Monday, May 6, 2013

New Powers for Priests


Priestly Powers

Priests of Stratus do not take runes or cast ritual magic. Long ago, they were permitted to do so, but many of these mage-priests became heady with their power and broke from the teachings of the Church. St. Michael and the last of the loyal mage-priests struck down the rebels and then gave up their runes, forsaking magic for all time.

Priests are not without recourse however. They are the chosen of Father Stratus and leaders among men. Though their powers are not as devastating, or obvious as those of mages, they are still formidable characters.

Saints and Petitions

When a follower of Stratus and Aestra perform extraordinary acts of faith and service in their life, they are sometimes recognized and venerated as saints after their death. According to the Church, saints act as a bridge between the mortal world and the divine world, interceding on behalf of mortals who petition them for aid.

Common Bostonians pray for favor, or leave offerings at a church or statue hoping for a subtle blessing. Priests and priestesses are taught prayers in a special language that put them in direct contact with the saint’s power. These prayers are called Petitions.

Petitions for Starting Characters

Starting characters with the theology skill and the Petitioner talent start the game with 6 petitions learned and 3 attempts/day. Generally, only priests of Stratus have this talent, but it is possible for priestesses and other religious characters to buy it at the GM’s discretion.

Learning Petitions

Petitions are usually learned at churches, temples and shrines dedicated to a specific saint. Each saint has a set of petitions characters can learn. Learning a petition typically requires traveling to a place associated with the saint and being taught the proper prayers. A small donation (100p) or a service might be asked of a potential petitioner at the GM’s discretion.

Once the local religious folks agree to teach the prayers, the petitioner must make a theology skill test against the DL of the prayer. Success means the character spends five free checks and marks the petition on his sheet. Failing this skill test generally means that the character cannot learn the petition until his theology skill level increases through experience.

A character can learn as many petitions as his current theology skill level.

Petitioning Saints

Petitions are prayers asking for a saint to intercede on behalf of the petitioner. The success of a petition depends on the theology skill.

A given petitioner is only allowed three total petitions a day. More daily petitions can be earned by purchasing talents. A petition is considered used even if the petition skill test fails. There is no other penalty for failing a petition.

Types of Petitions

Belssings

Blessings are permanent boons given to a priest for his devotion to a saint. Once the blessing is learned, its bonus is permanently bestowed to the priest. A petition slot is taken, but a daily attempt need not be used for the priest to get his bonus.

The priest may also bless others, in which case, blessings behave exactly like prayers. Blessings bestowed to others do not remove the boon from the priest, take an action to attempt, require a successful theology roll, use up a petitioning attempt and are temporary.

Charms and Medalions

Some of the petitions listed allow the priest to create blessed charms or medallions. These are symbols of the saint’s favor and provide boons to whoever possesses the object as long as that person is a member of the Bostonian Church.

Creating a charm requires spending free points as though the priest were purchasing a three-point talent. Three improvement points must be earned by spending a free check and rolling under his theology skill level.

Charms are permanent and any number of them may be created as long as the priest is willing to spend the experience.

Prayers

Prayers are direct petitions to the saints to intervene on the priest’s behalf. They take a full action to complete and require the priest to make a theology check against the DL of the petition. Success means that the saint responds, providing the listed benefit for the remainder of the scene (unless a duration is specified in the petition’s description). Failure means that petition slot is used for that day.

Miracles

Miracles are special petitions that do not have to be learned by the priest. Instead, they are available if the priest knows ANY of that saint’s other petitions.

Asking for a miracle takes no time, but does use one of the priest’s daily petition attempts. Miracles have high DLs and produce striking effects.

Successfully invoking a miracle costs the priest a level of theology that can be earned back with experience. In addition, the priest cannot ask for that same miracle for at least a year.

