Haunt Silver Seller

We are absolutely stoked to announce that Haunt has reached Silver Seller Rank on DriveThruRPG!

And the timing couldn’t be more perfect. Right as Halloween was coming to a close, Haunt got over the mark to hit the Silver rank. What better time for this amazing horror game to level up.

Coincidence? Maybe. Or maybe the dark forces of the great beyond knew it was the right time.

Whatever the case may be, give Stormforge West a round of applause and check out Haunt at DriveThruRPG!

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If you want to chat with the developer of Haunt and all the other fans, then come join our Discord server!

Gates Sample World: Fair Isles

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:

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.

Twilight Spire

Six hundred years ago, seven mages decided to join together and study the Magic of the Fair Isles. Two elves, Three humans, a Dwarf, and a Lourulf. At first, they made a campsite, which turned into an outpost where their knowledge was recorded. Soon, they were joined by other researchers, craftsmen, and adventurers and they needed to expand. So, together the seven decided to erect a tower to hold their magical secrets and to house their workers. A 40 foot tower was erected and called the Twilight Spire. However, in two short decades even it was too small. So, they built it again.

The Tower, as it is today, is a 2000 ft tall tower that functions more like a city than a scholars tower. At its center is the original tower with a small garden around it. It is left intact as a reminder of its beginnings. The outside of the tower is built from a special stone found in abundance not far from the tower. It has a magical property based on the time of the day. At noon, the tower is stark black, and easily spotted from miles away. Midnight the tower becomes a gleaming white, which shines like a beacon in the moonlight. At twilight, the tower turns a red and blue color, making it almost invisible in the twilight sky. It is separated by one hundred floors, each with their own communities and purposes. At the base of the tower is a small village where farmers, tradesmen, and those who need to travel live. These farmers tend to the earth around the tower, providing enough food for the Spire.

The seven who have built the tower are now dead, but statues have been erected in their honor. Now the Spire is ruled by a magistrate. Eleven mages and an alchemist who each love the Tower dearly. Magic absolutely permeates through the Tower. Elevators powered by magic replace stairs, lights burn without fuel, and animated constructs keep the Spire clean and repaired.

Quest Hooks:

  • Something evil entered the original tower and has locked it from the inside. Someone needs to find a way in and rid it of evil magic.
  • One of the Magistrates was assassinated, and the others have been threatened. The investigation leads to a cult of mages which seek to take the tower as their own.
  • A powerful artifact crafted in the Tower was stolen. It could destroy cities in the wrong hands, and must be returned.
  • Something is draining the magic from the Tower. The investigation leads to a magical experiment gone wrong.
  • Time stopped outside the Tower, and no-one can leave. The adventurers must help fix this. The investigation leads to a spell mishap.
  • Untouched Island

    There was an island in the Fair Islands that has been untouched by man or elf for as long as anyone can remember. Any attempts to reach it have been thwarted by weather and strange, invisible monsters. However, recently the storms and monsters have gone away. People flocked to this island seeking treasure, knowledge, and adventure. It is fairly small, with several smaller islands surrounding it. You could walk from one side to the other in a single day. A small village was found on the island in ruin, and its inhabitants are gone. The village looks recent.

    Quest Hooks:

  • Some insight on the previous inhabitants were discovered, but the proof was stolen by thieves. They must be recovered.
  • Strange monsters attack the new settlers. They seem to be constructs and newly made. Where are they coming from?
  • A fae is found on one of the islands who claims to know what happened, but it speaks in nothing but riddles.
  • A tree with strange delicious fruits has been found, and wine has been made of the fruit. However, when this wine in drunk then the inhibitor becomes violents and sees strange illusions. This wine was shipped to a mainland, and someone needs to stop it from being sold in the market.
  • Spirits of the previous inhabitants warn settlers to stay away. What does this dire warning mean?
  • Ira, the City under the Sea

    There is a coral reef between two of the islands which has a strange property. Anyone in the coral reef can breath the water as though it were air. Elves discovered this and soon built a town into the coral itself. They harvest the coral area, fish from under the sea, and even mine the rare minerals under the coral reef, which they trade to others. The town is simply called Ira but the nickname City under the Sea is used often. The elves who live in Ira have developed a new way of life, and have been called mer-folk despite the fact that they are the same elves as any other.

