Brotherhood: Mages’ Guild

Last time on our faction system walkthrough, we showcased the first of the premade factions that you’ll find in the mod, the Assassins’ Guild.

This time we’re showcasing the most otherworldy of factions, the Mages’ Guild.

Mages’ Guild

To be a mage is to be a god amongst men, so what happens when you put of gods together?

Faction Fluff

Name: The Runic Prophets
Faction Type: Academics/Scholars
Theme: Supernatural/Occultism
Motto: Knowledge Thus Magic
Rulership: Appointed Merito/Geniocrats
Recruitment offers: Mysticism
Oddities: Extensive ritualistic practices.
Faction Goal: Become better at what they specialise in.
Allied Faction: Bureaucrats/Officials
Rival Faction: Warriors/Soldiers
Age: Old
# of Events: 5
Events: Creation, Lunacy, Destruction, Wisdom, Miracle
# of Members: 34

Skills

Reputation: 100
Wealth: 82
Notoriety: 3
Treachery: 1
Might: 56

Specialisations

Athletics: 55
Coercion: 3
Combat: 56
Craft: 82
Drive: 3
Mental: 82
Negotiate: 98
Perception: 1
Special: 96
Stealth: 1

Faction Base

Luxuriousness: Lavish
Acquisitions: Base, Crew Quarters, Specialist quarters x4, Office Space x3, Kitchen/Dining, Hygiene/Bathing, Training Grounds, Misc (library).
Specialists: Tutor, Sage, Bouncer, Physician

And that’s it for the Mages’ Guild. Next time we’ll show you what the Warriors’ Guild is like.

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

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!

Z-LAND Timeskip: Week 1

The next season of Z-LAND will take place 5 years after the last.

To get you ready for it, Rycon has written what happens during those 5 years and we’ll be posting them here so you can follow along with what happens to the survivors.

Week 1

Jake drives out from the compound to clear his head after the tragedy, choosing to travel to his home. Nic accompanies him with the two of them travelling in the Golf Jake had come upon earlier.

The front door is locked, but many of the windows are broken. Inside they find no bodies but there are signs of major struggle and blood loss. The windows have been broken from the inside out.

They find no sign of life or undeath.

The two of them continue to scavenge the surrounding area and attempt to investigate the smoke and the light. The smoke can be seen as a distant plume rising from the direction of the city, drifting with the wind. It is thick and black

Returning with their spoils, and no sign of the lightsource, they begin to help Jonah and Frank with the barricading and reinforcing of the building with the intention to build out further fortifications as the main building is safe.

For the first few days Chloe remains in her bed, resting her leg before she starts to ease it back into use. Jen and the kids have chosen to sleep in the common area along with her as they don’t feel safe in the rooms anymore. Chloe find out that Willow has moved out of the main building, choosing instead to live in the house close to the center on the hill. She will remain here for a longtime. Chloe and the others attend the burning of the fallen islanders, whose remains were set alight on a rocky ledge jutting into the sea. Willow wasn’t present, choosing instead to remain in her self-imposed exile (no decision has been made about her yet). Charles for the first time in days spoke. He spoke of his wife and the pain her loss has brought him, he spoke of the early days when their numbers where small, that he shouldn’t be here, they should, she should. In the coming days Chloe begins to help with the construction efforts assisting the barricading effort.

Schalk treks to the top of the hill where a tent flaps in the wind. Disposing the remains of the previous residents, he hoses the thing down back at the MDC and props it atop the ACCOM where he begins to construct his crows nest. A little home for himself above the rest. Here Schalk keeps his belongings safe, along with a powerful portable radio. Taking a set of headphones found the barracks below, he listens to the device away from the others, choosing to keep it a secret. Scanning through the channels, listening to the voices of wider Auckland. He hears a small desperate few who broadcast every day at 12pm and 12am they are confused and afraid. Always whispering into the radio, he can tell nothing more than that it’s a voice speaking Russian. He also hears strings of beeps in what he soon learns to be a binary code. Decoding it takes time, but the beeps seem to reference longitude and latitude. Checking a map in the center below, Schalk determines one of the locations to be Little Barrier Island. Not sharing this new information, he sticks to constructing his little home before assisting the greater effort to secure the MDC.

