Blood Throne is coming to RuneQuest very soon!

mdavidj

Mongoose
Greetings, everyone.

I'm, happy to say that Joshua Cole has been working feverishly on a conversion of the Blood Throne campaign setting for the RuneQuest game system, and has just turned in the manuscript!

I can't wait to bring you this awesome, gritty fantasy setting.

Look for it in PDF very soon!

Thanks for your time.
 
You're over here now? Should be interesting to see that setting for MRQ. Though True20 is interesting, I've been more enamoured with MRQ as of late.
 
Yeah, I've wanted to do an MRQ conversion of Blood Throne for a while now, and I'm happy that Joshua took charge of it.

I think you'll love what he did.
 
Heya,

Sorry about the late response, I've been pretty busy.

I'm editing the final document, but very soon, I'll be doing layout, and will get you a beefy preview.

Thanks for your interest.
 
Blood Throne is a fantasy setting which originally appeared in True20 Worlds of Adventure. Its kind of a horror/fantasy setting. There is an expansion called The Survivor's Guide to the Age of Blood.
 
Krimson said:
Blood Throne is a fantasy setting which originally appeared in True20 Worlds of Adventure. Its kind of a horror/fantasy setting. There is an expansion called The Survivor's Guide to the Age of Blood.
I managed to pick up teh PDF of 'The Survivor's Guide to the Age of Blood' as a freebie from RPGLife.com, but as it was True20 hadn't taken a look at it. Maybe I need to review it and see if it would be an interesting setting for MRQ.
 
Hi everyone,

Again, I'm sorry I haven't responded to this thread in a speedy fashion.

Blood Throne is a gritty "post apocalyptic fantasy" setting in which the world has been invaded by creatures from another planet, called the keza-drak. The varied peoples of Simarra have been driven from the once-great cities of the world to hide in remote free holds. While most people are content to live a meager existence, heroes also roam the lands seeking to bring hope to the world once again.

Here is a small piece of fiction I wrote in the introductory chapter:

The ravaged world we find ourselves living in is vast, stretching some five thousand leagues from east to west, and half that distance from north to south. The migration out of the Cradle of Life at the beginning of the Age of Steel saw many of these lands populated by the various peoples of Simarra. During this period, travel was a slow, dangerous ordeal.

During the Age of Plenty however, the great distances separating our cities and kingdoms became irrelevant. We used the stone gates to travel across the continent easily, swiftly, as if moving from a kitchen into a dining hall. We used the ley lines snaking across our lands to send messages back and forth from city to city and even travel on ships designed to make use of the ever-abundant mana-streams.

Our world grew smaller.

We marveled at our understanding of mana shards, our apparent mastery of the mana wells. Never once did we pause to consider that the enrichment of our society would ultimately prove to be our greatest weakness; a flaw abominations from another world would exploit to gain near- total dominance over Simarra. Our naivety has cost us dearly, darkening our world once again, severely hampering our ability to unite against this common foe.

The keza-drak control all major stone gates on Simarra. Despite our most valiant efforts to retake some of the major gates, we have only managed to gain control over the smaller, lesser-known gates. These minor portals facilitate limited travel, usually to remote locations and never covering long distances. Exactly how many of these gates exist is not known, but the more we find and control, the more options we have.

As it is, travel from region to region is a dangerous undertaking, fraught with all manner of perils. As mentioned before, our dependence on the stone gates worked against us in many ways. People who have spent most of their lives traveling from one part of the world to another by simply stepping through a portal suddenly need to familiarize themselves with the particulars of overland navigation. They have to deal with the elements, have to learn to hunt and survive, and those are just mundane concerns which surface when traveling in this brave new world.

Our enemies hunt us incessantly. The keza-drak and sundaari are a pestilence upon the people of Simarra. Those of us who aren’t slain are taken as prisoners; slaves to serve or be sacrificed to dark gods — if they’re lucky. Some are twisted, mutated into something else. Brigands and tyrants are a plague upon the once-free lands of Simarra, carving new kingdoms out of the ashes of war. Indeed, these degenerate oppressors use the apocalypse to gain lands and territory, lording over the meek, providing protection in exchange for complete subservience. For those of us who risk the journey from freehold to freehold, having to trespass upon the domains of these petty tyrants is nearly as dangerous as traveling through the regions controlled by the keza-drak.