    Quest Hooks:

  • Sharks are coming close and closer to Ira, and they need to be eradicated.
  • A race of sentient squids is trying to invade Ira, the town needs strong warriors to help defend it.
  • Ruins under the coral suggest that there may be more to this reef than originally thought.
  • An addictive drug is released in the party scene of Ira. This drug is highly addictive and causes magical mutations. The towns leaders wants the Players to track down its source.
  • A leviathan of tremendous proportions is headed straight for Ira. The Players need to find a way to save the town.
  • Gates Sample World: Central Woodlands

    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:

    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.

    The First and Last

    There is a single tree in the Central Woodland which towers above all others. It is seen by anyone above the treeline and can be seen with a spyglass from atop the Stone-Carved Mountains. This tree is known as the Otskai which means both beginning and end. It is told by Lourulf story tellers to be the first tree of the Central Woodland and to be the last tree to fall. It is a sacred tree that, some say, has a spirit of its own.

    Several of the Lourulf tribes use the tree as a point of pilgrimage. When a Lourulf of one of these tribes reaches adulthood, they travel to the tree. Upon arriving, they carve their name or personal symbol. The carvings reach approximately 15 feet up the tree, which makes it difficult for a Lourulf to reach. There are many large stones around the tree that are used to make a makeshift stair to reach, but the stair is always dismantled. The journey is dangerous. Many monsters and dangerous animals roam the area around the tree, protecting it seemingly by instinct. However, what is more dangerous is the Guardian Tribe. The Guardian Tribe, which is how they are introduced to other races, is a group of Lourulf who live at the base of the tree. They attempt to stop anyone from reaching it. Not out of protection, malice, or hate, rather it is a practice of allowing only the worthy to carve their name into the tree.

    The Guardian Tribe does not kill, but they will maim. If they do wound a fellow Lourulf to the point where it is dangerous to return to their tribe, they will escort them back to their tribe. Once the Lourulf seeking the tree places a hand on the tree, the Guardian Tribe halts their efforts. The methods of bypassing the Tribe do not matter, each way shows a different skill and talent. Some simply charge forward and rush through the differences, using brute strength to push to the tree. Others distract the guards, convince them to let them pass, bribe them, sneak through, or even hire mercenaries or adventurers to help them through.

    Quest Hooks:

  • A small, but clever, Lourulf seeks adventurers to hire to get them to the tree.
  • A strange glowing fungus is growing on the tree, and the Guardian Tribe cannot stop it. Discovering its origin leads to a strange cult.
  • The Guardian Tribe is slowly being killed, one by one, by an assassin. But, no Lourulf are currently trying to get to the tree.
  • A large wolf the size of an elephant begins to guard the tree, and kills all who approach. Even the Guardian Tribe. It must be stopped or reasoned with.
  • Strange creatures are climbing down from the top of the tree. Perhaps something is up in its branches?
  • Hidden Village

    There is a rumored monster that wanders the Central Woodland. A large, hairy beast which walks on two legs. It is not strange for monsters to live and roam in the Central WOodland. However, this one is strange in that it is only rumored to exist. There have been many sightings of this creature, called Sasquatch, but no proof. It is widely regarded as a legend, a hoax, and a tale to tell around a bar.

    However, the sasquatch does exist. In fact, it is an entire race of creatures. A small race, with less than 50 members, but they exist. They almost never leave their village, but when they do they act with utmost stealth. The large, furry humanoid is surprisingly stealthy. Able to avoid being seen from less than 5 yards away. The village is situated in the treetops of a certain part of the forest, and it is constructed in a certain way as to be able to be moved. If someone were to find it, it could be moved overnight. An entire army could walk under this village and not notice its presence at all.

    To access the village, one must simply climb a tree connected to it and hope the sasquatch archers do not strike you down. The village is a peaceful place made of wood bridges (disguised as leaves) connecting simple huts together. The Sasquatch have no rulers, but instead live in a hive-mind like society. Each has a slight psionic connection to the others. This psionic connection extends to other creatures as well, but where the sasquatch can communicate with each other and sense each other’s feelings, other creatures merely have their perception shifted. A skilled Sasquatch can stand five feet in front of a human, and the human might not even register something is wrong.

