Elves, and <strong>Grendahl</strong>, Martial Emperor of Fire, a god of destruction and rebuilding worshiped by both Dwarf warriors <em>and </em>Barbaros.</p><p></p><p>The <strong>Major Gods</strong> were later gods brought to godhood by the Ancient Gods. Some date back to the Divine Civilization, but others are from later periods. They are:</p><p><strong>Siene</strong> (seen) - The Moon Goddess. Wife of Tidan, and made a god by him. As goddess of the night, often favored by drinking establishments and brothels.</p><p><strong>Miltabal</strong> - the Nimble-Fingered God. A god of wisdom and skill, made into a god by Kilhir. Often worshiped by adventurers (who pray to him when trying to detect traps!).</p><p><strong>Eev</strong> - God Shield of the Abyss. A relatively recent god, since the Abyss was opened only 3,000 years ago. Protects people from the Abyss.</p><p><strong>Harula</strong> - God of the Guide Star. The younger sister of Eev. Represented by the Pole Star.</p><p></p><p>The <strong>Minor Gods</strong> have become gods relatively recently, and as yet only have a few followers, usually tied to a particular region. There is only one mentioned in the book:</p><p><strong>Fulsil</strong> - Goddess of Wind and Rain. A god local to Burlight region of Alfleim. Thought to be the daughter of Tidan and Siene. </p><p></p><p>So, the concept of <strong>Adventurers</strong>. These arose after the Diabolic Triumph, when warriors and armies were busy pushing back the Barbaros hordes, and adventurers took up the slack by becoming freelance troubleshooters. There is a network of Adventurers Guilds throughout Alfleim, which compete with each other while also being tied together by the regional and city Guild Branches. Aspiring adventurers can register with a guild, and get jobs off its job board. (If you feel you've seen this kind of thing in various fantasy anime and light novels, this is where they get it from.) </p><p></p><p>The origins of this guild network are said to lie in the opening of the Abyss 3,000 years ago. Although the Abyss itself was sealed, it continued to emanate what are called "Shallow Abyss". These are magical zones that can appear anywhere on the continent, and need to be dealt with swiftly before they grow. Thus, from the Wall Guardians (those who guard the Wall of the Abyss) came the Adventurers Guilds network, designed to quickly find and dispose of these Shallow Abyss. But they also take other work as needed, primarily exploring ruins and monster fighting.</p><p></p><p>There is a code among adventurers, unwritten rules that go as follows:</p><p><strong>Adventurers don't fight each other.</strong> Because adventurers should work together, fighting with other adventurers is considered the greatest taboo.</p><p><strong>No two adventurers (adventurer parties) can take on the same job.</strong> Once taken on, a job can be taken on by another adventuring group only if the first one gives up or is killed without completing.</p><p><strong>Ruin exploration is first come, first served.</strong> If ancient ruins are discovered, the discoverers get the right to explore it. But the discoverers may forfeit this right, or allow other adventuring groups to explore it, something which often happens for large-scale ruins.</p><p><strong>Adventurers help other adventurers.</strong> Adventurers are encouraged to help other adventurers in need as much as possible, and if they come across fallen adventurers, should bring the bodies home.</p><p></p><p>We can see that his basic set-up, laid out very clearly in the core rules, plays to the standard style of play in Japan. Among the adult population, at least, on-going weekly games are not really a thing, due to houses being too small to host many people at once, and work schedules being hard to line up, with overtime often required. So what is more common are monthly games of 5+ hours at time, in which one-shots are played. Sometimes characters are carried over from session to session, but it's also not unusual for a GM to just say, "This will be an adventure for X-level adventurers, so bring characters for that level." And then players might make entirely new characters at that level for that session. So these setting conceits fit nicely in with this style. The goals of the adventure come from the guild, you already have a ready-made reason for a diverse group of characters working together, and you can usually wrap up the adventure in one session.</p></blockquote><p></p>
