Shadow of the Demon Lord, Fantasy-Horror RPG by Robert Schwalb

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Cloak-n-Dagger
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Shadow of the Demon Lord, Fantasy-Horror RPG by Robert Schwalb

Post by Cloak-n-Dagger » Thu Dec 07, 2017 10:16 pm

I love this game. It's one of the few that I've run across which has both, simplistic systems and yet many options and I think Robert Schwalb has done very well writing and producing it. At the core, it is nothing more than a basic d20 system in that d20 and d6 are the primary dice rolled to resolve tasks. The feel, at least to me, is one of D&D meets Warhammer meets Call of Cthulhu.

One of the things I really love, as I mentioned earlier, are the many options the game presents to the players (and GM in many cases) for tailoring their character to suit a concept. This can be done through ancestries (race), paths (classes), and in some cases, traditions (spells).

To start off, here is a list of ancestries available in the core book:
Ancestries tell you something about your homeland, culture, religious inclination, and appearance. As well, they indicate areas in which your character excels and where your character might be wanting.
Humans are a diverse people encompassing numerous civilizations, cultures, and ethnicities. They are the dominant people in the world. Humans excel in any path they choose.
Changelings conceal their hideous forms behind identities stolen from other creatures so they can move more freely through the lands. Changelings make exceptional magicians and rogues.
Clockworks are people created by binding souls stolen from the Underworld to mechanical bodies. Clockworks have many different forms, and their origins determine the paths they will walk.
Dwarfs are an elder race cursed by the gods for their vanity and doomed to toil and dig in the earth for the treasures they covet. Dwarfs make powerful warriors and priests.
Goblins are exiles from the realms of faerie, forced to live among humanity or on the edges of human lands. They are a filthy, grubby people of low character and malicious disposition. Goblins do well as rogues and magicians.
Orcs were made from dark magic to be the ultimate slave soldiers in the Empire’s armies. Brutish, strong, and violent, they exceeded expectations and helped their masters conquer the continent. They have recently thrown off their shackles and taken their destiny into their own hands. Bred for battle, orcs make strong warriors and deadly rogues.
Expanded ancestries are available from other supplements and may be used with GM permission. (Supplement)
Fauns are offspring of faerie and human, however fauns are a people entirely separate from both. (DLC)
Halflings look like small humans and are happiest when relaxing in their tidy homes or sitting in the village pub, laughing with their friends over mugs of stout. (DLC)
Ferren have lived among the humans for generations, hiding in plain sight by keeping their unusual shapeshifting abilities concealed. By assuming the forms of ordinary cats, they can move through their adopted communities without arousing suspicion. (DLC2)
Hamadryads have hidden in the deep forest, masquerading as ordinary trees. But as the shadow has fallen on more and more of Urth, spreading closer to their refuges, the resulting chaos has drawn the hamadryads from their groves to join the struggle against the enemies of creation. (DLC2)
Molekin are most comfortable in the depths of the earth and scornful of others, they built an empire in the darkness and have ruled their dominion unmolested for eons. (DLC2)
Nagas combine the features of humans and snakes, with humanoid upper bodies and lower bodies that taper into long, snake-like tails. (DLC2)
Sylphs are a people who were shaped from wind and cloud by the genies after they spun the world into existence. (DLC2)
Yerathi are human-sized sentient insects who have toiled in the depths for as long as or longer than humans have claimed the continent. (DLC2)
Gnomes were fashioned from earth and stone by the genies, infusing them with life to serve as builders and shapers, to become the makers of things. (CotE)
Jotun boast that they have the blood of giants flowing through their veins, and their great size and menacing demeanor suggest there might be something to their proclamations. (AGD)
Cambions are the off spring of devils and humans, a dark creation of Hell loosed into the mortal world to spread darkness wherever it goes. (EA)
Centaurs combine the forms of humans and horses, such that a human upper body replaces the neck and head of the horse. (RotW)
Woad are a largely independent and wild folk who have long resisted efforts to be either absorbed or destroyed by the many great civilizations that have risen and fallen in Rûl in the centuries since their arrival on Urth.
Ghouls are transformed from living creatures not immune to the diseased affliction and who consume the flesh of a creature, alive or dead. (FotF)
Elves appear human for the most part, but all possess some sign of their otherworldly origin. (TB)
Hobgoblins are created, by elves, from goblin stock and imbued with might and courage. (TB)
Pixies use secret ways to flutter across the borderlands into the mortal world, where they cause trouble, spy, and play tricks on larger, more foolish people. (TB)
Revenants are neither fully alive nor fully dead. Mighty oaths, great injustices, and strong emotions keep revenants in the world. (TotD)
Salamanders were shaped, by genies, from elemental flame to serve as thralls to those wild and willful beings. (TotD)
Vampires emerge from crypts and climb out of graves to prey on the living when night falls. (TotD)
Skinchangers, like vampires, tend to be adversaries and their presence in a group can be disruptive, at least until the skinchanger gains some control over the curse. (TaC)
Expansion/Supplement Abbreviations:
DLC – Demon Lord’s Companion, DLC2 – Demon Lord’s Companion 2, CotE – Children of the Earth, BTW – Between Two Worlds, FGaG – For Gold and Glory, PoB – Paths of Battle, PoP – Paths of Power, AGD – A Glorious Death, CoC – City of Chains, EA – Exquisite Agony, OFaV – Of Fire and Venom, PiaN – Power in a Name, RotW – Riders of the Wind, KoG – Kingdom of God, SaS – Snot and Stiches, SotW – Song of the Woad, SL – Stolen Lives, FotF – Flesh of the Fallen, TB – Terrible Beauty, TotD – Tomb of the Desolation, TaC – Tooth and Claw, UC – Uncommon Courage


