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Let's Read Sword World 2.5!
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<blockquote data-quote="Iosue" data-source="post: 8790420" data-attributes="member: 6680772"><p>Unlike my Let's Read of Moldvay Basic D&D, where just about any piece of art found therein was available on the net, there's a real dearth of SW 2.5 art. The core ruluboos don't have much in the first place. However, looking at the SW 2.5 page on the publisher's website, I found some art that might be interesting.</p><p></p><p>Here is the sample character art, in full color:</p><p><img src="https://fujimi-trpg-online.jp/archives/001/201807/21842d5288e6307bc793791fb6866cb7.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>Left to right, that's Tabbit, Human, Runefolk, Elf, male Dwarf, female Dwarf, Nightmare, and Lycant.</p><p></p><p>I like this blurb for the new Fellow rules just for the picture in the middle conceptualizing the full-powered Elf Priestess PC becoming a Fellow:</p><p><img src="https://fujimi-trpg-online.jp/archives/001/201807/11e8296659fd3ad4ae3dfc757414827c.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p></p><p>Finally, there's this picture, which has the map of the Burlight region I was looking for:</p><p><img src="https://fujimi-trpg-online.jp/archives/001/201807/acf69e7afa71dabff6c9e7b0e0b6d352.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p>Note the illustration of a Shallow Abyss in the lower right corner.</p><p></p><p>The World chapter ends with some description of the <strong>Burlight region</strong> of Alfleim. Located on the southern tip of the continent, it has a temperate climate, never getting very cold, but nevertheless having four seasons. (Not surprisingly, this is very much the climate of the Kansai region of Japan, where GroupSNE is located.) This section is split into three parts, South, East, and West, each describing 3 or 4 locales in that region.</p><p></p><p>We start with the <strong>South</strong>, where the <strong>Kingdom of Harves </strong>(har-vess) is located. Harves is the largest, most active nation in the region, with 80,000 people. The book kindly provides a demographic breakdown of the populace: 40% Human and 30% Lycant, with other races making up the remaining 30%. The capital city, also called Harves, is located right where the Walta River splits into four branches before emptying into the sea, giving Harves its nickname, "the Water City." Harves is ruled by young King Weis Harves, 25 years old (practically middle-aged in shonen manga!). Harves and the neighboring kingdoms of Rahjaha and Yusiz are attempting to connect the three kingdoms through a Magitec railroad.</p><p></p><p>North of Harves lie the southern tip of the <strong>Digad Mountains</strong>. In better times, there were many mines and quarries for manatite and magic crystals. But the disruption of the Diabolic Triumph tore up the mountains, sending chunks of manatite floating in the air. Many great beasts and Barbaros now make their homes in the resulting cavities and pits, making the Digad Mountains a dangerous area.</p><p></p><p>South of Harves is the <strong>Black Spot Sea</strong>, so named because of the frequency of Shallow Abyss occurrences there. Shallow Abysses developing in the water can create whirlpools that suck ships in, and the whole phenomenon creates "Abyss Wind", which blows on Harves. When the wind is especially strong, it can create waves of famine and disease epidemics. Floating above the sea is the Sandokia Temple, about which very little has been revealed to-date.</p><p></p><p>In the <strong>East</strong> lies the <strong>Magitec Carcass District</strong>. This is a community of about 10,000 that has been built around the remains of a Magitec Colossus. The population is tremendously varied, with adventurers, researchers, thieves, fallen nobles, escaped slaves, and missionaries all living together. With no central authority, the town is defacto run by the Antiquities Guild (read=Thieves Guild), and so is considered a wretched hive of scum and villainy. The Colossus is almost completely inert, although sometimes it will still automatically create and send out magitec weapons on attack mode. The locals treat this essentially like another natural disaster to be wary of.</p><p></p><p>North of the Magitec Carcass District is the <strong>Forest of Korolopokka</strong>. The forest is filled with dangerous beasts, which grow more intelligent the further into the forest you penetrate. Broken and abandoned magitec can be found throughout the forest. In the middle of the forest is a stream. Nobody who has ever seen the stream can agree on its exact shape or color. Korolopokka is regional dialect for "must not be violated", and it is said that if anyone tries to misuse or contaminate this stream, a beautiful and powerful unicorn will appear to send you back outside the forest.