Such is life in the Age of Blood.


Also you can read a review of the setting by Bruce Baugh here:

http://bruceb.livejournal.com/354656.html
 
Here's a bit more information on the setting:

A World Ravaged by Years of War

Welcome to the land of Simarra. The world you are about to discover is filled with great peril. A race of beings from another world have come to subjugate the once-peaceful inhabitants of Simarra, driving them into scattered pockets of civilization who hold onto a tenuous thread of hope that one day they might reclaim their world, throwing back the darkness, bringing the light of peace to those who survive. Fell beasts roam the lands once again, coming out of the desolate places of the world to prey on the already beleaguered survivors of this war-torn age. Corruption and favoritism plagues the free people of Simarra, driving yet another wedge into efforts of Simarrans to unite against the darkness which sweeps across the land.

Yet, in spite of all the madness, the horrors and desolation, hope remains.

A World of Adventure

The Age of Blood plunged Simarra into a darkness lasting nearly a decade. Amidst the backdrop of war, valiant heroes set out to re-discover the world around them. Brave men and women of all goodly races on Simarra come out of the darkness to fight against those who would enslave them. Narmrothan horse lords patrol the Trachan Steppes, holding back the advance of the keza-drak, their unparalleled mastery of horsemanship allowing these bold men and women to conduct guerrilla-warfare campaigns against the larger, slower armies of their enemies. The enigmatic shodonai plague the keza-drak in the southern regions of Simarra, striking at vital supply lines while free companies such as the skull hammer squadron roam the land, taking the fight directly to the keza-drak, engaging them wherever they are found.

Many brave adventurers hazard wild places of the world, seeking new havens for the countless refugees of the war. Others sift through the wreck and ruins, searching for lost ascendant technologies which may turn the tide against the forces of darkness. Insurgents and spies strike deep into the heart of Agärazôn’s empire, mounting terrorist attacks, freeing slaves, their efforts to destabilize the keza-drakian chain of command playing a vital role in the war for Simarra.

A World Abundant with Mana; A World nearly Corrupted beyond Repair

A residue of the primal forces used to create Simarra remains ingrained upon the world as a dynamic force, capable of being shaped and molded as the shaper desires. This substance is known as Mana. Indeed, even in these dark times, there is mana and those brave souls who wield it, standing as living reminders of how the world was created. To the devout, these people remain the most visible evidence that the Gods have not yet forsaken the world. At the same time however, they are stark examples of what happens when someone attempts to channel too much of Enâra’s cursed life force.
- A treatise on Mana, by Elohan Salaistrien


Mana is a vibrant, flowing force of energy, permeating the world, infusing every living thing with the spark of life. It is also a corrupting bane on those seeking to master its mysteries. Mana manifests in a number of different forms on Simarra, from mighty powers wielded by the wizards of the Arcanus League, to mana wells of pure energy located at junctions of ley lines, called nexuses. Mana shards act as enhancements for magical energy, amplifying the abilities of sorcerers who use them while casting spells. Aviki are versed in the craft of learning to control enigmatic ascendant technology as well as mana shards. Then there are spirit binders and bone shamans whose powers are fueled by summoning and binding the dead into fetishes made from the bones of dead creatures.

Those who wield mana are both respected and feared for their potent ability and the knowledge it takes to manipulate it. The adepts of Simarra are truly brave heroes, exposing themselves to attack from all manner of vile horrors just by casting a single spell, as Enâra‘s madness has begun to taint the very essence of the world, a final curse on the people of Simarra in a time when all hope is fading. Sundaari blood magi walk the land once more, ignoring old laws forbidding the use of their treacherous, wicked magicks that are fueled by the blood of the fallen. Tainted magi embrace the horrific seepage from the threshold realm, and in so doing, become unholy vessels of Enâra’s madness.

