Gates Sample World: The Western Wilds

Today we’re taking looking further into the world of Islia, a sample world from Gates, the upcoming game from Stormforge West. So without further ado, here’s James:

Western Wilds

The Western Wilds were named not for the wild of nature, but for the wild nature of people. It is a land constantly at war. The men of the Western Wilds constantly build castles, keeps, and fortresses to hold a small amount of land. It is a land full of several dozens of small kingdoms where at least three kingdoms rise and fall a year. This makes for a fluid and ever changing political landscape. This unstable land makes it difficult to educate anyone, so few people can read and write.

The wars fought in the Wilds are violent, but they are less deadly than many of the wars elsewhere. Magic is used to heal the wounded, and even rival kingdoms feel a kinship with each other. Two men from the Wilds who meet in a faraway land will greet each other as comrades, even if their kingdoms hate each other politically. Even Kings have high opinions and respect with one another, sometimes meeting in peace for a fine meal while the two kingdoms are at war.

The Wilds are located in the western continent, south of the Fair Isles. It is ruled by humans, but kingdoms or orcs, goblins, and other creatures occasionally arise.

Land of the Castle Graves

At the most western point of the Wilds, is a stretch of land several hundred miles long. This place was a bountiful and wealthy kingdom a long time ago. This kingdom had a powerful mage in its court which cursed the land. The curse meant that any invading force would be cursed while inside a castle that is not their own. This curse befell bad luck and hauntings on those in a castle. Guests are immune to this curse, but the moment they are no longer welcome they are affected by the curse. However, when the kingdom fell, its conqueror moved in. Soon, the new conqueror realised they could not use the castle.

Rebuilding a castle out of the same materials used for the old castle did not seem to work and destroying the castle was too difficult to be worth doing, so they built their own. The next kingdom to conquer this land was faced with the same dilemma. They could not use either castle, so they built their own. This process repeated over many generations, filling the land with castle after castle. Now, it is a graveyard of crumbling castles of different ages. One could stand from the top of a tower and count three or four other structures in view. Not all of the abandoned structures are castles, of course. Some are fortresses, others are inns that are unable to be entered, old houses, farmhouses, and even a over a dozen lighthouses on the shore. If the building could be destroyed easily, then it is.

There are three small kingdoms that rule in the Land of the Castle Graves at the moment. They are at war, as most kingdoms are. They often try to use the existing structures tactically in their skirmishes. Finding ways to trick the enemy into using the castles, only to be afflicted by the curse.

Quest Hooks:

  • A Player receives a deed for a long abandoned castle, but the deed does not explain WHICH castle is theirs.
  • Vast treasures are rumored to be in the treasury of a particularly large castle. But, the curse prevents anyone from reaching it.
  • One of the castles has been seen in several different locations, and a scholar wants to know how it moves, and why.
  • Travelers have become locked in a castle, and have managed to send for help by tying notes to bird legs.
  • An ambitious prince has placed the corpse of a king back on his throne and used magic to force the corpse to “tell” the prince the castle is his. Now, the prince is viciously attacking the surrounding kingdoms and is seeking the graves of old kings.
  • Nameless City

    The Nameless City is a misnomer. The City actually has several names. At least four. However, these names consistently and constantly change. This city was once a city-state ruled by a now extinct people. It was called Khawell. One day, every member of the city disappeared. The city’s inhabitants left behind no signs of murder, mass migration, or any other legitimate cause. They simply disappeared.

    The City-state was powerful because it controlled a key strategic point as well as being situated on an important trade route. Now, the Nameless City is situated at the border of four kingdoms. Each of these kingdoms want control over the city. None can hold it, as the walls have over a dozen breach points. Instead, it has become a battlefield. Lives are constantly lost in this city, but no kingdom will give up for fear of one of the others claiming it permanently.

    Rumors of a constant, slow war held in and around a city have spread throughout the world, and many bandits, mercenaries, and assassins migrated to the city to make a profit from the war. It is a dangerous wilderness inside a city filled with cutthroat bandits, ruthless soldiers desperately holding ground, and assassins offering their services to kill key commanders.

    Quest Hooks:

  • One of the four kingdoms will pay handsomely for the Players aid in the war.
  • An unknown fifth army arrives from beyond the hills, and is making alarming progress in taking the city. The problem is, however, this army seems to have worse intentions than simply taking the city.
  • New evidence of what happened to the original inhabitants of the city is found in a basement. A researcher thinks they can be saved.
  • Monsters have been spotted wandering the city at night, but no-one knows where they came from.
  • One of the generals of the armies has gone mad and has built a magical bomb to destroy the city, and its inhabitants, once and for all. This bomb will be more potent than the general anticipates, and can have lasting effects on the Wilds weather.
  • Caidor, Kingdom of the Dead King

    Caidor is one of the oldest and largest kingdoms of the Western Wilds. Its territory stretches for several hundred miles, and its capital is located in the southern point of the Wilds. What makes this kingdom particularly interesting, is that it is ruled by a king who died over a decade ago. The king is not a ghost nor undead. Simply a corpse on a throne.