    Quest Hooks:

  • The Sasquatch face an enemy that is hunting them down, and they seek out powerful people to help them.
  • A Sasquatch has somehow been disconnected to their psionic hive-mind and is seeking a way to get back to the Hidden Village.
  • A animal life researcher is desperately looking for signs of the Sasquatch, and they are looking to hire help.
  • The Village has been found by cruel Lourulfs, who are trying to enslave them.
  • Something is turning the Sasquatch into wild, raging monsters and a Lourulf shaman in the know wants to know why.
  • The Serpent’s Maw

    Long before the Lourulf claimed this land, there was an unnamed civilisation which held dominion over the land. Little is known about them, but they were known to be a serpent-like race which has since died out. When this civilisation existed, the Central Woodlands was a steaming swamp and the Stone-Carved mountains were nearly half the size they are now. They left only a few traces of their existence, but they did leave behind something. The Serpent’s Maw.

    During an Elven archeology expedition in the Central Woodlands, an entrance to a vast underground structure was discovered. It appears to be a skull of a giant python, its mouth agape. Down its gullet is a tunnel which leads deep into a winding and twisting maze. At first, the Serpent’s Maw appears to be skeleton. It is constructed of bone. Soon, it becomes apparent the Maw is man-made. Explorers have yet to head deep into the Maw yet, but those who have explored have returned with strange, otherworldly treasures.

    Quest Hooks:

  • Every snake in a 50 mile radius began to migrate to the Serpents Maw, and no-one knows why.
  • An expedition has been sent in, but only one member returned, as a zombie.
  • An artifact deep within the Maw whispers telepathically to a Player to retrieve it.
  • An archeologist wants to hire the party to explore the Maw.
  • Giant snakes have been crawling from its mouth. What else survived down there?
  • 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.
  • 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.
  • 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:

    ———-

    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.

    ———-

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

    Gates Character Creation Example

    Stormforge West is hard at work on Gates (see the introduction here), and today we can show you an example of how character creation works in Gates. So take it away James!

    One of the key aspects of Gates is its character customization. Nearly any type of character can be made in Gates. To showcase this property, I will show you the process for making two very different characters. The first is one of the Gate Striders that has a quote in the book, Gregor Rokan. The second will be a character that is a bit more… unique. We will get to that soon. But first, lets go through the making of Gregor.

    Gregor Rokan


    So, we need to know who Gregor Is. I know I want him to be an archer of sorts, perhaps a fantasy sniper/ranger type.

    Step 1: Talk to party

    Before creating any character, you will need to talk to the GM and the party as a whole. Discuss the game with them, and use this to build the character. However, we do not have a party to speak too. So, this will be skipped.

    Step 2: Background

    This step is where we consider the background of the character. We will need to consider who Gregor was and what his past was like. Gregor is a Gate Strider. This means that he is an impressive individual. So who was Gregor Rokan? Gregor was raised in a fantasy world with danger at every corner. He lived in a small town, one situated in a woods. This character is a sniper, so lets tie that in to his background. One day, His town was attacked by hordes of Orcs, which he played a key part in defending the town. Using his sniping skills with a bow, he slaid thirty two orcs before they even arrived.

    Now, lets build his background mechanically. We have five background points to spend on different traits. These traits are split into four categories: Lifestyle, Challenge, Journey, and world. It is not necessary to choose a background trait from each section, but we will for demonstration.

    Lifestyle represents who the character was and how they lived their life. There are many background traits to choose from, but lets select “Survivor”. Survivor is a trait that means the character was adept at surviving in the wild. Because Gregor spent much of his time hunting, he has learned the ins and outs of this trait fairly well. Mechanically, this means Gregor gains the Survival skill set. More on that latter.

    The Challenge is a the trait which makes the Gate Strider a Gate Strider. This is why they were chosen to explore the worlds. Gregor was chosen because he was fearless in the face of danger. Thus, we will give him “Fearless” which means Gregor is immune to fear.

    Journey traits are gained on the road. Between becoming a Gate Strider and the start of the adventure, a character will have traveled through a few worlds. In this journey, they will have picked up equipment, made friends, and learned some valuable information. These are represented by Journey traits. For Gregor, lets give him “Travelers Lore”. This mean he has traveled to many worlds and has learned many bits and pieces of lore. He may spend a hero die in order to gain insight on any unique artifact or Gate Strider.

