Aldean Arcana in the Blue Rose Adventurer’s Guide

While The Blue Rose Adventurer’s Guide makes use of the core Fifth Edition spells and spellcasting classes, it does make a few adjustments to reflect the nature of magic and the Arcane on Aldea.

Blue Rose Adventurer's GuideAldea is a highly magical world, where adepts not only wield considerable power, but have transformed the world through its application, making life better and easier for people. Unfortunately, that same power has been misused by the corrupt, nearly destroying the world as well.

Adepts

Aldeans commonly use the term “adept” to refer to those awakened souls able to use magic, although technically the term is for those who have mastered such abilities; in the Old Kingdom, adept was a title similar to “master” in a craft, the achievement after apprenticeship as a student and graduation to independent practice. Now, among the uninitiated, the term is often confused for those who simply possess arcane talent, even if they lack training and skill. “Adept” often refers to anyone able to cast spells.

Arcane Limits

Aldea’s plane is particularly isolated from other planes of existence, so much so that the shadow-gates were the only known means of breaching the barriers between planes. Thus magic and spells reliant on contacting other planes or summoning creatures from them either work differently or do not work at all on Aldea without the use of a shadow-gate. The following spells are non-functional on Aldea without the use of a shadow-gate: conjure celestial, contact other plane, gate, planar ally, plane shift, teleport, and teleportation circle.

The Occult

Arcane Adept

Art by Aaron Riley

Aldean philosophers and scholars theorize that arcane power ultimately flows from the soul, and that the Souls of the Eternal Dance all possess at least the potential power wielded by the gods themselves, who created and shaped the world from the Sea of Possibility. Of course, those selfsame souls are now embodied and have forgotten much of their divine nature, but a spark of that still remains within every soul, and some find and draw upon it to wield magic in the world.

Also like the god Anwaren, the souls of the Dance are vulnerable to the lure and temptation of Shadow, particularly when wielding the power to influence and transform. When the arcane arts are used to usurp the sovereignty of another soul, there is resistance, a backlash from that soul’s divine nature. In essence, when the arcane is used to alter another person’s body, mind, or soul without their consent, it can corrupt the soul of the adept. Aldeans refer to magic that does these things as occult, for such things are obscured by Shadow.

The following spells are considered occult when cast on an unwilling person: antipathy/sympathy, calm emotions, command, compulsion, confusion, detect thoughts, dominate person, enlarge/reduce, enthrall, eyebite, fear, feeblemind, geas, hideous laughter, hypnotic pattern, imprisonment, irresistible dance, magic jar, modify memory, phantasmal killer, polymorph, suggestion, symbol, true polymorph, vampiric touch, and weird.

Note that a few of these spells are not considered occult if they are used on a willing subject, such as calm emotions, modify memory, or polymorph, for examples. Others are always occult, because they cannot have a willing subject by definition. Likewise, many of these spells are not considered occult if they are used on creatures other than people: dominate monster, for example, is not occult.

Also spells that summon fiends or undead creatures, or that create undead creatures, are occult by definition including animate dead and create undead, and planar ally and gate (involving fiends).

Arcane Items

Old Aldis created many arcane wonders long ago, and the Shadow Lords who followed it often used their powers to create terrible and powerful items, some of them cursed. Some of these objects from both eras of Aldean history still exist, although the secrets of their making have been lost. The Blue Rose Adventurer’s Guide describes more than three dozen unique magic items found on Aldea, including seven artifacts.

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.

Aldean Ancestries in the Blue Rose Adventurer’s Guide

The Blue RoseBlue Rose Adventurer's Guide for 5th edition Adventurer’s Guide talks, not about “race” but ancestry, as the Aldeans consider “personhood” a matter of the mind and soul, the souls of the Eternal Dance, given physical form by the gods to save them from being lost to the hunger of the Exarchs of Shadow. Ancestry is a matter of the physical form a particular soul is reborn into from the Wheel of Rebirth. The various ancestries of Aldea—human, night person, sea-folk, vata, and rhydan—are described in “Welcome to Aldea: A Blue Rose Primer.” Here we look at what ancestry means in 5e game terms:

Abilities

Ancestries in Blue Rose do not apply ability score adjustments. Instead, all characters receive a +2 bonus to one ability, and a +1 bonus to another, both of the player’s choice. Likewise, ancestry doesn’t determine the languages a character knows or speaks, and there are no “racial languages,” that’s a function of the culture the character was raised in. Of course, some people in Aldea are telepathic, so language is often not a concern.