“A man practices the art of adventure when he breaks the chain of routine and renews his life through reading new books, traveling to new places, making new friends, taking up new hobbies and adopting new viewpoints” ~ Wilfred Peterson, American Author

Cloak-n-Dagger
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Post by Cloak-n-Dagger » Thu Dec 14, 2017 8:28 pm

Following up Ancestries, players get to choose a Path for their character. Paths are essentially the character's "class", or more closely akin to "careers from Warhammer Fantasy Role Play. Players begin by selecting a Novice path at 1st level. At further 3rd and 7th levels, players select Expert and then Master Paths which help focus the character through unique skills and abilities. Below is the list of Novice, Expert and Master Paths available through the core book and supplements.
Novice paths describe the roads one might walk to attain one’s destiny. Upon completing the starting adventure, your group assembles and advances to level one (1), everyone in the group chooses a novice path from the four presented in this chapter.

Magicians strive to reach the heights of magical power. If they follow this journey to its end, choosing paths to complement what they have learned, they join the most powerful users of magic in the world.
Priests derive magical power from pledging service to a supernatural being. Service to such entities gives priests purpose in the world and causes for which they might fight. Faith in their patrons gives them the ability to work magic, which they perform through rite and prayer.
Rogues always have a trick up their sleeves. Using a combination of luck and skill, rogues can usually find solutions to their problems. Their talents come from their ingenuity, cunning, training, and, of course, good fortune, all of which makes them adaptable to any situation.
Warriors learn how to fight and survive on the battlefield through extensive training with weapons and studying numerous fighting styles. Their skills depend on being physically fit, quick and nimble, or a combination of both. Upon completing their training, warriors can pick up and fight with almost any weapon, striking with greater precision and greater force than anyone else.

Expanded Novice Paths
Adepts learn to harness their gifts by awakening the power within them. Few adepts ever receive formal instruction, and thus their access to magic is limited compared to that of magicians. Adepts do enjoy great flexibility, however, when it comes to discovering their traditions, and they can tailor their spell arsenals to suit their needs.
Expert paths are arranged in four broad groupings that evoke the four novice paths. Each one describes a route you can take to grow your power and ability. When your group’s level reaches three (3), everyone in it chooses an expert path.

Paths of Faith

Cleric: Clerics use the symbols of their faith to drive back and destroy their gods’ enemies.
Druid: Devotees of the Old Faith, druids discover the mysteries of their secret society to protect the land and its inhabitants.
Oracle: Supernatural entities enter oracles’ bodies to grant them strength, wisdom, and clues about the future.
Paladin: Paladins use their faith to protect the innocent and triumph over darkness.

Paths of Power

Artificer: Artificers create magical trinkets and servants.
Sorcerer: Sorcerers harness incredible amounts of magical energy at great risk to themselves.
Witch: Witches wield the power of old magic, learned from the Fair Folk long ago.
Wizard: Academicians of magic, wizards keep their lore in great tomes called grimoires.

Paths of Trickery
Assassin: Assassins study the art of murder.
Scout: Skilled in stealth and observation, scouts gather information for their allies.
Thief: Thieves develop useful skills to help them carry out their criminal designs.
Warlock: Stealers of magic, warlocks learn how to snatch spells from other casters’ minds.

Paths of War
Berserker: In battle, berserkers unleash their fury to become wild, killing machines.
Fighter: Fighters train to become experts at a particular fighting style.
Ranger: Expert hunters, rangers know how to find, track, and destroy their prey.
Spellbinder: Spellbinders who imbue their weapons with magic to enhance their combat abilities.

