Threefold’s Five and Infinity Goes Serial

So, if you’ve been following Modern AGE, and specifically the Threefold setting, you might be wondering if there’s more to come, given that we called it our “flagship setting.” The answer: Yes! We’re putting together Five and Infinity, a series of adventures and adventure generators for Threefold.

Fine and Infinity, an adventure anthology for the Threefold setting for Modern AGE(What! What’s Threefold? It’s the Modern AGE setting of innumerable planes of existence, each aligned to some combination of high magic, dark forces, and high technology. Heroes typically represent the Sodality, who explore the planes and protect the people they meet, or Aethon, a cabal of posthuman spies working to shape Earth and its alternate timelines. They must contend with strange worlds, interdimensional crime lords, mad scientists, warlocks, and alastors, demon-lords of the Netherworlds. Read more here.)

Five and Infinity was originally slated to be a print release, but this being the era of COVID-19, we’ve had to change that, for reasons discussed here. Instead, we’ll be presenting it as a PDF series with the following parts:

Chapter 0—Adventure Generator: Written by Jesse Heinig, this series of tables outlines adventures for you! This is a taster for the rest of the series, so it’ll cost around a buck, to grab you.

Chapter 1—Hunting Night: Ron Rummell’s adventure takes you after a fallen spider goddess and her brood as they unwittingly invade earth. For Characters of levels 1 to 4.

Chapter 2—The Dreaming Crown: Psychic renegades threaten to wreck diplomatic contact with a new plane. What’s their real agenda? It’s by Steve Kenson, so you know it’s good. For Characters of levels 1 to 4.

Chapter 3—The Soul Trade: Neall Raemonn Price spins an adventure about souls as drugs, multiple dystopias, and pilots who can’t tell which reality they belong to. For characters of levels 5 to 8.

Chapter 4—The Midnight Gold: Visit a demonic casino in a hell of industrial despair, where your debts are literal chains, to free the soul of a foolish gambler and interfere in the politics of Inimicals, the rules of the Netherworlds. Crystal Frasier’s imagination pops in this one. For characters of levels 9 to 12.

Chapter 5—Threshold of Apocalypse: Meghan Fitzgerald is one of the best writer-developers in her cohort so I’m grateful she wrote this adventure, where a time loop beings characters to the literally end of everything, where they must decide if what comes after the end is worth saving. For characters of levels 13 to 16.

These adventures aren’t a campaign per se, but have built-in connections to let you run them that way. In some ways it’s Threefold’s answer to Blue Rose’s Six of Swords (on this page as a collection or individual adventures), which happens to have been my first work for Green Ronin.

There’s some beautiful potential storytelling in Five and Infinity, and Chapter 0 will be available next week. Watch this space!

What is Lost Citadel Roleplaying, Anyway? (Ronin Roundtable)

The release of The Lost Citadel Roleplaying is probably cause for curiosity if you didn’t back the original Kickstarter. In essence, The Lost Citadel is about a fantasy world, Zileska, that has been transformed from something very similar to many traditional fantasy worlds (though with a greater emphasis on non-Western influences than most) by the rise of the undead—simply called the Dead in the setting—to an urban survival horror setting. And just as the world has transformed, so too have our heroes. Even though this is a setting for Fifth Edition, races, classes, magic, and more have been changed by the Dead. Here’s how.

The Lost Citadel, The Dead rise!

Urban Intrigue

The classic theme of survival horror is that it isn’t about the evil of the creatures coming after you, but that locked within survivors. Will you turn on your friends to live another day? Unfortunately, that kind of messes with the dynamics of traditional fantasy games, where we want the party to cooperate. The Lost Citadel’s solution is Redoubt: the last city in the world, where survivors banded together to hold off the Dead. The city is mostly cramped and filled with political chaos, as communities from many cultures protect their traditions and advance their interests. In effect, this takes the classic theme and makes it a slow burn, taking place across multiple enclaves instead of a single group of survivors. That way, the PCs can feel the desperation and threat of betrayal without having to watch for—or plant—knives in each other’s backs.