    The final Background Trait is the world trait. This is a trait gained from the world the character comes from. Since Gregor comes from a fantasy world, then lets select “Trinkets” which means the character begins the game with several magical trinkets.

    So, to summarize, we have decided to select Trinkets, Survivor, Travelers Lore, and Fearless as the background traits. This means that we have 1 background point left. This transfers into a Hero Die. Hero Dice represent a characters luck and are equal to 1+ the remaining Hero Dice. Thus, two Hero Dice.

    Step 3: Abilities

    There are 6 abilities in Gates. Strength, Constitution, Dexterity, Intelligence, Focus, and Spirit. When determining their starting points, set each one equal to 2 and spread 10 points throughout them. Because we know Gregor is an archer/ranger type. We will give him a higher Dexterity and Focus. This is how we will spread the abilities:

    Strength 3
    Dexterity 5
    Constitution 4
    Intelligence 3
    Focus 5
    Spirit 2

    He has low spirit, but the high dexterity and focus will help him stay alert and ready for any situation.

    Step 4: Classes

    This is a very important decision for us to make. Here, we will decide on two classes that will make up the character. We know that a part of Gregor’s character is being an expert archer. Archer is a school within the Warrior class, so let’s choose that as the first class. The second class is a bit tricky. We could go down a more sniper route and select Rogue. Alternatively, we can select Naturalist and give him a more mystical nature connection. Gregor is not a mystical character, so let’s go with a Warrior/Rogue.

    Step 5: Cores

    A Core is a core ability of a character. A character selects three Cores for their character. These are selected from the classes chosen as well as two universal Cores. The Cores for warrior are “Attack Training” and “Defence Training”. The Cores for Rogue are “Sneak Attack” and “Hide”. The Universal Cores are “Enhanced Ability” and “Ability Mastery”.
    Let’s choose “Attack Training”, “Sneak Attack”, and “Hide.” This will give the character accuracy with attacks, the ability to hide quickly and easily, and the ability to perform deadly sneak attacks. I will not go over these Cores right now, as I will cover them in a future blog post.

    Step 6: Skills

    Similar to Cores, we select three skill sets from the classes we have chosen. The skills available are Acrobatics, Thieving, Athletics, and Tactics. Now, because he has the Survivor trait, then Gregor gains the Survival skill set already. Because Gregor is not a thief, we will select Acrobatics, Athletics, and Tactics. This means he is very physically adept and has a keen eye for tactics.

    Step 7: Health

    Next, we calculate health and Threshold. Health is calculated from a combination of the classes, plus double constitution. In Gregor’s case, this is 21 HP. Threshold is the same, except instead of double Constitution It is equal to Constitution + Spirit. Threshold of 19.

    Step 8: Statistics

    Now, we need to calculate the statistics. I will glosse over this section because the character statistics will be explored in detail latter. For now, know that you select either attack or defence to increase by 1. Lets increase attack. Next, let’s calculate initiative (Dex+Foc), healing factor (Con+Str), Proficiency (begins at 2), Load (Half Strength +1), Attunement (Half Spirit). Gregors stats are:

    Initiative 8
    Healing Factor 8
    Load 2
    Attunement 1

    Step 9: Equipment

    This is the final step to creating a character, starting equipment. A character gains one Advanced item, two basic items, and three simple items. The specifics of what these mean are not important right now, but Gregor will start with a Longbow, a Sturdy horse, Leather armor, an adventurer’s kit, a dagger, and a cloak to use along with the dagger.

    So, that is Gregor! His character is a bit basic. To be honest, it is a tad boring. Gregor was just a warmup. A sample. So, lets make something a bit more wild to really show off the character creation. This next character will test the limits of what Gates can do. Lets build Jalik..

    Jalik


    © Anderson Maia

    There is a world that has been destroyed by a magical war long ago. Now, it is a wasteland full of mutant animals, cobbled technology, and magical contamination. Jalik was a wild child, he ran with the mutated animals through the fields during the day, and tinkered on stray bits of electronics at night. During a hunt, he fell into a pool of water. This water was filled to the brim with ancient magic left over from the war. When he came out, he was changed. Jalik was stronger, lion-like, and his form was slightly mutable. With focus, he could change the length of his claws. Returning home, his mother, Leena, did not believe this monster was his son. So, he was forced to roam. Eventually, Jalik stopped and stayed at a junk town. Using his knowledge of engineering, he furthered his mechanical mind. To make a living, he battled in an arena to make money, winning most fights. Eventually, he constructed his first mechanised suit designed to further increase his power. He became the champion of the town. Became rich, but lost all challenge. So he set out to find more excitement. This was when he found his first Gate, and his new found hobby as a Gate Strider.

