Aldean Classes – Blue Rose Adventurer’s Guide

Last week we took a look at Ancestries in Aldea, so this week we thought we’d focus on Aldean Classes. All of the core 5e classes exist in the world of Aldea, and The Blue Rose Adventurer’s Guide looks at each, how they fit into the various nations and lands, and offer new class-feature options unique to Aldea and the Western Lands:

Blue Rose Adventurer's Guide for 5e: Pre-Order Today!


Barbarians – The Path of the Wasteland: Fit for surviving in the most Shadow-tainted wastelands and desolate places, these barbarians literally live off their own fury and determination and possess tremendous survival instincts.

Aldean Fighter ClassBards – The College of the Roads: Also known as the College of Fate, these bards learn the secrets of the Roamers, including how to perceive and tug at the weave of fate and to perform the sacred Sel-Shanna, the Moon Dance.

Clerics – The Radiant Domain: More than just mundane light, clerics of radiance are devoted to the Light, the essence and wellspring of creation, which opposes the power of Shadow. Any of the Gods of Light can claim this domain, along with clerics of the Eternal Dance itself. Clerics of radiance are found in all of the lands of Aldea, but particularly Aldis and Jarzon, although they often differ in their views of how best to shed their light to banish Shadow.

Druids – The Circle of the Clans: The most common druids on Aldea, by far, are the Circle of the Clans, who serve the clans of Rezea. They are commonly known as witches, or the wise-ones, adept keepers of lore, wisdom, and power. They gather on the plains at night under the stars and the light of the moon to work their magic.

Fighters – The Peacekeeper: It is said “let those who desire peace prepare for war” and those who emulate the Peacekeeper do just that. They are prepared, able, and willing to fight, if they must, for a cause they believe in, but a Peacekeeper’s goal is to prevent fights, when and where possible, and to end them as quickly, and with as little harm, as they can.

Monks – The Way of the Spirit Dance: A reflection of the Eternal Dance within the material world, the tradition of the Spirit Dance is thought to be one of the oldest spiritual practices in Aldea, passed down from master to student since time immemorial, and granting those who learn and master its rhythms and steps great spiritual and magical insight.

Paladins – The Oath of the Rose: Rose Knights are sworn to the cause of Aldis and the Blue Rose, to be the champions of the Sovereignty. The power of oaths and dedication is palpable to an awakened soul, and paladins are found among all of the cultures of Aldea. They include the Knights of Purity in Jarzon and the dreaded Knights of the Skull in Kern.

Rangers – The Shadow Hunter: Some rangers following the Hunter archetype on Aldea stalk the forces of Shadow itself. These Shadow Hunters gain access to additional traits concerning their particular foes.

Rogues – The Rebel: The rebel is an infiltrator and an inciter of change, sometimes through stealth, cunning, and persuasion, other times through violence. They may be a lone figure, inspiringAldean Wizard Class people to take action, the leader of a cell or network, or even hidden within the very power structure they seek to overthrow.

Sorcerers – Primal Sorcery: There are sorcerers who wield the primal magic of the elements, forged by the gods at the dawn of the world. These sorcerers often hail from particularly ancient families, although bloodlines and inheritance are often obscured by the chaos of the Shadow Wars and all that followed.

Warlocks – The Autumn King and the Winter Queen: Although it is said that all souls of the Eternal Dance have the potential for the arcane arts, the truth is that not all souls awaken to that potential in each life, and most will not do so in this life. Still there are some who hunger and thirst for arcana and seek some means to slake it. Warlocks on Aldea turn to two additional particular patrons for their arcane arts: the Primordials, particularly those of Autumn and Winter, of earth and air, and of madness and the Moon.

Wizards – The School of Psyche: The School of the Psyche explores the true source of magic on Aldea: the awakened souls of the Eternal Dance, and the vast Sea of Possibility, the pure power of the mind and soul working in concert. Some psychic wizards refer to their work as the “grand unity of the arts,” seeking a deeper understanding of all arcana through this lens.

On the Threshold of Apocalypse: Five and Infinity Chapter 5 Available NOW!