A World of Mystery
The Blood Throne setting is a vast, largely unexplored world, the primary continent stretching some five thousand miles from East to West, and another two thousand miles from North to South. A number of large islands lay off the coastlines though most are found predominantly in the Southern oceans, a massive chain of islands can be found to the Southwest of Simarra past the Sea of Sunken Ships. This place is steeped in mystery. It is rumored that the wicked sundaari built temples there during their banishment from Simarra during the Age of Plenty and still practice their dark rites deep within the jungles of the nameless land.

Planar travel plays a major role in the history of the Blood Throne campaign setting, providing an excellent backdrop for numerous stories to be told. With the Deadlands, the madness-tainted Threshold Realm, and the Great Rift (which leads to the home world of the keza-drak) just waiting to be explored, game masters will be provided with every tool necessary to extend campaigns beyond the comparatively tame boundaries of Simarra.
 
Here's a preview of one of the races of Simarra; The Kotarran Half Giants. Enjoy.

Kotarran Half-Giants


Originally, the giants of Simarra were created by the elder god Vathrim, who wanted a warrior-race to stand as protectors of the world. The giants migrated out of the cradle of life (as did all the other elder races), moving into the highlands at the Eastern edge of the cradle of life. There, they quickly multiplied, spreading north and south along the mountain range that came to be known as the Kotarran Highlands. During their travels the half giants came upon an entity known as Lothoron. An ascendant god originally spawned by Vathrim himself, Lothoron felt betrayed by his creator, who abandoned the ascendant god during the Primordial Age. Lothoron decided that he would gain vengeance against Vathrim by enticing his beloved race to forsake the elder god. Lothoron approached the half giants, promising blessings of power and victory in battle if they would only swear fealty to him. Foolishly thinking that they could better serve Vathrim by swearing fealty in exchange for the gifts Lothoron promised, the kotarrans agreed and built temples in Lothoron’s name. When Vathrim realized what the giants had done, the proud elder god cursed the kotarrans, claiming that until their kin learned the values of honor and loyalty, they would be half their former stature. Lothoron, having achieved his goals, gleefully abandoned the half giants as well. The ascendant god laughed when the priests knelt in their temples, imploring him not to turn his back on them. He chastised the half-giants for being so easily swayed away from their creator. This period of strife came to be known as the Time of Judgment.

So began the half giant’s quest for redemption. Lothoron continued to plague the kotarrans, reveling in bringing misfortune into their lives. He created fearsome mountain ogres to infest the highlands and make war on the half-giants wherever they found them. Lothoron also created giant bloodworms and commanded them to nest under their villages where they might their crops and infect their livestock. These and many other conflicts plagued the fiercely independent, somewhat reclusive kotarrans during the Age of Steel. But there were also great victories, not the least of which was the first invasion of the cradle of life by the dread sundaari. The kotarrans challenged the would-be usurpers, driving them from the cradle of life after centuries of brutal domination. The sundaari vowed to gain their vengeance against the half giants, and centuries later, they did just that. In the aftermath of the first sundaari invasion, the kotarrans moved into the Cradle of Life for a time, styling themselves as the stewards of the ancient kingdom. The people of Megath-Tor enjoyed a period of relative peace and prosperity under the rule of the kotarran kings, lasting over four hundred years. Sadly, this was not meant to last.