    The reason for this is a mixture between tradition, laws, and greed. In Caidor, it is law that only the heir of the king may take up the throne. The king may declare a an heir if no children live. The current king, who is dead, had no heir and claimed none. Stating “This kingdom is now, and forever will be, mine.” The King was never removed from the throne officially. Thus, by the letter of the law, he is still the ruler. By Caidor law, the advisors to the throne, of which there are three, make decisions when the king refuses or is unable to do so.

    Thus, the three advisors rule over the kingdom. They know the ridiculousness of their rule. But they would rather have power on a technicality than no power at all.

    Quest Hooks:

  • Suddenly, the kings corpse begun to move and speak, making wild demands and creating illogical laws. The advisors want to know why, and who is behind the sacrilege.
  • A rival kingdom has declared war, but legally Caidor cannot do anything about it. They need help, or a revolution.
  • One of the advisors to the throne has been murdered, and the weapon was found in the hands of the Dead King.
  • The Dead Kings head is missing, and must be returned before the people riot. The trail leads to a smuggling ring.
  • An Ikydro has possessed the Dead king and is slowly turning Caidor into a force of evil.
  • Brotherhood: Prospects and Members

    Last time on our faction system walkthrough, we showed you all the faction specialisations, and brought you the first real contact you can have with faction members.

    So for this post, it’s all about the members; what they are, how they affect your faction, and how to use them.

    New Prospects

    A faction member has two traits, and mechanically speaking those two traits is the sum total of the member. With the faction Specialisations acting as the member’s skills, these two traits sets him apart from the rest. These traits are the member’s Strength and his Flaw. Other than showing a bit of personality to help the GM roleplay that member, the traits have huge mechanical significance. After all, a faction really is just its collection of members. If they are all good at something, the faction is good at something; and the reverse is equally true: you can’t have a combat faction if none of its members are good at fighting.

    So each time you get a new prospect and member, look on the table below for his Strength and Flaw and permanently increase the associate Skill/Specialisation of the Faction if it’s a Strength and permanently decrease it if its a Flaw. In this way, your faction’s capability will constantly be evolving as it gains new members, and the faction you start off with may look dramatically different to the one you end up with.

    The Strengths and Flaws

    When you get new members into your faction, your GM will either choose or roll on the tables below to pick the Strength and the Flaw. When rolling, it’s a single roll that works for both tables. Whatever result you get for the Strength, reverse the numbers on the dice (96 becomes 69) and that shows you what the Flaw is.

    You’ll notice that there aren’t just Specialisations and Skills here though, but also Criticals. When you get a Critical Something as a Strength, it means that not only is rolling on the Skill in a Check a critical success, but so is rolling a 1. Get another Critical Something as a Strength, and it means also rolling a 2 is a critical success. The more of these you get, the higher the chance of rolling a critical success. The same works for the Flaw. For each Critical Something you get as a Flaw, you work backwards from 99 (since 100 is always a critical failure), and they become critical failures as well.

    The unique option on the tables are Lucky and Unlucky. These either increase or decreases your faction’s Sigil Threshold, and is in fact the only way it can be done. If you ever want to use Sigils for your faction, you better pray for Lucky members.

    Roll – Strength – Specialisation/Skill/Critical
    01-05 – Adventurous – Drive
    06-10 – Agile – Athletics
    11-15 – Content – Critical Treachery/Notoriety
    16-20 – Brave – Might
    21-25 – Cunning – Mental
    26-30 – Deft – Craft
    31-35 – Dependable – Critical Reputation
    36-40 – Diplomatic – Negotiate
    41-45 – Discreet – Stealth
    46-50 – Formidable – Coercion
    51-55 – Gregarious – Reputation
    56-60 – Supportive – Critical Might
    61-65 – Loyal – Treachery
    66-70 – Lucky – Sigil
    71-75 – Meticulous – Critical Wealth
    76-80 – Observant – Perception
    81-85 – Taciturn – Notoriety
    86-90 – Thrifty – Wealth
    91-95 – Tough – Combat
    96-100 – Wise – Special

    Roll – Flaw – Specialisation/Skill/Critical
    01-05 – Sedentary – Drive
    06-10 – Sluggish – Athletics
    11-15 – Ambitious – Critical Treachery/Notoriety
    16-20 – Coward – Might
    21-25 – Inept – Craft
    26-30 – Gullible – Mental
    31-35 – Rude – Negotiate
    36-40 – Unreliable – Critical Reputation
    41-45 – Antisocial – Reputation
    46-50 – Clumsy – Stealth
    51-55 – Meek – Coercion
    56-60 – Grouchy – Critical Might
    61-65 – Treacherous – Treachery
    66-70 – Slovenly – Critical Wealth
    71-75 – Unlucky – Sigil
    76-80 – Talkative – Notoriety
    81-85 – Oblivious – Perception
    86-90 – Foolish – Special
    91-95 – Greedy – Wealth
    96-100 – Frail – Combat

    What if I’m special?

    Ten of the options on each table has a Specialisation associated with it. If you get a member with one of those (eg Meek or Observant), not only does it increase/decrease your faction’s Specialisation, but if you ever use that character they will get a +15 bonus to using that Specialisation (for a Strength) or a -15 (for a Flaw).

    The Righteous Prophets.