On the Threshold of ApocalypseThe Epic Finale of the Five and Infinity Adventure Series

Earth is slain; the ruins of London have fallen on Blattarum, the plane of lost and broken things. This is the work of the Nexus, a servant of uttermost darkness, whose obsessions guided the hands of countless selves scattered across as many alternate worlds. Yet heroes may find hope in the wreckage of Earth: precious life they unknowingly created, and perhaps even a chance to undo the end of the world. But what they’ve gained, and what they might regain, may belong to incompatible destinies….

After Armageddon Lies Hope

Written by Meghan Fitzgerald, On the Threshold of Apocalypse is the finale of the Five and Infinity adventure series, challenging Modern AGE characters levels 13 to 16. It’s part of the Threefold setting, so for full use of the adventure, the Modern AGE Basic Rulebook and Threefold campaign book are required.

This adventure can stand alone, but it’s also the fifth part of Five and Infinity adventure series, which takes your Modern AGE Threefold characters from levels 1 to 16.

Undo the End

Get Five and Infinity Chapter 5: On the Threshold of Apocalypse at the Green Ronin Online Store or DriveThruRPG 

Collect All Five and Infinity Installments

 

Welcome to Aldea: A Blue Rose Primer

Blue Rose Adventurer's GuideWhether it is the announcement of the Blue Rose Adventurer’s Guide, the release of some recent Blue Rose products, or just general curiosity, if you are unfamiliar with the setting for Blue Rose, you may be wondering: What is this “Aldea” place and what is it like for playing games and telling stories?

Walk across its meadows, under the branches of its forests, or along its shores, and you would find the world of Aldea much like our own: with a day and night, a sun and moon, a cycle of seasons over a similar year, with much flora and fauna that would be familiar.

That said, you would also encounter magic and mystery under those forest boughs and in the watery depths. The sun, moon, and stars were placed in the sky by primordial powers worshipped during that cycle of seasons, and some flora and fauna are quite different indeed, from tree-spirits to faeries to beasts with minds as aware as our own. What’s more, you would find places, and creatures, touched by forces of corruption and evil, which have twisted them, making them inimical to life.

The Western Lands

Aldea is a world in many ways like our own several centuries ago, in others very different. The Blue Rose setting focuses on a region of the overall world of Aldea less than a thousand miles across, centered on the nation of Aldis, the Sovereignty of the Blue Rose. They are collectively known as the Western Lands, or the Old Kingdom Lands, although both terms are not in widespread use, since these lands don’t think of themselves collectively, for the most part. They have emerged only a few centuries ago from a vast dark age of corrupt rule, and parts of the world still remain touched by the power known to Aldeans as Shadow.

  • Aldis: Central to the Western Land is the Sovereignty of Aldis, once the heart of the Old Kingdom. Aldis is ruled by nobles who are trained and tested for their roles, including the magical test of the Blue Rose Scepter to verify their good intentions. It is ruled by a Sovereign chosen by the divine Golden Hart from among its people, and the current sovereign is Queen Jaellin. Aldis harnesses arcane power and potential to improve the lives of its people and to promote a culture of tolerance and prosperity for all.
  • Rezea: West of Aldis, across the broad Rezean Gulf, lie the plains of Rezea, hundreds of miles of open grasslands, fed by rivers flowing from the high northern mountains towards the ocean. These lands are claimed by the Clans of Rezea, semi-nomadic horse-riders descended from humans who escaped servitude in Drunac to the north and west and found their way onto the vast plains, led by the great hero Jessa. The Rezean clans are largely independent, and often competitive, united by their culture and their respect for the Khana, the wisest of their witches.
  • Jarzon: To the east of Aldis, across the expanse of the Veran Marsh, is the Theocracy of Jarzon. Jarzon’s history of struggle in throwing off tyranny and surviving in a corrupted world has shaped their culture and views. A deeply religious nation, Jarzon’s salvation was in the Church of Pure Light. The church preaches a strict life of vigilance against corruption. The practice of the occult is punishable by death, and the arcane arts may only be practiced by the church’s priesthood and those specifically under their supervision. Jarzon mistrusts neighboring Aldis for the Sovereignty’s embrace of arcana and the forces which the Theocracy feels corrupted the world—and have the potential to do so again.
  • Kern: To the north of Aldis, beyond the peaks of the Ice-Binder Mountains, lies the foreboding Thaumarchy of Kern, the last of the domains of Shadow. The Lich King Jarek ruled here for centuries until Queen Jaellin and the forces of Aldis brought his rule—and his dark tower—crashing down three years ago. A loose alliance of seven of Jarek’s lieutenants stepped quickly into the power vacuum, taking up the reins of power as a “Regency Council” until the succession could be settled. The so-called “Shadowed Seven” plot and scheme and maneuver for advantage in the inevitable conflict that will settle which of them sits upon Kern’s throne.
  • Lar’tya: A sea voyage to the south and west of Aldis lie the volcanic isles of the Matriarchy of Lar’tya. It is a prosperous, tropical nation with a trading partnership with the Western Lands, particularly Aldis. As its name suggests, Lar’tya consolidates political and social power in the hands of women, considering them more naturally suited to administration, business, and leadership. The nation also has a strict caste system, with limited social mobility and interaction between castes.
  • The Roamers: The traveling folk known as Roamers trace their lineage back to the lost nation of Faenaria, what is now the Shadow Barrens. The Roamers travel from place to place in small caravans of brightly colored wagons, trading goods and offering services, often visionary readings or small arcane works. They’re known for their love of music and dance, but also for a somewhat mischievous nature and a gift for stirring things up in places they visit.