Scott sees to recovery of Jen, and helps Lulu inside the building preparing and preserving what little food they have. Once Jen finds her feet, Scott chooses to invite Charles to fish alongside him after hearing him speak for the first time in days at the funeral of the islanders. Scott speak to him on the level and after a calm but tense argument Scott seem to be making headway with the stubborn man. Fishing is a dream at Goat Island and the two of them bring in plenty of fish. It might just been the fresh air the ellation of catching so many fish but he swears he is starting to see and improvement in Charles. Much of their time together is spent in silence, watching the waves and occasionally sharing stories of before the fall. Scot catches Charles often looking down at the ring on his finger. After a week of early morning starts plenty of fish caught life seems to be returning to the man. Scott even saw him attempt to poach a fresh snapper fillet for his daughter. She accepts but doesn’t say a word. The two have a long way to go but for the time Charles seems to be staying away from the drink, he doesn’t have much choice in the matter as nary a drop is found off the boat. Getting around the MDC hasn’t been easy with Scott’s crutch and he asks once again nicely that the next scavenging run-attempt to find him something to help with the matter. A sheepish Willow adds that more medical supplies will be needed for the future: antibiotics, painkillers, everything but the kitchen sink. The request is heard by the team and with Jonah back on his feet he’s keen to get some air, the plan to search the larger Warkworth hospital after the MDC was secure and work on an outer wall had begun.

A much larger team travels out this time, Nic, Jake, Chloe, Jonah and Frank head south to Warkworth, taking the second chance they sail to Warkworth via the Mahurangi River. From the river bank they spy the medical center right next to the New World. The temptation to peak inside the Supermarket is high but they all stick to their mission after Frank chastises anyone going “off script” the streets and quiet but not without the bones and shredded remains of the living. Usually some of the flesh is left but on these corpses the bones and gnawed clean.

They continue the short walk to the hospital where they find even more remains but again only bones. The doors to the hospital have been chained shut so Chloe and Nic choose force open a window along the front of the building. Upon entering the smell of death and decay is heavy, they all pull their filter and gas masks close. They quickly learn that they aren’t alone in the building when faced with a large number of emaciated shambling corpses. These prove to be easy work as it appears that the lot of them had been chained together wrist to wrist with zip ties. Some had come free as the plastic tore into their flesh but the mangled mess was put down as the survivors smash head after head, Jonah with a hunting knife and Frank with a sharpened metal pole he fashioned into a spear.

The hunt for supplies began as each of the survivors searched the building for everything of use. Gloves, instruments, medication, bandages, gauze, everything they’d need to get a small field hospital on the go. In addition they found three wheelchairs of which they bring back one. Three prosthetic arms, two left, one right and four prosthetic legs, two left, two right. They return their haul to the second chance, leaving behind the oddly gnawed remains that litter the streets, and return home.

———-

Itching to watch the series? CLICK HERE to catch up on all the apocalyptic action.

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!

Brotherhood: Assassins’ Guild

Last time on our faction system walkthrough, we showcased the first of the premade factions that you’ll find in the mod, the Adventurer’s Guild.

This time we’re showcasing the deadliest of all factions, the Assassins’ Guild.

Assassins’ Guild

They live for one thing and one thing only: death. Whether they do this in service of chaos or order, is up for you to decide.

Faction Fluff

Name: The Crimson Thorns
Faction Type: Assassins/Contractors
Theme: Politics/Influence
Motto: Death And Eternity
Rulership: Divinely Ordained King
Recruitment offers: Goal/Cuase
Oddities: Extensive ritualistic practices.
Faction Goal: IGrow their number of members, contacts, specialists.
Allied Faction: Thieves/Smugglers
Rival Faction: Vigilantes/Lawmen
Age: Established
# of Events: 2
Events: Fiend, Lunacy
# of Members: 29

Skills

Reputation: 15
Wealth: 29
Notoriety: 34
Treachery: 88
Might: 48

Specialisations

Athletics: 47
Coercion: 36
Combat: 48
Craft: 29
Drive: 35
Mental: 29
Negotiate: 20
Perception: 84
Special: 20
Stealth: 84

Faction Base

Luxuriousness: Poor
Acquisitions: Base, Crew Quarters, Camouflage, Jail, Safehouse, Training Grounds, Defensive Structures, Misc (storage).

And that’s it for the Assassins’ Guild. Next time we’ll show you what the Mages’ Guild is like.

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

Brotherhood: Adventurer’s Guild

Last time on our faction system walkthrough, we finished off the rules of Brotherhood.

