Ronin Round Table: The Wolfenmoot

Artwork by Priscilla Kim

Artwork by Priscilla Kim

Howly Wolfenoot!

Recently, we became aware of the existence of a brand new holiday: Wolfenoot! Invented by an seven-year-old New Zealand boy, it celebrates people being kind to dogs. It’s a delightful notion, with households celebrating by eating roast meat and cakes decorated as moons, and the “Spirit of the Wolf” hides small gifts for family members – the kinder to puppers they are, the better the gifts! Folk have also decided to celebrate by donating or volunteering with local animal shelters and wolf rescues.

Quite honestly, that’s some delightful holiday goodness we couldn’t wait to get in on, and it seems only too appropriate to add Wolfenoot to the Blue Rose calendar, as well. I mean, for a setting that includes sapient, psychic wolves? It’s a natural fit.

So, without further ado, we present: Wolfenmoot, celebrated on the full moon of every month of Goion.

The Wolfenmoot

Full Moon of the Month of Goion

As winter settles into the Pavin Weald, and the moon begins to wax toward full, Forest Folk prepare for the Wolfenmoot. Read more

Ronin Round Table: Using the Fantasy AGE Bestiary in Blue Rose

Part III

One of the tremendous benefits of the Adventure Game Engine (or AGE) system is how quickly we’ve developed a diversity of applications for it. Not only does this give us a bunch of great games to play, but allows us to mix-and-match them to get ourselves a breadth of options beyond that of any single game.

Today, we’re concluding a series that shows this off a little. The Fantasy AGE Bestiary is an excellent book full of great monsters, horrors, and adversaries for your Fantasy AGE heroes. But its utility isn’t limited to Fantasy AGE campaigns – we’re going to talk a little about how these monsters might fit into the romantic fantasy setting of Blue Rose.

This is the last of three articles taking these critters, one at a time, and discussing where they might fit into Blue Rose’s setting, and what (if any) mechanical adjustments need to be made to make room for them. See the first part here, and the second part here.

Brian Hagan

 

 

Ocean Worm: Though Aldinfolk have legends of dragons, they do not consider these titanic ocean-going terrors to be dragons, per se. Still, the sailor jargon referring to them as “worms” has stuck. Many sages also refer to them as leviathans, and to the Lar’tyans, they are the Great Enemy, one of the few things that threaten their mighty warships. None of these with breath weapons have ever been reported in Aldean history to date. (See also the Shadow-Touched Serpent, on p100 of the Six of Swords adventure anthology.)

 

Ooze: Though strange, ravenous creatures with gelatinous bodies have existed for a long time, it is only recently that Aldin scholars discovered a strange fact: all of them are the remains of sorcerous work. Though it’s likely the Sorcerer Kings deliberately created some of them, the truth is far stranger: most of them used to be other creatures, or other sorcerous creations entirely, and all collapsed and devolved into these protoplasmic horrors, held together literally with sorcerous malice and little else.

 

Penanggalan: Old, blasphemous rites are responsible for the creation of the penanggalan. Similar to those which create liches, these sorcerous rituals are remnants of the ancient sorcerous traditions in what is now Drunac. The witches of the Rezean people are some of the few who recognize the signs of penanggalan among today’s adepts.

 

Rat King: According to certain rhydan sages, the conjoined intelligence of these strange horrors is a blasphemous mimicry of rhydan intelligence, the closest that Shadow can manage to the gift of a living soul. Whatever causes it, they are dangers in places where rats are plentiful and have many places to hide, which includes most cities. Rhy-rats (see Aldis: City of the Blue Rose) are best aware of the dangers of the rise of rat kings, and consider the careful monitoring of non-rhydan rat populations as part of their wardenship against Shadow.