The Western Kingdoms of Aldea

The Peoples of Aldea

On Aldea, their term for “person” generally refers to any embodied soul: a living being born of the world, capable of thought and self-awareness. That said, not all cultures agree as to precisely who

Blue Rose: The AGE RPG of Romantic Fantasy

Blue Rose (Fantasy AGE)

is or isn’t a “person.” In particular some nations, like Jarzon, question whether or not rhydan are truly people, or whether the night people are deserving of the name, being creations of the occult, and therefore shadowspawn in their eyes. In Aldis and much of the world, however, the following five peoples are recognized:

  • Humans: The vast majority of people in the world are humans, who would be quite familiar to us. Aldean humans exist in all of the vast variety they do on our world, and then some.
  • Night People: Creations of arcana, the night people were made as brute laborers and soldiers. Many fought for and won their freedom and they are now found in many lands, although fully-accepted only in Aldis, as many others are suspicious of the night people’s origins.
  • Rhydan: The rhydan have the bodies of beasts, but possess souls just like any people, making them intelligent, self-aware, and gifted with arcane (particularly psychic) talents. Most rhydan arise—or “awaken” as they call it—from amongst mundane animals of their kind, and many in Aldis believe rhydan are proof of the Wheel of Rebirth: placing enlightened souls into animal forms close to nature.
  • Sea-folk: Sea-folk are an amphibious people, who can swim with great skill and hold their breath as long as a dolphin. They have green- or blue-tinted skin and hair and eyes of a similar shade. Sea-folk are androgynous and often gender-fluid. Because they depend on water more than land-dwellers, sea-folk live near rivers, streams, lakes, or the sea.
  • Vata: Descendants of the ancient and arcane vatazin, their heritage mixed with human ancestry, the vata are a long-lived people of arcane gifts and insights, but one that has been fading from the world for generations.

Before the souls of Aldea were embodied, they were timeless beings beyond physicality. Now in diverse forms, they retain some sense of their previous oneness. While men and women are the most common genders of Aldea, more exist beyond these two. While people in Aldis have no overriding romantic or sexual preference, placing the importance of the soul over the body, there are those primarily or solely drawn to their own gender, or to a different gender, as well as those not drawn to sex or romance in particular, or even at all. There are many sorts of families, based on many sorts of relationships between people, with love as the most common element.

A New World Awaits

This summary is just the barest taste of the magical world of Aldea. So much more awaits in both Blue Rose, the AGE Roleplaying Game of Romantic Fantasy (for the AGE System) and in the Blue Rose Adventurer’s Guide (for Fifth Edition fantasy roleplaying), as well as fiction set in the world of Aldea from Nisaba Press, such as the novel Shadowtide. Whatever venue appeals to you, welcome to the world of Aldea! Take the time to visit and experience its stories, and then create some of your own.