Traits

Ancestries in Blue Rose

art by Aaron Riley

Ancestries do have their own particular traits, whether the adaptability and innate talents of humans, the darkvision and relentless endurance of the night people, the amphibious nature of the sea-folk, or the arcane talents and rapid recovery of the vata. Rhydan in particular have their own traits, given their animal forms, their innate psychic abilities, and their ability to rhy-bond with a particular companion. The Blue Rose Adventurer’s Guide gives full traits for rhy-cats, rhy-fen (dolphins), horses, and wolves, but also guidelines to create rhydan traits for any beast with a Challenge Rating of 1/4 or less.

Cultures

The various Western Lands of Aldea described in “Welcome to Aldea: A Blue Rose Primer” have their own cultures and languages, and it is these that influence the backgrounds of different characters. Humans are by far the majority ancestry, with other peoples fitting in and around human communities, but humans and vata in the Theocracy of Jarzon, for example, have more in common with each other than they have with their human and vata kin from the Plains of Rezea on the far side of Aldis, for example.

Backgrounds

Aldean characters choose a background like any other character, and the Blue Rose Adventurer’s Guide provides local interpretations of various classic backgrounds within Aldean cultures, along with new options, like Reawakened, Refugee, and Shadow-Scarred, and all of their associated traits.

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.

Under a Black Flag: Tales of Freeport

Under a Black FlagToday is Talk Like a Pirate Day, and in our newest anthology Under the Black Flag, the blood and salt of Freeport breeds a special kind of hero, one usually kicked out of all but the crustiest taverns and immortalized in bawdy songs. Ancient cultists lurk beneath the streets, unknown horrors prowl the depths, but the real trouble is the ne’er-do-wells who walk the city’s streets and alleys.

Under a Black Flag features nine rollicking tales of swashbuckling action centered around the City of Freeport, a fantasy pirate city unlike any other.

Under a Black Flag is available for Pre-Order in our Online Store as well as on DrivethruRPG.

About Nisaba Press

Nisaba Press draws the rich detail and excitement of collaborative storytelling from the world of roleplaying to create immersive fiction for all readers to enjoy.

We believe everyone should see themselves reflected in our stories. By actively seeking out and amplifying the voices of under-represented writers: women, people of color, and LGBT+, we strive to be inclusive of all readers.

While currently focused on exploring the richly detailed worlds created by Green Ronin Publishing, Nisaba Press’s vision extends to a future filled with speculative fiction set in all manner of places, times, and genres.

While you’re here… Would you like to know more about Freeport: The City of Adventure?

Check out our recent updates to the classic Death In Freeport adventure, now available for Fantasy AGE as well as 5th Edition!Death in Freeport

20 years ago, Green Ronin made a name for itself with Death in Freeport, a d20 System adventure released at GenCon the same day as the 3E PHB. It went on to win the very first ENnie Award and the Origins Award for Best RPG Adventure. Return to those halcyon days with this 20th Anniversary Edition of Death in Freeport, now updated to the Fantasy AGE rules!

Chris Pramas—the designer of the AD&D Guide to HellWFRP 2E, and Dragon Age—created the city of Freeport for this classic adventure for low-level characters. Add urban sprawl, pirates, and a touch of cosmic horror to your campaign with the City of Adventure.

Death in Freeport has already kicked off thousands of campaigns. Be part of the legend with the 20th Anniversary Edition!

Blue Rose Blooms Again

Blue Rose Adventurer's GuideI seem to have a thing for writing Blue Rose announcements in June but, given it is Pride Month, and roses bloom in the early summer, that makes a certain amount of sense. I’m writing this one in June as well, although I don’t know exactly when you’ll see it, website and product scheduling being what they are.