So while we turn the blog posts into the Sigil Mod, we’ll showcase some example factions that you can use. First up: the Adventurer’s Guild

Adventurer’s Guild

The Adventurer’s guild is a staple of heroic fantasy stories and RPGs. It’s a place where adventurer’s congregate, share stories, and most importantly find new jobs, missions and quests.

If you want a quick Adventurer’s Guild in your game, here’s what it can look like:

Faction Fluff

Name: The Drunken Stallions
Faction Type: Adventurers/Mercenaries
Theme: Money/Trade
Motto: Fortune Creates Freedom
Rulership: Military Rank Hierarchy
Recruitment offers: Wealth
Oddities: Iconophiles
Faction Goal: Increase their fame/infamy.
Allied Faction: Thieves/Smugglers
Rival Faction: Adventurers/Mercenaries
Age: Established
# of Events: 3
Events: Fiend, Champion, Destruction
# of Members: 25

Skills

Reputation: 66
Wealth: 28
Notoriety: 21
Treachery: 33
Might: 43

Specialisations

Athletics: 42
Coercion: 21
Combat: 42
Craft: 28
Drive: 21
Mental: 28
Negotiate: 66
Perception: 33
Special: 66
Stealth: 33

Faction Base

Luxuriousness: Average
Acquisitions: Base, Crew Quarters, Dock/Garage

And that’s it for the Adventurer’s Guild. Next time we’ll show you what the Assassin’s Guild is like.

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

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.
  • Brotherhood: Party Based Factions

    Last time on our faction system walkthrough, we finished off the main rules for factions by showing you faction advancement.

    In this post we’re showing you how to turn your current party into a faction.

    Skills

    Getting faction Skills out your party is easy to work out:

  • Your newly made faction’s Notoriety and Treachery will be 1 by default, so that’s two out of the way.
  • Your Might Skill will be the number of player characters in the party
  • For the Wealth Skill, add together the first digit of each player character’s Wealth Skill Levels (so a 3 for a Level of 34)
  • Lastly, for Reputation, each player chooses a Social Skill for their characters; add together the first digit of these.
  • And there you are, you’ve turned your party into a faction. It probably won’t be the grandest of factions, but then it is only the few of you thus far.

    Specialisations

    Until you get another member (that isn’t a player character), there is no need for Specialisations. But, you can already work them out beforehand to make life easier.

    Much like Wealth and Reputation, for each Specialisation you will add together the first digit of each player character’s assigned Skill Level to create the Specialisation Level. Each Specialisation is tied to a character Skill (or sometimes more than one, and you can choose one of the Skills to use), so just have a look at the list below for which Specialisation goes with which Skill.

    Athletics: Athletics
    Combat: Fight or Shoot
    Craft: Broad-Craft or Fine-Craft
    Drive: Drive
    Mental: Logic
    Perception: Perception
    Negotiate: Diplomacy
    Special: Special
    Stealth: Stealth
    Coercion: Intimidate

    As an example: say you have three player characters with Logic Skill Levels of 39, 37 and 41. To work out their faction’s Mental Specialisation Level, add together 3, 3, and 4 to get 10.

    Using a party faction

    In nearly all respects, a faction created from a party works exactly the same way as a faction created through the faction generator. The main difference will come from the lack of members. If the faction only consists of player characters, then there won’t be any Treachery Events, since there are no (potentially) treacherous NPCs. Similarly, without NPCs in the faction, you can’t roll faction Might Skill Checks to get faction members to come help you in times of trouble, since you are already there.

    If you start a faction as a party, the first goal is to get more members into your faction in order to get the most benefits out of your new faction.

    And that’s it for party factions; and the rules of Brotherhood!. Next time we’ll start showcasing a few factions to show you what can be done with the system, and so that you can quickly pick up a faction and run with it.

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    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 4

    Our survivors split to attempt to deal with the overwhelming numbers that march their way.

    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!

    Stormforge Halloween 50% off Sale on DriveThruRPG

    We’ve hit October and that means one thing: it’s time for all things horror with Halloween just around the corner.

    So to celebrate all things spooky, we are giving you 50% off on all our horror-themed products over on DriveThruRPG. From now until Halloween you can grab Z-LAND, Haunt, and the two Ruined Man adventures all for half price!

    So click on the banners below to start your Halloween season off to a good start!

    Brotherhood: Advancement

    Last time on our faction system walkthrough, we showed you the silent heroes of the faction, the Specialists.