 

Reaper: The priesthood of Selene teach that the reapers first appeared with the sorcerous rite that created the first of the unliving (different legends identify this unliving differently, but most tellings suggest it was a vampire or lich). Whatever their genesis, reapers now come hunting among all of the people of Aldea, living or otherwise. Many who find themselves stalked by a reaper flee immediately to adepts of the Selenite priesthood, who specialize in discovering what it is that has gained the ire of a reaper, and help a victim put it to rights, though sometimes this means seeing a murderer pay for the deaths they’ve caused.

 

Sea Devil: Sea devils rise up from the dark and cold depths that the sea-folk avoid descending into, for Shadow dwells in the deep oceans as well. Some sea-folk legends claim that sea devils are Shadow-corrupted members of their people from ages past; others seem to suggest that they are predators on sea-folk who rose to power by dwelling in the pelagic abysses. Regardless of where they came from, sea devils are a threat to all ocean-going folk: they are capable raiders of both subaquatic and above-water targets, swarming out of the ocean to attack sea-folk coves, seaside villages, and ships alike.

 

Shadow Person: Neither darkfiend nor unliving, elemental or fey, the exact nature of the shadow person is largely unknown. They are rare enough that only studied scholars are likely to recognize the signs of their predation without extensive research. They are known to torment the people of Kern most regularly, likely because Kernish folk are denied the means of defending themselves against them by their dark masters. Shadow people are considered darkfiends in Jarzon, and the witches of Rezea are said to know specialized wards to keep them from creeping into tents among the tribes.

 

Shard Lord: Records in the Vault of Censure – that collection of works considered too dangerous to permit general dissemination by the Crown in Aldis – claim that shard lords are a true abomination: the results of an infusion of arcanely sensitive shas crystals with the emanations of Shadow. This is why they are sometimes referred to as “shas lords.” The fact that shard lords are found most often in the Shadow Barrens upholds this origin story, as all of the shas deposits of that dark land are known to be utterly corrupted by Shadow, suitable only for works that aid sorcery.

 

Soul Harvester: For as long as Aldean folk have recorded their knowledge of monsters, they have spoken of soul harvesters. But these monstrosities were relatively uncommon for most of that history, until the actions of one of the Sorcerer Kings, the tyrant Yngalandis. Experimenting with uses for souls, Yngalandis constructed a sorcerous device that acted as a beacon and lure for soul harvesters, drawing them into this realm and forcing them to his service. Unfortunately, machinations by a rival not only destroyed the device, but scattered its power across Aldea, acting as a lure without an attached trap. Though these emanations have long faded, whatever culture exists among the soul harvesters has established this dimension as a place attractive for hunting, and they continue to stalk its folk.

 

Thin Man: Some of those who served in the wretched halls and palaces of the Sorcerer Kings mentioned the thin men afterwards, describing them as strange entities that came through shadowgates at the behest of the Sorcerer Kings. Whether ambassadors from a strange people known only to the Sorcerer Kings, or otherworldly mercenaries paid in some terrible coin, no one knows. It is sufficient that these things yet stalk the peoples of Aldea. Some scholars suggest this means that the thin men have either developed their own means of passage into this world, or that there yet remains at least one shadowgate that they have access to.

 

Treeman: It is said by some that the deeps of Wyss are home to entire communities of the treefolk, living trees who shepherd trees the way mortal shepherd sheep and cattle. Whether this is true of Wyss or not, treefolk occasionally appear solitarily in other deep forests. They are usually hesitant to speak to any folk, although a few rhydan enclaves have managed to establish alliances with them, and actually consider them kin in some capacity, plants given minds and souls the same way they are animals who were given such. Treefolk mystics are all incredible masters of the Nature Reading and Plant Shaping arcana.

 

Troll: Though they were once the terrors that haunted the high mountain passes, trolls are almost exclusively found in the Golgan Badlands, the Veran Marsh, the Shadow Barrens, and the wastelands of Drunac.