The notion of returning Blue Rose to its d20-based roots in some form or another has been something we have discussed various times over the years, but it took a pandemic closing down printers, distributors, and game stores to prioritize it in the company’s busy schedule. Green Ronin is certainly no stranger to the Fifth Edition landscape, having designed and developed two official Dungeons & Dragons books (Out of the Abyss and The Sword Coast Adventurer’s Guide) as well as publishing a Fifth Edition compatible edition of the Book of the Righteous and the hugely-popular Tal’dorei Campaign Setting sourcebook for the online streaming show Critical Role. With a Fifth Edition version of the Book of Fiends in the works, a large Fifth Edition audience and the opportunities available to us, it seemed that the Wheel of Rebirth had turned once again and it was time for the Blue Rose Adventurer’s Guide to find its way into your hands.

The Blue Rose Adventurer’s Guide is a complete setting sourcebook for Aldea, the romantic fantasy world of Blue Rose, for Fifth Edition fantasy roleplaying. It details Aldea, its history and cosmology, and the Sovereignty of Aldis and its surrounding lands, all of the essential information you need to know about this fantasy world. The remaining third of the book covers the game information you need to play your own Fifth Edition campaigns in Aldea: unique ancestries (including the awakened animal rhydan), backgrounds, character subclasses (including the Peacekeeper martial archetype, the Way of the Spirit Dance monastic path, the Oath of the Rose for paladins, the School of the Psyche for wizards, and much more), modifications to spellcasting, rules for the corrupting power of Shadow, and details on Aldean monsters and magic items. All of it, of course, beautifully presented and wrapped in the gorgeous art of cover artists Stephanie Pui-Min Law.

We’re excited to offer a way to experience the world of Blue Rose using the world’s most popular tabletop roleplaying game, and to introduce fans of Fifth Edition to a romantic fantasy world where connection, empathy, and kindness play important roles, and where a diverse nation of good people work together to uphold and protect their society against the forces arrayed against it.

For Aldis, and the Queen!

Return to Freeport

Twenty years ago, at Gen Con in August of 2000, Green Ronin Publishing released one of the very first adventures for the brand-new third edition of Dungeons & Dragons, also one of the first published under the new Open Game License. Death in Freeport was the first experience many had in playing the new edition, both that weekend and in the months and even years that followed. As part of celebrating Green Ronin’s 20th anniversary this year, we’re pleased to offer players both old and new the opportunity to return to the swashbuckling “City of Adventure” with a re-release of Death in Freeport, updated for the fifth edition of the world’s most popular fantasy roleplaying game!

Death in Freeport for 5th edition!Of course, along with editions, a number of things have changed in the past twenty years, not the least of which is a worldwide pandemic that has placed some limits on printing, publication, and distribution. That means this new edition of the adventure will be available only in electronic (PDF) and print-on-demand (Coming Soon!) formats. On the other hand, we’ve come a long way from producing black-and-white saddle-stitched booklets with line art: The new edition of Death in Freeport is in full color, with plenty of color illustrations, the style of our other 5e products like Book of the Righteous and Book of Fiends.

What about the adventure itself? Here, we largely stick to tradition and the original work of Freeport creator Chris Pramas. Death in Freeport introduces the player characters to the free city and pirate haven known as 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!

Of course, all of the adventure’s mechanics, encounters, and characters have been updated for Fifth Edition, and that includes the four pre-generated player characters who were a part of the original Death in Freeport: Rollo (gnome fighter), Malevir (half-elf sorcerer), Alaina (human rogue), and Thorgrim (dwarf cleric). As an added bonus, we’ve created three unique backgrounds and four original sub-classes for these characters, included in an appendix in the adventure. They feature the backgrounds of Privateer, Historian, and Street Knife, and the sub-classes of:

  • Valor Domain: A cleric domain to stoke bravery, cast off fear, and serve as a beacon of courage to your allies.
  • Buccaneer: A martial archetype for sea-faring fighters who rely on striking fear into the hearts of their foes, and using that fear to make themselves all the more deadly!
  • Alley-rat: A rogue archetype that rules the streets and alleyways, turning terrain into deadly traps and even developing Lair Actions for your turf!
  • Serpentkin: A sorcerous origin drawing upon the ophidian power well known to long-time fans of Freeport, summoning spirits and forces with a serpentine bite.