    With all that has happened to the Prophets, they are ready to rebuild so let’s see what their first new conscripted member looks like. With a roll of 80 their Strength is Observant, so not only will the Prophets’ Perception Spec increase to 41, this fellow will also get a bonus to using it. However, an 80 becomes an 08 so his Flaw is Sluggish, which means the Prophet’s Athletics go down to 29 and we won’t be using this guy when it comes to fast paced action. Looks like he’s going to be stuck on guard duty for a long time.

    And that’s it for the Prospects and Members. Tell us what your members look like and how they’ve changed your faction.

    Next time we’ll show you the special sort of members: the Specialists.

    ———-

    Remember that you get to choose what we work on after the Brotherhood faction Mod has been made, so CLICK HERE to vote!

    Z-LAND S2 Chapter 7 “The Second Chance” Part 1

    The first part to the final chapter of Season Two is alive! What will the chapter have in store for our survivors?

    Missed out on the previous episodes? CLICK HERE to catch up on all the apocalyptic action.

    Get your hands on the Z-LAND corebook now by CLICKING HERE.

    ———-

    If you want to chat about Z-LAND with other players and the developers, then come join our Discord server!

    Gates Sample World: The Land of Nenmaa

    Today we’re taking looking deeper into the world of Islia, a sample world from Gates, the upcoming game from Stormforge West. So without further ado, here’s James:

    ———-

    Nenmaa

    Nenmaa is a vast desert located in the south western aea of the world. It is also the largest singular empire. Nenmaa’s control includes the southern half of the eastern continent. Nenmaa is an empire ruled by a Queen. Always a queen, a lineage of daughters. They have spread from their desert lands down to a large island to the south, and north into the Central Woodlands. They conquered the other desert peoples of Isla, uniting them under one rule.

    Nenmaa is a empire built upon slavery. They do not enslave humans, but rather varrious magical creatures. Most of its power comes from 1001 Djinn bound into servitude. 99 to the city of Nemnei, 200 to keep the land safe, and 701 to expand the empire. 201 of the Djinn designated to expand have been killed, and the rest now realise they are mortal, which has slowed the expansion of the Empire. Other creatures have been magically bound to their servitude as well, including elementals, Lesser Sphinx, and even giants captured from the stone carved mountains.

    Nemnei

    Perhaps the most beautiful city in all of Islia, it is certainly the largest. Nemnei was constructed by the hands of 99 Djinn who can control the elements of wind, fire, and earth. All 99 helped construct the central palace, which formed the foundation of the city and became the capital city of Nenmaa. When the city was first built, 99 sections of the city, designed with spiraling roads which give the city the appearance of a flower from above, surrounded the palace. Now, the city is much larger with nearly 5 times that number. Each of these sections are large enough to be a city block and make up the several districts of the city.

    The Djinn of Nemnei are constantly working to maintain and improve the city. They do not need to sleep, and can move vast amounts of earth, water, glass, and other objects with ease. One Djinn can clean and repair an entire block in one day. Each Djinn is given several blocks of the city to maintain, which they are compelled to do. When they are not maintaining, they are building. Currently, the Djinn are working on a complex sewer system for the entire city, thus the Djinn are harder to find as of late.

    Nemnei is a center for trade and politics in Nenmaa. It is also known throughout the world for its beauty. Each of the blocks of the city were hand constructed by a Djinn. By their nature, the Djinn believe they are superior to others, even other Djinn. Thus, they constantly tried to make more and more beautiful crafts to prove they are better. Every street in Nemnei is crafted with tiles that are hand painted. The buildings are constructed of sandstone, colored glass, and seemingly impossible architecture. Trade in the city is plentiful, as craftsmen and tradesmen from all over the world flock to its wealth.

    There are ten major districts in Nemnei:
    Upper South Craftsman District: Originally this district was a place of wealth and prosperity. Most of its populace have worked in a metalsmiths factory. Unfortunately, a cursed sword was thrown into the fires, which caused a massive explosion. Now, it is a place where the poor and impoverished are forced to live. It is rampant with crime, filled with abandoned buildings, and is avoided by most locals. A tourist may not realise how run down this section of the city is, as it is clean and pristine. A result of the Djinn keeping the city clean.
    Palace District: The Palace District is simply the Palace and its surrounding garden. The Palace itself is large enough to house a village, and on most days it does. Diplomats, ambassadors, scholars, and officials live and work within the palace. The Queen and the royal family lives in the palace as well.
    Exotics District: This district is a trading hub for all travelers. It is filled to the brim with taverns, inns, merchant stalls, and gimmicks. All year round the Exotics District is handled like a festival, with live musicians playing on the streets, performers looking for coin, and food stalls set everywhere.
    Garden District: The Garden District is where most of the cities Wealthy live. It is named thus because the large amount of garden life used as decoration, upkept by Djinn.
    Lower South Craftsman District: The Lower Craftsman District has several factories which provide jobs for the middle class of the city. It is the largest and most populated district, but there is little for visitors to the city to do in it.
    Temple District: Named for its large temple dedicated to the pantheon of Islia, it is a home for the faithful. There are several smaller, more focused temples in this district as well. The people who live in this District usually work in the temples.
    Arena District: Two hundred years ago, the city had an arena which held gladiator style battles as well as public events. However, it was deemed cruel by the queen at the time and the gladiator battles were ended. Now, the district holds a zoo where it once held a prison for the beasts for battle. The main arena is used for various activities, including plays, circus, contests, and speeches. The arena itself is enchanted to enhance all sound within, which makes it perfect for these purposes.
    Clay District: The Clay District is situated just outside the walls to Nemnei. Technically, this is not a part of the city. However, it is considered to be. The Clay District is a small village where those too poor to live in the city and those who are not allowed into the city live. Most homes here are temporary, with the only permanent buildings being inns for visitors who arrive at the city at night, when the walls are closed.
    Barracks District: This is where the guards of the city live, train, eat, and realx. There is a prison here as well. Most of the people of this district are the family members of guards.
    Tombs: Nemnei is a large city which has over a hundred deaths per year. Overtime, this influx of the dead would clog up any conventional cemetery. Thus, the tombs were built. This section of the city is the quietest. It is constructed of many large pyramid-like tombs which house the dead. The dead are placed in plots within the tombs. When full, they are sealed. Some families own their own tomb, but most go into communal tombs.