Now On Sale: Feral Hogs for Modern AGE

Release the Hogs!

Was there an apocalypse, or is this a fever dream brought on by too many energy drinks? Or is Murica, a future nation of trucks, guns, mail order distribution centers-turned-fortresses, and most importantly, mutated feral hogs, truly a Utopia, where everyone can express themselves as the ruggedest of individuals? Find out by testing yourself against this brave new world of mutant Suidae, from running Squealers to the dreaded Hogferatu!

Hogferatu from Modern AGE: Feral Hogs

Feral Hogs is a new PDF adventure for the Modern AGE Missions series. Beyond nakedly exploiting the 30-50 Feral Hogs meme from the comparatively paradisiacal year of 2019, Feral Hogs started out as a one shot adventure for the Dice Priori stream. Watch the original session here (though you’ll be spoiled if you do!). We were so amused by it we asked Dice Priori’s Matthew Foreman and Chase Schneider to write it out as an adventure the rest of us can enjoy.

Consequently, it’s our duty and pleasure to announce that Dice Priori will be running a sequel to the adventure on September 23. Visit their stream, watch, and maybe win prizes! And when you’re good and ready, run Feral Hogs for your 1st to 4th level Modern AGE characters. Chug your BEAST energy drink, lock and load, and for Murica’s sake, shoot tens of feral hogs!

Get Feral Hogs

Modern AGE Missions: Warflower

The Modern AGE Missions series presents unusual or customizable scenarios for the Modern AGE roleplaying game that aren’t connected to any established AGE setting. The first adventure, Warflower, smashes characters against the problems caused by eccentric modern sword fighters, pretentious drug dealers, and a very weird CEO, where the Game Master decides upon its culminating secret.

Feral Hogs and Memes in Modern AGE

Not every Modern AGE adventure has to be deadly serious, and last year I was charmed when the streamers of DicePriori ran a one-shot based on the infamous “30-50 Feral Hogs” meme. It looked like so much fun that I asked DicePriori members Chase Schneider and Matthew Foreman to write the adventure out for me as a Modern AGE Mission:  next in a series of unconventional and/or setting-neutral PDF adventures for the line. The first in the series, Warflower (also available at DriveThruRPG) was a choose-your-own secret romp through medieval-style sword fighters, drug-dealing alchemists, and corporate perfidy. Feral Hogs’ claim to fame is that it was ripped from the headlines of…well, 2019 (stupid COVID-19 delays) and set in a post-apocalyptic fever dream of big trucks, guns, distribution centers turned fortresses, and nuclear reactors. If it had a genre, it would be “memesploitation.” Look for Feral Hogs this week!

Feral Hogs!

But speaking of memesploitation, how do characters in Modern AGE use memes? In a past Threefold campaign one of the PCs got their Twitter account verified, so I know from experience social media plays a part in contemporary campaigns. In most games the Click “Share” stunt in the core rules works well, The Modern AGE Companion’s Influencer talent and Communicator specialization are the power duo for social media, but anybody can make a meme (or grow one from an opportunity, like the original Feral Hogs Twitter blow up), and this being Modern AGE, the ability to make a meme naturally implies Meme Stunts!

Making Modern AGE Memes

A meme is an idea expressed in some rough form (an image, or a video, or…well, it’s 2020, we know what memes are) that people feel compelled to share. To make a meme on purpose requires a Communication (Expression) test, with a TN determined by the reach you want it to achieve:

Sympathy Likes—TN 10: You want to amuse your social media connections who will at least pretend to think the meme is clever.

Community Appreciation—TN 14: You want that meme to spread across a significant scene of people, like backpackers or miniatures gamers.

Mass Culture—TN 18: You want the meme to be known to a vast section of people.

You can also strategically share a meme (with good timing, a good venue, and maybe a witty addition or two) but this puts you on the periphery of its hottest social media action. Generally, sharing an existing meme has the TN and effects of creating a meme of one rank less, so piggybacking on a Mass Culture meme has the TN and effects of an original Community Appreciation Meme. Sharing a meme worthy of Sympathy Likes is useless. Sorry.