</p><p></p><p>Beyond the Forest of Korolopokka is the <strong>Kingdom of Yusiz</strong>. Yusiz is magocracy, ruled by the Magnus. Magnus is the pronunciation given for Japanese characters that mean "Lord Sorcerer." The position of Magnus, however, is by appointment. Currently it is held by Vandelken Magnus, a 330-year old female Elf. Yusiz says that it dates back 3,000 years to the Magic Civilization, but no other country believes this. However, the current Magnus was alive during the Diabolic Triumph, something that adds to her mystery. In other countries, she is called "the Witch," or "the Witch of the East." Yusiz has an academy for learning magic, because Harry Potter. The academy operates on a course credit system, and has six grades, but placement in the grades depends on magical ability, not age.</p><p></p><p>In the <strong>West</strong>, there is the <strong>Jiniasta Arena</strong>. Located on the outskirts of the kingdom of Makajahat, it was built by a consortium of powerful individuals from all the various nations. Despite technically being on Makajahat territory, it is not possessed by any one country. Makajahat receives a kickback in return for leaving it to its own devices (and Makahajat does not want to piss off those who own it, anyway). Once a month, on the day of the full moon, gladiatorial contests are held from dawn to dusk. Mercenaries and adventurers from every country come to compete for prizes and renown among the powerful people who operate the Arena, and who are always in the audience. (Yes, your campaign, too, can have a Tournament Arc.)</p><p></p><p>Beyond the Arena to the northeast lies the <strong>Caslot Desert</strong>. It is thought to be the remains of a Magic Civilization country, and indeed relics and artifacts from that time can often be found there. Travel through the desert must be by camel, and it is easy even for experienced travelers to get lost. However, the train line between Harves and Rahjaha will run through here.</p><p></p><p>North of the Arena is the <strong>Rahjaha Empire</strong>. It's called an "empire", but it seems to only occupy a lonely oasis in the Caslot Desert. But, it plays a pivotal role in holding off northern Barbaros enclaves from entering into Burlight, so perhaps we can allow its pretensions to grandeur. It is ruled by Emperor Donon IV, a male dwarf. Many are not sure what to make of Rahjaha, since Donon is a strict believer in judgment by merit, and so many of the denizens of Rahjaha and the ranks of its army are made up of Nightmares, Kobolds, and even fallen Drakes. Drakes are the captains of the Barbaros army, dragon-like humanoids who are born with a magic sword. But if they somehow lose this sword, they are outcast from Barbaros society. If they vow to serve Rahjaha, and demonstrate that with their actions, Donon gives them "honorary humankind" status. Rahjaha has recently linked up with the great northern nation of the Kingsray Steel Republic via Magitec railroad, making it one important link between Harves adventurers and the domains to the north.</p><p></p><p>Finally, east of the Arena is the <strong>Kingdom of Makajahat</strong>. A kingdom of artists, it is said you can throw a rock without hitting a painter, or turn a corner without bumping into a dancer. The people are passionate and open, and the city is known for its nightlife. It is ruled by a queen named Iicula, a 20 year old Nightmare. Iicula's youth, combined with her optimistic and hedonistic personality, originally earned her such sobriquets as "The Foolish Queen," or even "The Prostitute Queen." But possessing both keen insight, and the ability to bedazzle with her speech and manner, she was soon found to be an accomplished and successful diplomat and ruler. For that, her nickname is now "The Witch of the West."</p><p></p><p>There are a number of other sites prominent on the map, but not explained in Rulebook I, chief among these being the Kingdom of Gransele to the east of Harves, at the foot of the Digard Mountains. Some of the sites are explained in Rulebook II, or in other supplements. Gransele is covered in a Starter Guide that came out shortly after release of Rulebook I, which covered both Gransele and the changes in the rules from 2.0. Some sites, however, are never explained. The Sandokia Temple being one of them. The designers seem to be looking for a balance between resources for GMs to use for their adventures, and open areas for GMs to expand out as they like. In fact, Rulebook II has a whole continent called Keldion, whose only official information is that there will never be official information for that continent. It is there for each table to use as they like. This is a tradition that goes back to the 1st edition.</p><p></p><p>Next time, we dive into the <strong>Game Mastering</strong> chapter of the book, with a look at <strong>the Role of the GM</strong>, and advice on running <strong>Sessions</strong>.</p></blockquote><p></p>