Expanded Expert Paths
Shaman: Shamans commune and bond with unseen spirits to gain aid and power. (DLC)
Warden: Wardens draw strength from the natural world and land to destroy its enemies. (DLC)
Elementalist: Armed with the power of air, earth, fire, and water, elementalists attune to elements to gain their properties. (DLC)
Psychic: Psychics use their mental power to fuel magic. (DLC)
Mountebank: Consummate scoundrels and tricksters, mountebanks use deception to gain the upper hand against their enemies. (DLC)
Sage: Scholars without peer, sages rely on their wits and learning to overcome challenges. (DLC)
Mystic: Harnessing the power of the soul’s energy, mystics escape the limitations of body and mind to attain enlightenment. (DLC)
Swashbuckler: Cunning and daring combatants, swashbucklers overcome foes by outwitting them. (DLC)
Auspexes: Auspexes have trained their senses to see these warnings and interpret their meanings in an instant. The information they gain from their powers of observation enables them to shift their tactics and adjust their actions to produce the most advantageous outcome. (DLC2)
Silhouette: Becoming a silhouette requires knowledge of Shadow magic. It is not enough to learn the mystic words or gestures to walk this gloomy path, however; one must become as shadow, embracing the darkness and rejecting the light. (DLC2)
Wangateurs: Wangateurs are a class of wise men and women who tend to the needs of the tribes to which they belong, offering guidance in difficult situations and using their magic to drive off evil spirits, foster healing, and protect their people from the gathering dark. (DLC2)
Wardscribe: From the traditions of Protection and Rune was born a new method of using magic, one that imbues magical energy into sigils and glyphs to make them produce a specific magical effect when activated. (DLC2)
Hellion: (Faun Ancestry) Hellions exist to ruin lives and consign mortal souls to the fires of the Devil’s unspeakable realm. (BTW)
Satyr: (Faun Ancestry) Satyrs become obsessed with feeding their appetites and live only to drink, eat, and copulate. (BTW)
Grudge Bearer: (Dwarf Ancestry) Those who take it upon themselves to lead these expeditions, to be living symbols of their ancestors’ wrath and strike fear in the hearts of their enemies. (FGaG)
Knight: A breed of combatant bound by certain principles and expectations of behavior, knights were warriors paramount, being true champions of the lords and ladies they served. (PoB)
Occultist: Among the worst of those who dabble in the blackest traditions are the occultists, for they make foul bargains with devils, offering up pieces of their souls in exchange for the power they desire. (PoP)
Juggernauts: (Jotun Ancestry) Juggernauts all have great size and strength and can use these assets to best advantage. (AGD)
Saboteurs sow chaos and unrest by dismantling and destroying the works of their enemies. By attacking their equipment, they weaken their foes and create confusion when something fails to work as it should and with little explanation. (Caecras)
Troopers make up the elite fighting force of any army. Disciplined, skilled, and thoroughly dangerous, they march into the thick of battle, overpowering their foes with their superior skill and endurance. (Caecras)
Bounty Hunters specialize in finding people who don’t want to be found. (CoC)
Apostates not only reject the gods—they actively work against them. They prey on the devout, burning their temples and shattering their idols. They are forces of entropy, agents of destruction, reveling in the lives they break and the devotion they dismantle. (EA)
Agents specialize in gathering intelligence without anyone becoming the wiser. (KoG)
Flagellants go beyond even the norm for fanatics, having become convinced that their bodies and perceptions occlude the truth of existence and that the temptations of the flesh distract them from their true calling. (KoG)
Red Cloaks are healers of extraordinary ability and travel the land, bringing comfort to those in need and with no expectation of remuneration. (KoG)
Devotees of the Goblin King serve as advisors to tribal leaders and reminding goblins that the master is never far from them, no matter how desperate their circumstances. (SaS)
Spiritsingers listen to the songs of land and animals, and relate the meaning of what they hear to those who are not attuned to the music. (SotW)
Consumers break the taboo against eating the flesh of the fallen. Eating the body parts of their slain foes lets them gain a measure of their power and knowledge. (FotF)
Collectors take body parts from the creatures they kill, wearing them proudly as trophies and drawing strength from them. (FotF)
Avowed, so called because of the sacred oaths of service they speak before taking up the mantle of service, range far from the hidden kingdoms on their missions, traveling wherever they must to defend and further the interests of their patrons. (TB)
Princes of Darkness (Vampire Ancestry) find ways to keep their blood thirst in check and to improve their talents. (TotD)
Jesters live by making others feel foolish, telling shocking jokes, and by generally making a mockery of everyone and everything around them. (UC)
Expansion/Supplement Abbreviations:
DLC – Demon Lord’s Companion, DLC2 – Demon Lord’s Companion 2, CotE – Children of the Earth, BTW – Between Two Worlds, FGaG – For Gold and Glory, PoB – Paths of Battle, PoP – Paths of Power, AGD – A Glorious Death, CoC – City of Chains, EA – Exquisite Agony, OFaV – Of Fire and Venom, PiaN – Power in a Name, RotW – Riders of the Wind, KoG – Kingdom of God, SaS – Snot and Stiches, SotW – Song of the Woad, SL – Stolen Lives, FotF – Flesh of the Fallen, TB – Terrible Beauty, TotD – Tomb of the Desolation, TaC – Tooth and Claw, UC – Uncommon Courage
“A man practices the art of adventure when he breaks the chain of routine and renews his life through reading new books, traveling to new places, making new friends, taking up new hobbies and adopting new viewpoints” ~ Wilfred Peterson, American Author