    This is a doozy of a character, but it is surprisingly standard for a Gates character! Let’s get to building!

    Step 1: Talk to party

    SKIP.

    Step 2: Background

    Jaliks background has a lot going for it, but I have decided that three background traits will fill him out nicely. We will give him “Well Equipped” because he was a wealthy gladiator which used his wealth to purchase weaponry. This gives him an extra advanced item, two more basic items, and three more simple items. The next trait will be “Feat of Strength”. Jalik’s incredible lion-like body allows him great feats of strength. Mechanically, this gives him a bonus when attempting to lift or move huge objects. The last trait will be “Predator”. This should be self explanatory, and allows him to automatically find one person he is tracking, but only once per session.
    Because he only selected three traits, Jalik has three hero dice.

    Step 3: Abilities

    This is going to be more in depth than Gregors. But, for reasons that will become apparent soon, let’s hold off on the abilities for now.

    Step 4: Classes

    What classes would cover a shape-changing monster walking around in mechanised armor? Easy, Artificer and Naturalist. Artificers are all about the equipment and crafting while Naturalist would be perfect for emulated the “wild” side of Jalik.

    Step 5: Cores

    The Cores available to Jalik are “Craft Equipment” and “Jury Rig” from artificer, “Nature Aspect” and “Animal Friend” from naturalist, and “Ability Master“ and “Enhanced Abilities”. For Jalik, Craft Equipment will be good. It will give him more starting equipment, as well as allow him to recraft his starting equipment. Specifically, three more simple items, two more basic items, and one more advanced item.

    Let’s also give Jalik Nature Aspect. This will give him a choice of different aspects of nature which can give him animal like qualities. Let’s choose Natural attack and Fur. This gives him powerful claws to use, as well as allowing him to resist the cold.

    Finally, He will get Enhanced abilities. This simply gives him three more ability points to spend on his ability scores. This is why we waited for abilities.

    Step 3: Abilities

    Alright, Jilak now has 13 points to work with. But first, let’s take a look at innate perks. Innate perks are traits that can be purchased with ability points. We will pick “Scent” and “Intimidating” for his perks. Scent gives him a particularly strong sense of smell. Intimidating grants a bonus to intimidating, a no brainer choice for Jalik. These both cost one ability point, so that leaves us with 11 left. Here is his ability points after spreading them out.

    Strength 6
    Dexterity 3
    Constitution 4
    Intelligence 4
    Focus 3
    Spirit 3

    Step 6: Skills

    The skills available to Jalik are “Craft” and “Science” from artificer, and “Survival” and “Magic” from naturalist. Jalik does not know much about magic, so let’s go with Craft, Science, and Survival.

    Step 7: Health

    Using the same formula for HP and TH as Gregor, Jalik has 20 HP and 19 TH. Not as tough as Gregor, but that is ok.

    Step 8: Statistics

    Calculating Jalik’s Statistics, we get:

    Initiative 6
    Healing Factor 10
    Load 4
    Attunement 1

    Step 9: Equipment

    Now, we get to have fun with equipment. Jalik, from a combination of his background and Cores, has three advanced items, six basic Items, and nine simple items. These three types of equipment act as a sort of currency, which can be spent to upgrade equipment. Most of this will go into his mechanised suit.

    All three advanced items will go into the armor. It is heavy armor, which requires 2 load, and mechanised. Mechanised means he is treated as having the large innate perk while wearing it and weapons may be installed. We are going to install one weapon. Perhaps a shotgun installed in the knuckles of the mech. The hands are left free, to make use of his claws.

    For his basic items, lets convert three of them into two advanced items and use these to buy him a truck. A large mount which is sturdy. This will allow him to carry around his armor with ease. The last three will go to installing a shield onto the mech, and to purchase a climbing kit.