 

Werebeasts: Almost unheard of in Aldea, the exact origins of werebeasts are by and large a mystery. Some rhydan enclaves warn their members that werebeasts are what happen when rhydan are lost to Shadow, while some scholars think it is a curse inflicted on those who have mastered shapeshifting arcana who become corrupted. However it happens, it does so rarely, so much so that most Aldeans have never heard of werebeasts, though their existence is recorded among the Rolls of the Damned in Jarzon, and in the lore of Selenite mystery cults.

Shadowtide: A Blue Rose Novel (Print Pre-Order and Three Electronic Formats)

Shadowtide: A Blue Rose Novel cover image, by Magdalena PągowskaWe’re excited to announce that Shadowtide: A Blue Rose Novel, by Joseph D. Carriker Jr., is now available for pre-ordering and in three electronic formats from our Green Ronin Online Store.

When two envoys from the Sovereign’s Finest disappear on a critical mission, an unlikely band of allies, led by Soot, a rhy-crow with dark and secret power, is brought together to combat a hidden threat. As portents bloom across the smuggler’s den known as Serpent’s Haven, these strange agents quickly find themselves tested by the machinations of a cult dedicated to darkest Shadow. Grieving, afraid, and unsure who to trust or where to turn, they must rely on one another and their erstwhile allies in hopes of rescuing the envoys and foiling a terrible plot. Success will bring no great reward, but failure is unimaginable. Can they overcome their suspicion and fear to fulfill their mission, or will they, too, fall to Shadow?

When you pre-order Shadowtide through our Green Ronin Online Store, you can get the novel in three electronic formats right away, for just $5.

Pre-Order Shadowtide

Also available from Nisaba Press:

Nisaba Journal Issue 1 (PDF, EPUB, MOBI)

Ronin Round Table: Using the Fantasy AGE Bestiary in Blue Rose

PART II

One of the tremendous benefits of the Adventure Game Engine (or AGE) system is how quickly we’ve developed a diversity of applications for it. Not only does this give us a bunch of great games to play, but allows us to mix-and-match them to get ourselves a breadth of options beyond that of any single game.

Today, we’re going to start a series that shows this off a little. The Fantasy AGE Bestiary is an excellent book full of great monsters, horrors, and adversaries for your Fantasy AGE heroes. But its utility isn’t limited to Fantasy AGE campaigns – we’re going to talk a little about how these monsters might fit into the romantic fantasy setting of Blue Rose.

This is the second of three articles taking these critters, one at a time, and discussing where they might fit into Blue Rose’s setting, and what (if any) mechanical adjustments need to be made to make room for them. See the first part here.

 

Fomoiri: Among the terrors dwelling in the rainy, wet moors of Drunac are the fomoiri, having inherited their worship of darkfiends from the ancient warlock lords who once ruled that blasted landscape. Rezean guardians watch the boundary between the horselands and those high moors, watchful for raiding parties of these terrors.

 

Gargoyle: During the attack on Kern and its Lich King, the valiant warriors of Aldis learned to their sorrow that the masters of Kern had long ago subverted the natural tendencies of the strange, stony gargoyles, impelling them through subterfuge and magic to defend the fortresses and bulwarks of Kern. Though they are not overtly evil, they have been made to serve evil over the years, and it is said that the Shadowed Seven continue this practice. In contrast, however, Queen Jaellin and her consort Kalyran refused to slay the gargoyle defenders of the Lich King’s own demesnes, showing them compassion. In return, the small clutch of gargoyles swore to defend the Lady of the Hart, and even now have taken up residence in the highest places of the Palace in the city of Aldis.

Art by Brian Hagan

Gatorkin: Bloodthirsty and violent, the gatorkin of the Veran Marsh are a terrible danger to all who come across them. Despite this, some of the smugglers of Basketh Bay have struck deals with the voracious predator-folk, recruiting them in their criminal activities in exchange for certain delicacies the gatorkin find intoxicating and otherwise unavailable. The smugglers are also fond of delivering those they want to disappear to the gatorkin clans as “gift meals.”