Cloak-n-Dagger
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Post by Cloak-n-Dagger » Thu Dec 14, 2017 8:44 pm

Master paths describe areas in which you can become specialized. With them, you might master a tradition of magic, a fighting style, or a specific activity. When your group reaches level seven (7), each member selects a master path.

Abjurers strive to master Protection magic.
Acrobats train to master their movements, build speed, and outmaneuver their opponents.
Aeromancers strengthen the bond they forge with wind genies to coax even greater power from the beings.
Apocalyptists delve deep into the dark tradition, heedless of the steep price to their bodies and souls.
Arcanists delve more deeply into the secrets of magic to gain greater command over its power and improve the effects of the spells they cast.
Astromancers study and master the magic of the celestial realm, calling upon the light of the sun, moon, and stars to obey their commands.
Avengers fight injustice wherever they may find it in the world. They derive power from the oaths they swear, using it to push past their limitations and exact vengeance against wrongdoers.
Bards can draw from the songs and poems they learn to gain clues about the world around them, and weave magic into their music to manipulate their audiences, whether to inspire them or demoralize them.
Beastmasters master the secrets of Primal magic to forge bonds with animals they charm.
Blades are master knife-fighters. Quick and precise strikes pierce their enemies’ defenses and deliver painful, bleeding wounds.
Brutes become strong and tough through countless hours spent building muscle and vitality.
Cavaliers exploit every advantage they can from fighting astride their steeds.
Champions learn combat techniques to help them fight for causes important to them.
Chaplains provide spiritual guidance to their allies in battle.
Chronomancers delve into the secrets of Time magic to master it.
Conjurers learn special techniques to let them create more powerful and frightening monsters to do their bidding.
Conquerors take charge in battle. Extensive experience in leading soldiers gives them the tactical expertise to maneuver allies to where they can be most effective.
Death Dealers favor heavy, cumbersome weapons for the carnage they can create.
Dervishes make two-weapon fighting look easy. Quick and nimble, they dance across the battlefield, weapons moving faster than the eye can follow.
Destroyers cast Destruction spells without risk to themselves by focusing the damaging energies on a place outside of their bodies.
Diplomats find peaceful solutions to the conflicts they encounter.
Diviners have a gift for Divination magic, a knack possibly born from a latent psychic ability or being touched by the gods.
Dreadnaughts are nearly invulnerable in heavy armor. Their expertise gives them an edge when donning it, so that they can maximize its protective qualities.
Duelists develop a fighting style that helps them focus on one enemy at a time.
Enchanters master magic that gives them control over others, making their victims dance on eldritch strings like puppets.
Engineers create an eidolon, a mechanical servant of enormous size that obeys its maker’s commands.
Executioners elevate killing to an art form. An extensive study of anatomy reveals how best to make their attacks so that every strike is potentially devastating, strong enough to lay low the mightiest foes.
Exorcists declare war against vile foes, such as demons, faerie, and spirits, learning specialized magic to drive out and destroy them.
Explorers have the survival skills needed to withstand the hardships and difficulties they face on their journeys.
Geomancers forge bonds with earth genies and can wield the power of Earth magic.
Gladiators are champions willing and able to do anything to survive and fight again. Though capable combatants in their own right, they often resort to underhanded tactics to get the upper hand against their foes.
Gunslingers know everything there is to know about firearms. Excellent shots and cunning gunsmiths, they tinker with these weapons, modifying them to improve their accuracy and to reduce the time needed to reload them.
Healers commit themselves to tending others’ hurts, to the exclusion of other pursuits, and typically come from a background dedicated to helping others.
Hexers use spells to warp their enemies and strip away their vitality, delighting in the misfortune and suffering they create.