Magic and Woe

This is not to say there’s no room for personal conflict. Evil is pervasive in The Lost Citadel. It infects the land. It causes people’s sins to poison the earth. It corrupts magic itself. This manifests in the form of the Woe mechanic. Woe may give a living person an unnatural pallor, or cause natural animals to hate the sufferer. In can come from many sources. Evil acts concentrate Woe within someone, but it doesn’t provide an easy way to “detect evil,” because Woe also springs from the spiritual damage caused by contact with certain undead, and from casting magic without using a careful ritual. Woe strikes the good and bad alike, and if too much of it gets in you…death isn’t the end. Consequently, the book presents a variety of original magic-using classes, and even a variant of the monk class, that have adapted to a world claimed by Woe.

Wilderness Adventure Horror

Nevertheless, there’s still room for more of a classic 5e experience. Dungeons? Redoubt was built by dwarves—it’s full of tunnels and fissures. The new masters of the city don’t know all its secrets, and often need adventurers to clear and map lost storehouses, secret foundries, and even cursed tombs. But the bigger, more dangerous quests lie outside the city proper. That’s where the Foresters go. Even with its walled farms, Redoubt isn’t quite self-sufficient. The city needs to do logging, find rare materials left behind during the great exodus from the old nations, and patrol to see if the Dead are gathering in significant numbers. The Forester faction does that job, and needs more than rangers to help. The wilderness can be hauntingly empty or teeming with the Dead, and it’s hard to know which is which until you venture forth. Besides, every other city has fallen, to every building outside the city’s a dungeon, too.

The Last Brass Tacks

Like an absolute genius then, I’ll actually put the vital info last. The Lost Citadel Roleplaying is compatible with and requires the 5e PHB, DMG, and MM. Here’s what you get:

  • The fallen world of Zileska and its last city, Redoubt, described faction by faction and area by area
  • Four new character classes in the Penitent, Beguiler, Sage, and Warrior Monk, and unique variants of the Barbarian, Fighter, Rangers, Paladin, Rogue, and Warlock
  • Zileskan dwarf, elf, and human cultures, and a new race, the ghul
  • 10 new backgrounds
  • A new system for martial arts available to all characters, but especially good for fighters and warrior monks
  • Zileskan magic and its interactions with Woe, the forces of corruption
  • And of course, the Dead: 14 undead monsters in all their rotting glory

You can get it from our online store (GM screen PDF from our store here) or DrivethruRPG (GM screen on DrivethruRPG) now.

Book of Fiends 5E Crowdfunder on Game On Tabletop May 19

Book of Fiends 2003

The original Book of Fiends from 2003, using the 3.5 rules!

We’ve got an exciting crowdfunder coming up later this month and I wanted to tell you a bit about the project and also how it’s different from our previous campaigns. The project itself is a new edition of our classic Book of Fiends monster book for Fifth Edition. The original Book of Fiends came out in 2003 for the 3.5 rules and it was a huge hit for us. We’ve had Robert J. Schwalb, who was on the D&D 5E design team, write all the new stats and rules and you know that the Demon Lord delivers. Book of Fiends will be a stylish full-color hardback with over 130 daemons, demons, devils, and other creatures of the Lower Planes, all beautifully illustrated with brand new art. Got evil? Yes, yes, we do.

The Book of Fiends for 5th Edition

Coming soon to Game On Tabletop! Book of Fiends for 5th Edition

What’s different about this project is that we are doing it on Game On Tabletop. This is a newer crowdfunding platform and we are excited to launch our first campaign there. Game On was created by our long-time partners in France, Black Book Editions. Their vision was to create a crowdfunding platform designed with tabletop games in mind and they’ve done that and more. Game On Tabletop launched in 2017 and has hosted many successful projects since then. Paizo’s highly successful Kingmaker campaign was run there.

Game On Tabletop logo

Game On Tabletop has a lot of great tools, most of which will be invisible to you but are hugely useful to us. The best thing about it is that it’s a crowdfunding platform and a pledge manager rolled into one. This means you’ll be able to take care of everything at one site. You can back the project, buy add-ons, and pay shipping all in one place. If you haven’t backed a project there before, we think you’re really going to like it.

