Troll Lord
First Post
TLG is hard at work on the next C&C release, Rune Lore. We are offering a number of different pre-order bundles that include your own special Players Handbook (only 10 of 15 left); the winter rune tiles in a wooden box, digital versions, and more. Check it out.
Rune Lore
Rune Lore introduces the magical Rune Stones and the Runemark to Castles & Crusades. The rune stones and their accompanying runes are presented for use as both magic items and as spells. Integrating them requires no new rules. The magical stones and runes are usable by any character of any race or class, allowing players to quickly and seamlessly integrate the runemark into their existing games. Spell Casters use them as spells to flesh out their magical grimoires. The spell versions of the runes are slightly more powerful, either in duration or in a affect due to the nature of the magic using class’s archetypical abilities.
Castle Keepers and players should have minimal work in integrating the magic of the runes to the game. The runes and their use are fully explained in Chapter 1 Rune Lore. This includes the history of the runes, how to find them, use them, how to inscribe them on totems or add them to magic books. Chapter 1 includes new equipment, including weapons and armor, for use in Castles and Crusades. The equipment section also covers winter environs and special goods for plane travel. New spells and magic items, the runes, are presented in full as well as information on the planes and plane travel for characters.
Players and Castle Keepers have access to setting and character development information in Chapter 2, the Land Without Gods. The chapter covers the Gottland and the Holmgrad Mountains, including towns and villages, castles, rivers, hills, and forests. The inhabitants are described in detail with names for local NPCs of importance. Chapter 2 also covers the personality traits of Halflings, their gods, customs and more. All the setting material is derived from Aihrde but is very portable to any other homebrew system.
The series of loosely connected adventures in Chapter 3 The Runemark, lends themselves to a highly scripted campaign or as drop in adventures as the Castle Keeper may need. Each adventure is 2-6 pages long and laid out in such a way that they should be playable in a single nights play. CKs may have to flesh out the adventure with smaller jaunts of their own design.
Rune Lore offers the game a highly compact, versatile expansion to the C&C game without any noisy rules or cumbersome add on systems.
The Rune Lore material offers the CK and player a wide arena for expansion either on their own or with other Runes as detailed by TLG.
Rune Lore
Rune Lore introduces the magical Rune Stones and the Runemark to Castles & Crusades. The rune stones and their accompanying runes are presented for use as both magic items and as spells. Integrating them requires no new rules. The magical stones and runes are usable by any character of any race or class, allowing players to quickly and seamlessly integrate the runemark into their existing games. Spell Casters use them as spells to flesh out their magical grimoires. The spell versions of the runes are slightly more powerful, either in duration or in a affect due to the nature of the magic using class’s archetypical abilities.
Castle Keepers and players should have minimal work in integrating the magic of the runes to the game. The runes and their use are fully explained in Chapter 1 Rune Lore. This includes the history of the runes, how to find them, use them, how to inscribe them on totems or add them to magic books. Chapter 1 includes new equipment, including weapons and armor, for use in Castles and Crusades. The equipment section also covers winter environs and special goods for plane travel. New spells and magic items, the runes, are presented in full as well as information on the planes and plane travel for characters.
Players and Castle Keepers have access to setting and character development information in Chapter 2, the Land Without Gods. The chapter covers the Gottland and the Holmgrad Mountains, including towns and villages, castles, rivers, hills, and forests. The inhabitants are described in detail with names for local NPCs of importance. Chapter 2 also covers the personality traits of Halflings, their gods, customs and more. All the setting material is derived from Aihrde but is very portable to any other homebrew system.
The series of loosely connected adventures in Chapter 3 The Runemark, lends themselves to a highly scripted campaign or as drop in adventures as the Castle Keeper may need. Each adventure is 2-6 pages long and laid out in such a way that they should be playable in a single nights play. CKs may have to flesh out the adventure with smaller jaunts of their own design.
Rune Lore offers the game a highly compact, versatile expansion to the C&C game without any noisy rules or cumbersome add on systems.
The Rune Lore material offers the CK and player a wide arena for expansion either on their own or with other Runes as detailed by TLG.