Hydromancers develop their bond to water genies, allowing them to cast Water spells to greater effect and to gain greater benefits from their connections.
Illusionists fabricate lifelike simulacra of creatures and intense bursts of energy, or reshape their environments to suit their needs.
Infiltrators can find ways into the most secure locations. They use a combination of disguise, acting, and instinct to outwit security.
Inquisitors serve the cult of the New God, working to expose corruption in the religion’s ranks and to flush out the demon-sworn, the damned, and the wicked.
Jacks-of-all-trades know a little about everything but not a lot about any one thing.
Mage Knights use the spells from their preferred tradition to enhance their already formidable combat training and to increase options in a fight.
Magus are members of a secret cabal of magic-users, the magi identify their membership by the magical staffs they carry.
Marauders bound into battle, sweeping their weapons before them to lay low their enemies. They fight without regard for their own safety, as many believe they earn their place alongside the gods by finding a glorious death in combat.
Miracle Workers possess conviction to such a degree that their miracles go far beyond simple spells, causing their bodies to manifest signs of their religious devotion.
Myrmidons excel when they fight with shields. Learning new fighting maneuvers to enhance their strikes with these weapons and to augment their protective qualities, myrmidons can deflect attacks and smash their foes as they carve a path through their enemies.
Necromancers are shunned the world over, feared for their willingness to peer into the darkest places and consort with forbidden things best left undisturbed.
Poisoners command extensive knowledge of all things toxic, they can produce the deadliest poisons to deal with almost any kind of creature.
Pyromancers create and shape flames to serve their will. Most pyromancers grow their power by developing a stronger connection to the flame genies they have bound.
Runesmiths uncover the secrets of creating runes and imbuing them with magical power. They typically adorn their weapons and armor with such marks, which flare with power when they cast a spell.
Savants focus their training on learning additional spells, rather than specialize in one tradition of magic.
Sentinels have superior senses and a strong sense of duty through supernatural detection abilities.
Shapeshifters use their superior knowledge of Transformation magic to adopt more powerful forms and to move from one form to another with greater ease.
Sharpshooters master the use of bows and crossbows. Their keen eyes and steady hands let them loose missile after missile with pinpoint accuracy.
Stormbringers wield the power of the tempest, hurling bolts of lightning, deafening thunder, and the elements themselves against any standing in their way.
Technomancers exploit the merging of magic with technology that’s made possible by the Technomancy tradition to create even more powerful devices to aid them on their expeditions.
Templars protect sites and relics important to their faith, they can speak secret prayers to invoke the divine to shield their environs and secure everything within from despoilers and desecrators.
Tenebrists embrace all that Shadow offers; while not technically dark magic, has a sinister reputation for infecting its practitioners with darkness.
Thaumaturges throw caution to the wind and embrace Chaos for all it offers, heedless of the risks and perils its spells create.
Theurges claim a direct line to their deity, the New God, invoking power from their patron to fight against the Demon Lord and its horrid servants.
Transmuters discover the mutable nature of all things through the advanced study of Alteration magic.
Travelers have studied the Teleportation tradition so extensively that they can move with even greater speed and arrive with such force that they disturb their surroundings.
Weapon Masters achieve their vaunted status by focusing all their training on the use of one favored weapon.
Woodwoses call upon power from the natural world to carry out their obligations.
Zealots wander the lands as itinerant preachers and crusaders of their faith. They lead by example, depriving themselves of all the comforts of civilization in order to become closer to their gods.