List of Petitions

Name
Saint
Type
DL
Effects
Aeltharze’s Chant
Camille
Prayer
14
·         You get a +1 to all missile attacks for the encounter.
Aestra’s Blessing
Camille
Blessing
14
·         You cannot drown.
Agatha’s Blessing
Agatha
Blessing
10
·         You are blessed after participating in any singing performance, or religious observance that includes song.
Agatha’s Medallion
Agatha
Charm
10
·         You get a +1 to all checks related to singing and playing music.
Agatha’s Mercy
Agatha
Prayer
14
·         You get a +3 to save and -1 damage/die vs. fire effects until you are out of danger.
Agatha’s Soothing Hand
Agatha
Prayer
14
·         You get a +1 to healing effects when healing burn damage.
Alice’s Charm
Alice
Charm
14
·         You get a +3 to save against disease, or any disease-like effect.
Alice’s Light
Alice
Blessing
14
·         You get a +1 to all physician rolls pertaining to diagnosing and curing disease.
Alice’s Touch
Alice
Prayer
17
·         You get +1 to healing effects for the rest of the day.
Antel’s Blessing
Antel
Blessing
10
·         You are blessed when you heal someone from unconsciousness or near death ( less than 25% hits).
Antel’s Mending
Antel
Prayer
17
·         You lay your hands on an ally after combat and allow them to shake off wound damage.
Beggar’s Blessing
Fergus
Blessing
12
·         You are blessed when you give something of value to the needy.
Beggar’s Prayer
Fergus
Prayer
12
·         You get a +2 to survival rolls in an urban setting.
Beheaded Sermon
Elbrand
Prayer
10
·         You get +2 theology and persuasion when making a religious argument, or converting someone.
Blessing of Burning Water
Tristan
Prayer
14
·         Your holy water does +2 damage to the undead for the remainder of the encounter.
Brega’s Knowing
Brega
Prayer
10
·         You gain knowledge of tomorrow’s weather.
Brega’s Mercy
Brega
Prayer
12
·         You get +2 to all checks pertaining to avoiding the effects of bad weather or escaping bad weather.
Chant of the Metal Devils
Sebastian
Prayer
14
·         You get +4 to stand firm against the fear effect from talak chariots.
·         You get +1 attack and defense when fighting talak.
Consecration
Camille,
Dovid,
Others
Prayer
14
·         All enemies of the church suffer a -1 penalty to all actions.
·         This effect can be made permanent if the prayer is repeated for 3 consecutive days and 2 levels of theology are invested.
Curing of the Leper
Alice
Miracle
24
·         You cure someone of a disease and reverse all ill-effects of that disease (including the loss of a limb or organ).
Defiance of Callous
Callous
Prayer
14
·         Protects an enclosed or delimited space from demonic influence by engaging the demon in theological debate.
·         Each hour, you make an opposed check of your theology vs. the theology of the creature (or INT, WIL or SPI at -5).
·         If successful, the creature and its fellows are unable to enter or affect your space.
·         After 8 hours, you must make TOU checks to continue the debate. The first of these is DL 10, but they increase by 2 each hour afterwards. These can be avoided if there is a way to avoid sleep and the need to eat, excrete, etc.
Divine Contract
Camille, Dovid
Prayer
17
·         Nearby templars feel called to come to your assistance.
·         It is up to the GM if there are templars around or not. If unsure, a good random chance might be 7/12.
Elbrand’s Medallion
Elbrand
Charm
14
·         You get +1 AV to the head, but the medallion shatters once you are hit there.
Exorcist’s Medallion
Roard
Charm
17
·         The first attack from a demon or its minions shatters the medallion, but does no damage to you.
Exorcist’s Prayer
Roard
Prayer
14
·         You get +1 to attack and defense against demons and spawn until dawn of the next day.
Father’s Light
Roard
Prayer
10
·         A vial of your holy water will glow with a faint light, similar in strength to candlelight. This effect lasts for one hour.
Fergus’ Bargain
Fergus
Prayer
17
·         You and your fellows can travel for a night through an urban setting without encountering any thieves, pick pockets, or cutthroats.
Fergus’ Returning
Fergus
Prayer
18
·         Causes a lost or stolen item to find its way back to its owner.
·         This takes on the order of 2d8 days.
·         Someone in possession of the lost item can save to keep it (SPI 16)
Fury of Callous
Callous
Prayer
17
·         You do 2d6 penetrating damage to any undead or demon you hit with an unarmed attack, or +1 damage if fighting with a weapon.
Gidus’ Medallion
Gidus
Charm
10
·         You get a +1 to rolls dealing with gardening, farming, or animal husbandry.
Gidus’ Thumb
Gidus
Blessing
10
·         You get +2 to crafts and knowledges dealing with agriculture and gardening.
Gidus’ Walk
Gidus
Prayer
17
·         You can travel this day without being subject to random encounters of a natural nature (wolves, bears, etc.).
Goblin Friend’s Medal
Olum
Charm
12