 

Slumbering Eaters, or Sleeping Ghouls (Ghoul): Though sometimes called ghouls, these horrors are not the undead things typically named such. An ancient creation of sorcerers, the szalychta (or “locust-eaters”) have a cycle of existence in Aldea. For decades, they hibernate in torporous stasis, unaware and seemingly dead. Then, something triggers and they awaken, ravenous. They swarm up out of their subterranean expanses, sometimes even digging up from beneath graveyards, causing strange sinkholes where graves used to be. There, they feast on the dead, but these are inevitably insufficient to sate the creatures, who then come boiling up out of the sinkholes to feast on the living. Different “clusters” of ghouls have different cycles, ranging in ten to fifty year increments.

 

Groi: Found naturally throughout the Golgan Badlands, and domesticated as guardians and consumers of offal throughout Kern, some merchants have tried to sell them outside of those areas. Given that domestication of grois is less a matter of actually taming them and more about keeping them so well-fed that they are largely quiescent, these attempts almost always end in tragedy.

 

Grootslang: Largely thought to be a bit of folklore, the Royal College in Aldis has a stuffed specimen (which many cynics claim can’t be real). Unfortunately, the beast is altogether too genuine, although found almost exclusively throughout the expanses of Wyss. Some Finest patrols, however, report seeing something that greatly resembles a grootslang around one of the ancient Shadow-haunted ruins of the Veran Marsh.

 

Iron Maiden: If there is anything that is proof of the horrors the ancient Sorcerer Kings were capable of, it is surely the iron maiden. Occasional excavations still unearth these horrors today in places around Aldis and neighboring lands, and the Shadowed Seven of Kern are known to have several that they trade amongst themselves like favors. It is also said that Jarzon’s masters have used these in the past, though the modern Church forbids them as the work of Shadow…although no one is exactly sure what happened to those horrors.

 

Knifehound: Though largely wiped out in Aldis, Jarzon, and Kern, wild packs of knifehounds still roam many other places in Aldea. They are rarer in the horselands of Rezea, though still a problem sometimes. They are far denser in places like Drunac, the Golgan Badlands, and the Shadow Barrens.

 

Living Doll: Though named for children’s playthings, the possession of inanimate bodies by the anguished dead is neither jest nor firelight tale. Though there are scholars with their own ideas why it happens, in truth no one really understands exactly why it is some undead spirits take the bodies of dolls, mannequins, and even statuary.

 

Man-o-War: One of the bits of lore recovered from Jarek’s lore hoards was the creation of these monstrosities, and the Shadowed Seven – lacking the old Lich King’s arcane might – have seen the benefit of creating them. In recent years, Kernish resistance speak of the “armory wagons,” tarpaulin-covered wagons that seem to merely contain piles of armaments. Attempting to raid them to arm their insurgencies, the resistance fighters tell tales of those very armaments rising of their own accord into these horrid, shambling shapes, and reaping the lives of the rebels.

 

Merfolk: Denizens of the deepest watery abysses where even the sea folk cannot live, merfolk are strange. Sea folk scholars claim that like night people, they were the creations of sorcerers in ages past. While many of them are indeed vicious, bloodthirsty predators fond of the flesh of other folk who are capable of battling the largest of sharks, others are more peaceable and curious about settlements. They are clearly a nomadic folk, with bands traveling in wide circuits that usually hug the sea floors.

 

Minotaur: The few known clans of minotaurs make their homes in the Golgan Badlands, but even these claim that they hail from a land of mountain peaks far to the east of the Badlands. Indeed, the profusion of confusing labyrinths and mazes hewn out of the stone canyons of the Badlands speak to the long occupation of these bull-folk tribes, who frequently send out raiding parties into Jarzon, Aldis, and (with the death of the Lich King Jarek) into Kern as well.