    Quest Hooks:

  • A tomb has been breached, and all of the thousands of dead are somehow missing.
  • A Djinn has been found murdered, and the guard are stumped.
  • The Queen has been kidnapped.
  • A mysterious temple whose doors cannot be opened has been erected overnight.
  • A unassuming commoner is suddenly targeted by over a dozen assassins.
  • The Dreaming Sands

    In the vast desert that makes up the most of Nenmaa’s land, is a stretch of sand that has a silver quality to it. The sand is no more precious than normal, but it does contain high traces of a metallic-crystalline substance. However, the silver quality to the sand is not what makes the Dreaming Sands so dangerous, beautiful, nor fascinating. The Sands have a magical quality to them. Mirages in a desert are not unheard of, but the mirages of the Dreaming Sands is particularly real. Travelers have claimed to have come across entire cities they have never seen before, spending a night of excess and joy before awakening the next morning in an empty desert, just as hungry and thirsty as before.

    These Mirages are rare enough to simply be rumors. However, they are real. They can range from anything from a tropical paradise, a small ocean of gold, illusory travelers who disappear, or even huge monsters which disappear moments before ripping a lone traveler to pieces. Because of these rumors, any fantastic stories of The Dreaming Sands are dismissed as false. This social property of the Dreaming Sands have turned it from an oddity in the desert to a perfect hiding place for criminals, monsters, and others who wish to stay hidden.

    The Empire of Nenmaa used this desert to march an army to a small city state at it’s border. The rumors of an army in the desert were ignored, and the Empire was able to quickly and easily siege the city-state.

    Quest Hooks:

  • A mansion has been found in the Dreaming Sands which seems real, but the inhabitants change regularly. Why?
  • Bandits dressed as strange-otherworldly beings have been raiding the surrounding settlements.
  • Illusions have gave the same dire warning to everyone who passes through the desert. Is the rumor true, or another trick?
  • A guide claims to be able to control the illusions, offering exuberant fees to give a tour of the desert.
  • A hunter claims that a rare, albino Griffon has fled into the Dreaming Sands and is looking for hired help.
  • The Uncovered Necropolis

    This oddity has been recently discovered. While traveling from Nenmaa towards the Central Woodland, a young merchant and his caravan were befalan by a powerful sandstorm. They hid the night in their caravans, but were shocked to discover an entire, ancient city has been uncovered. Since then, archeologists, researches, scholars, and treasure hunters have been sending party after party to discover as much as they can about this unknown city.

    The city is large enough to have 5000 or so citizens, and many of the citizens have been located. Throughout the city are mummified corpses of the past civilisation. They are arranged like they would have been in life. Children in the streets, families dining, and even a king at a large golden throne. No-one has yet discovered why they have died, become mummified, or how the city has been buried for so long.

    The city has tunnels which lead underground in vast chambers which are very dangerous to explore. The civilisation had created golems which guard its treasures, crafted traps that ward off tomb robbers, and strange riddles to keep away the foolish. Even stranger, some of the mummified corpses continue to move deeper in the tunnels. The Queen of Nenmaa will pay handsomely for any treasures recovered, but few are courageous and dedicated enough to collect anything more than common household items.

    Quest Hooks:

  • Deep in the tunnels, deeper than anyone thought possible, is reports of an alien and powerful magic. Something that has never been seen in this world for many thousands of years.
  • A series of cursed magical items have been recovered from the city, and must be tracked down to prevent disaster.
  • A scholar is seeking guards to protect her while she decodes and examines information deep in the city.
  • The Queen has received a formal invitation to a social gathering at the necropolis, but the note was written over three thousand years ago, and no-one knows how it was delivered.
  • New evidence of an artifact locked in an ancient vault is uncovered.
  • Brotherhood: Faction Specialisations

    Last time on our faction system walkthrough, we showed you what the Wealth Skill can do and how you can dip into that collective fund in game.

    This time we’re showing off faction specialisations, which is all about using your faction and faction members in game.

    From Skills to Specialisations

    Much like with characters in the Sigil System, Specialisations are focused form of a Skill that is used in a specific and particular way. What differs in the Brotherhood faction system is that the Skills are what makes up the faction, while the Specialisations are how the faction (particularly) the faction members interact with the world in all its various ways in game. There are ten Specialisations, but before we get there, let’s start at creating the Specialisations.