·         You get +1 to all social skills when dealing with goblins.
Gods’ Beacon
Seldon
Prayer
17
·         You wander, allowing the gods to guide you and end up where you are most needed.
·         You invest a level of theology.
Grasp of Callous
Callous
Prayer
14
·         You may substitute your theology skill for your unarmed combat skill when grappling an enemy of the church.
Healer’s Medallion
Antel
Charm
14
·         You get a +1 to all medical skill rolls.
Miracle at the Orphanage
Weirgrub
Miracle
28
·         You return a recently dead person back to life.
Miracle of Elbrand
Elbrand
Miracle
24
·         You can operate for up to 10 rounds after being killed or knocked unconscious.
Miracle of the Inferno
Agatha
Miracle
22
·         You and your allies are miraculously saved from a fire. Either an escape route is found, or the fire is extinguished by a sudden rainstorm, or a mysterious girl appears to lead you to safety.
Miracle of the Wretched One
Olum
Miracle
26
·         You instantly convert a pagan, or non-believer.
Mountain Sanctuary
Sebastian
Prayer
17
·         You find a shelter in a cave or crevasse.
·         The cave is hidden from plain sight and by entering it, you have a 8/12 chance to avoid pursuit.
Mountaineer’s Prayer
Sebastian
Prayer
14
·         You get +1 to climb checks.
Olum’s Blessing
Olum
Blessing
13
·         You get +1 to all saves made against goblin spell casters.
Olum’s Tongue
Olum
Prayer
18
·         You can speak an unknown language for a couple of hours.
Orphan’s Blessing
Weirgrub
Blessing
12
·         You have a way with children and get a +2 to social checks when dealing with them.
Physician’s Prayer
Antel
Prayer
13
·         You get +1 to physician rolls when trying to heal wound damage.
Pilgrim’s Chant
Seldon
Prayer
14
·         You can travel and extra 20% overland this day.
Pilgrim’s Prayer
Brega
Prayer
14
·         If you are on a pilgrimage, or a journey with some significance, you insure good weather for the next 1d6+2 days.
Prayer for a Clear Mind
Roard
Prayer
14
·         You get a +3 to save against mind and perception-altering effects for the duration of the encounter.
Prayer for Quiet Earth
Weirgrub
Prayer
14
·         You get +3 to save against earth spells and -1 effect/die.
·         The region around you is protected from natural earthquakes for the day.
Prayer of the Restful Dead
Tristan
Prayer
14
·         You gain a +1 to attack and defense against undead until dawn of the next day.
Prayer of Sanctuary
Tristan
Prayer
17
·         Your holy water is blessed so that undead cannot cross an unbroken line of it.
Purifier’s Prayer
Seldon
Prayer
14
·         You get a +3 to save vs. spells and trap effects.
Roard’s Vigil
Roard
Prayer
14
·         You can maintain vigil over your charges all night without needing sleep.
Sailor’s Medallion
Camille
Charm
10
·         You get +1 to all sailing, fishing and swimming checks.
Seeker of the Valley
Sebastian
Charm
10
·         You get +1 to navigation and survival in the Seeker’s Valley and the surrounding mountains.
Seldon’s Lens
Seldon
Prayer
14
·         You look through a vial of holy water and can detect magic and evil auras for 5 minutes.
Soothing Voice
Gidus
Prayer
12
·         You get +2 to animal handling rolls to calm an animal.
Stratus’ Wrath
Roard, Tristan,
Others
Prayer
12
·         You can call upon Stratus to destroy his enemies (primarily undead and demon-kind).
·         Invoking this petition is automatic, but the results are based on a test of your theology vs. the spirit of the creatures you are destroying.
·         You choose a group of creatures to destroy and then roll your theology vs. the highest spirit score in that group.
·         Success means one creature in that group is destroyed. Every 2 points you succeed by destroys another creature in that group.
Sunbringer’s Blessing
Tristan
Blessing
17
·         You get a +2 to all attempts to turn unholy creatures using Sunbringer’s Wrath.
Tristan’s Medallion
Tristan
Charm
10
·         You get a +1 to all navigation, survival and stealth checks in swampy terrain.
Tristan’s Miracle
Tristan
Miracle
24
·         All unholy creatures within your sight are turned. Lesser creatures are destroyed. Major ones are destroyed, or forced to flee (GM’s call).
Unifier’s Blessing
Dovid
Blessing
14
·         You are blessed when you put an enemy of the church to the sword.
Unmaking
Callous, Dovid, Others
Prayer
14
·         You destroy a magical artifact and receive a boon from the gods. The DL to learn the prayer is 14, but actually using it has a DL based on the power of the artifact in question and the boon the GM has in mind.
·         You must invest a level of theology to use this petition.
Visionary’s Prayer
Camille
Prayer
18
·         You get a vision that helps you answer a pressing question.
Voice of Dovid
Dovid
Blessing
14
·         You get a +1 to all social checks with devout Bostonians.
Weirgrub’s Meditation
Weirgrub
Prayer
14
·         You return one level to any one of the runes you possess.