 

Morlock: The actual origins of the morlocks is unknown. Though they were among the strange terrors employed by the Sorcerer Kings, it is clear they predate even that corrupt magocracy. With the fall of the Sorcerer Kings, morlocks fled once more into the under-kingdom warrens they’d always occupied, and are still discovered occasionally, in the wake of earthquakes and mining cave-ins, and one thing is clear: their hunger and viciousness has not abated in the least.

 

Mothman: Found throughout the Veran Marsh, southeast Aldis, and the forests of eastern Jarzon, these strange nocturnal predators are crafty, accustomed to hiding the traces of their hunting. Many strange and inexplicable disappearances are the results of a successful mothman on the hunt, and even the best investigators of the Finest have trouble ascertaining their work.

 

Nymph: Unlike many of the other fey that adept summoners are familiar with, nymphs lie in close communion with the natural world. Many of them remain within wild spaces entirely, eschewing the otherworldly gathering spots of their fey kin. Their revelries lure mortals in and change lives…or sometimes end them in wild bacchanals.

 

Night Terror: Mainlanders often doubt the existence of such things, even when warned outright by sailors and the folk of the islands and archipelagos in the Western Ocean. But there are other legends attached to these horrors, such as the claims that certain sorceresses in Lar’tya know how to curse someone so that they attract night terrors within dozens of miles of them, enraging them as surely as blood in the water enrages their mundane kin.

Ronin Roundtable: Ronin Ramblings!

With summer beginning to fade, I thAldis: City of the Blue Roseought this would be a good time to give you all a general update about goings on at Green Ronin. These last couple of months

have been a whirlwind. We had a great GenCon and released Aldis: City of the Blue Rose, Modern 

AGE and its GM’s Kit, as well as the Basic Hero’s Handbook and Rogues Gallery for Mutants & Masterminds. We also ran a hugely successful Kickstarter for The Expanse Roleplaying Game. We were literally on the edge of our seats in the final hour, wondering if we’d hit $400,000 and thus secure a new James S.A. Corey

Modern AGE Basic Rulebook

short story to go in the game. With 10 minutes left to go, we crossed the threshold. It was exciting! Huge thanks to all the backers of the Kickstarter, and of course to Daniel Abraham and Try Franck (together, James S.A. Corey) for not only creating a fantastic scifi universe but also doing so much to help us promote the RPG. If you missed the Kickstarter, never fear. You’ll have more chances to hop onboard.

After a brief pause to catch our breath, it was back into the breach. I was PAX West last weekend doing some panels, one of which (Designing Worlds: Experiences Creating Tabletop RPGs) you can see here: https://www.twitch.tv/videos/304840481?t=

Hal meanwhile has been working on laying out our next several books. Ork: The Roleplaying Game (the new edition of Green Ronin’s very first RPG!) is at print

Pre-Order and PDF: Basic Hero's Handbook for Mutants & Masterminds

now and is available as a PDF and for pre-order. Hal is currently working on World of Lazarus, the first setting for Modern AGE (based on Greg Rucka’s awesome comic) and the long-awaited Faces of Thedas for Dragon Age. You should see PDFs and pre-orders for both of those books in the near future. Meanwhile, Hal is also working with James Dawsey on the artwork for Sentinels of Earth-Prime, a Mutants & Masterminds card game using the Sentinels of the Multiverse rules we’ll be releasing next year. Jaym Gates has also been working hard to get our fiction imprint, Nisaba Press, up to cruising speed. Our first novel, a Blue Rose tale called Shadowtide by our own Joe Carriker, has just gone to print. More Nisaba news coming soon.

Next weekend is our annual Green Ronin Summit. While we have a cluster of people in Seattle, much of our staff is scattered across the country working

remotely. We thus find it valuable to fly everyone here once a year, so we can get together in a non-convention environment and talk over our plans for the next 18 odd months. We’ll be considering various proposals, deciding on the schedules for our game lines, and doing some long-term strategizing. Oh, and eating an

ungodly amount of cheese. Can’t have a summit without cheese! Or webmaster Evan’s famous ice cream.