Expanded Master Paths
Alchemists learn the secrets of substances to create potent concoctions, potions, and other strange, materials. (DLC)
Blackguards succumb to temptation, embracing the power darkness offers and surrendering the soul to its corrupting influence. (DLC)
Corsairs know how to use maneuvers to create openings in defenses and use those openings to deliver punishing wounds. (DLC)
Demonologists look into places the sane do not dare. Into the Void go these unhinged people, drawn by promises of power, answers to the great mysteries, and escape, perhaps, from the end of all things. (DLC)
Entropists find something in Death magic they believe will give them power. (DLC)
Martial Artists train to master unarmed combat, fighting with their hands and feet instead of a sword or gun. (DLC)
Mediums commune with the spirits of the dead and often catch glimpses of such spirits in peripheral vision. (DLC)
Mind-benders bash down a creature’s mental defenses and run freely through its mind, sensing every thought and anticipating every action. (DLC)
Psychokinetics discover how to harness the mind to manipulate and move objects and creatures with thought alone. (DLC)
Reavers reject the trappings of civilization and embrace the wild side, becoming savage, deadly, and eager to greet foes with violence. (DLC)
Sappers are experienced engineers who study the manufacture and practical use of explosives and traps. (DLC)
Seekers use their mental powers to augment attacks, to ignore the chaos of battle, and to find the best place to strike enemies. (DLC)
Cenobites spend their lives exploring the mysteries of their inner selves and reclaiming memories from their past lives, attaining a truly enlightened state that enables them to overcome the limits of their bodies and triumph over any challenge they might face. (DLC2)
Fencers pursue mastery in the art of fighting with swift weapons such as daggers, rapiers, and everything in between, (DLC2)
Halberdiers exploits the long weapon’s assets to great effect. Although most who come to this path prefer halberds, the techniques can apply to any kind of polearm or staff. (DLC2)
Invokers lay bare the secrets of Invocation magic, learning how to command the daemons she binds with great efficiency and effect. (DLC2)
Legalists find their minds and bodies growing resistant to the ravages of time and injury, as they transform into embodiments of order. (DLC2)
Metallurgists are a society of master spell casters whose magic has become part of them, suffusing them with the strength of steel. (DLC2)
Sleuths can unravel any mystery and solve almost any puzzle. (DLC2)
Tormentors thrive on filling their enemies with fear and loathing, eroding their courage and sending them fleeing from them. (DLC2)
Cryomancers harness the power of Water magic. They use special techniques to shape water into ice and snow through the spells they learn, and they are imbued with a special tolerance against frigid environments. (AGD)
Seers can pronounce what they believe to be the fates of creatures around them, uttering profound words that can embolden or terrify. (AGD)
Skalds (Jotun, Dwarf, and Human Ancestry) preserve the lore of their people in tale and poem. No simple entertainers, skalds are historians, advisors, seasoned warriors, and leaders in battle. (AGD)
Warrior Spirits embrace the madness of the battle field as they shrug off their enemies’attacks and tear their foes to pieces. (AGD)
Mages of the Tower (GM Discretion) are a secretive society based in the Tower Arcane that floats above Caecras. (Caecras)
Diabolists exploit the willingness of devils to bargain and forge pacts with them to work as their agents in the world, corrupting and staining mortal souls, and delivering them to Hell. (EA)
Witch Hunters search the Empire’s lands for the corrupt. When they find the guilty, witch hunters drag them out from the shadows to face the justice their villainy earned them. (EA)
Dragonslayers have a reputation for being insane, and certainly it is a profession with an enormous body count. (OFaV)
Namers know there is great power in names, power that gives them ultimate authority over the being or thing named. (PiaN)
Horse Archers have a significant edge in battle, allowing for superior maneuverability that lets them loose arrows and speed away from danger. (RotW)
Anchorites believe that they cannot truly understand the nature of the divine unless they withdraw from the world to get away from distractions and temptations. (KoG)
Sin-eaters devise methods to draw corruption from the living and take it into themselves. (KoG)
Doppelgangers (Changeling Ancestry) learn to harness its power to use their abilities to greater effect, until they can become almost anyone they encounter. (SL)
Beguilers master Fey magic, causing mystical energy to well up from within themselves and manifest as an otherworldly presence that makes it easy for beguilers to influence others. (TB)
Cat Sith are people who have been touched by faerie magic, gained from a bargain with one of the great fey, that grants them the ability to adopt the forms of great black cats. (TB)
Eternal Guardians are an elite order of faerie warriors established long ago to protect the magicians in the wars against the hated trolls. (TB)
Harbingers use the hidden passageways that crisscross the world to strike from the least expected directions and then melt away before their foes can mount a defense. (TB)
Keepers of the Flame learned advanced techniques for controlling the elements, many of which have been disseminated to other peoples all over the world. (TB)
Morrigans, when an immortal creature of faerie dies, are physical manifestations of grief and hatred, feared for their fury and brutality. (TB)
Muse are a special kind of fey dedicated to helping mortals, and others, realize their capabilities, offering them inspiration and motivation to find success in what they do best. (TB)
Nightstalkers are masters at the art of stealth, creeping through the darkness, unseen and unheard. (TB)
Spellweavers weave threads of magical energy into mundane pieces of ammunition, allowing magical effects to be propelled across great distances. (TB)
Troll Hunters make it their life’s mission to hunt down and exterminate trolls. They develop and hone special fighting techniques to bring down their ancient foes. (TB)
Blighters exploit the world’s resources, destroying life to feed their ambition. (TotD)
Dust Walkers learn their techniques from the mad genies of the Desolation’s deep wastes by discovering their names and harnessing their power. (TotD)
Slayers of the Dead began as crusaders, developing their talents from necessity and nursing a hatred that sends them in pursuit of the foe. (TotD)
Expansion/Supplement Abbreviations:
DLC – Demon Lord’s Companion, DLC2 – Demon Lord’s Companion 2, CotE – Children of the Earth, BTW – Between Two Worlds, FGaG – For Gold and Glory, PoB – Paths of Battle, PoP – Paths of Power, AGD – A Glorious Death, CoC – City of Chains, EA – Exquisite Agony, OFaV – Of Fire and Venom, PiaN – Power in a Name, RotW – Riders of the Wind, KoG – Kingdom of God, SaS – Snot and Stiches, SotW – Song of the Woad, SL – Stolen Lives, FotF – Flesh of the Fallen, TB – Terrible Beauty, TotD – Tomb of the Desolation, TaC – Tooth and Claw, UC – Uncommon Courage
“A man practices the art of adventure when he breaks the chain of routine and renews his life through reading new books, traveling to new places, making new friends, taking up new hobbies and adopting new viewpoints” ~ Wilfred Peterson, American Author