    Simple items are a doozy. With nine of them, we have a lot of room to play. Let’s convert three of them into a basic item. WIth this, we will use it to give Jalik five grenades. Two of them simple items will go into packs. An adventurers pack and a mechanics pack. These are bundles of equipment that will be handy for Jalik. A dagger is always handy, so let’s give him one. This leaves three simple items remaining. One of them will go to a set of hide armor, for when Jalik cannot wear the mech, and the other two will be spent to give him two one-use traps.

    Alright, so that is Jalik. All-in-all, he is not so complicated a character. Except, maybe his equipment. But the character creation in Gates does not stop here. Almost any character can be made. Pistol wielding dragon? A flying sprite with deadly magic? What about a dracotaur with the power to shape earth? All of these are perfectly viable Gates characters.

    Introduction to Gates

    While I’m busy tinkering away at the Faction mod for the Sigil System, Stormforge West has been working hard on their next game after Haunt. It’s amazing, it’s called Gates, and here is James from Stormforge West to tell you all about it:


    For the past 4 years, I have been developing a roleplaying game that has become my personal muse. It is the game that I call “The Game”. A combination of my entire lifetimes experience with role playing games, polished down into a cohesive and truly epic role playing game.This game is Gates. Gates is a roleplaying game set in a multiverse of possibility. Every conceivable world and setting fits inside this game. Fantastic lands where dragons soar the skies, Futuristic metropolis ruled by robots, and even stranger places still such as a world made of floating, sky islands or a place where gravity just doesn’t work the way it is intended. These are the settings in Gates that your party will explore.

    The Party and characters

    You will play as Gate Striders. They are heroic character that come from a multitude of different worlds. Gate Striders are given the ability to walk between portals called Gates. Each one is a dungeon of its own, and it leads to strange exotic worlds. Because players come from so many worlds, the party has multiple genres within it. A cyborg pirate could join forces with a valiant knight with psychic powers. Or a police officer who dabbles in witchcraft might be allies with a literal dragon. The only limitation to the party is your imagination.
    Characters choose two classes right off the bat. Choosing between Warrior, Mage, Rogue, Channeler, Perfectionist, Naturalist, Bard, Psionic, Elementalist and Artificer. The characters are further detailed through backgrounds and skill choices. As they level, they can gain a myriad of special abilities which add to their style, making each character one of a kind.
    Your goal as Player Characters will be to travel between worlds and go on quests to prove your worth. You will begin the game as powerful heroes who can turn the tide in a war, but near the height of your power you will be battling gods across massive battlefields where the fate of the multiverse lies in the balance.

    The Gameplay

    Gates uses vast options for combat, varied and unique character options, and a zone style movement system to create epic and cinematic combat encounters. One fight may take place on the tops of speeding cars on the highway while the next day you could be doing battle with griffons atop a crumbling castle.
    The game uses two six sided dice as its main dice mechanic, with extra dice rolled when you have advantages. In combat, you are given a stunt which may modify any attack. Outside of combat, you will make use of the social encounter system, the traveling rules, and the downtime rules. Leveling your character is not handled by experience. Rather, you will gain Advancement Points. To gain these Advancement Points, you must go out into a world and complete a quest. The more difficult, the better.

    The Future

    Keep an eye on this blog as well as my twitter handle @Stormforge_West for updates to the game. The Beta playtest for Gates will be on DrivethruRPG for free sometime in the coming months. After that, we will work on the Kickstarter for Gates so we can fill it with beautiful art and superb editing. Any questions regarding the game, please come to the Discord server at https://discord.gg/vuxrsXW or email me directly at Jamesja12@gmail.com. Good Gate Striding.

    Haunt is now out in print!

    This is a game about secrets. Your secrets may be dark, but the Haunt’s are deadly. Whose past will be uncovered first? Who will survive?

    Haunt is now available in printed hard copy over on DriveThruRPG. Now you can bring the horrors and mysteries of Haunt to your table in luxurious, premium softcover format, just like the dark spirits of the haunts intended. And what’s even better is that you can grab the softcover version of Haunt for only $10.95! So click the image above, or CLICK HERE to get your hands on the new hardcopy of Haunt.

    ———-

    If you want chat about Haunt with us and other Stormforge players, then come join our Discord server!

    The Stormforge West Roadmap

    Haunt is selling like hotcakes over on DriveThruRPG and is well on its way to hitting that Copper medal. Stormforge West is more than just one game, however, so here’s James to talk about the future of Stormforge West and what you can expect to see from them.