A meme’s main practical effect is to strengthen your social media reach by amusing and increasing the number of followers you have. This provides a one-step Attitude shift in the direction of your choosing about the target or subject of your choosing among the audience you aimed for, though this is short-lived, lasting just 3d6 days. Furthermore, you can use the following Meme Stunts!

Meme Stunts

1-3          Meme Economy: You’ve got a good format or idea. You can spend up to 3 SP on this stunt, with each SP adding +1 to your next meme.

2/4/6     Viral AF: Your meme’s effects last longer. Double its duration for 2 SP, then double it again at 4 (4x) and 6 (8x) SP.

3              Actual LOL: Your meme is sweet enough to provoke a real reaction. You shift your targets’ Attitudes an additional step up or down.

4              Cash Me: Your improved social media reach translates into money from a hustle you promote, or a simple appeal for money. You gain +1 Resources for 1 week for Sympathy Likes, 1 month for Community Appreciation, and 2d6 months for Mass Culture memes.

5              I AM the Senate: 1d6 weeks after your meme launches, an online community forms to talk about it and make related memes. If you contact this community it automatically confers 1 rank of Membership on you. The community is one size smaller that the scope of your meme, unless it’s a Sympathy Likes meme, in which case it’s just a handful of people.

Fantasy AGE Freeport

Death In Freeport for Fantasy AGELast month, in “Return to Freeport,” we talked a bit about the classic adventure Death in Freeport, which helped to launch Green Ronin Publishing twenty years ago, and the forthcoming anniversary edition of that adventure. Not only is Death in Freeport being offered for the fifth edition of the world’s most widely-played fantasy roleplaying game, we are also offering a Fantasy AGE edition for AGE System players who would like to experience the City of Adventure for themselves!

Just like the 5e version, the Fantasy AGE edition of Death in Freeport will be full-color and available in electronic (PDF) and print-on-demand (POD) formats, with the same exciting adventure, but designed for Fantasy AGE game-play. Since both Freeport and Fantasy AGE were designed by Green Ronin’s own Chris Pramas, their aesthetics fit together like they were made for each other! That includes some fun AGE System style touches, such as:

  • Roleplaying stunts while interacting with the various low-lifes and scoundrels of the city.
  • Exploration stunts while delving into the mysterious dungeons beneath Freeport.
  • Mechanics for the hazards of some classic fantasy traps found in the adventure.
  • The unique stunts of serpent people, skeletons, and other monsters the characters may encounter.

Death in Freeport introduces the player characters to the free city and pirate haven of Freeport, and entangles them in the mystery of a scholar who has gone missing, leading them to a much deeper threat, both figuratively and literally!

The adventure also includes Fantasy AGE versions of the four pre-generated player characters who were a part of the original Death in Freeport: Rollo (gnome warrior), Malevir (half-elf mage), Alaina (human rogue), and Thorgrim (dwarf mage and healer).

From Freeport to Lairs

Fantasy AGE Game Masters looking to expand things beyond the events of Death in Freeport can find inspiration in Lairs for Fantasy AGE, many of which can easily be situated on the islands of the Serpent’s Teeth:

  • Shifted to a jungle locale,The Valley of the Titans could be on one of the islands, possibly connected to Lost Valossa or another ancient, mythic civilization.
  • The Temple of the Stone Oath could be hidden on the slopes of the volcano at the heart of A’Val or in mountainous terrain on another island.
  • Madness Under the Sea suits Freeport quite well, with Coral Scar’s Island hidden amidst the Serpent’s Teeth.
  • The Night Market can appear anywhere, even just outside the walls of Freeport itself.

Other Lairs or published Fantasy AGE adventures can also be placed in and around the city of Freeport or on the islands of the Serpent’s Teeth, mixing-and-matching to create a fantastic setting for your swashbuckling AGE adventures!