[QUOTE="Iosue, post: 8790420, member: 6680772"] Unlike my Let's Read of Moldvay Basic D&D, where just about any piece of art found therein was available on the net, there's a real dearth of SW 2.5 art. The core ruluboos don't have much in the first place. However, looking at the SW 2.5 page on the publisher's website, I found some art that might be interesting. Here is the sample character art, in full color: [IMG]https://fujimi-trpg-online.jp/archives/001/201807/21842d5288e6307bc793791fb6866cb7.jpg[/IMG] Left to right, that's Tabbit, Human, Runefolk, Elf, male Dwarf, female Dwarf, Nightmare, and Lycant. I like this blurb for the new Fellow rules just for the picture in the middle conceptualizing the full-powered Elf Priestess PC becoming a Fellow: [IMG]https://fujimi-trpg-online.jp/archives/001/201807/11e8296659fd3ad4ae3dfc757414827c.jpg[/IMG] Finally, there's this picture, which has the map of the Burlight region I was looking for: [IMG]https://fujimi-trpg-online.jp/archives/001/201807/acf69e7afa71dabff6c9e7b0e0b6d352.jpg[/IMG] Note the illustration of a Shallow Abyss in the lower right corner. The World chapter ends with some description of the [B]Burlight region[/B] of Alfleim. Located on the southern tip of the continent, it has a temperate climate, never getting very cold, but nevertheless having four seasons. (Not surprisingly, this is very much the climate of the Kansai region of Japan, where GroupSNE is located.) This section is split into three parts, South, East, and West, each describing 3 or 4 locales in that region. We start with the [B]South[/B], where the [B]Kingdom of Harves [/B](har-vess) is located. Harves is the largest, most active nation in the region, with 80,000 people. The book kindly provides a demographic breakdown of the populace: 40% Human and 30% Lycant, with other races making up the remaining 30%. The capital city, also called Harves, is located right where the Walta River splits into four branches before emptying into the sea, giving Harves its nickname, "the Water City." Harves is ruled by young King Weis Harves, 25 years old (practically middle-aged in shonen manga!). Harves and the neighboring kingdoms of Rahjaha and Yusiz are attempting to connect the three kingdoms through a Magitec railroad. North of Harves lie the southern tip of the [B]Digad Mountains[/B]. In better times, there were many mines and quarries for manatite and magic crystals. But the disruption of the Diabolic Triumph tore up the mountains, sending chunks of manatite floating in the air. Many great beasts and Barbaros now make their homes in the resulting cavities and pits, making the Digad Mountains a dangerous area. South of Harves is the [B]Black Spot Sea[/B], so named because of the frequency of Shallow Abyss occurrences there. Shallow Abysses developing in the water can create whirlpools that suck ships in, and the whole phenomenon creates "Abyss Wind", which blows on Harves. When the wind is especially strong, it can create waves of famine and disease epidemics. Floating above the sea is the Sandokia Temple, about which very little has been revealed to-date. In the [B]East[/B] lies the [B]Magitec Carcass District[/B]. This is a community of about 10,000 that has been built around the remains of a Magitec Colossus. The population is tremendously varied, with adventurers, researchers, thieves, fallen nobles, escaped slaves, and missionaries all living together. With no central authority, the town is defacto run by the Antiquities Guild (read=Thieves Guild), and so is considered a wretched hive of scum and villainy. The Colossus is almost completely inert, although sometimes it will still automatically create and send out magitec weapons on attack mode. The locals treat this essentially like another natural disaster to be wary of. North of the Magitec Carcass District is the [B]Forest of Korolopokka[/B]. The forest is filled with dangerous beasts, which grow more intelligent the further into the forest you penetrate. Broken and abandoned magitec can be found throughout the forest. In the middle of the forest is a stream. Nobody who has ever seen the stream can agree on its exact shape or color. Korolopokka is regional dialect for "must not be violated", and it is said that if anyone tries to misuse or contaminate this stream, a beautiful and powerful unicorn will appear to send you back outside the forest. Beyond the Forest of Korolopokka is the [B]Kingdom