    Faction Generation

    During faction generation, after you have rolled your Skill Levels, and after the historical events have added or subtracted from those levels, have a look a the list of Specialisations below and assign to each Specialisation the Skill Level of the listed Skill. In effect, the Skill Levels become the Specialisations

    Athletics: Might
    Combat: Might
    Craft: Wealth
    Drive: Notoriety
    Mental: Wealth
    Perception: Treachery
    Negotiate: Reputation
    Special: Reputation
    Stealth: Treachery
    Coercion: Notoriety

    This is the only time that the parent Skills and daughter Specialisations will be connected. After this point, if the parent Skill Levels go up or down, the Specialisation won’t be affected, and vice versa. In this way, the faction’s Might can go up or down, but its Athletics or Combat will stay the same.

    Using the Specialisations

    The Specialisations serve two main purposes in game. The first and most important is that they can form the “Skills” of your faction members. You can always go through the whole Sigil System character creation process for each faction member, but this is only really practical if you have a handful of members. No one wants to go through fifty-odd character sheets to find the one member they are looking for, and it will be even more difficult to remember who is good at what. Instead, you can simply use the Specialisations to act as the character sheet for all your members. You only need to remember ten levels and that’s it. When we get into the members next time, we’ll show you how you can do a little customisation to make each member feel unique, but even this won’t change the fact that if you need a member to go do something, you won’t have to worry about which of the dozens of members you have is the only one that can get it done. All that bookkeeping can go away and you can just use the Specialisations.

    The other main use for Specialisations is to abstractly portray the way your entire faction does something. If you have a faction vs faction battle going on, rather than trying to manage a combat encounter with possibly a hundred people in it, you can simply use each faction’s Combat Specialisation, and the damage inflicted will be shown by the Might Skill’s number of Wounds. Or if you want to send most (or all) of your faction out on a stealth mission, rather than rolling Stealth two dozen times for each member on the mission, just roll once. Or if you have a building project you want your faction to undertake, or a research project, just roll Craft or Mental (respectively) and it gets done.

    High Level or Drill Down

    In the uses for the Specialisations above, you can see that the Specialisations allow you the flexibility to abstract the details when you need to, or if you don’t want to do the bookkeeping; but they can also step out of the way if you do want to have a character sheet for all your members, or want to have those mass battles or group crafting sessions. They are what you need them to be.

    The Righteous Prophets.

    Throughout this walkthrough we’ve been rolling for the Prophets’ Skills, and this is what we got:

    Reputation: 10
    Notoriety: 50
    Treachery: 40
    Might: 30
    Wealth: 30

    This means that their Specialisations look like this:

    Athletics: 30
    Combat: 30
    Craft: 30
    Drive: 50
    Mental: 30
    Perception: 40
    Negotiate: 10
    Special: 10
    Stealth: 40
    Coercion: 50

    It’s not too bad, although not too good. In fact, the average for this is 32 which makes it completely average for a character and that in turn means it will do exactly what we need it to do. With 22 members, we can confidently use the Specialisations in lieu of character sheets and we won’t be giving ourselves too much of a disadvantage. Looking at the Specialisations we can also see what our faction will be good at. Drive and Coercion is at the top, which makes sense for a smuggling ring, and Perception and Stealth is tied for second place. For the type of people the Prophets are, this is exactly what we are looking for. We can send them on stealth missions and smuggling missions without worrying too much about them, and we can bully our way out of a fair bit should it come to that. All in all, quite pleased with how the Prophets’ Specs turned out.

    And that’s it for the Specialisations. Tell us how your faction stacks up and how you plan to use them in game.

    Next time we’ll show you how to recruit faction members and how they will shape your faction simply by being there.

    ———-

    Remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

    Z-LAND S2 Chapter 6 “Falling Sky” Part 4

    The island has been bombed, the bunkhouses are aflame, how will our survivors make it out of this one?

    Missed out on the previous episodes? CLICK HERE to catch up on all the apocalyptic action.

    Get your hands on the Z-LAND corebook now by CLICKING HERE.

    ———-

    If you want to chat about Z-LAND with other players and the developers, then come join our Discord server!

    Faction Skills: Wealth

    Last time on our faction system walkthrough, we showed you what the Might Skill can do and how you can use your faction members to help you in game.

    This time we’re showing off the last of the faction Skills, the Wealth Skill.

    Wealth

    When we walked you through faction generation and building your faction’s base, we showed you how you can buy acquisitions for your base with the Wealth Skill. This process isn’t just limited to the pre-game faction generation. As you play the game and increase your faction’s Wealth Skill Level, you can continue to buy acquisitions to build up your base and turn it into the palace or fortress that you want.

    This is the major purpose of the Wealth Skill, but like all the rest it does have a function for the PCs. If the PCs are the leaders of the faction, or the leaders have allowed the PCs access to the faction’s funds, the the PCs can dip into those funds to help them in their adventures.

    Just like with Might, a faction will have Wealth Wounds (the number of which is equal to first digit of the Wealth Skill Level). When a player has to do a Wealth Skill Check, the player can elect to give the fation a Wealth Wound and gain a bonus to his Wealth Skill depending on the severity of the Wealth Wound Inflicted:

    Minor Wealth Wound – +5
    Significant Wealth Wound – +10
    Grievous Wealth Wound – +15
    Wealth Location Destroyed – +40

    If a Location Destroyed Wound is ever inflicted (either by choice or because it is the only Wound Slot available), then the Wealth Skill of the faction drops to Level 1 again.