Under the guidance of the morargrim known as Siatha Baelstron, the sundaari expanded their influence to include dominance of fell races such as ungchuk goblins, gretchclaw, and monstrous mountain trolls. They forged alliances with dragons loyal to Thûrak in their quest to build an army capable of conquering the whole of Simarra. Their mastery of the arcane arts expanded as well during this period. Siatha taught the blood magi to corrupt mana shards in order to make them vessels capable of holding blood obtained through ritual sacrifice rather than the reviled mana, which originated from the spirit of Enâra. Called hematic shards, these corrupted mana shards enabled the wicked blood magi to bind previously performed rituals to a stone for activation when needed, greatly increasing the scope of their vile powers. Armed with their new alliances and increased mastery of ritual blood magic, the sundaari once again descended on the unsuspecting inhabitants of the cradle of life. The kotarrans fought bravely, but the sundaari and their minions were just too powerful. The second time the sundaari invaded the cradle of life, they prepared for the fearsome half-giant warriors, using vile blood magicks to literally boil their enemies’ blood or wither away their strength. Ritual magicks and blood sacrifices further decimated the kotarrans. The sundaari enslaved the noble half-giants who defended the borders of the cradle of life, subjecting them to hideous experiments which produced the urrumäz, a monstrous bloodline fanatically loyal to their creators. Sundaari control of the Cradle of Life was but a precursor to an even larger goal, conquest of the whole of Simarra. This eventually led to the last of the ascendant wars, ending the Age of Steel at the battle of the plains of lorduun. The kotarrans set about rebuilding their shattered lives at the onset of the Age of Plenty. During the Age of Plenty the half giants lived in relative isolation from the rest of the world, keeping to themselves and dealing with their own problems internally rather than asking others for help. The othrännän advisor to the half-giants taught the proud people that they needed to be more open in their dealings with other races. The half-giant kings did their best to follow the advice of the god spawn, negotiating alliances and trade agreements with other kingdoms. Some half-giants learned to use mana shards, tapping the mana wells in the Kotarran Highlands to facilitate speedy travel from nation to nation. By the time the Age of Plenty ended, the kotarran people were well respected by many cultures throughout the world.

Kotarrans in the Age of Blood

The Age of Blood has been nothing short of a holocaust for the half-giants of Kotarra. The decision to tap the mana wells throughout the Kotarran Highlands proved to be disastrous for the half giants, just as it was for every other nation in Simarra. The ancient enemies of the half-giants -the sundaari blood lords – emerged to brutalize the kotarrans once again. This time, however there would be no reprieve from the horror. The sundaari had the backing of lord Agärazôn and enjoyed his alliance with the keza-drak. The Kotarran Highlands burned as city after city fell to the invaders. Agärazôn’s secret police — vampiric magi known as zôrùn-ahmrê — began hunting their hated enemy in earnest, capturing kotarran women and children, bringing them back to thel-kaza to endure various arcane mutations and fuel the sacrificial fires of their captors.

Background
:
Those kotarrans who have managed to avoid capture are scattered throughout the western continent, eking out a miserable existence in free holds and mercenary camps. The fire of vengeance burns in their hearts, however. Many half-giants choose to become mercenaries as a way of financing their crusade against the keza-drak and the minions of Thûrak. One such mercenary company is the renowned skull-hammer squadron. Half-giants are large, but not slow or clumsy. All half-giants are fierce, strong, with slightly tanned skin, predominantly black hair, and dark eyes. Many kotarrans have taken to wearing blood masks; visors with images of a horrific face. Wearing a blood mask signifies a grieving period for a half-giant. Until that period has ended, the kotarran will not remove the mask. Many half giants have been wearing their blood masks for nearly a decade.

Characteristics
STR 3d6+6 (16)
CON 3d6+3 (13)
DEX 2d6+1 ( 8 )
SIZ 3d6+9 (19)
INT 2d6+3 (10)
POW 2d6 (7)
CHA 1d6+3 (6)

Hit Locations

D20 Hit Location AP/HP
1-3 Right Leg –/7
4-6 Left Leg –/7
7-9 Abdomen –/8
10-12 Chest –/9
13-15 Right Arm –/6
16-18 Left Arm –/6
19-20 Head 1/7

Weapons
Type Weapon Skill Damage AP/HP
Halberd 60% 1d8+2+1d4 3/10
Musket 28% 2d8 3/7

Special Rules
Combat Actions: 2
Damage Bonus: +1d4
Movement: 4m
Strike Rank: +9

Skills
Athletics 46%, Dodge 30%, Lore (military tactics) 25%, Lore (world) 25%, Survival 45%.