Thursday, May 2, 2013

Talents in Runebearer

One of the changes to Runebearer that I am happiest about is the addition of talents. Talents are akin to D&D's feats in that, under the correct conditions, they permit you to break the rules in a certain way. This could mean rerolling a failed skill check, or taking a move when it is not your character's turn, or ignoring incoming damage, or a host of other things.

Talents are a relatively late addition to Runebearer and they came about primarily as a way to make the experience system more interesting. See, a long-standing campaign was coming to a close and looking back, I realized that at some point, my players were stuck when leveling their characters. Runebearer is a skill-based game and as characters gained experience, the most effective thing to do was to pump that experience into increasing their skills.

And so skill levels that started around 12, slowly crept up into the upper teens and then the 20s. Increasing skills is a "roll-over" system and so as skill levels increase, it costs more and more experience to increase it more. You spend an ever increasing amount of experience to get an ever decreasing statistical benefit.

It wasn't fun. And more importantly, most characters really didn't change much mechanically over the course of the campaign. Everyone got better at what they did, but very few characters saw their abilities broaden as they gained experience. We were all that AD&D fighter ... "Woo hoo another +1 to hit stuff!!!"

Another issue was one common to many game systems, as the characters advance, the difference between the "haves" and "have-nots" in combat becomes more and more pronounced. So, as the fighters were gaining level 20 in their weapon skills, the magey types, who had other skills to spend points in, were still floundering in their low teens. Combatants that challenged the fighters would gut the mages if they even glanced at them.

So the search was on to find a way to make the experience system more interesting, while evening out the leveling curve a bit, and also making characters more mechanically interesting as they gained experience. I would love to tell you that Lucy Lawless showed up at my house, stabbed a few leather-clad dudes, threw a D&D book on my table and screamed "FEATS, you fool!!"

Indeed that did happen, but that didn't lead to Runebearer talents. What did lead to talents was I had run a short, abortive variant Runebearer game where characters had classes and "leveled up" based on their skill gains. As they leveled, they could pick additional powers, or combat maneuvers, or tweak the way one of their skills worked. The rules for leveling up were cumbersome. The campaign was forgettable. But the powers? Everyone loved the cool new powers.

At that point, it was a matter of finding a way of melding these new powers into the standard Runebearer experience system. As you gain experience, you have the option of putting your checks into increasing your skills, or purchasing a talent. To purchase a talent, you must have the requisite skills at the proper levels (usually 15 or so) and you must roll-under your current skill level (instead of over).

This works in many ways. First, it gives players something to put their points into instead of just raising their skill levels over and over. In fact, at a skill level of 16 or higher (out of 30), it becomes more efficient to spend your points on talents than to buy increased skill levels. Because of this, it naturally tends to even out characters who specialize in a skill with those who do not. A novice fighter might have a skill level of 10. A veteran might have a 16, but have half a dozen talents that give him more options in combat, but don't skew the statistics of the dice mechanics.

Finally, and most importantly, it opened up a whole new dimension to the character leveling mechanics. Players started talking about builds, cool talent combinations, ways to build light, dodge-based fighters, heavy armored tanks, whether to level rune knowledge or meditate first to get access to which awesome talents.