    In this post we’re showing you faction advancement, and how to increase your faction’s Skill and Specialisation Levels.

    Advancement

    Faction advancement comes in three forms; and we’ve already shown you the first. The members and specialists will be the main driver in your faction’s advancement. Each time you recruit a new member, one Skill or Specialisation will be increased, and another will decrease. It won’t add anything to your faction, but it will change it. The specialists on the other hand, will add a lot to your faction. If you get a Manager, you can bet good money that your faction’s Skills will increase.

    The other two ways that your faction will advance works much in the same way as character advancement. The only main difference will be whether you are advancing a faction Skill or Specialisation. Regardless of which one it is, just like character advancement, it will happen between each session so that it doesn’t interrupt gameplay.

    Specialisations

    Specialisation advancement works just like character advancement. At the end of each session, if certain criteria are met, your GM will give you some EXP. You can then spend that EXP on the Specialisations that you actually rolled in that session. You can also trade 1 Level from 1 Specialisation to another, but it must be from a Specialisation you didn’t roll, to one you did.

    For each criteria below, you will get 1 EXP:

  • Making at least one Faction Skill Check.
  • If the faction was instrumental to advancing the current plotline.
  • Finishing a faction based mission or quest.
  • Getting a Might Location Destroyed Wound.
  • Getting a Wealth Location Destroyed Wound.
  • If you roll a Specialisation Check and you roll exactly on the Specialisation Level, that Specialisation automatically increases by 1 Level.
  • Getting a new member into the faction.
  • Getting a specialist.
  • Purchasing a new base.
  • Accomplishing your current faction goal.
  • So there’s a lot that can give you EXP, and if you’re lucky and get all of them in a single session you’ll get a whopping 10 EXP to play around with.

    Skills

    Skill advancement is a bit more nebulous, as the Skills don’t really show what your faction can do, but rather what your faction is. As such, Skill advancement (other than through the changes brought about by members) is entirely handled by the GM. Each session your GM will make a judgement call for each of the five Skills to see if what the faction has done that session has been good for that particular Skill, neutral, or bad; and he will either add 1 Level to the Skills, subtract 1 or leave it alone.

    For example, if the faction (and players in particular) have gone around and bullied whomever they saw to get their way, the GM might feel that this hasn’t been good for their faction’s Notoriety and so at the end of the session will increase the Notoriety Skill by 1. However, if through all this bullying, the players got a new money-maker for the faction, the GM would also increase the Wealth Skill by 1. In the same session, with all the bullying going on, the players insulted the wrong person who turned out to be the local noble of the lands, who decided to confiscate some of the player faction’s weapons as punishment. This was disastrous, so the GM decreases both the faction’s Reputation and the Might Skills by 1. The faction members are more angry at the local noble than the players, so the GM doesn’t touch the faction Treachery Skill.

    Each session, the GM can do this for all five Skills to advance the faction based on what has happened.

    However! There are two Skill that have an extra rule: Notoriety and Treachery. If there is a Notoriety or Treachery event going on and it is not finish by the end of the session, then the Skill gains 2 Levels. If the Event is finished successfully, then that Skill is decreased by whatever the Event Roll was that started it all (so if you rolled a 39 for which treachery event to happen, the Treachery Skill will be reduced by 39). If however, the players fail to stop the Event and it all ends in tears, if the faction is still left standing, the Skill in question is increased by 10.

    And that’s it for Advancement. Next time we’ll show you how to turn your own party into a faction.

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

    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?
  • Brotherhood: Specialists

    Last time on our faction system walkthrough, we showed you the faction members and how their flaws and strengths will change your faction.

    In this post we’re stepping it up a notch and showing the Specialists, members who will do as much for your faction as you will.

    Specialists

    Specialists are members that take an active role in leading your faction in a specific manner. They aren’t the rulers of your faction, but they certainly are head and shoulders above the rest, and they have a certain set of skills that can guide your faction in specific direction.

    Before you can get Specialists, however, you need to get some Specialist Quarters. These are base acquisitions that you can purchase with your faction’s Wealth Skill, and we covered it when we did Base Building. This is because a Specialist isn’t a lone wolf that goes about things in his own way; he needs the support and infrastructure of the faction in order to get his job done. The Specialist Quarters become the office, workshop, design space, classroom, whatever the Specialist needs in order to carry out his duties.