Typical Armor
Blood Mask (Head, 1 armor).
 
Magistus said:
Nice, what other races are there?

Hiya Magistus, thanks for your comment.

Blood Throne has the standard fare; dwarves, elves, humans, half giants, orcs (which can be played as a character), but it also has a few twists.

There are "Blight Elves;" creatures who have a brutally nihilistic outlook on life. They seek to cause people to despair of life to such an extant that they try and end it. Blight elf philosophy stems from an idea that the only purpose of life is to end, that true beauty and happiness is found only in the embrace of death.

There's a supplement out for them, called Blight Elves: Architects of Despair. I'll be converting that over. These elves make drow look like hooka-smoking hippies at a grateful dead concert.

There are tribal gnomes who bind the spirits of the dead into bone fetishes. Called Shek-tar, these gnomes seek to enslave humanity for their own fiendish purposes.. or simply to use them as food.

There is another race called the Shodonai. I was inspired by the culture of the Aiel in Robert Jordan's books, but I didn't want to just stop with a desert culture, so I modified the concept, having them dissapear for centuries into another dimension, where they encountered a mysterious race known only as the Nekarim.

The shodonai were fundamentally changed during their time in the realm of the nekarim. Crystalline shards of mana began to grow from their bodies, each one providing them with innate abilities.

This is what the race looks like statistically:

Background
Shodonai have fine features, much like the volsparran elves. Their bodies are lithe, with tanned skin that takes on a light blue tint. This tint varies in hue according to how much water shodonai have in their bodies. Shodonai ride kapurra beasts, which are native to the Vaskraall Wastes. All shodonai have mana shards growing out of their bodies in various places. These shards manifest on their bodies when they mature psychically.

Characteristics
STR 3d6 (10)
CON 3d6 (10)
DEX 3d6 (10)
SIZ 2d6+6 (13)
INT 2d6+7 (14)
POW 4d6 (14)
CHA 2d6 (7)

Hit Locations
D20 Hit Location AP/HP
1-3 Right Leg –/5
4-6 Left Leg –/5
7-9 Abdomen –/6
10-12 Chest –/7
13-15 Right Arm –/4
16-18 Left Arm –/4
19-20 Head –/5

Weapons
Type Weapon Skill Damage AP/HP
Dagger 30% 1d4+1 4/6

Special Rules
Combat Actions: 2
Damage Bonus: +0
Movement: 4m
Strike Rank: +12
Traits: Night Sight

Skills
Influence 27%, Lore (world) 34%, Manipulation (Magnitude) 48%, Manipulation (Range) 43%.

Spells
One Sorcery spell 40%.
 
Hello everyone,

Just an update here.

I've been on sabbatical for a bit, spending time with my brother during the holidays.

I'm just putting the final touches on the manuscript before it goes into layout, so you'll be seeing this book in PDF form quite soon.

If all goes well, it will also go into print via Flaming Cobra, so you'll be seeing Blood Throne for the MRQ system in stores as well.
 
Greetings everyone, here's a preview of another race for the Blood Throne setting, the Gheldrin. Enjoy

Gheldrin

The fabled race known as Gheldrin come from obscure backgrounds. Some believe they are an ascendant race created by Enâra, while others insist they are the half-breed offspring of gnome and dwarf. The truth, however, rests somewhere in between.

The first Gheldrin (often referred to as halflings or little folk) were indeed progeny of Shieldwall dwarves and Seguire gnomes, birthed in the Age of Steel when the two races began to mingle in the years before the Shek-tar and Ashoi-Notkah made war upon the elder races and drove them from the Wild Lands. Not surprisingly, the offspring were universally rejected by both cultures, their parents ostracized, forced to leave their ancestral homes under threat of violence, in many cases from family members who viewed the indiscretions of their brethren to be shameful acts which diluted the family line.