Wednesday, May 1, 2013

Subsystems and Character Differentiation

Mechanically, characters in RPGs are differentiated by what subsystems they use. All of the fiddly bits of the rules that you get to use make your character mechanically interesting to play. 1st Edition AD&D is a great example of this concept. If you look at the 4 main character classes in that game you can see how the characters use different parts of the rules:
  • Clerics -- have a subsystem for turn undead; use spells, but unlike the magic-user, do not have to deal with memorization, or spellbooks
  • Magic-User -- they have spells; a memorization subsystem; rules for scribing spells in their spell book
  • Thief -- backstab; all the percentage-based rules for thief skills (hide in shadows, climb walls)
  • Fighter -- ???
Ahh... the lamentations of the poor, neglected fighting-man. To me, this is a great example of one of the interesting characteristics (flaws maybe?) of the early days of gaming. In AD&D, everyone can fight and everyone uses the same rules and the same sets of tables to fight. The fighter just has more hit points and uses an advantageous table to determine his chance to hit. So, the cool thing the fighter can do is... the same thing everyone does, but a tiny bit better. There isn't that much to make fighters different from other characters in AD&D... just better stats, really.

AD&D is a class system and indeed, each class (fighter excepted) brings its own subsystems to the game. Rangers and Paladins are more interesting than fighters because they have more systems to play with. In some ways, I think skill-based systems have a harder time creating character differentiation. Sure, characters buy different skills and thus, their characters are different, but the mechanics used are very often the same, just applicable at different times in the game.

Take Traveller, for instance. There are dozens of skills, and each character is bound to have a different set of them. However, the mechanics for pretty much every skill use is roll 2d6, add your skill level, if your total is 8 or more, you win. So, you are running down a hallway and come to a locked door? Roll 2d6 and add your lockpick skill. You need to hack a computer? Roll 2d6 and add your computer skill. You need to pick up some information in a bar? Roll 2d6 and add your carousing skill.

I am not really giving Traveller enough credit; not all skill use is so monotonous. Traveller has several subsystems where the character's skills allow them to interact with the game -- starships and commerce being two of them. The advanced books like Mercenary and High Guard added even more subsystems. Nonetheless, the basic game does suffer from characters feeling samey and I think a lot of that has to do with the lack of subsystems.

My mention of Traveller stems from a conversation I had yesterday with my friend, Phil. We were discussing Traveller and came to the conclusion that even though it held a special nostalgic place in our hearts, it hadn't aged well, even considering the relatively recent Mongoose re-release. Why was that?

I came to the conclusion that Traveller hadn't aged well because gamers today expect more mechanical character differentiation. We want "builds" and we want different "fighting styles". Traveller doesn't really have a character build. You have skills, that's it. Barring stats and gear, everyone fights exactly the same way. We may be statistically different, but mechanically, we are exactly alike.

In short, D&D 3.x spoiled us with FEATS.

Feats solve a lot of the differentiation issues suffered by earlier rpgs. Each feat is a mini set of rules (or ways to break the rules) that can be used by that particular character. Fighters get tons of feats and so now, finally, after numerous editions, fighters get their own little subsystem and can break the rules just like the wizards can.

(Of course, mages and rogues get feats too, but it is obvious due to the fact that most feats are combat-oriented and fighters get so darn many of them, that fighters are meant to be the "feat-guy". Much like mages are "spell-guys" and rogues are "skill-guys".)

Feats also act as a means of differentiating combatants and creating combat styles and builds. One fighter might build to be the "trip guy", taking feats that allow him to trip his opponent. Another fighter can build to be a two-weapon fighter. Another can build to be great with bows. Feats give us mechanical ways, besides just a boring +1, to specialize with a weapon or a set of maneuvers.

This is one reason I find it hard to get back into some of my older games. I fantasize about giving Traveller, Rolemaster and Aftermath and  another go, but I would miss the interesting character builds possible when everyone get their own subsystem.

I think tomorrow I will talk a little about Runebearer's "feat" implementation, talents and how that all came about.

Monday, April 29, 2013

Runebearer Going Forward

My last post, nearly a year ago was about shutting the Runebearer website down and putting the game on ice. It has been a while, but I am back into a regular gaming swing and have a bit of renewed energy. With that renewed energy comes quite a few ideas for Runebearer, and I figured I would share them with you.

The gist of the plan is to run through all the current rules -- not a full rewrite, but add some of the stuff that I have been toying with in my recent campaign, cut some stuff that hasn't been used, and generally clean things up a bit. Once that is done, I plan to compile everything into a single document and post it to a print-on-demand shop, and get a set of books made for everyone in my current gaming circle.