Book of Fiends is coming to Game On Tabletop on May 19 and Hell is coming with it! Also, the Abyss and Gehenna because we’re generous like that. See you there!

For Hart and Queen (Ronin Roundtable)

For Hart and Queen

Cover art by Jian Guo

My first real projects with Green Ronin were all Blue Rose. I wrote a chunk of the setting for Blue Rose, 2nd Ed., and then did the proofreading on it. Later, I wrote an adventure for Six of Swords (Rezea forever!). I’ve also only ever played Green Ronin IP games in the Blue Rose setting (sorry, Crystal and Malcolm and Ian, some day!). I think it’s safe to say I like this setting a lot. I mean, come on, I volunteered to write a guide to the horses of the world of Blue Rose for in-house reference. Never expected to get paid for it, either, but then Joe decided it would be useful, so now that’s part of canon.

Hey, there are some perks to working in games – you get to take your real-life experience with evil ponies and stick it in a game so other people can experience your pain.

ANYWAYS, I love Blue Rose, and when I got to start buying Blue Rose fiction, I was so excited. We’ve brought you a lot of those stories over the last couple of years, but always mixed in with other things. Some fans let us know they wanted all Blue Rose (or all Mutants and Masterminds), all the time, so we took that to heart and started putting together anthologies like Sovereigns, which focused on just the chosen of the Golden Hart.

But the early Blue Rose fiction was scattered everywhere, and I wanted to put that all in one place. Thus, For Hart & Queen was created. I worked with Joe and Steve, the stewards of the Blue Rose world, to pull the Blue Rose stories from the first few years of Nisaba Press into one collection, and then added a few new stories, too.

Along with reprinted stories from authors such as Brandon O’Brien, Lindsay Smith, and F. Wesley Schneider, we have the final installment in Rhiannon Louve’s tale of love and Shadow-corrupted plots, and new stories from Calvin Jim and Jenifer Purcell Rosenberg.

(I am really excited to bring you Calvin’s story: I published a story from Cal in one of my earliest magazine roles, and I’ve been wanting to work with him since!)

For Hart & Queen is a wide-ranging anthology of stories from the world of Blue Rose. From the deadly plains of Rezea to the gentle city life of Aldis, these stories explore the many cultures and tales in this vibrant world. You can look for this new anthology of Blue Rose stories, on sale next week in the Green Ronin Online Store, and DrivethruRPG!

THE TIME TRAVELER’S CODEX: ALL TIME, NO SPACE… (Ronin Roundtable)

It’s Monday, and we’ve got a lot of things going on we wanted to share, so we figured: “Why not host an impromptu live-stream?” So, we’re inviting you to join Green Ronin Publishing today at 2:00 pm Pacific/5:00 pm Eastern for a special test-run of our live-streaming capabilities, featuring Mutants & Masterminds Super-Dev Crystal Frasier and designer Steve Kenson! They’ll be streaming from our Facebook page, talking about all things Mutants & Masterminds, including the Astonishing Adventures line, its exciting new NetherWar adventure series, and the newly-released Time Traveler’s Codex. Barring any unforeseen technical challenges, they’ll take your questions, too! So come hang out with us as we dip our toes into the world of Facebook live streaming! See you at 2:00 pm Pacific/5:00 pm Eastern, today!



One of the weird truths in any publishing industry is that you often pay for text you can never fully use. The reality of publishing, especially anything highly visual like textbooks, manuals, and game books, is that graphic element of the book needs the text to stop in specific places or only take up so much room. You order your text hoping for a perfect fit, but all too often you need to trim all kinds of interesting tidbits to finally make your book fit. And while the Time Traveler’s Codex gave us access to the End and the Beginning and all ticks on the clock in between… we still ran out of space.