Many parents, having grown resentful of their children, left them in the wilderness to die. Hoping to find solace in anonymity, others moved to larger cities such as Megath-Tor, Ardrennen Falls, Fairhaven or White castle Harbor. Sadly, they found little respite from the prejudices of man and elf, who looked upon their strange children with thinly veiled revulsion, openly mocking the little folk with their rounded faces skinny bodies, pointy ears and white hair. It wasn’t long before they too were forced to leave the great cities of the elder races and venture into the wilds of Simarra.

And troubles followed them still…

In those days, long before the roads were patrolled, long before the mana wells were tapped, evil lurked in the wilds of Simarra. The little folk found themselves preyed upon by brigands looking for an easy mark and foul beasts looking for an easy meal. Foul gretchclaw, wild orcs, goblins and a host of other fell beasts hounded the steps of the halflings, hunting them incessantly; to such an extent that their numbers were so small the world soon forgot about them. Indeed, the Gheldrin (as they came to call themselves) might very well have been wiped out during those dark times, but fate intervened.

Legends say the mother goddess Enâra took pity on these creatures for all the troubles they endured in their short lives. She whispered into the hearts and minds of the little folk, beckoning them to journey to a place on the far eastern shores of Simarra, to an expanse of isolated lowlands no eyes had yet seen. There, Enâra bestowed the race with the ability to touch the minds of those who might seek to do them harm and remove all recollection of ever having encountered the Gheldrin.

The mother goddess further blessed Gheldrin females with increased fertility, and their numbers grew tenfold in the first years living in the lowlands. Enâra also taught them of secret paths throughout Simarra known as “Shadow Warrens.” Enâra warned that, while the shadow warrens had grown exceedingly dangerous in recent years due to the efforts of the dread god Thûrak to infest them with shadow spawn, they would nevertheless lead those who had the courage to travel them to safe havens in the most remote places of the world. The importance of the shadow warrens could not be stressed enough, for there would come a time when the world would be plunged into a darkness so great, that the people of the world would have great need of the Gheldrin and their knowledge of these dark paths.

Seeing her work complete, Enâra left the Gheldrin, but not before issuing a decree; The Gheldrin were to refrain from seeking vengeance upon those who had mistreated them in the past. Furthermore, they should always seek to help those in peril or unable to help themselves, and above all, remember to use the shadow warrens in those dark times, for the need to travel in secret would be great.

Left alone, the Gheldrin built the fabled city of Shalledrin, which came to be known as Haven in the common tongue. The halflings constructed secret outposts throughout the Meregost Mountains so they could watch for those who might seek to intrude upon their lands. Those explorers and would-be settlers who ventured too close to the land of the Gheldrin were captured, transported far away via shadow warrens and then released, but not before the experience was wiped from their minds. Some explorers, still retaining cloudy fragments of the journey, spoke of the little folk and their secret lands. Thus, the legend of the mysterious Gheldrin, the mythical city of Shalledrin, and their secret land known only as the Vale of Mists grew.

During the Age of Plenty, the Gheldrin spread across Simarra. Their knowledge of the shadow warrens grew immensely, and the halflings founded settlements in numerous places both on Simarra and in other places; islands and continents not yet visited by the other races. Soon, the Gheldrin began to sneak down into the cities of man, elf and dwarf, always keeping a watchful eye over their distant cousins. Some even established permanent residence in cities such as Ardrennen Falls and Megath-Tor, secretly taking over entire neighborhoods over the course of years, or even building subterranean complexes housing whole communities of Gheldrin who came and went among the other races in the guise of gnome or dwarf. For the most part, the Gheldrin who lived among the other elder races were content to simply watch them, ever mindful of the words Enâra spoke to their ancestors — that there would come a day when the Gheldrin would be called upon to aid those in need. Other Gheldrin, however, cared little for the teachings of their elders, and made their way in the world as thieves, spies, or assassins, using their skills and abilities to selfish ends.