    Wealth Wounds “heal” and refresh just like normal Wounds, so after each encounter the Minor Wealth Wounds will refresh, meaning that if a PC has access to the faction’s purse-strings, they will always at least get a +5 to their Wealth Skill Checks

    The Righteous Prophets.

    With a roll of 62, the Prophets’ Wealth Skill is 30. That’s a healthy Wealth Skill to start the game with. It means they have all three severities of Wound Slots and the players will be able to draw a decent +15 bonus to their Wealth Skill Checks if they need it.

    And that’s it for the Wealth Skill. It’s a quick and easy Skill to use, but it will help you out far more than you think.

    Next time we’ll give you a quick run-down of the faction Specialisations and you’ll see how to put the faction itself to good use in game.

    ———-

    Remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

    Z-LAND S2 Chapter 6 “Falling Sky” Part 3

    The “dust” has settle and now the evacuation begins in this the third part to the sixth chapter of Z-LAND.

    Missed out on the previous episodes? CLICK HERE to catch up on all the apocalyptic action.

    Get your hands on the Z-LAND corebook now by CLICKING HERE.

    ———-

    If you want to chat about Z-LAND with other players and the developers, then come join our Discord server!

    Gates Sample World

    Today we’re taking a peek again at Gates, the upcoming game from Stormforge West. So without further ado, here’s James:

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    There will be four sample worlds in the final product of Gates. To show you what sort of worlds you can expect here is a taste of one of them. This world is meant to be familiar, yet interesting. A classic fantasy world. The others are a bit different. Such as a cyberpunk world, one set in fairytales, and another that is a wasteland that tests even the strongest of Gate Striders. The information of this world may change in the future as the game moves forward.

    Islia, The Land of Heroes

    Islia is a world where heroes come from. It is a place where, no matter where you go, you will find something grand and magical. Its deserts are exotic, its mountains are full of drakes and dungeons, even its oceans are filled to the brim with warring merfolk and sea serpents. The people of Islia have a natural urge to explore and adventure. Indeed, many of the people of Islia have very little choice in the matter.
    This is a world with over twenty Gates known. Thus, Gate Striders come here to rest, recover, and to go on grand adventures. More importantly, however, this is a world that can boast creating the most Gate Striders of them all. The world itself is largely untamed. Vast wilderness hide ruins of old and homes of those who do not wish to be found. Wandering monsters pillage and eat anything in its path. Anyone can set off into the forests and be faced with a trial before they can even say “Adventure”.
    This section will show the world, not a prebuilt campaign. So there will not be statistics for enemies, Combat maps, or anything of the sort. Rather, this section will detail five areas of the world, three sub-areas for each one, and story ideas for each sub-area. This section will also discuss the different types of people, and the dangers of the world.

    The World of Islia

    Islia is made of two continents, both of equal size, an eastern and western continent. The western continent is broken into several islands, while the eastern continent is larger. The more south you travel, the hotter the and dryer it becomes. The world is lush, with plants and animals of all variety and large healthy oceans. The animals of Islia are fairly similar to our own, save the magical creatures and monsters.

    Nenmaa

    Nenmaa is a vast desert located in the south western aea of the world. It is also the largest singular empire. Nenmaa’s control includes the southern half of the eastern continent. Nenmaa is an empire ruled by a Queen. Always a queen, a lineage of daughters. They have spread from their desert lands down to a large island to the south, and north into the Central Woodlands. They conquered the other desert peoples of Isla, uniting them under one rule.
    Nenmaa is a empire built upon slavery. They do not enslave humans, but rather various magical creatures. Most of its power comes from 1001 Djinn bound into servitude. 99 to the city of Nemnei, 200 to keep the land safe, and 701 to expand the empire. 200 of the Djinn designated to expand have been killed, and the rest now realise they are mortal, which has slowed the expansion of the Empire. Other creatures have been magically bound to their servitude as well, including elementals, Lesser Sphinx, and even giants captured from the stone carved mountains.

    Western Wilds

    The Western Wilds were named not for the wild of nature, but for the wild nature of people. It is a land constantly at war. The men of the Western Wilds constantly build castles, keeps, and fortresses to hold a small amount of land. It is a land full of several dozens of small kingdoms where at least three kingdoms rise and fall a year. This makes for a fluid and ever changing political landscape. This unstable land makes it difficult to educate anyone, so few people can read and write.
    The wars fought in the Wilds are violent, but they are less deadly than many of the wars elsewhere. Magic is used to heal the wounded, and even rival kingdoms feel a kinship with each other. Two men from the Wilds who meet in a faraway land will greet each other as comrades, even if their kingdoms hate each other politically. Even Kings have high opinions and respect with one another, sometimes meeting in peace for a fine meal while the two kingdoms are at war.
    The Wilds are located in the western continent, south of the Fair Isles. It is ruled by humans, but kingdoms or orcs, goblins, and other creatures occasionally arise.