    ———-

    The purpose of this post is to tell all of you my plans for the future. Now that Haunt is released, I want to focus on more games. I love making these games and sharing them with you and I want you to be aware of things to come. Note, these are not set in stone. The order of these and their contents may change over time. This post is not to tell you what WILL be released. Instead, this post is to tell you the direction my thoughts of things to come.

    I have three largeish projects I am working on. The first is called Grim Gears. This is a game in the Sigil System ruleset about Brothers Grimm style fairy tails set in a sky-island world with a clockwork aesthetic. The focus of this game will be on the setting and the stories told within. Grim Gears is a collaborative project, so hopefully things will move quickly for it. I have never worked with another for a product, so it is an exciting experience.

    The second large game is actually my first real RPG. The name of the game is Gates and I have been working on it off and on for quite a while. Gates is about a group of adventurers from different worlds and genres. Cyborg ninjas fighting alongside werewolf knights. Cowboy deadeyes who works with a vampire CEO. These are just a few examples of the characters in that game. The game will focus on cinematic combat and crazy genre mashed adventures.

    The third large game I have in the works has little work going into it. This project has no name, but it will be about scholars from various schools being sent to newly discovered locations to log information. It is a game about finding artifacts, learning of new cultures, and trying to amass more knowledge for your report than the other players.

    Those are the three main projects I will be working on. However, during those projects I will be making several smaller projects. The first will be a mod for the Sigil System. This mod, Rituals and Recipes, is nearly complete and will be about performing magic rituals and crafting magic potions. It will add a little bit of wizardry to your games.

    Now that Haunt is released, I have gotten a lot of feedback and I know many want a module for it. So, that is in the works as well! The module will have a few different haunts for a map that will be supplied. It will also have further description of how to make your own haunts.

    After that module, I plan to release a game called Odyssey of the Few. It is a small RPG about the same size as Haunt. It is also just as strange. Instead of playing a character, you take on the role of a Fate. This means you guide the party alongside the other Fates. Your goal will be to solve the players goal while also skewing things to complete your own personal goal.

    These are the projects I am going to release, in that approximate order. I will be constantly creating of course. I will be making many splat books for Sigil, Haunt, and other products. I could go on and on about my ideas, but the ones I have talked about are the ones that will likely be actually finished. Eventually, I will also begin a YouTube channel to talk about my games and ideas. Alongside the YouTube channel will be a patreon so you may support me and my work. However, that will not be for another year until that gets started.

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    If you want chat about this with us and other Stormforge fans, then come join our Discord server!

    Haunt Merch

    Haunt is out on DriveThruRPG and is doing fantastic! Now we got something extra for you Haunt fans: clothing merch! Over at Print Mighty and Spread Shirt we got some Haunt shirts and hoodies for sale, and we’re just starting out. Keep an eye on these stores as we will be making new Haunt clothing designs in the future.

    So if you’re in NZ or Oceania, check out the Haunt shirts at Print Mighty below.

    Or if you’re in North America or Europe, you can find the Haunt clothing at Spread Shirt.

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    If you want to join in the discussion with us and other Stormforge players, then come join our Discord server!

    Haunt is released

    As the title of the blog says, the Haunt RPG is now released and available only on DriveThruRPG for $4.95! Click the cover above or HERE to get your hands on Haunt.

    If you haven’t been following the blog posts and don’t know about Haunt, here’s a quick intro:

    Haunt does exactly what the title implies, it sets your characters in a spooky location and then sets the horrors upon them.

    It’s a game that is set up quickly and gets your players into the game even quicker and easier, but the thing that makes Haunt special is its Secrets System.

    In Haunt, players keep secrets from the GM and these secrets are the PCs’ lifeline. Whenever they make a mistake, the GM asks them a question to try and unravel what hidden secrets they have kept buried.

    If the GM discovers all their secrets, it’s game over.

    So get Haunt now and see how long you can survive before the creatures of the night descend upon you.

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    If you want chat about the initiative system with us and other Stormforge players, then come join our Discord server!