By the end of the Age of Plenty, the Gheldrin had managed to make the shadow warrens relatively safe for travel, either slaying the horrors outright or trapping them in powerful mana shards. Additionally, the Gheldrin had nurtured a vast, intricate informant network rivaling that of some Simarran governments. Known as the Shadow watch, the informant network enabled the Gheldrin to closely monitor the affairs of the world and keep tabs on unscrupulous organizations such as the Arcanus League and monitor the activities of the Sundaari blood magi. And so it was, when the Keza-Drak invaded, the Gheldrin were not entirely unprepared.

Of Derius Trel and the fall of Megath-Tor

Members of the shadow watch had been following the movements of the Othrännän for some time; those of Agärazôn in particular. Members of the shadow watch — a shadow hunter by the name of Derius Trel in particular — assigned to monitor the activities of the Arcanus League in the Cradle of Life began noticing strange changes in the behavior of the god spawn. Agärazôn became increasingly reclusive. He spent most of his time poring over ancient texts and memory shards dating back to the end of the Age of Steel. The god spawn began traveling abroad more often in the years leading up to the invasion. Agärazôn began using the shadow warrens once again, something the Othrännän hadn’t done since the Ascendant wars. Worse, Agärazôn, knowing of the existence of the Gheldrin, woke the sleeping horrors of the shadow warrens, undoing the efforts of the shadow watch to make the secret paths safe for their kin.

Derius watched in horror as Agärazôn — the most powerful of the god spawn — attacked unsuspecting Gheldrin as they moved through the shadow warrens. He wanted to fight and die with his brethren as the betrayer used eldritch spells, laying waste to way-stations in the warrens; but he couldn’t bring himself to drop the obfuscating magicks and reveal his presence to Agärazôn. Something larger was happening, and it was up to Derius to find out what it was and stop it if he could.

Derius followed Agärazôn on his journey to places hidden even from the Gheldrin and watched as he broke the seals binding the dread Morargrim. The shadow hunter paled in abject horror as Agärazôn and the sinister agents of Thûrak nearly eradicated the rest of the god spawn at the Narballa Henge, listened as the betrayer announced his plan to fuse the stone gates open and facilitate an invasion of the world. The halfling fled back into the shadow warrens, thinking only to warn as many people as he could, to save as many as he could. The rest of the shadow watch needed to know the things Derius had seen and heard. Stopping the invasion was a fool’s errand; it was inevitable. The elder Gheldrin had long spoke of the coming of darkness. They told and re-told Enâra’s words throughout the ages, and now her prophetic words were coming to pass. No, there would be no staving off what was to come. Now was the time to embrace the destiny the mother goddess had designed for the Gheldrin so long ago.

The flight back to Megath-Tor was a frenetic, mind-bending journey. Twice the shadow hunter had to fend off attacks from Morargrim and shadow hounds loosed by the betrayer on his trip north. Looking to cut off the people of Simarra from any potential means of travel, Agärazôn had sent his minions to cull the shadow warrens of life; a task they performed with brutal efficiency. Way-station after way-station lay in ruins. Derius did what he could for the survivors, providing healing salves and food. Always, before leaving them, he urged his kin to flee the shadow warrens and prepare for the coming darkness.

The full story of Derius’ flight to Megath-Tor is a harrowing tale best told some other time. Suffice it to say, the shadow hunter barely survived the journey. When he exited the shadow warren in a hidden cellar underneath the popular tavern called the Rusted Blade in Megath-Tor’s market district, Derius found the city in turmoil. The Arcanus League had begun their inquisition which was nothing short of an ethnic cleansing of all Shodonai in the Cradle of Life. Derius wasted little time gathering other members of the shadow watch, many of whom had already begun a long-planned evacuation of the city in the event that such a calamity came to pass. The halfling quickly related the past month’s events, of the betrayal of Agärazôn, the corruption of the shadow warrens, and the unleashing of the Morargrim.

After a hurried debate, it was decided that they would stay in Megath-Tor and do their best to deal with the uprising and work to counter Agärazôn’s plans. Under Derius’ leadership, the shadow watch spread through the embattled city, trying to convince as many citizens as possible to take their families and leave before it was too late.

But it was already too late.