Death in Freeport for Fantasy AGE, is now available in the Green Ronin Online Store, or on DrivethruRPG

Midnight Gold Now Available: Five and Infinity Chapter 4

Midnight GoldDemetrius Bassei came to the Netherworld of Mar Saothair to win back his son’s lost soul at the Midnight Gold, the plane’s foremost casino. He never returned. Now it’s up to your heroes to dare this hell dimension of endless cities and spirit-flensing factories, where demons gamble over the souls of the damned and the merely unlucky alike. In Mar Saothair, bodies and minds crumble before the demands of endless urban toil, but debt is eternal. Who will you save, what will you win, and who do you owe?

Industrial Damnation and Infernal Fortune

Written by Crystal Frasier, Midnight Gold is an adventure for Modern AGE characters levels 9 to 12 in the Threefold setting, though with some adaptation it can be used for other Modern AGE campaigns. This adventure takes us to one of the Threefold Metacosm’s Netherworlds: hellish dimensions ruled by infernal overlords

For full use of the adventure, the Modern AGE Basic Rulebook and Threefold campaign book are required.

This adventure can stand alone, but it’s also the fourth part of Five and Infinity adventure series, which takes your Modern AGE Threefold characters from levels 1 to 16.

Save the Damned, If You Can Afford It

Get Five and Infinity Chapter 4: Midnight Gold at the Green Ronin Online Store or DriveThruRPG 

Previous Five and Infinity Installments

Adventures, Mastery, and Powers: What’s Coming For Modern AGE

It’s been as tricky a time for Modern AGE as it has for other games during the pandemic, but we’ve still been busy. I’m writing to tell you where we’re at with the line, what’s just come out, and what’s coming.

Enemies & Allies

First of all, COVID-19 put a bit of a dampener on our first hardcover release of the year, Enemies & Allies, so I’d like to give it another mention! Enemies & Allies is a “core” release for Modern AGE, detailing a few dozen possible friends and foes for your campaign. Enemies & Allies provides entities and optional rules split into modern fantasy, horror, crime-focused genres, military and technothriller, and science fiction focused chapters. The book includes appendices for creating your own NPCs, introducing ordinary animals, and converting creatures to and from other Adventure Game Engine books.

PDF Adventures: Modern AGE Missions and Five and Infinity

Modern AGE has two adventure series. The first, Modern AGE Missions, is a series of PDF releases mostly unconnected to any particular setting. The first, Warflower, is available through our webstore or DriveThruRPG. The next adventure, Feral Hogs, is due out later this quarter.

The second series, Five and Infinity, is a series of semi-connected adventures in the Threefold setting that can take characters from level 1 to 16. Five and Infinity was originally going to be released as a hardcover, and it still will be, but has been pushed back. For now, we’re releasing the adventures chapter by chapter, along with Chapter 0: The Adventure Generator, a table-based tool for producing plots for Threefold games that’ll set you back just 99 cents. Like Modern AGE Missions, they’re available at our webstore or DriveThruRPG.

Coming Hardcover Releases: Mastery and Powers

Coming soon! Modern AGE Mastery Guide

Finally, we have two hardcover books at various stages of development and production. First up is the Modern AGE Mastery Guide. The Mastery Guide is a book for both Game Masters and Players which includes advanced advice on how to play and run the game. It also includes new optional rules covering everything from equipment to extraordinary powers, and insights gleaned from a few years of Modern AGE being in the wild. If you want to assemble a “core rulebook” series, the Mastery Guide accompanies the Modern AGE Basic Rulebook and Modern AGE Companion, along with Enemies and Allies and the other book I’d like to talk about, Modern AGE Powers. The Modern AGE Mastery Guide is currently text-complete, and due for release in the fourth quarter of this year.

Modern AGE Powers is what you think it is: a guide to using extraordinary powers in Modern AGE. This book collects rules for powers found in prior releases, adds new rules, and does a deep dive into the story elements of magic, psychic disciplines, extraordinary abilities and items, and even a roster of strange beings suitable for games that revolve around the existence of powers. Modern AGE Powers is currently awaiting second drafts and is due to release in 2021.

And More…

Not counting Five and Infinity’s eventual hardcover release, Modern AGE currently has two more books in various stages of development, and casual discussion about everything from licenses (World of Lazarus has done well, and we’re interested in similar good fits) to rules innovations. Stick around, play the game, and tell me what you’re doing with it, and what you’d like to see, though our various social media channels.