    One Specialist Quarters is only good for one Specialist. They don’t bunk up and they don’t share offices. However, once you have a Specialist Quarters, you can choose any Specialist you want; and you can have as many Specialist Quarters as you can afford, and you can also have more than one Specialist of a given type (eg two Quartermasters).

    Types of Specialists

    Specialists come in 3 flavours: Managers, Mentors, and Minders. Managers are tied into the Faction Skills and they make sure your faction is performing as best as it can. Mentors are tied into the Faction Specialisations and they boost the performance of a specific Spec. Minders are the miscellaneous pile that takes care of the faction in one way, shape or form.

    Managers

    Getting a Manager on board will immediately make your life easier and your faction better. Each Manager will either raise or decrease a Skill’s Level (depending if it’s good or bad), and this will happen during every Upkeep (in between sessions). So if you have a Quartermaster and you’re lucky, your faction’s Might Level can increase every session like clockwork.

    Quartermaster: During Upkeep, GM rolls 1d100. If the result is less than 60, the faction’s Might Level is increased by the first digit of the result (1-9 being a 0). If result is 90 or greater, the Level is decreased by 1.
    Lobbyist: During Upkeep, GM rolls 1d100. If the result is less than 60, the faction’s Notoriety Level is decreased by the first digit of the result (1-9 being a 0). If result is 90 or greater, the Level is increased by 1.
    Spokesman: During Upkeep, GM rolls 1d100. If the result is less than 60, the faction’s Reputation Level is increased by the first digit of the result (1-9 being a 0). If result is 90 or greater, the Level is decreased by 1.
    Sergeant : During Upkeep, GM rolls 1d100. If the result is less than 60, the faction’s Treachery Level is decreased by the first digit of the result (1-9 being a 0). If result is 90 or greater, the Level is increased by 1.
    Shopkeep: During Upkeep, GM rolls 1d100. If the result is less than 60, the faction’s Wealth Level is increased by the first digit of the result (1-9 being a 0). If result is 90 or greater, the Level is decreased by 1.

    Mentors

    Each Mentor is attached to a specific Specialisation, and they allow the players to spend their own Sigils on the faction members Skill Checks as if the players were rolling themselves. This gives the faction a safety net, and gives the players some control over their faction’s destiny.

    Coach: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Athletics Skill Checks
    Enforcer: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Coercion Skill Checks
    Instructor: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Combat Skill Checks
    Tradesman: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Craft Skill Checks
    Chauffeur: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Drive Skill Checks
    Tutor: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Mental Skill Checks
    Diplomat: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Negotiate Skill Checks
    Lookout: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Perception Skill Checks
    Sage: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Special Skill Checks
    Scout: Players can spend Sigils to reroll or give a +25 bonus to faction members’ Stealth Skill Checks

    Minders

    Each Minder does something unique, but each one is geared towards making up for a weakness in the faction. Whether that is actually going out to find recruits, getting missions, or even reducing the costs of base acquisitions. They are the unsung heroes of the faction, but without them, the faction definitely isn’t doing as well as it could.

    Recruiter: During Upkeep, GM rolls 1d100. If the result is greater than the faction’s Might Level, a prospect is recruited.
    Liaison: During Upkeep, GM rolls a Reputation Skill Check. If successful, Liaison brings a job opportunity to faction during the next session.
    Taskmaster: Handles all faction member missions, and missions gain a +10 bonus to the Skill Check.
    Architect: Reduce the cost of a base acquisition by 1, to a minimum of 1.
    Physician: Spend a Sigil to reduce the severity of a Might Wound by one step.
    Treasurer: Spend a Sigil to reduce the severity of a Wealth Wound by one step.
    Bouncer: Spend a Sigil to reroll either the Strength or Flaw of a prospect.

    The Righteous Prophets.

    Back when we did Base Building, the Prophets didn’t have any money left over to buy Specialist Quarters, so unfortunately for them, they won’t start the game off with any. In saying that, when they do have enough Wealth do get a Specialist, the first one they are going to lay their hands on is a Physician. It’s dangerous work that they do, and they need all hands on deck all the time. They don’t have the luxury of waiting for members to recover, so a household Physician will get them back on their feet in no time.

    And that’s it for the Specialists. Tell us what specialists you want to get and how you want to use them; and if you have ideas for more Specialists, we’d love to hear them.

    Next time we’ll show you Faction Advancement and how to level up your faction.

    ———-

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