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.

Amusement Park for Danger Zones – Available Now!

Danger Zone Amusement ParkAs previously mentioned on the Mutants & Masterminds Monday Livestream. This week we are proud to release the Amusement Park for our ongoing Danger Zones series for Third Edition!

Atop a rushing subway car, trapped in a raging apartment fire, crushed beneath the animated oaks of a possessed parkland, superheroes face as much danger from the world around them as they do from their most nefarious villains.

“Buckle up, gentlebeings! This ride’s about to get bumpy!

The smell of cotton candy and screams of delight can’t keep evil at bay, and the hall of horrors makes a delightful hunting ground for things that feed on fear. Welcome to Danger Zones: Amusement Park, home of the wildest rides, the biggest shows, and the greatest thrills on Earth!

Danger Zones helps you bring your world alive by describing 30 different urban backdrops for superheroic action, from the classic warehouse to the neighborhood coffee shop to the hospital they’ll need to recover when the adventure is done. Every location includes a map, as well as useful information on how to use that setting’s unique features in a cunning plot or superhero slugfest.

To help populate your urban jungle, Danger Zones also provides a catalog of colorful characters, ready to come alive in your Mutants & Masterminds, Third Edition campaign!

Danger Zones: Amusement Park is available for purchase now in the Green Ronin Online Store, and on DrivethruRPG.

Check out the previous Danger Zones Here!

You can also find all of the earlier Danger Zones settings on DrivethruRPG!

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

 

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.

Three Made One – BROKEN TOYS

Three Made One Toy Boy

When children are playing alone on the green,
In comes the playmate that never was seen.
When children are happy and lonely and good,
The Friend of the Children comes out of the wood.

Nobody heard him, and nobody saw,
His is a picture you never could draw,
But he’s sure to be present, abroad or at home,
When children are happy and playing alone.

—From A Child’s garden of Verse, by Robert Lewis Stevenson

This week’s release of Astonishing Adventures: Three Made One concludes the NetherWar adventure series with a bang and brings back plenty of old friends and enemies the heroes have encountered over the last five adventures, including Sandstone, Medea, the Factor Four, Sallah, Seven, and more side characters than you can shake your character notes at. There are moving parts galore and possibly one of the toughest villain fights yet printed for Mutants & Masterminds, Third Edition!

But one recurring face doesn’t make an appearance in Three Made One. The phantom toy elemental, Toy Boy, sits this one out. This isn’t incredibly unexpected—the heroes defeated Desmond Lettam pretty thoroughly at the climax of Broken Strings, potentially trapping the spirit villain in a legendary Orb of Ghormmuz where he can no longer hurt others. But Toy Boy was a fairly major element for three installments of NetherWar and depending on your group’s interactions with the villain, his absence in this adventure may feel like a glaring omission.

Una—the fawning Desmond’s “Dark Lady”—immediately turns her back on her failed agent upon his defeat. While he was eager and could communicate with Una directly, his work was complete and his usefulness drew to a close during the events of Broken Strings. Una has other agents she can turn toward destroying the last Eldritch Talisman, the Golden mask of Malador, and so Toy Boy’s absence means nothing to the ambitious would-be god. But Desmond Lettam has never taken rejection well.

Here are a few options for featuring Toy Boy in Three Made One:

The Boy in the Orb

If the heroes capture Toy Boy in the Orb of Ghormmuz, he remains their prisoner as the adventure opens and is drawn into Elysium with them, though the dimension’s magic shifts him from the heroes’ immediate possession to their headquarters’ trophy room (assuming he wasn’t there already). Desmond rails against the heroes, hurling insults and accusations, but doubt has begun creeping into the back of his mind. A part of him knows he’s been forgotten by the only person he cared about, and if the heroes play to that they can turn the villainous ghost into an information source.

You may decide that releasing Toy Boy from the orb is one way the heroes can escape Elysium. His powerful emotional ties to Una allows him return to Earth-Prime like Malador’s Mask once did, bringing the heroes along for the ride. Once back on Earth-Prime, however, he only remains with the heroes if they’ve treated him well during his imprisonment; Desmond hasn’t turned over a new leaf, he’s just angrier at Una for rigging the game, than he is at the meddling heroes who spoiled his fun.

Toy Boy knows only bits and pieces of magic lore, but he knows a lot about Una and her ultimate goals and can help the heroes by providing an Aid bonus to their checks to investigate Triune, and if the heroes have been extraordinarily understanding or can provoke Una into confirming Toy Boy’s worst fears about his abandonment, Toy Boy can even join their final showdown with the Dark Lord as an additional magical ally who helps delay Triune’s reunification.

Free Spirits

If the heroes never imprisoned Toy Boy during Broken Strings, the ghostly villain has finally escaped the Dungeon Dimension only to discover his Dark Lady has forgotten him and recruited Medea as her new favored agent. While happy to sulk for a time, Triune’s ascension is enough to snap Toy Boy out of it and either drive him to beg the newborn to accept him as a servant or else his bitterness drives him to seek out the heroes.

If Toy Boy seeks out the heroes to help them, he might be one element to help draw them out of Elysium or clue them in that the world isn’t what it seems. You can present Elysium as far more realistic, with only recurring toy-based elements seeming out-of-place until Toy Boy grows strong enough to approach the heroes on his own. Much like when he is trapped in the Orb, an independent Toy Boy can help the heroes investigate Triune upon their release or act as an incorporeal spy and go-between for the various factions, helping the heroes coordinate with their allies—not that Desmond is a completely trustworthy ally who won’t create new complications for the heroes to resolve. He may likewise serve as a mystic ally in the climax to help delay Triune’s re-assembly or he can play a similar role to Medea as an emergency back-up in case one of the established heroes is incapacitated.

A Toy Boy rejoining Una’s side becomes one of Triune’s dread guard, the Wings of Doom. Use the Terror Teddy statblock from Broken Strings to reflect the new doll body Triune creates for him, or use one of the existing villain archetypes from the Deluxe Gamemaster’s Guide, such as the Brute (an enormous toy dinosaur), the Composite (a toy box), the Hybrid (an Immature Radioactive Samurai Squirrel action figure), or the Robot (a transmorpher). This version of Toy Boy operates as a lone hunter tracking the heroes as they explore the city and investigate Triune.

I’m a Real Boy!

Among the rewards that you can hand out at the adventure’s climax might be a second chance at life for the troubled Desmond Lettam, whose disability and the sheltered life his parents forced on him only fueled his emotional problems. If the heroes go above and beyond to bond with an imprisoned or allied Toy Boy, Desmond might sacrifice himself to save a hero from an especially vicious critical hit from Una the Evolved during the final confrontation. Una’s magic allows her to shred spirits as easily as flesh and Toy Boy—with his innate +0 Toughness bonus—has little chance to resist the overwhelming force she can apply. Depending on the tone of your campaign, this might be a bittersweet end for a troubled soul, or the mystic shock and the transformative magic following Triune’s defeat might restore Toy Boy to life, either as his old self or as a young child with a second shot at life. Heroes might return him to his aging parents or turn him over to the state, or adopt the reborn villain as their own and hopefully give him a healthier environment in which to grow up as second time.

Astonishing Adventures: Netherwar part 5 Three Made One is on sale now, and also available on DrivethruRPG

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!

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.