So whether you are looking for a fun 1st-level adventure to introduce players to the City of Adventure (or to Fifth Edition or even tabletop gaming) or just some characters, encounters, ideas, and traits you can loot and plunder for your own 5e games, join us for our return to Freeport!

Now available in the Green Ronin Online Store

or check it out on DrivethruRPG

A Series of Tubes (Green Ronin on YouTube)

“Or we can just dive-in, do it, and see what happens.”

That was Green Ronin Community Director Troy Hewitt, one of our resident extroverts, encouraging us to pivot in the time of covid-19 toward our community, using the means at-hand, including video streaming. Troy has a great way of getting those of us who would want to study the situation for, well, ever out of our heads and into action. That next week, the first “Mutants & Masterminds Monday” live-streamed with me and M&M Developer Crystal Frasier, with Troy acting as host, moderator, and on-the-fly tech guru.

It’s now almost three months later and we have eleven (soon to be twelve) M&M Mondays under our belts. It’s still very much a “see what happens” learning process, but we’ve had guests on the stream, fielded questions from our audience, and Troy has come up with a few fun activities for us to do. We’ve even developed in-jokes (as gamers interacting are wont to do) from Crystal’s “journal of dreams” to our tendency to come up with new projects for ourselves while on the stream.

Green Ronin on Youtube!

All of which is a long introduction to announcing that, as things are progressing, some of our “M&M Mondays” episodes are available on Green Ronin Publishing’s YouTube channel. We’re putting more up as we go and the eventual plan is for us to start streaming live on YouTube and Twitch as well as on Facebook, so there will be even more places where you can see and hear from us and we can tell you everything that’s going on with Mutants & Masterminds and Green Ronin Publishing.

 

Not going to lie, for an introvert like myself, being on-camera isn’t easy, and I have been on-camera more in these past three months than I think I have been in the past three years, and then some. But at the same time, it has been wonderful getting to talk on a weekly basis with Crystal and Troy and our guests and to hear the questions and feedback from our community, many of you from week to week. It hasn’t been easy for Green Ronin (or many small businesses) with the initial loss of distribution and with many game stores still closed or doing only limited business. So every purchase of Green Ronin’s games helps, whether it is from the GR Online Store or supporting your favorite local game retailer.

We’re about two weeks from experiencing Gen Con Online for the first time (another “dive-in and see what happens” experience) and Green Ronin Publishing will be there with our games, our staff of wonderful and creative people, and with you, our community, and I’ll be there, in front of my camera, just as I plan to be next Monday. I don’t know for how many Mondays, to be honest, because things are changing fast and often these days but, I can tell you this: We’ll see what happens.

Hope you can join us sometime.

Ronin Army forums update: All Good Things…

Hello Green Ronin fans,

Today we have guest post from our stalwart forum moderator Fildrigar, on the status of the Ronin Army forums that have been down for the last week.


Ronin Army Gamer Badge

Green Ronin Gamer Badge

Greetings!

I’m Barry Wilson. You might remember me from such internet places as That One Wargaming With Miniatures Forum and Esoteric Prog Rock Fans Online.

I have a long history with, and a deep and abiding love of internet forums. Since I first discovered them in the Nineties, I have whiled away many an hour reading and posting on them. I never had the patience for IRC, far preferring the slower, more thoughtful discourse (and formatting options) forums usually provided. I’ve been moderating Green Ronin’s forums for around eight years now. 

Unfortunately, the time has come to shut down the forums. While it wasn’t an easy decision, it was necessary once we discovered a rather serious security vulnerability that made continuing to support the forum software an untenable position. We have reached the tipping point where the security risks involved with maintaining the forums outweigh the benefits. We tried to find a solution that would allow us to maintain the existing forums in read-only mode, but just running the forum software on our servers would pose too great a security risk. 

Forums have in the past provided a place for people to discuss our games. Increasingly, those discussions have moved to places like Facebook, Reddit, and Discord (and many, many others.) Places like these are allowing us to reach more fans than our small forums did. Searching Facebook for the names of our games will direct you to groups available there. There is also a very robust and friendly Discord community called the Green Ronin AGE Appropriate Discord. You’ll find some of your favorite Green Ronin staff regularly hanging out there to talk about the latest Green Ronin happenings.  