of Yusiz[/B]. Yusiz is magocracy, ruled by the Magnus. Magnus is the pronunciation given for Japanese characters that mean "Lord Sorcerer." The position of Magnus, however, is by appointment. Currently it is held by Vandelken Magnus, a 330-year old female Elf. Yusiz says that it dates back 3,000 years to the Magic Civilization, but no other country believes this. However, the current Magnus was alive during the Diabolic Triumph, something that adds to her mystery. In other countries, she is called "the Witch," or "the Witch of the East." Yusiz has an academy for learning magic, because Harry Potter. The academy operates on a course credit system, and has six grades, but placement in the grades depends on magical ability, not age. In the [B]West[/B], there is the [B]Jiniasta Arena[/B]. Located on the outskirts of the kingdom of Makajahat, it was built by a consortium of powerful individuals from all the various nations. Despite technically being on Makajahat territory, it is not possessed by any one country. Makajahat receives a kickback in return for leaving it to its own devices (and Makahajat does not want to piss off those who own it, anyway). Once a month, on the day of the full moon, gladiatorial contests are held from dawn to dusk. Mercenaries and adventurers from every country come to compete for prizes and renown among the powerful people who operate the Arena, and who are always in the audience. (Yes, your campaign, too, can have a Tournament Arc.) Beyond the Arena to the northeast lies the [B]Caslot Desert[/B]. It is thought to be the remains of a Magic Civilization country, and indeed relics and artifacts from that time can often be found there. Travel through the desert must be by camel, and it is easy even for experienced travelers to get lost. However, the train line between Harves and Rahjaha will run through here. North of the Arena is the [B]Rahjaha Empire[/B]. It's called an "empire", but it seems to only occupy a lonely oasis in the Caslot Desert. But, it plays a pivotal role in holding off northern Barbaros enclaves from entering into Burlight, so perhaps we can allow its pretensions to grandeur. It is ruled by Emperor Donon IV, a male dwarf. Many are not sure what to make of Rahjaha, since Donon is a strict believer in judgment by merit, and so many of the denizens of Rahjaha and the ranks of its army are made up of Nightmares, Kobolds, and even fallen Drakes. Drakes are the captains of the Barbaros army, dragon-like humanoids who are born with a magic sword. But if they somehow lose this sword, they are outcast from Barbaros society. If they vow to serve Rahjaha, and demonstrate that with their actions, Donon gives them "honorary humankind" status. Rahjaha has recently linked up with the great northern nation of the Kingsray Steel Republic via Magitec railroad, making it one important link between Harves adventurers and the domains to the north. Finally, east of the Arena is the [B]Kingdom of Makajahat[/B]. A kingdom of artists, it is said you can throw a rock without hitting a painter, or turn a corner without bumping into a dancer. The people are passionate and open, and the city is known for its nightlife. It is ruled by a queen named Iicula, a 20 year old Nightmare. Iicula's youth, combined with her optimistic and hedonistic personality, originally earned her such sobriquets as "The Foolish Queen," or even "The Prostitute Queen." But possessing both keen insight, and the ability to bedazzle with her speech and manner, she was soon found to be an accomplished and successful diplomat and ruler. For that, her nickname is now "The Witch of the West." There are a number of other sites prominent on the map, but not explained in Rulebook I, chief among these being the Kingdom of Gransele to the east of Harves, at the foot of the Digard Mountains. Some of the sites are explained in Rulebook II, or in other supplements. Gransele is covered in a Starter Guide that came out shortly after release of Rulebook I, which covered both Gransele and the changes in the rules from 2.0. Some sites, however, are never explained. The Sandokia Temple being one of them. The designers seem to be looking for a balance between resources for GMs to use for their adventures, and open areas for GMs to expand out as they like. In fact, Rulebook II has a whole continent called Keldion, whose only official information is that there will never be official information for that continent. It is there for each table to use as they like. This is a tradition that goes back to the 1st edition. Next time, we dive into the [B]Game Mastering[/B] chapter of the book, with a look at [B]the Role of the GM[/B], and advice on running [B]Sessions[/B]. [/QUOTE]
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