Later this fall we’re back on the convention circuit. Nicole and I are hugely excited to go to Australia for the first time for PAX Aus in Melbourne. We’ll have a booth there (and a cool unique pin through the Pinny Arcade program) and we look forward to

meeting Aussie gamers face to face. A week later I am a guest at Week End Geek in New Caledonia. If you had told young me that gaming would one day get me to the other side of the world, I would not have believed you! Certainly, South Pacific sun in November sounds better than Seattle rain. Once we’re back home, we’ll close out the year at PAX Unplugged in Philadelphia.

Stay tuned for more news and updates. Fun stuff always comes out of the Summit!

Ork! The Roleplaying Game, Second Edition

 

 

Ronin Roundtable: Nisaba Press update!

So, by now, I’m sure you’ve all seen the announcement about Nisaba Press’s first novel, Shadowtide, by Blue Rose’s own, beloved Joe Carriker. Joe turned the final manuscript over to me a couple of months ago, and I worked on the edits while I was in New Orleans for a convention. Readers, this book is lovely. It’s full of intrigue, adventure, and chosen family, led by a smart-talking rhy-crow and a grieving Night Woman.

Shadowtide: A Blue Rose Novel by Joseph D. Carriker Jr.

The book is now in production’s hands, along with the interior art order. It’s going to be pretty amazing, and I couldn’t be happier with the first entry in Nisaba’s novel line.

But now that Joe’s novel is into production, let’s talk about what we can look forward to next. Nisaba’s fiction is currently focused on our three internal settings, Blue Rose, Freeport, and Mutants & Masterminds. With a Blue Rose novel out, what could possibly be next?

How about a Mutants & Masterminds novel, penned by Aaron Rosenberg? Aaron is an experienced novelist who is familiar with tie-in and game fiction, having written for properties including Star Trek, World of Warcraft, Stargate: Atlantis, Star Wars, Warhammer, and Eureka. He’s written for a number of game properties, too, including several supplements for Green Ronin. His combination of game and novel experience made him a great fit for our next Nisaba novel.

Coming in fourth quarter 2018 from Nisaba Press, Height of the Storm is a novel about a teenager who gets caught in a storm, and wakes up with a big choice to make. We’ve been through the first round of edits, and the manuscript is back with Aaron for a final writing pass before the copyedit phase starts. Hal has the cover art notes, and we’re looking forward to initial sketches.

In the meantime, check out our short fiction, and keep an eye out for an announcement of the upcoming Nisaba Journal, our first collection of short fiction. The Journal will be produced bi-monthly, containing 4-6 short stories in the featured settings, and available in our web store. The August issue includes stories from Richard Lee Byers, Tiffany Trent, Michael Matheson, Dylan Birtolo, Rhiannon Louve, and a prequel to Height of the Storm from Aaron Rosenberg!

Thanks for reading, folks. I’m super excited to bring you the next round of fiction set in Green Ronin’s worlds.

Aldis: City of the Blue Rose Pre-Order and PDF

Aldis: City of the Blue RoseAldis: City of the Blue Rose is now available to pre-order in our Green Ronin Online Store and through participating brick-and-mortar retailers.And, when you pre-order the physical book, you can get the PDF version right away for just $5! (If your favorite local game or book retailer doesn’t know about the pre-order deal, please point them at our Retailer Support page for details.)

If you happen to be going to Gen Con this year, you can select the $0 Gen Con Pick-Up “shipping” option. For such orders, folks who bring their order confirmation email by our booth at Gen Con (Indianapolis, IN, August 2-5, 2018, booth #1321) can pick up their pre-ordered books. (Please only pick this shipping method if you can make it to our booth at Gen Con.)

Welcome to Aldis: City of the Blue Rose!