In closing, remember that we love you, keep on gaming, and we’ll see you on the internet.

The Origin of the Book of Fiends (Ronin Roundtable)

This morning we have launched a crowdfunding campaign for a new 5E edition of the Book of Fiends on Game On Tabletop. It’s a great book and we hope you go check out the campaign. If you weren’t gaming in the early 2000s, you may be wondering what the Book of Fiends is exactly and why its return is exciting? Conveniently enough, my last post about the history of the company segues nicely into this, so pull up a chair by the fire and let me tell you a story.

Book of Fiends for 5th Edition. NOW FUNDING!


Legions of Hell

Our first monster book for 3rd Edition. Published in 2001!

Last time I told the tale of Green Ronin’s big launch as a company in the summer of 2000. With the success of Death in Freeport, the immediate course was clear: more Freeport adventures! So we commissioned Terror in Freeport and Madness in Freeport from Rob Toth and Bill Simoni respectively. I would develop those books, but I also wanted to design something else. Since I had written the AD&D Guide to Hell, I decided something infernal would be a great (albeit unofficial) follow-up. And hey, I still had all my research books and notes from the Guide to Hell so even better. The result was Legions of Hell, Green Ronin’s first monster book. It included a bunch of new devils, and my take on the Lords of the Nine Hells. A subtitle on the cover pointed towards the future. It said, “Book of Fiends, Volume One.”

Armies of the Abyss

Published in 2002, and written by Erik Mona

Legions of Hell was another huge hit for us, so it didn’t take me long commission Volume Two. Demons were the obvious choice, so I hired my co-worker Erik Mona to write Armies of the Abyss, which came out in 2002. Erik would, of course, go on to great heights as the publisher at Paizo, but at the time he helped run the RPGA at WotC and Armies of the Abyss was his first RPG title credit. He had fun creating new demon lords and added a new type of demon called the qlippoth that would later migrate to Pathfinder via the Open Game License. Erik did a great job and the book was another solid hit for us. So on to Gehenna, right?

Well, yes, eventually but it was a bumpy road to get there. The first person I hired to write Hordes of Gehenna dropped the ball on the project and had to be replaced. That delay proved fateful because in 2003 WotC announced a 3.5 edition of the D&D core rulebooks. 3.0 books were still mostly usable but there were so many small changes in the rules that it became inconvenient to do so. I decided therefore that Hordes of Gehenna would no longer be a stand-alone book. Instead, it would become part of the Book of Fiends, alongside 3.5 updated versions of Legions of Hell and Armies of the Abyss. Those original books had been modest 64-page softbacks. Book of Fiends would be a hearty 224-page hardback.

Book of the Righteous for 3rd Edition

The Original Book of the Righteous by Aaron Loeb, published in 2002

Three people were key to making the Book of Fiends a reality. First, there was Aaron Loeb, who had written the Book of the Righteous for us in 2002. This is a great book (already updated to 5E a few years back) that presents a complete cosmology, mythology, pantheon, and attendant churches. As part of that Aaron re-concepted Gehenna and that became the basis on which we built Hordes of Gehenna. Aaron’s partner in that was Robert J. Schwalb, who had begun freelancing for us in 2002 with the Unholy Warriors Handbook and would soon come onboard as our d20 line developer. Last but not least, there was Jeremy Crawford, who in addition to editing did much of the 3.5 updating the book required. Jeremy was very good with the rules, and—surprising no one who has worked with him over the years—he went on to work at WotC and is now the Leader Rules Designer for Dungeons & Dragons.

The Book of Fiends for 3.5

The original Book of Fiends, published in 2003!

Book of Fiends came out in 2003 to critical acclaim and great sales. Turns out GMs really love a book chock full of evil outsiders! The following year the Book of Fiends won an ENnie Award.

Today the Book of Fiends returns on Game On Tabletop! Rob Schwalb, who was on the D&D 5E design team, updated and expanded the book. It’s getting the full color treatment this time with all new art. And if we unlock enough Level Ups (what Game On calls stretch goals) we can add fun PC options, an adventure, and tie-in short stories from Nisaba Press (our fiction imprint). Are you ready for some evil? Because we’re bringing the evil.