Hi all, so I've read the reviews and I have seen the feedback. I'm glad most of the adventure text and the use of the Legend system in that regard is OK. That's what I was involved in mainly, I am not glad that the NPC stat-blocks appear to be broken and that wasn't something I had a hand in converting from d20 to Legend.
I can't add any more pages to SGB, what I can do however is re-write the material which is lacking for Magic, Gods/Demons/Cults etc. I can also fix the NPC stat-blocks. Which means I'll be converting them myself from d20 to Legend and adding the new magic as well as Sorcery to their spell lists.
Expect a lot of dark magical things and evil sorcerous tricks. You want pacts with demons? Sure, I can do that...just let me summon my little imp to help me.
So, the good news.
Magic: Well, magic wasn't at all the flavour of Swords and Sorcery it seems that a lot of you wanted in your blood and mayhem. I agree, so I have torn down Magic and replaced it (so far) with a set of guidelines and simple rules for you to add a S&S flavour to your adventures in Xoth (and other worlds). There are simple rules and suggestions on how you might use multiple casters, magical failures (and backlashes) as well as Places of Power for those all important (and sexy) Temple Dance rituals where your NPCs can turn into a giant snake and slither around.
I'm going to add a handful of S&S spells in there too, using Sorcery as the basis for Magic is the way forwards. Sorcery is already close enough to work with Xoth and by adding a few custom S&S spell variants like Summoning and Customized (serpent/animal) God transformations I'm hoping to make this feel far more like the Conan-esque romp it is meant to be.
Hang in there, we're committed (and I know I am) to make this the jewel in Legend's crown...and it won't be stolen by any Barbarian thieves either!
DWP.
OK. Here's a little sample of something from the Magic Chapter. Please bear in mind as well that as it is in Arcania: Blood Magic, the S&S spells aren't designed to be fair or balanced. These are the powers of nightmare for many servants and slaves, even adventurers in Xoth.
New Sorcery
These new spells form the backbone of Swords and Sorcery, they are designed to mimic the flavour of the genre and make a few assumptions regarding that magic. There are no flaming balls of doom, no arcing bolts of lightning or words that kill. There are however blood-churning sorceries, heart-popping magic which tears a living heart from inside someone’s ribcage and more. These are the magic spells which dare to flirt with the power of dark beings, call upon things beyond the stars and should put the fear of Yot-Kamoth into the soul of every Xoth player. For those Sorcerers wanting to call on the power of gods and demons, keep your eyes on the Gods/Cults and Demons chapter of this manuscript. More on Shamanistic and forbidden cannibal rituals can be found there too.
Blood Boil
Concentration, Resist (Resilience)
In the darkest reaches of Xoth there are magic users who dare to perform evil rites; they call forth terrible magic in the name of their chosen gods and demons. With a single gesture they focus the malevolence of their concentrated will onto a target. The target then suffers intense agony as their blood begins to boil in their body. The target takes 1D6 damage from the boiling blood per location every round that the spell is active and the caster concentrates. The caster can pay 1 extra Magic Point per round beyond the initial cost to prevent the victim from resisting the effects once the spell has taken hold.
Progress
Magic: Done
Gods/Demons: Done
Adventures 1-8: Done
Creature Appendix: Done
Page Numbers for Layout: Done on 1-8
To Do: Minor edits/tidy ups/finish up Adventures 9,10 and write poison appendix for blade traps.
I can't add any more pages to SGB, what I can do however is re-write the material which is lacking for Magic, Gods/Demons/Cults etc. I can also fix the NPC stat-blocks. Which means I'll be converting them myself from d20 to Legend and adding the new magic as well as Sorcery to their spell lists.
Expect a lot of dark magical things and evil sorcerous tricks. You want pacts with demons? Sure, I can do that...just let me summon my little imp to help me.
So, the good news.
Magic: Well, magic wasn't at all the flavour of Swords and Sorcery it seems that a lot of you wanted in your blood and mayhem. I agree, so I have torn down Magic and replaced it (so far) with a set of guidelines and simple rules for you to add a S&S flavour to your adventures in Xoth (and other worlds). There are simple rules and suggestions on how you might use multiple casters, magical failures (and backlashes) as well as Places of Power for those all important (and sexy) Temple Dance rituals where your NPCs can turn into a giant snake and slither around.
I'm going to add a handful of S&S spells in there too, using Sorcery as the basis for Magic is the way forwards. Sorcery is already close enough to work with Xoth and by adding a few custom S&S spell variants like Summoning and Customized (serpent/animal) God transformations I'm hoping to make this feel far more like the Conan-esque romp it is meant to be.
Hang in there, we're committed (and I know I am) to make this the jewel in Legend's crown...and it won't be stolen by any Barbarian thieves either!
DWP.
OK. Here's a little sample of something from the Magic Chapter. Please bear in mind as well that as it is in Arcania: Blood Magic, the S&S spells aren't designed to be fair or balanced. These are the powers of nightmare for many servants and slaves, even adventurers in Xoth.
New Sorcery
These new spells form the backbone of Swords and Sorcery, they are designed to mimic the flavour of the genre and make a few assumptions regarding that magic. There are no flaming balls of doom, no arcing bolts of lightning or words that kill. There are however blood-churning sorceries, heart-popping magic which tears a living heart from inside someone’s ribcage and more. These are the magic spells which dare to flirt with the power of dark beings, call upon things beyond the stars and should put the fear of Yot-Kamoth into the soul of every Xoth player. For those Sorcerers wanting to call on the power of gods and demons, keep your eyes on the Gods/Cults and Demons chapter of this manuscript. More on Shamanistic and forbidden cannibal rituals can be found there too.
Blood Boil
Concentration, Resist (Resilience)
In the darkest reaches of Xoth there are magic users who dare to perform evil rites; they call forth terrible magic in the name of their chosen gods and demons. With a single gesture they focus the malevolence of their concentrated will onto a target. The target then suffers intense agony as their blood begins to boil in their body. The target takes 1D6 damage from the boiling blood per location every round that the spell is active and the caster concentrates. The caster can pay 1 extra Magic Point per round beyond the initial cost to prevent the victim from resisting the effects once the spell has taken hold.
Progress
Magic: Done
Gods/Demons: Done
Adventures 1-8: Done
Creature Appendix: Done
Page Numbers for Layout: Done on 1-8
To Do: Minor edits/tidy ups/finish up Adventures 9,10 and write poison appendix for blade traps.