Ancalagon
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Location: Nebraska

Post by Ancalagon » Fri Dec 15, 2017 12:47 pm

A lot of interesting stuff there. I've yet to play SotDL so maybe I'll try and get in a game at GCX.

Cloak-n-Dagger
Posts: 351
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Post by Cloak-n-Dagger » Fri Dec 15, 2017 1:49 pm

Ancalagon wrote:
Fri Dec 15, 2017 12:47 pm
A lot of interesting stuff there. I've yet to play SotDL so maybe I'll try and get in a game at GCX.
If there is a chance that Robert is running one on any of the three evenings I'm free, I'll try and get in. These last three years, my schedules didn't line up.
“A man practices the art of adventure when he breaks the chain of routine and renews his life through reading new books, traveling to new places, making new friends, taking up new hobbies and adopting new viewpoints” ~ Wilfred Peterson, American Author

Cloak-n-Dagger
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Post by Cloak-n-Dagger » Thu Dec 28, 2017 5:21 pm

Continuing on, SotDL has many different Traditions.
Traditions of Magic describe a category of magical effects that share common characteristics.

Air: Spells harness the power of the wind, allowing casters to direct it where they will.
Alteration: Alteration magic changes the fundamental capabilities of creatures and bestows on them new properties, abilities, or traits.
Arcana: The oldest form of magic known to mortals, Arcana represents the sum of magical research conducted by wizards for thousands of years. Spells from the tradition offer reliability, having been refined and perfected by the masters, Wizards often learn the Arcana tradition first.
Battle: Battle spells awaken and enhance combat capabilities. Armed with these spells, Battle casters can fight with skill rivaling that of the greatest warriors in the land.
Celestial: Spells from the Celestial tradition call on the light and energy of the sun and stars to drive back the darkness spreading across the world.
Chaos: Chaos spells draw on destructive magic, making them unpredictable and dangerous.
Conjuration: Conjuration spells create objects and creatures from threads of magical energy.
Curse: Curse magic, often taught by hags and corrupted witches, spreads misfortune and woe, stripping away a victim’s vitality, courage, and even form.
Destruction: Wielders of Destruction magic wrest its power through sheer force of will, causing creatures and objects to explode but harming themselves in the process.
Divination: Divination magic reveals possible futures and the distant past.
Earth: This tradition grants power over stone and soil, and those who master it can compel the earth beneath their feet to obey their commands.
Enchantment: Enchantment magic twists the emotions of other creatures to make them obedient servants.
Fire: Fire magic creates and controls flame.
Forbidden: The darkest of the dark arts, Forbidden spells produce horrid and unspeakable effects. Most societies outlaw the use of such magic.
Illusion: Illusion magic fools the senses.
Life: Life magic eases pain, heals wounds, and removes afflictions.
Nature: Nature spells let casters command plants and harness their power in its defense.
Necromancy: Necromancy subverts the cycle of life and death by creating beings that exist between both states.
Primal: Spells from the Primal tradition forge bonds with animals and awaken bestial traits in their casters.
Protection: Protection magic secures, defends, and counteracts.
Rune: Rune spells create writing that produces magical effects.
Shadow: Shadow magic creates and shapes shadows and darkness. The Shadow tradition skirts the edges of what most consider dark magic, though its magic lacks the corrupting influence of such spells.
Song: Song spells weave magic into music to affect the minds of those who hear it performed.
Storm: The Storm tradition offers casters the ability to create and control weather in its most violent forms.
Technomancy: The Technomancy tradition merges magic with machinery.
Teleportation: Teleportation magic locates gaps in reality and opens them wide enough to let a traveler pass through to a distant destination.
Theurgy: Theurgy magic relies on faith to work, giving the caster the means to produce miracles, proof of the gods’ existence.
Time: Time magic controls the rate at which time passes.
Transformation: Transformation magic enables practitioners to assume different forms.
Water: Water magic controls and shapes liquids, moves them, and changes their state.