But all good things in time! The miracle of the internet means we no longer throw out babies in the trash, but instead package them up into a free bonus PDF for you to enjoy, whether you purchase the Time Traveler’s Codex or not! Obviously you’ll get a lot more utility out of the content provided if you have the sourcebook in hand, but when push comes to shove, this eclectic mélange of equipment and minions from up and down the timestream can find a home in just about any Mutants & Masterminds campaign. It includes some of my favorite bits, like the centaur and mermaid, that had to be cut from their respective eras—while fun, they’re far from historically accurate—as well as a few fun pieces of time travel gear that can expand your arsenal or provide a handy power boost to your favorite villain!

So download it and… take some time for yourself.

The Time Traveler’s Codex: BACK FOUR SECONDS! (Ronin Roundtable)



Fools!

You flipped through the sacred text of the Time Traveler’s Codex  and now you think yourself an equal of the Chronomaster?! You thought your petty time travel shenanigans were any match for true villainy? I was weaned on chronal energy, with all the timestream as my playground. They think time is a realm for heroes? But villainy is relentless! Unyielding! Immortal! Your paltry acts of goodness are waves crashing against a beach, thinking they achieve something by sweeping sand into the tides and ever unaware that mountains stand beyond their reach.

Every era across space and time has its villains, from ruthless Gladiators of the Roman Empire to the Cyber Ronin prowling the neon kingdoms of the cyberpunk dystopia, I have eager minions ready to throw themselves in harm’s way. Even outside of time, loyal chronozoids—the Time Elemental, the Temporal Weaver, even the Chrono Predator—bend to my will!

But by now you’ve bested my minions. You think yourself safe. But I’m only just beginning. Can you face not one but SIX diabolical villains, gathered from the far-flung corners of the omniverse?! The Future Perfectionist, a diabolical mastermind who will use your own powers to shape the future to fit her ideal; the Immortal Conqueror, a master of the crudest form of time travel who has waged war since time immemorial; the Living Gateway, a fiend unmoored in the timestream, able to gallivant anywhere beyond the reach of your finite law; the Temporal Wizard, a master of chronomancy who bends past and future into potent weapons and reshapes his own body with evolutionary trickery; or the terrifying Time-Hopping Tyrant, a warlord evolved beyond human concerns and bedecked in technology far beyond your petty, 21st-century understanding! But first you must survive my personal pet—a silicon soul, forged with only a single purpose: to wipe you and your pathetic cause from the history books! Behold, the eXterminator!

Download the eXterminator preview PDF now!

Idle Thoughts on Idol Pursuits (Ronin Roundtable)

The shared world experience is an interesting one, something my earliest experiences with roleplaying games informed me about. After all, I started out playing around in imaginary worlds created by others, first as a hobby and later as a professional writer, so it’s a natural progression that now, other people are playing around in imaginary worlds that I created. One of the important things about shared worlds is that they’re like living things: They grow and change over time and, while you might help to create one, or even “raise” it, ultimately, it doesn’t belong to you and it can be better from a lot of different contributions.

Idol Pursuits, the Mutants & Masterminds novella from Nisaba Press, written by Michael Matheson, is an example of how those diverse shared-world contributions come together. Like the upcoming NetherWar adventure series for the Mutants & Masterminds RPG, the story of Idol Pursuits has its origins in the update of the Freedom City sourcebook (itself the origin of the Earth-Prime setting) to the third edition of the M&M rules.

One of the background elements that was updated in Freedom City is a change in the forces of magic in the world: The loss of Adrian Eldritch as Master Mage, followed by his successor Seven inadvertently becoming ruler of the Netherworld, forced to exile herself from Earth. Now sinister forces of sorcery that were once under control are rising in power. One strand of that story is told in NetherWar (NetherWar: Master of Earth is on sale NOW!), while others appear in M&M fiction like Idol Pursuits and the forthcoming novel The Doom That Came to San Francisco.

When there’s magic at work in the world of Earth-Prime, you can bet things are going to happen in Mystery, New Hampshire, a mystic part of the setting I first detailed in Altas of Earth-Prime, which is also the setting for Idol Pursuits. Just the place where you might expect a deathless vigilante dealing out harsh justice might come across a strange idol that everyone seems to want, and team up with a young sorcerer-detective and his sword-wielding barbarian protector. For me, it’s a fun experience to see Matheson’s Revenant, Kid Necro, and Ilkath, among others, meet up with some familiar Freedom City characters of my creation, mixed with other contributions to Earth-Prime like Scott Bennie’s specialists in magic and weirdness from Agents of Freedom, and some of Prof. Christopher McGlothlin’s creepy characters from Freedom’s Most Wanted, to name a few.