As the shadow watch fanned out through the city, a great roar erupted from the Sedrin Henge. A single column of pale white light shot up into the air, and then expanded at the base, rending apart the fabric of reality to form a great portal. Silence blanketed the city for an impossibly long moment as frightened people turned and bore witness to the event. Suddenly screams rent the silence, followed by a flood of panicked people running through the streets, shouting to anyone who would listen that strange creatures were flooding through the rift, killing anyone who stood in their path. The invasion had begun.

Gheldrin in the Age of Blood

The vast majority Gheldrin have embraced their destiny, braving the horrors of the world, doing what they can to help as many people as possible in accordance with the decree of the mother goddess. Derius Trel and other members of the shadow watch chose to stay in Megath-Tor and resist the invaders. They formed one of the first insurgencies in the early months of the invasion, allowing themselves to be captured and locked away in the sprawling ghetto known as Kaz-Rakhûl or “the rat’s nest.” Distrubingly, a number of Gheldrin have turned their backs on their brethren, succumbing to selfish, base desires. Some have even joined with the mighty armies of Thel-Kaza, using their abilities and skills to hunt down renegade slaves or root out insurgents, even going so far as to hunt down their own kin.

The shadow warrens are fiercely contested; the shadow watch struggling against the Zôrùn-Ahmrê and the Morargrim for control of these pathways. Many of the way-stations have been rebuilt and reinforced, but more people are needed to occupy them. Some Gheldrin have suggested revealing themselves to the elder races and recruiting them to the cause, but even after nearly two thousand years, there is resistance to this idea, especially from the elder Ghedlrin. In the mean time, the Gheldrin struggle to keep their cities hidden as more and more refugees of the war seek to find solace in the remote places of the world.

Gheldrin Culture:
Gheldrin culture has been shaped and molded by the races’ experiences with other races during the Age of Steel. Fundamentally secretive, the halflings teach that the outsiders — the name by which the Gheldrin refer to the myriad cultures of Simarra — must be kept at arm’s length to ensure the safety of their people. Children are taught the fundamentals of moving silently at a very young age. Techniques often incorporate games and dances performed without music, reinforcing the ideas that sounds are anathema to stealth.

Description:
Gheldrin have surpsingly lithe features, given the dwarf and gnomish blood which runs through their veins. Standing an average of two feet tall, the race have round faces, their hair color ranges from pale white to jet black. They tend to wear simple clothing which helps them blend into their surroundings.

Characteristics
STR 2d6+1 ( 8 )
CON 3d6 (10)
DEX 3d6+6 ( 18 )
SIZ 3d6 (10)
INT 3d6 (10)
POW 3d6+3 (13)
CHA 2d6+6 (13)

Hit Locations
D20 Hit Location AP/HP
1-3 Right Leg –/2
4-6 Left Leg –/2
7-9 Abdomen –/3
10-12 Chest –/4
13-15 Right Arm –/1
16-18 Left Arm –/1
19-20 Head –/2

Weapons
Type Weapon Skill Damage AP/HP
Dagger 26% 1d4+1 1/1
Pistol 18% 2d6 3/5

Special Rules
Combat Actions: 3
Damage Bonus: -1d6
Movement: 4m
Strike Rank: +14
Traits: Dark Sight

Skills
Athletics 46%, Perception 43%, Lore ( Shadow Warrens ) 33%, Stealth 38%, Survival 33%.
 
Sounds like an interesting setting.

Have you considered converting Technothrillers and Interface Zero to RuneQuest (or some other gaming engine)?
 
Magistus said:
So how close is this to being released?

Very close, actually. I'm doing some final checks on the monster conversions with Joshua Cole. He did the majority of the conversion work on this book.

Once I'm confident they look good, it goes into layout. Maybe a week, two weeks tops.
 
SnowDog said:
Sounds like an interesting setting.

Have you considered converting Technothrillers and Interface Zero to RuneQuest (or some other gaming engine)?

Admittedly, I hadn't thought about it, but a conversion of those two books might be really fun.
 
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