I figure that it would be nice to have an honest-to-goodness book at the table with me when I am gaming. Plus, it would be a nice thank you to all of my gamer friends.

Someone suggested putting the pdf up for free on Drive Thru Gaming.. and I am all for making the new version of RB available for free, but I am not sure how easy it is to get something on their site. We'll have to see. I am not too keen on putting a Runebearer website back up because frankly, I don't find maintaining the web stuff fun at all.

In any case, what is new in Version 3 of Runebearer?


  • Alchemy is gone for now -- The skill remains as a way to identify potions, but the rules for creating potions are out for now. They were hard for PC alchemists to use and so, at least in our games, very few people made alchemists. For the number of pages those rules took, we got very little out of them. I am going to rethink alchemy and put it back in as a supplement.
  • Herbalism gets expanded -- Herbalists now have the ability to use their finds in their raw form, or they can process them to make them more potent, or to create entirely different effects. Herbalists have tons more to do now, which makes up a little, for the removal of alchemy.
  • Talents -- Talents have been in the game for a while, but they weren't in the last version that was "published" as far as I can remember. Talents are a different way to level up your skills. Instead of spending your checks to increase your skill level, you can use them to buy talents that enhance your skills and give them new and interesting uses.
  • Limitations are gone for now -- I have removed limitations from character creation for the time being. I have soured on the idea of taking a character limitation in exchange for buy points because I have seen too often players trying to take limitations they will try to avoid in play... not really a good role-playing tool. Limitations may return, but hopefully in such a way that they will lead to more role-playing opportunities instead of min-maxing ones.
  • Weapons now have traits -- Weapons have traits to differentiate types of weapons. Knives and daggers have the Fast trait that allows you to occasionally get an extra attack. Axes get Limb Breaker, allowing them to do more damage if they hit an arm or a leg. Spears get the Thust maneuver, possibly piercing armor if a small penalty to-hit is taken.
  • The Repair skill has a point now -- Gear now degrades in combat and the repair skill is used to fix it. In addition, if your repair gets high enough, you can hone a piece of equipment, giving it a temporary bonus.
  • Tough or Willful characters can "shake-off" some damage -- After combat, you can shake off some non-wound damage if your toughness or willpower is high enough.
  • Priest powers have been expanded -- Priests now have the ability to call upon the Bostonian saints for assistance.
  • More spells -- Because I like spells... and I am putting the spells in a more succinct and easier to use format.
  • A lot of tweaking the various skills and talents in the game -- There are a lot of small changes to cut things that were underutilized, or clunky in practice.
A lot of these changes are in the current version of the rules in the Dropbox folder. I am working on the rest of them over the next couple of weeks. Hopefully, that means I will be able to go to print sometime in the summer.

Oh... and I could use a sucker... I mean an editor :)

Thursday, December 13, 2012

Anthis Notes

In an attempt to get back into tabletop RPGs, I am working on a new fantasy world that will (hopefully) be very different from Bostonia. Bostonia is cool, but I have been running games based on that setting for over a decade now and I think it has run its course.

Anthis is a world that I have dabbled in since college, but never quite got around to working it. I have started to put together some notes. See what you think.

Anthis World Notes

History
Honestly, I don’t have a ton of the world history fleshed out. That will come as the campaign continues and will depend a lot on what, if anything, people are interested in knowing.

What I do know is that some time ago, the known world was ruled by a great elven empire called the Kelanve (kel-EN-veh) Council.  The Council ruled over all the races of Anthis and its cities were centers of art, science and sorcery. What was not known by most was that the Chief Councilor was also the Steward of Anthis who guarded the world from the predations of the Shadow that lurked just out of sight of common men. This battle raged constantly with shadows periodically escaping and killing or possessing mortals before being brought down by agents of the Council.

The leader of what is now known as the Final Council, Iane (EE-ain), believed he had a way to seal the gates to Shadow forever. He planned to use powerful sorcery to draw the gates into him and then exile himself inside an impenetrable prison of light called the Infinity Mirror. This plan would have worked if not for the fact that Iane’s most trusted assistant on the Council, Eaday (EE-uh-day), had been possessed and was lying in wait for the perfect moment to betray her master. When Iane drew the Shadow Gates into him, Eaday ran him through with the Black Key (an ebony sword partially made from the stuff of Shadow). His murder caused the gates to open allowing Shadow to spill into the world unchecked.