The Soul Trade, Five and Infinity Ch. 3 – Now Available

In the Soul Trade, on an alternate Earth warped and twisted into a cruel imperial state, the conspiracy called Aethon begins its procedure to “delete” it from the Metacosm of countless planes, ridding it of a dangerous threat. On that doomed world and others, agents uncover crucial links to a hidden smuggling chain, one that could break the interplanar trade in souls wide open, and reveal the terrible price of that cruel, secret industry.

Chapter 3: the Soul TradeEvery Soul Has Its Price

The Soul Trade is an adventure for Modern AGE characters levels 5 to 8 in the Threefold setting, though with some adaptation it can be used for other Modern AGE campaigns. For full use of the adventure, the Modern AGE Basic Rulebook and Threefold campaign book are required. Threefold is a Modern AGE setting of multiple worlds where magic, technology, and dark forces contend for the fate of all universes. Start here to look at articles covering all aspects of the setting.

This adventure can stand alone, but it’s also the third part of Five and Infinity adventure series, which takes your Modern AGE Threefold characters from levels 1 to 16.

Get Five and Infinity Chapter 3

Pick up the next installment of Five and Infinity: The Soul Trade at the Green Ronin Online Store or DriveThruRPG by clicking the links!

Previous Five and Infinity Installments

Ronin Report, July 10th, 2020

It’s been a couple of months since our last Ronin Ronin Report: new serialized adventures!Report so I thought I’d update you all on how the company is faring during the ongoing COVID crisis. In March and April things were dicey. When our warehouse shut down and we could not ship physical books anymore, that put us a bad situation and severely impacted our ability to bring in revenue. Team Ronin really pulled together though, and we were able to roll with the punches and make some contingency plans that helped us weather the roughest patch.

Thankfully, Alliance—the game distributor who warehouses our books—re-opened with new safety procedures in place in May. This meant we could begin shipping books again, both to customers of our online store and the distributors who serve game retailers. This was a big help. A couple of print jobs that had been put on pause were also able to get going again. Lairs for Fantasy AGE and the reprint of the Deluxe Gamemaster’s Guide for Mutants & Masterminds both arrived and are available now. We also ran a successful crowdfunding campaign for the Book of Fiends on Game On Tabletop.

All of this means that things are more stable now than they were a couple of months ago. Does it mean everything is back to normal? Well, no, unfortunately not. Pretty much every convention in 2020 has been cancelled at this point, game stores are still struggling, and orders did not magically go back to their pre-COVID levels. We had to make some big adjustments to our schedule and have to be much more strategic about what gets printed and in what quantities. And yes, M&M fans, we will print the Time Traveler’s Codex! We just need to find the right time for it.

The hardest decisions we had to make regarding our schedule were pushing the Fantasy AGE Core Rulebook and Fifth Season RPG into next year. 2020 just Ronin Report: new serialized adventures!isn’t the right time for big launches like that, so we reluctantly made that call. On the upside, it does give us more development time on both projects and we are putting that to good use.

Overall, we are getting by but it’s not an easy time. If you’d like to support us, pick up some Green Ronin books from your local store or our online store. We also have some exciting stuff being serialized in electronic format: Five and Infinity for Modern AGE, the NetherWar adventure series for Mutants & Masterminds, and new Blue Rose Adventures. Nisaba Press, our fiction imprint, has released two new short story collections (For Hart and Queen for Blue Rose and Powered Up for M&M), and the superhero novel Sacred Band is also up for pre-order.

And there’s more fun stuff coming up. In August we’ll be launching Sword Chronicle, a full fantasy RPG built on the rules from our Song of Ice and Fire RPG. Ships of The Expanse will bring all the sexy spaceships to your Expanse games. Danger Zones will provide lots of interesting adventure locales for Mutants & Masterminds. And we’ve got a 20th anniversary surprise to boot!

We hope you are all staying safe out there. Remember to wear a mask when you go out and maintain social distancing. We know it’s hard for gamers used to sitting around the table together, but we want to see all your faces when this is all over.

Ronin Report: new releases from Nisaba Press!