    Haunt is nearing completion

    Haunt is almost finished, so now is the LAST CHANCE to pick up the playtest document of Haunt. At 5pm CST tomorrow, the playtest version of this game will be removed from DrivethruRPG. This has been a long an enlightening journey creating this game. I went in with little skill or experience in this. My next project will be much larger and be even better! I want to thank everyone who has supported this games development.

    Pick up the playtest HERE. You don’t have much time left!

    ———-

    If you want chat about Haunt with us and other Stormforge players, then come join our Discord server!

    Also, if you haven’t yet done it, fill out our survey and get a free game!

    Archetypes in Haunt

    Haunt separates its characters into broad archetypes of supernatural investigators. These archetypes represent the kind of people who would find themselves in these types of situations. The archetypes do three things. First, they determine your starting attributes (Faith, Intuition, and Knowledge). The second thing archetypes do is give you boons. Boons are useful tools which allow the player to learn something or help fend off the haunt. Boons are activated by giving the Game Master a hint, so every use is a risk. The third and final use of the archetype is to help you get an idea of your character and how they work. The archetypes in the book are by no means the only possible archetypes or represent what exactly your character is. It is perfectly acceptable to create your own should these not suffice.

    The six archetypes in the book are: Priest, Scientist, Psychic, Investigator, Exorcist, and Mystic.

    Priest


    The Priest is the character that represents Faith. Their belief in a higher power is what grants them this attribute. Priests (of various religions), pastors, or even social workers (for a no religious approach) are examples of Priests. The boon, Confession, is a defensive boon. When someone in the same location of the Priest fails a roll, the Priest may give the Game Master a hint to stop him from asking the player a question. This can save someone’s life, but it can also shorten yours. The Priest is willing to sacrifice themselves in order to save others.

    Scientist


    The Scientist is the character that represents Knowledge. Half a lifetime’s worth of study and contemplation have granted them this attribute. Teachers, professors, doctors, or other types of scholars are examples of Scientists. The boon, Explanation, is a boon that is best used in preparation. The Scientist gives the Game Master a hint and every character in the Scientist’s location increases their Courage skill by one. This means these characters are better at defending against the supernatural terror. Unfortunately, this extra courage lasts only until it is used. The Scientist sees the world in a logical way, and can explain exactly why everyone is ok.

    Psychic


    The Psychic is a character that represents Intuition. Their sixth sense is very acute, granting them this attribute. Doomsayers, people with psychic ability, and those who have opened their third eye are examples of Psychics. The boon, Visions, is a boon that can help you confirm suspicions. You give the Game Master a hint, and you get to ask him a question. This question must be a yes or no question. Did Jacob murder the ghost? Will destroying the body destroy the ghost? These are a few good examples. The Psychic gains visions of the future and the past. They can see parts of the truth, but not all of it.

    Investigator


    The Investigator is the character that blends Intuition and Knowledge. They use a combination of experience and gut instinct to discover what is going on. Police officers, private investigators, and journalists are a few examples of Investigators. The Boon, Investigate, is there to help you when you get stuck. The Investigator gives the Game Master a hint, and the Investigator learns where the closest important clue is. This should only be used when the players are truly stuck and have no idea where else to go. An investigator has the know-how to spot a clue in a pile of red herrings.

    Exorcist


    The Exorcist is the character that blends Knowledge and Faith. They use religious texts and incantations to battle the dark. Occultists, witch hunters, and those who hunt the dead are a few examples of Exorcist. This archetype is the only that can truly stand up against the spirit. The boon, Ritual, is one of the most potent defensive boons. When the ghost attacks, the Exorcist may give the GM a hint and banish the ghost for a short time, nullifying the attack. This can be a lifesaver near the end of the game, when the spirit is the most dangerous. The Exorcist wields their faith like a weapon and strikes down the things that go bump in the night.

    Mystic


    The Mystic is the character that blends Faith and Intuition. They combine their sixth sense with a unique outlook on the world. Druids, faith healers, and medicine men are a few examples of Mystics. The boon, Commune, is one of the most difficult boons to use. The Mystic gives the Game Master a hint, and the Mystic may ask the spirit, ghost, demon, or whatever is out there a single question. This is tricky for the Game Master and the Player, because the ghost must answer truthfully. However, the ghost does not need to be clear. They can speak in riddles or metaphors to confuse the Mystic. The Mystic can get the closest with the spirit and has the deepest connection to it. But a door once opened can be entered through both ways.

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