Intrigued? Well, no spoilers here, but if you’re interested in magic and misadventure in the Mutants & Masterminds manner, and maybe getting another perspective on the Rise of Dark Magic in the Earth-Prime setting, take a look at Idol Pursuits, the ebook and pdf are available today from Nisaba Press!

Mutants & Masterminds: NetherWar is Coming… (Ronin Roundtable)

So what good’s an adventure if the story doesn’t roll on into the next one? What good is winning the battle while the war rages on? And how can real heroes keep the world safe when the position of the world’s guardian remains empty?

The NetherWar is upon us, to answer these questions.

NetherWar is a six-part adventure series for Mutants & Masterminds—five main stories and a prequel—that pits the heroes against the rising tide of evil magic on Earth Prime. The champions must prove their mettle by defending the world from newly-empowered villains and uncovering the legacy of protection Adrian Eldrich created before his terrible death. But they’re racing the clock as a diabolical shadow from the Master Mage’s past works to unravel those protections and rise on Earth-Prime as a dark god!

Over the coming months, you’ll run through the harrowing challenges and ultimately save Earth-Prime. The adventure begins with a flashback in this week’s Master of Earth, written by me, then continues next month with John Polojac’s Assault on the Nerian Nexus. The months to come will unveil The Pentagram Peril, Broken Strings, Bound by Gold, and finally conclude in Three Made One. There’s plenty of space in between each adventure to add your own adventures and plot points, or you can run the entire series back-to-back as an extended mini campaign, and each volume of the NetherWar arc will work as a standalone adventure if you only want little a magical peril. As a treat.

No Spells Required!

You can run the NetherWar adventure arc using your existing heroes, or build a new team to tackle the crisis, but magical powers aren’t necessary to save the world from the magic apocalypse. There are plenty of expert NPCs along the way to explain the magical history of Earth-Prime and plenty of ways to solve the various challenges without resorting to spellcraft, so feel free to bring your mutants, aliens, and cyborgs into the fight!

If you do want to use NetherWar as the kickoff for a magical campaign, NetherWar offers Bequests in each adventure—tiny bits of Adrian Eldrich’s legacy as Master Mage left behind for others to inherit. Your heroes can keep bequests in their trophy case as plot devices they can pull out for a Hero Point, or invest the Power points to make any bequest a normal part of their heroic identity. And the greatest bequest of all is up for grabs: The title of Master Mage of Earth-Prime! While bequests and the title aren’t central to the campaign, they provide a little something extra for players who get into the themes and legacies involved.

A Blast in the Past

With the Time Traveler’s Codex  available now, it’s appropriate that the NetherWar kicks off with a little trip to yesteryear in Master of Earth. A slight departure from our usual Astonishing Adventure offerings, Master of Earth flashes back to events we already describe in the Secret Past chapter of Freedom City, Third Edition and further details Seven’s climactic confrontation with the Dark Lord Una to save the earth after Eldrich’s passing. The players step into the roles of Seven and several members of the teenage Next-Gen to stop Una the Unrelenting from conquering Earth-Prime! You can play the adventure as a slice of history with the same outcome, or use the adventure with your own heroes to create your own spin on Earth-Prime’s recent past. While the heroes of Master of Earth—are set years in the past—don’t necessarily tie directly into those you might play, the adventure with help players understand the status quo of Earth-Prime’s magical community and how we got here.

Your Guide to Adventure!

 

NetherWar has a lot of moving parts and expectations, not to mention six parts stretched out over as many months. To help players and Gamemasters alike keep track of all those moving parts, we’ve assembled a FREE NetherWar Guide. This 15-page guide gives players the rundown on what they need to know and expect going into NetherWar as well as advice on what skills, Advantages, and powers might be helpful. If you’re building your team from scratch for this adventure series, it also offers five team ideas and five concept roles to help you define your place in the group. You can build your teams only using these concept roles, or combine them with roles presented in the SuperTeam Handbook to flesh out your place on the team and the story.