[QUOTE="Iosue, post: 8786510, member: 6680772"] This post will be mostly about the game's concept of [B]Adventurers[/B], but first a little clean up on the gods. The gods are split into three groups: [B]Ancient Gods[/B] are those who originally wielded one of the Three Swords. They are: [B]Lyfos[/B] (lai-fohs) - the Ancestor--no, wait, really this should be translated as the Progenitor God. As the god of Harmony and Friendship, he promotes peace and conflict avoidance, but is willing to proactively battle the Barbaros and demons. [B]Tidan[/B] (tee-dahn) - the Sun God. Lyfos's right-hand man during the age of the Divine Civilization. Also peace loving, but very much very much against the undead. [B]Dalkrem[/B] - the God of War. Likes war and the breaking of strictures. Mostly worshiped by Barbaros, but with a few humans. [B]Kilhir[/B] - God of Cleverness and Neutrality. The only ancient God to attain godhood by touching Caldier. Noted in passing but not described in Rulebook I are [B]Asteria[/B], Fairy Goddess and progenitor of the Elves, and [B]Grendahl[/B], Martial Emperor of Fire, a god of destruction and rebuilding worshiped by both Dwarf warriors [I]and [/I]Barbaros. The [B]Major Gods[/B] were later gods brought to godhood by the Ancient Gods. Some date back to the Divine Civilization, but others are from later periods. They are: [B]Siene[/B] (seen) - The Moon Goddess. Wife of Tidan, and made a god by him. As goddess of the night, often favored by drinking establishments and brothels. [B]Miltabal[/B] - the Nimble-Fingered God. A god of wisdom and skill, made into a god by Kilhir. Often worshiped by adventurers (who pray to him when trying to detect traps!). [B]Eev[/B] - God Shield of the Abyss. A relatively recent god, since the Abyss was opened only 3,000 years ago. Protects people from the Abyss. [B]Harula[/B] - God of the Guide Star. The younger sister of Eev. Represented by the Pole Star. The [B]Minor Gods[/B] have become gods relatively recently, and as yet only have a few followers, usually tied to a particular region. There is only one mentioned in the book: [B]Fulsil[/B] - Goddess of Wind and Rain. A god local to Burlight region of Alfleim. Thought to be the daughter of Tidan and Siene. So, the concept of [B]Adventurers[/B]. These arose after the Diabolic Triumph, when warriors and armies were busy pushing back the Barbaros hordes, and adventurers took up the slack by becoming freelance troubleshooters. There is a network of Adventurers Guilds throughout Alfleim, which compete with each other while also being tied together by the regional and city Guild Branches. Aspiring adventurers can register with a guild, and get jobs off its job board. (If you feel you've seen this kind of thing in various fantasy anime and light novels, this is where they get it from.) The origins of this guild network are said to lie in the opening of the Abyss 3,000 years ago. Although the Abyss itself was sealed, it continued to emanate what are called "Shallow Abyss". These are magical zones that can appear anywhere on the continent, and need to be dealt with swiftly before they grow. Thus, from the Wall Guardians (those who guard the Wall of the Abyss) came the Adventurers Guilds network, designed to quickly find and dispose of these Shallow Abyss. But they also take other work as needed, primarily exploring ruins and monster fighting. There is a code among adventurers, unwritten rules that go as follows: [B]Adventurers don't fight each other.[/B] Because adventurers should work together, fighting with other adventurers is considered the greatest taboo. [B]No two adventurers (adventurer parties) can take on the same job.[/B] Once taken on, a job can be taken on by another adventuring group only if the first one gives up or is killed without completing. [B]Ruin exploration is first come, first served.[/B] If ancient ruins are discovered, the discoverers get the right to explore it. But the discoverers may forfeit this right, or allow other adventuring groups to explore it, something which often happens for large-scale ruins. [B]Adventurers help other adventurers.[/B] Adventurers are encouraged to help other adventurers in need as much as possible, and if they come across fallen adventurers, should bring the bodies home. We can see that his basic set-up, laid out very clearly in the core rules, plays to the standard style of play in Japan. Among the adult population, at least, on-going weekly games are not really a thing, due to houses being too small to host many people at once, and work schedules being hard to line up, with overtime often required. So what is more common are monthly games of 5+ hours at time, in which one-shots are played. Sometimes characters are carried over from session to session, but it's also not unusual for a GM to just say, "This will be an adventure for X-level adventurers, so bring characters for that level." And then players might make entirely new characters at that level for that session. So these setting conceits fit nicely in with this style. The goals of the adventure come from the guild, you already have a ready-made reason for a diverse group of characters working together, and you can usually wrap up the adventure in one session. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Let's Read Sword World 2.5!
Top