    Central Woodland

    This part of the world is north of Nenmaa and South of the Stone-Carved Mountains.The vast majority of the land is a large boreal forest. The southernmost point of the woodlands is a large plain which bleeds into Nenmaa and eventually converts into a desert. The Central Woodland is a difficult place to live. While it is beautiful and vast, it is also filled with all sorts of monsters, evil creatures, and dangerous tribes of goblins. The only people wild and tough enough to tame this land is the wolf-like and centaurian Lourulf.
    The Lourulf have over a hundred different tribes which wander the boreal forest of the Central Woodlands. They are nomadic in nature, and consistently scrabble and fight for territory. Travelers to the Stone-carved mountains who must pass through the Central Woodland often seek out tribes of Lourulf to guide them.
    The animals of the Central woodland tend to be large and healthy. There are true rumors of several animals spotted that are much larger than they would naturally be. Moose which stand twenty feet tall. Bears that knock over trees. Eagles who make nests the size of a large house. These are just a few of the examples.

    Stone-carved Mountains

    To the north of the Central Woodlands is a vast range of mountains collectively known as the Stone-Carved Mountains. Life on the mountain is harsh. The only creatures that thrive here are the giants, monsters, and dwarves. The Dwarves of Islia claim this territory as their own. They are particularly suited to surviving in these harsh environments because these dwarves are not made of flesh and warm blood. Instead, they are constructed from the mountains themselves.
    The Giants of the Stone-carved mountains range from 30 to 50 feet tall. They live with an honor system which keeps them peaceful against the Dwarves. The Giants live in wandering tribes, and often battle amongst themselves. Sometimes, a giant goes mad and decides to fight the Dwarves, or even head south into the Central Woodland.

    Fair Isles

    To the north of the Western Wilds is several large islands collectively known as the Fair Isles. This is the home of the Islian Elves and the center of magic in Islia. If magic was like water, then the Fair Isles would be an ocean. The creatures of the Isles are often born with magical qualities. Bears that can speak, birds who lay diamond eggs, or fire breathing lizards. Some of the plants and natural geography of the Fair Isles are just as magical. Rare flowers that brew a tea of immortality, a lake that heals all wounds, or even a cave which echoes your deepest regrets back to you.
    The Elves of the Fair Isles were human many thousands of years ago. But the magic seeped into their very being over the generations, turning them into elves. They live in cities and villages, farm the land, and tend to their seas. They trade with both Nenmaa and the Western wilds. Mages are also drawn to this land in order to study magic.

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    If you want to chat about Gates with other Stormforge players and the developers, then come join our Discord server!

    Silver Z-LAND

    Z-LAND has hit another milestone today: Best Silver Seller rank on DriveThruRPG!

    It’s been only a month (in fact, one month today) that Z-LAND went on sale and it’s now hit another rank up the ladder to Platinum.

    Z-LAND is now in the top 10% of all paid products on DriveThruRPG, and to say we are over the moon about it is the very height of understatement.

    If you still haven’t gotten your hands on Z-LAND, now is the best time to do so, because to celebrate our new silver status we are giving a 50% discount to the first twenty people to CLICK HERE.

    Faction Skills: Might

    Last time on our faction system walkthrough, we showed you what the Treachery Skill can do and what Treachery Events are.

    This time we’re showing off the Might Skill.

    Might

    The first thing that Might does for your faction is say how many members your factions starts off with. When you generate a faction, take the first digit of the Might Skill Level (eg 3 for Level 34), add 1 to it and roll that many d10s (so 4d10 for Level 34). That’s how many members your faction starts off with.

    The Might Level also shows how many members your faction can control before things start getting out of hand. For every member your faction has above the Might Level, your Treachery Level goes up by the same amount. If you bring the member level down below the Might Level, the Treachery goes back down again.

    Along with just showing how many members your faction can (and does) have, Might is also the health bar for your Faction. Just like a character, a faction has Wounds, and just like a character the number of Wounds a faction has is determined by the first digit of their Might Level (so 3 Wounds for Level 34). The more Wounds a faction takes, the more of its members are out of commission. If the faction has no more Wound Slots left, and takes an additional Wound then the faction is dead.

    In game

    Might isn’t just used by the faction as whole though. Players and their PCs can also use Might in game. If the context of whatever scene allows for it, the players can use Might to bring faction members into a scene to help them out. To do this, the players declare that they are giving their faction a Wound in return for getting members to join the scene. 1d10 members for a Minor Wound, 2d10 for a Significant Wound, and 3d10 for a Grievous Wound.

    An example of this happening is if the PCs are in a city and find themselves ambushed by a rival faction. As the combat are about to begin, the players say they will give their Faction a Significant Wound to bring 2d10 members into the scene. Since it’s in a city where their faction operates, the players argue that their faction would be keeping an eye on them (its leaders) to make sure just this sort of thing doesn’t happen. So the players roll 2d10 and bring in 11 members to help join the fight.

    If you are in the middle of nowhere, down deep in a dungeon, on the open seas, or anywhere else that your faction can’t immediately come to your aid, then you can’t use this ability. All the more reason to stick by your faction.

    One thing to remember as well is that you can’t bring in more members into a scene than you have in your faction. If you only have 11 members, you can’t bring in 12 or more members.

    The Righteous Prophets.