For Gamemasters, the NetherWar Guide also includes a section just for you! It includes an adventure-by-adventure preview of what to expect so you can start early seeding any plot points you really like. It also includes a brief who’s-who of NetherWar villains so you can read up on their history and start perfecting your voice-acting skills for the table!

 

If you’re worried about magical mayhem overload, don’t fret! We’ll have plenty of Astonishing Adventures to come that offer some mystical relief! Take off to the stars, battle aliens, and stop a supernova in the cosmic adventure Prodigal Sun, or take your campaign back to high school for a LARP gone terrible wrong in Bite Club, or confront a mischievous cosmic imp as you journey Into the Idiot Box! All these and more lie in the future!

The NetherWar has been a really fun project to bring to life, and I hope everyone has as much fun playing it. Hopefully this will be the first of many multi-part adventures yet to come for Mutants & Masterminds, so let us know what you think on social media and the Ronin Army forums!

Mutants & Masterminds: IT’S ABOUT TIME…(Ronin Roundtable)

Alright, so Green Ronin has released the Time Traveler’s Codex for Mutants & Masterminds, and we’re all interested. Time travel is a big deal, but you look at this development and you think “What has this got to do with me? Surely time travel and Green Ronin are in the pocket of Big Chronomancy. How can I possibly make time travel work for me, the little guy running a hand-to-mouth wooly mammoth ranch?”

Well I’m glad you asked, friend, because the Time Traveler’s Codex has so much to offer you! It’s got advice and skills to help you survive down the timestream, with not one, not two, but THREE brand new optional skills to help bring history to life! Pair those with new advantages designed especially with the worldly time traveler in mind and you’ll never feel out of place even when you’re out of your era!

“But every book has skills,” you say…

You, the discerning player have your eyes open for value! As a wary consumer, you know that companies aim so much at Gamemasters and their deep, tearstained pockets. You say “Well the Time Traveler’s Codex gives my Gamemaster everything she needs to attack me with a cyborg and a sabre-tooth tiger at the same time! How do I stand up against that?”

With time powers, my friend, with time powers. While the indelible Power Profiles offers you an in-depth look at temporal powers, this handy volume introduces new uses like Time Tampering and every 90s kid favorite, Time Out!

“But Crystal”, you say, interrupting again. “I was never bitten by a radioactive sundial! I have no powers to call my own!” Lucky for you, this stark tome provides a veritable catalog of new equipment with which to kit out your character! And the list doesn’t just start with our top-of-the-line time machines (including the Time-Hopping Muscle Car; tell Sal I sent you to get a sweet, sweet discount and no money down), but indispensable tools of the time-traveling trade like the Chronal Scanner and the emergency Time Suit! Defend yourself with an array of time-traveling weapons, whether you’re freezing them in place with the patent-pending Chronal Sink or wiping out the past, present, and future of your obnoxious neighbor with the still-technically-legal Quantum Disruptor! And that’s before we open the back of the book and start exploring vintage innovations from Earth’s history. No extra charge for that; it’s a feature.

I can see it in your eyes: You’re on the fence, but still you wonder, Is. It. For. Me? Canny, friend. You’re canny and I like that, so here’s what I’m gonna do. Now don’t spread this around, because I could lose my job for what I’m about to tell you, but every single element of this book intended for Gamemaster use is available to you, the consumer! Certainly your Gamemaster can unleash a horde of flesh-devouring cockroaches from beyond the end of time, but with time travel on your side you can have that self-same horde as a loyal and colorful sidekick! Crack wise with a loyal Dread Pirate or have an Egyptian Sphinx prepare your eggs in the morning; it’s doesn’t matter, they’re you’re sidekick!

Now how much would you pay?

Well, I’ll tell you what I’m gonna do! I’m gonna send you home—at no charge to you—with a hot sample to get you excited. One of the pre-made hero archetypes open to you: the Quantum Alien! Yes, that scion of an advanced race, whose very marrow is infused with the stuff of time travel itself! If this isn’t proof that your household is ready for time travel, then dear reader, you might as well stay in the 20th century!