Expanded Traditions of Magic
Alchemy: Alchemy was born from a belief that it is possible to transmute one material into another. (DLC)
Death: A dark tradition of magic, Death exists to end life and speed souls to the Underworld. (DLC)
Demonology: Spells designed to apprehend demonic power and release demons to run amok. (DLC)
Spiritualism: Spiritualism magic calls forth spirits from the Underworld to gain their wisdom and power. (DLC)
Telekinesis: Reflects an awakening of psychic abilities that allow one to move and manipulate objects and creatures with the power of the mind. (DLC)
Telepathy: Casters pierce minds to learn secrets or rend psyches to leave enemies reeling and insensate. (DLC)
Invocation: Invocation magic calls forth a daemon by means of a specific pattern and then merges that daemon with the caster’s mind and body. (DLC2)
Metal: Metal magic proves useful for quick fabrication of metal objects and for bolstering defenses. (DLC2)
Order: Order spells rid the world of randomness, thwart the advance of Chaos, and prevent others from making changes to their environments. (DLC2)
Soul: Spells of the Soul tradition apprehend the power of one’s inner self and use that power to transcend the limits of the physical body. (DLC2)
Fey: Fey magic deceives and beguiles. (TB)
Blood: Blood magic has a dark legacy, devised by the vampires from their obsession with the body’s most vital humor. (TotD)
Expansion/Supplement Abbreviations:
DLC – Demon Lord’s Companion, DLC2 – Demon Lord’s Companion 2, CotE – Children of the Earth, BTW – Between Two Worlds, FGaG – For Gold and Glory, PoB – Paths of Battle, PoP – Paths of Power, AGD – A Glorious Death, CoC – City of Chains, EA – Exquisite Agony, OFaV – Of Fire and Venom, PiaN – Power in a Name, RotW – Riders of the Wind, KoG – Kingdom of God, SaS – Snot and Stiches, SotW – Song of the Woad, SL – Stolen Lives, FotF – Flesh of the Fallen, TB – Terrible Beauty, TotD – Tomb of the Desolation, TaC – Tooth and Claw, UC – Uncommon Courage
“A man practices the art of adventure when he breaks the chain of routine and renews his life through reading new books, traveling to new places, making new friends, taking up new hobbies and adopting new viewpoints” ~ Wilfred Peterson, American Author

Cloak-n-Dagger
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Post by Cloak-n-Dagger » Thu Dec 28, 2017 5:34 pm

This holiday season, Robert released a special adventure, available for download from DriveThru RPG.

He Sees You When You're Sleeping
The Demon Lord’s shadow looms over Urth, growing stronger with each passing day, and every terrible deed and sacrifice performed in his name. As winter falls across the lands, old legends stirred by the Shadow come to life once more. Ancient evils that few remember rise again to resume their nocturnal wanderings, spreading darkness, suffering, and death wherever they roam.

Written for a group of expert characters, 'He Sees You While You’re Sleeping' is set in the small village of Hund, where a terrible monster threatens those among them who are the most vulnerable: their children. A fledgling cult has taken root in an abandoned asylum just outside the settlement, engaging in vile and dark magic to harness the essence of a horrific demon called the Krampus: a malevolent entity infamous for hunting, terrorizing, and killing children all across Rûl.
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And as if that wasn't enough, check out these little, shadow-spawned nasties:
Satchelkin
Hideous mockeries of the children from which they’re made, satchelkin crawl forth from Krampus’s sack, having been tainted by the Void and corrupted beyond redemption. These horrifying figures have pale skin, dead-black eyes, and mouths stretched into wide grins, drooling black spittle. They wear the rags of their clothes and some still carry the toys they had at the time of their capture. Insane, satchelkin cannot speak, although they do understand whatever language they spoke before they were transformed. The only sound they make is incessant laughter, in horrific child-like peals that border on the hysterical.
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“A man practices the art of adventure when he breaks the chain of routine and renews his life through reading new books, traveling to new places, making new friends, taking up new hobbies and adopting new viewpoints” ~ Wilfred Peterson, American Author

Ancalagon
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Post by Ancalagon » Fri Dec 29, 2017 6:47 pm

Krampus gets a bad rap. Just give him a mug of mulled wine and he'll mellow right out. ;)

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