Shadow filled the world with beasts, tore open the land and stirred the seas. In a single moment, the greatest empire ever seen was swept from the earth along with a thousand years of its works. Cities were buried, sunken or transformed into dark and twisted images of themselves. Millions perished and for hundreds of years, Anthis was without light.

Ultimately, the Twelve Lanterns were born (how?) and defeated Shadow, partly by casting it back through the Shadow Gate and partly by consuming it.

The current campaign is only a 20-25 generations after the defeat of Shadow and the world is still recovering.

Shadow
Shadow is an incarnation of the forces that seek to corrupt and destroy man and his civilization.

The first of these forces come from beyond – inscrutable, alien creatures that lurk in the darkness waiting for the right moment to snatch us and carry us away to infinite torment. These are the demons of Anthis who were bound behind the Shadow Gate, but let loose upon the world through Eaday’s treachery. These malevolent creatures watch Anthis, probing the barriers between their world and our own. When they find or create a breach, they spill into the world, killing or corrupting everything in their path.

These creatures can only manifest in true darkness. Fortunately, the gods protect the world: the Twins guard the daytime sky, Cancri lights the nighttime, Ulder guards the sea and Mondain holds vigil underground.

The second of these forces come from within – the voices that whisper to us and play on our darkest urges. Antheans believe that everyone who survived Iane’s death and all of their descendants are touched by Shadow. The darkness that drives men to insanity and evil lurks in everyone and that only the light of the soul keeps it in check.

How Antheans Treat the Dead
When someone dies, the soul leaves the body, but the Shadow remains. For that reason, proper treatment of the dead is very important to all the races of Anthis. Almost all cultures of the world burn, bury, or sink their dead, thus consigning them to the sky, earth or sea and their respective gods. When corpses cannot be properly disposed of, special rituals exist to ensure that the Shadow is purged or at least contained. For instance, Priests of Brul have a responsibility to consecrate the sites of large battles and followers of Tathae will often do the same for cities suffering a plague.

The Elves and Immortality
In exchange for their stewardship of the world, the Old Gods granted their favorite children immortality. This is one of the factors that led to the dominance of elven science and culture – elven scholars and artists had hundreds of years to learn their craft.

Even though elves did not suffer the physical ravages of age, they did tire as they got older. Often, elves that had seen several hundred years, especially those with children, would voluntarily die, going into a repose from which they never woke.

However, elves found that they were uniquely affected by the taint Shadow placed on the world. Every year after Shadow had been contained, the elves have suffered ever-decreasing birth rates. Nowadays, elf births are so rare that they are almost unheard of, and the rare birth is a cause for celebration across the elven world.

Because of this crisis, elves have stopped voluntarily ending their lives. Most elves alive now have been alive for many centuries. The problem is that they are still fatiguing and are doing so at an accelerated rate. Most elves tire of life after a mere 100 years now and many of those that go much longer than that go mad.

Fortunately, an elven scholar named Bezier developed a technique by which an elf can wipe a portion of his memories, allowing him to live an extended life while maintaining his sanity. Nearly all of the elf’s skills are lost, as are some of his memories, but his basic identity is left intact.

There are rumors that Bezier’s process could be used to totally wipe a mind clean, leaving the subject with no memory at all, but this has never been done.

The Dwarven Tragedy
Before the coming of Shadow, the dwarves ruled over a huge, underground empire that consisted of six holds (three in Anta and three in Enva), each ruled by a descendent of the ancient Dwarven Kings. The holds stretched for hundreds of miles in every direction and in them the dwarves mined and built stone cities to rival those of the overworld races.

When Shadow came to Anthis, the expanses of dark tunnels provided a gateway to a seething mass of ravenous creatures. For many years, the dwarves mounted a spirited defense of their homes, but the forces of darkness were relentless. Over three-fourths of the dwarven population was killed and four of the six holds were overrun. The other two holds survived, but only by collapsing most of their tunnels and sealing their people into vaults, or sending them as refugees to the overworld.

Today, the Two Holds are rebuilding and reclaiming as many of their lost tunnels as possible. The boldest of the dwarves are planning to re-enter the Lost Holds and acquire the treasures of the lost dwarven civilizations. Of course, it is very likely that some very old and hungry demons dwell in those tunnels that have been dark and undisturbed for so many years.