    With a roll of 58, the Prophets’ Might Skill is 30, so it means they can start the story with 4d10 members. Four rolls later and they have 22 members, a quite respectable number. A Might Skill of 30 also means that they Faction has 3 Wounds and the players will be able to bring in 3d10 members into a scene if they want to. So if they are lucky, they can bring their whole gang along.

    And that’s it for the Might Skill. Tell us what you think about it, what your faction Might Skill Level is and how many members your faction has.

    Next time we’ll see what Wealth means for your faction (other than basebuilding) and how you can use your faction’s wealth in game.

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    Remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

    Faction Skills: Treachery

    First things first: we got ourselves a mod symbol! The chains that bind a faction together! This will be the symbol on the cover of the faction system mod that we are calling Brotherhood for now.

    Now onto the main post:

    Last time on our faction system walkthrough, we showed you what the Notoriety Skill can do and what Notoriety Events are.

    This time we’re showing off the Treachery Skill.

    Treachery

    Treachery is a Skill that is supremely advantageous if you are not the leader of a faction, but want to be; but is a dangerous risk to manage if you are the leader of a faction and want to stay there. This is because Treachery serves two purposes: as a Skill to be used, and for Event rolls by the GM. In short, the higher the Treachery Level is, the more likely it is that there will be upheaval in the faction, which is good for ambitious members trying to climb the ladder, but bad for those at the top.

    If you are not leading the faction (or if you are and want to cause a false flag attack), you can use the Treachery Skill in two ways. First and easiest is to force a Treachery Event. If there isn’t currently one happening, you can roll a Treachery Skill Check and, if you succeed, consult the table below to see what ruckus you managed to stir up. Be careful, though, because even if you’re not at the heart of the treasonous actions occurring, someone could always point the finger back at you.

    A second way to use the Treachery Skill is the more long term plan. If you want to build up some support and hit quickly and hit hard, it makes sense to increase the Treachery Skill first before you strike. Once per session, if there isn’t a Treachery Event happening, you can roll a Treachery Skill Check. If you fail, then the Treachery Skill Level increases by 1d10. Remember that this is a unique case where something happens if you fail, not if you succeed. So the lower the Treachery Skill Level is, the quicker you can increase it.

    Also, you can only do one of the above per session. You can either try and increase the Treachery Skill Level or try and force a Treachery Event, not both.

    Treachery events

    Just like with Notoriety, at the start of each session, the GM will roll a Treachery Skill Check for the faction. If it fails, nothing happens. If it passes, though, then the faction’s Treachery has led to some internal strife inside the faction. So the GM consults the table below and see just what sort of ruckus has been kicked up inside the faction. So the higher your Treachery Skill Level, the higher the chance that something happens. A Treachery Event can, of course, span more than one gaming session, so if there is a Treachery Event already going on, no need to roll again.

    01-05: Notoriety Event +5.
    06-10: Embezzlement! A member steals 1d10 Wealth from the faction.
    11-15: Discover that there is a mole in the faction, feeding info to a rival faction.
    16-20: A brawl breaks out between members in the base.
    21-25: A plot is discovered against the faction leader(s).
    26-30: News leaks out about a faction being formed inside the faction.
    31-35: Gain 1d10 members, and push up Notoriety by same amount.
    36-40: Murder! A member has been found dead in the base.
    41-45: Lose 1d10 members, and push up Notoriety by same amount.
    46-50: Members attack an Allied faction.
    51-55: Small group of members attempt an attack on the faction leader(s).
    56-60: Members insult an Allied faction enough to turn it into a Rival.
    61-65: Other faction offers to take over permanently to solve issues.
    66-70: A member(s) have secretly sold off a base acquisition.
    71-75: Members riot and destroyes a base acquisition.
    76-80: Half of faction leaves and forms new faction.
    81-85: Half the faction mutinies and attempts to take over faction.
    86-90: Half of faction leaves and forms new faction, and attacks main faction
    91-95: Civil War. Half of faction leaves, forms new faction and attacks main faction.
    96-100: Roll twice and use both Events.

    Other than causing some pain for the faction, a Treachery Event is like a snowball that just keeps getting worse. Each session that the Event is not handled and closed off means that the Faction’s Treachery Skill Level will increase. This means that the next Event Roll could be far worse for the faction.

    The Righteous Prophets.

    With a roll of 75, the Prophets’ Treachery Level is sitting at 40. Not surprising when you think it’s a bunch of corrupt criminal cops, but it also isn’t good news for the faction. Last time we found that they had a Notoriety of 50. Coupled with the Treachery level at 40, they could be looking at hitting an Event nearly every session (statistically speaking). It’s a threat they will definitely have to manage, because it looks like the only thing they are going to do for the mean time is be on the defensive.

    And that’s it for the Treachery Skill. Tell us what you think about it, what your faction Treachery Skill Level is and how you plan on handling the Treachery Events.

    Next time we’ll see what Might means for your faction and actually seeing how many members your faction has.

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    Remember that you get to choose what we work on after the Faction System has been made, so CLICK HERE to vote!

    Z-LAND S2 Chapter 6 “Falling Sky” Part 1

    With potential death raining from above what will our survivors do?

    Missed out on the previous episodes? CLICK HERE to catch up on all the apocalyptic action.

    And get your hands on the Z-LAND corebook now by CLICKING HERE.

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    If you want to chat about Z-LAND with other players and the developers, then come join our Discord server!