This beautiful, full color sourcebook lavishly details the capital city of the central nation in the Blue Rose RPG, providing players and Narrators alike the tools needed to tell stories using the city as a focus. From the intrigues of nobles in the High Ward to the entertainments in the Middle Ward to the roughest parts of town found in the Outer Ward, this supplement details people, important sites, and historical events of the City of the Blue Rose. Romantic fantasy narratives frequently remain focused around singular locations, giving time and opportunities for heroes to develop friendships, romances, and rivalries with the people to be found there, and this sourcebook provides everything to allow players in a Blue Rose RPG campaign to do just that!

Pre-order Aldis: City of the Blue Rose today!

Ronin Round Table: Maps of Aldis Preview

The past few months have been some pretty hard work finishing up the upcoming Blue Rose sourcebook Aldis: City of the Blue Rose. As a developer and a cartography nerd, I love a good city-focused setting book, so being able to help detail the wondrous and near-idyllic capital city at the heart of the Blue Rose setting was a dream come true.

 

It’s been a great deal of fun guiding writers through creating places, and then seeing those places turned into beautiful, full color maps that inspire as much as they inform. The amazing Liz Courts has lent her talent and vision to this effort, and the results are – as I hope you’ll agree – simply stunning.

To demonstrate the scope and variety of maps, I’m taking this opportunity to show off the Palace Complex, heart of the Aldin government and home to the Sovereign, Queen Jaellin; the House of the Thousand Ways, a very upscale pillow house where Aldinfolk can find healing and companionship in the arms of the specialists of the House; and the village of Dorwine, a small settlement in the countryside that surrounds the city of Aldis.

 

Aldis: City of the Blue Rose will be available for pre-order later this month!

[Charitable Giving] Origins Pride Sale

Origins Pride SaleWe are pleased to have three books nominated for Origins Awards. Atlas of Earth-Prime, Blue Rose Narrator’s Kit, and Blue Rose: The AGE RPG of Romantic Fantasy are all in the running this year. To celebrate, we’ve put all three books, along with the Mutants & Masterminds Deluxe Hero’s Handbook, on sale at 20% off, in both print and PDF formats, in our Green Ronin Online Store. These prices will also be in effect at Origins Game Fair in Columbus, Ohio later this week. If you’re there, stop by and see us in booth #649.

This weekend is also Columbus Pride, and June is Pride Month, so we’ve decided to donate 20% of the proceeds from this sale to the Pride Foundation.

Shop our Origins Pride Sale today.

Ronin Round Table: Using the Fantasy AGE Bestiary in Blue Rose

PART I

One of the tremendous benefits of the Adventure Game Engine (or AGE) system is how quickly we’ve developed a diversity of applications for it. Not only does this give us a bunch of great games to play, but allows us to mix-and-match them to get ourselves a breadth of options beyond that of any single game.

Today, we’re going to start a series that shows this off a little. The Fantasy AGE Bestiary is an excellent book full of great monsters, horrors, and adversaries for your Fantasy AGE heroes. But its utility isn’t limited to Fantasy AGE campaigns – we’re going to talk a little about how these monsters might fit into the romantic fantasy setting of Blue Rose.

This is the first of three articles taking these critters, one at a time, and discussing where they might fit into Blue Rose’s setting, and what (if any) mechanical adjustments need to be made to make room for them.

Afanc: Large, hungry beasts that haunt the icy bodies of water in the Ice-Binder, Bitterfang, and Golgan mountain ranges, they are the reason many mountaineers in the high mountains of Aldea prefer to take their water from run-offs and shallow bodies of water. Blackwater Lake in Kern was home to a small cluster of these things, the results of breeding projects by the old Lich King. No one has seen them in a while.

Ahool: Legends of merchants who’ve traveled to Wyss sometimes speak of the diminutive bat-folk of those deep, dark forests. Of course, many people say many things about those lands, and Wyssan citizens are rarely willing to admit whether or not they actually exist.