AGE Specializations in Blue Rose (Ronin Roundtable)

Today marks the launch of the Adventures in Aldea series, starting with the Mistress of Gloomhale Manor for just .99! (Previously published in the Six of Swords adventure anthology.) If you enjoy that one, be sure to check out The Sixth Beast, also on sale today, and come back each day this week for another Blue Rose PDF adventure!

Since this is Blue Rose week at Green Ronin Publishing, let’s take a look at some ways to adapt other AGE products into your games in Aldea.

 

From the Noble to the Spirit Dancer, the Assassin to the Inamorata, Blue Rose gives players an awful lot of options when it comes to choosing specializations. There’s pretty much something in there for everyone and every play style.

Though that doesn’t mean we can’t look to other sources for even more choices!

Consider, for instance, the Sword Mage (from the Fantasy AGE Basic Rulebook); how might such a specialization fit into a campaign set in Aldea? Well, firstly, the mage class doesn’t exist in Blue Rose, but the Sword Mage easily converts over to a class requirement of adept, with no other mechanical alterations necessary. Of course, the term, “mage” also isn’t used in Aldea, so a name change is in order. Maybe “Arcane Knight?” The word “knight” necessarily implies some kind of organization—a knightly order, as it were—so the title could certainly work if that’s the route you’d prefer to take. What if you’d rather not have to consider the implications of a new group of this sort in Aldis (or whatever other nation), however? Perhaps, then, you might consider calling the specialization “Arcane Blade,” which has the same essential meaning as “Sword Mage,” but with an altogether Aldean spin.

Pretty simple, right? But what about a specialization that doesn’t translate quite so neatly?

Let’s try the Marked (from the Fantasy AGE Companion), as an example. The basics of converting the Marked to Blue Rose are the same: change out the requirement of the rogue class to that of the expert, since those are essentially equivalent for our purposes (and keep warrior, as normal). The Banemark looks to be a little too potent, as written; why not choose “shadowspawn” and receive +2 to attack and damage the majority of creatures most PCs will be fighting in the average campaign? Instead, it might make more sense to divide shadowspawn into “beastfolk” (such as troglodytes, ettins, and harpies) and “shadow monstrosities” (mock hounds, wyverns, chaos beasts, and the like), to prevent a single Mark from providing too much of a benefit. Then, there’s the matter of the Mark of Magic, as there is no Arcane Blast equivalent for the adept class, making that Mark a bad fit for the setting. In its place, this might make for a more authentically Aldean body modification:


Soulbond Mark: Whenever using a relationship to generate stunt points (see Chapter Two: Character Creation, in the Blue Rose Core Rulebook), consider that relationship’s Intensity to be one point higher.


How about something even further afield from the normal Blue Rose experience: the Gunfighter (again, from the Fantasy AGE Companion)? There are no black powder weapons in Aldis or any of its neighboring nations, but crystons fit pretty well into that mechanical and narrative niche. Again, swap out rogue for expert as a class requirement. Also, rather than training in the Black Powder Weapons Group, it makes sense to switch to a requirement of one or more arcane talents (as this is necessary to wield a cryston, anyway). Beyond that, all that’s needed is to change every reference to ‘firearm’ to ‘cryston’ (and the name of the specialization to something like ‘Crack Shot’ or ‘Cryston Marksman’), and you’re good to go!

You might decide that these specializations have always been around, whether overtly or in secret, in your version of Aldea, or you might want them to be new developments—perhaps recently arrived on Aldis’ shores from far-away lands, or even from other worlds (like Yarrion, found in Chapter Nine: The Blue Rose Series, in the Blue Rose Core Rulebook), accessed through previously long-lost and forgotten shadowgates.

With a few tweaks, here and there, and a little bit of consideration as to how best to fit into the world of Aldea, you’ll find that most of the specializations from the Fantasy AGE Basic Rulebook and the Fantasy AGE Companion can work just fine for any Blue Rose campaign!