Amarok by Mirco Paganessi

Amarok: According to some old legends, in the days when the Light was dim in Aldea, the Exarch Yungo snatched into his power a mighty wolf of the Pavin Weald in the early moments of his Awakening, and corrupted it somehow. Instead of Awakening to psychic awareness and sapience, Yungo invested only his greedy hunger and ravenous nature into the place where that spark of Light normally resides, and that wolf, whose name was Amarok, became bloated and gluttonous, the first of its kind.

 

Bakwanee: Sometimes, the essence of Shadow-tainted locations settles into the simplest of life forms that live there, and warps them. This has happened to both the bloodsucking fireflies of the Veran Marsh, as well as the storm beetles of the Shadow Barrens, which hide beneath the ground, save in storms, when they emerge to harvest the ambient static in the air, sparking on their metallic carapaces. From these two frightening but largely harmless insects bakwanee have risen in great swarms, occasionally growing in number until they rush out of the Barrens or Marsh, ravening across the countryside until they are put down.

Basilisk: One of the many creations of the Sorcerer Kings, the basilisk can now be found in marshlands and rivers, as well as deep subterranean places.

Bouda: Wicked shapeshifters hidden among the often sedate packs of hyenas that can be sometimes found in the souther Rezean Plains, the Rezean witches say that the bouda were taught to envy two-legged folk their forms by a darkfiend in service to Ulasta the Green Flame, sharpening until they rose to walk as men did, so long as the bouda feast on their flesh frequently.

Burrower: These massive worms are all but extinct in lands that are even nominally settled. But some of them still haunt wild lands. In particular, the stinger-tail burrowers can sometimes be found in the wilds of Rezea, quickly bursting forth when they detect the ground-thunder of Rezean herds. The bellowing burrowers can be found in the Golgan Badlands, particularly in the foothills where the mountains above echo with their ferocious roars.

Carnivorous Plants: Any place where Shadow comes to rest among natural plant life can give rise to carnivorous plants, particularly if that contagion remains there for more than a single cycle of the seasons. Shadow-tainted wastes aren’t the only locations where this is true: a sorcerer’s glade where she performs her corrupt workings, a garden at the foot of a tower that houses an ancient artifact of the Sorcerer Kings, and even the lands surrounding the lair of a powerful darkfiend or semi-dormant Shadowgate.

Charnel Knight: It is said that when certain Knights of the Skull served the Lich King well, not even death ended their service to Kern. The exact rites responsible for this transformation are not publicly known, even among the Shadowed Seven. No new charnel knights have risen among the Knights of the Skull since the Lich King’s defeat, so it may be that the undead tyrant too that lore – like so much other – with him to his destruction.

Djinn: Elementals are natural intelligences given bodies of the elements. The djinn are a whole thing else. Though almost never seen today, djinn are elemental intelligences of elsewhere, alien entities whose awareness is snatched from those far off places that birthed them, and given elemental bodies and bound by potent magics beyond the scope of the simple Spirit Summoning arcanum. Give Djinn the Shaping arcanum appropriate to their elemental nature, and remove the Spellpower and Magic Points from their entry.

Eldritch Crown: It is said that the Vizier of Eyes, a notorious shadow adept of the Sorcerer Kings realm created these, through a hideous pact with a darkfiend that fancied itself a jeweler, save that it used mortals’ eyes in place of gems. The Vizier of Eyes sought to control some of the vainest of the Sorcerer Kings and it worked to some extent. Unfortunately, the adept could not control these creatures, and they escaped him, and the darkfiend made a perfectly fetching necklace of the Vizier’s own eyes.

Fire Ogre: Potent fire elementals of terrible power and fury, fire ogres are rarely summoned. Unlike elementals, when fire ogres return to the fiery recesses of the deepest depths, they do not forget what they experienced in the bright world above. Their destruction and their subjugation to the will of adepts both infuriate them, and they wait eagerly to turn that rage into destruction upon their return to the world again.