Category: Kickstarter News

A comic. An RPG module. All-ages appeal. Yup, this is an official Good Idea.

The first collection of Sidekick Quests! The all-ages web comic is also an adventure module for Sidekick Quests: The Role-Playing Game.

Sidekick Quests: The Secret of the Sewer Wizard is James Stowe’s very first Kickstarter and the first time Sidekick Quests the webcomic has been collected in a print Graphic Novel. With your help this Kickstarter will create a 96 page book that collects the first comic storyline, The Secret of the Sewer Wizard, and also provides game rules allowing you to play out Secret of the Sewer Wizard as a roleplaying game campaign adventure. The print version of the Secret of the Sewer Wizard has revised artwork throughout with updated colors, dialog and text. There will also be 10 bonus pages of never before seen comics that show what happens after the original adventure ended. The book will also serve as Sidekick Quests the Roleplaying Game’s very first adventure module. The adventure consists of three quests and two encounters that can be played together as one complete story or separately as stand alone games sessions. Anyone that backs the PDF or print versions of the book also get a digital bundle of all the Sidekick Quests rules, quests, characters and advancements that have released online already.

A breakdown of the adventure contents are as follows:

Clean out the Dungeon Quest asks PCs to help a down on his luck Master of Dungeons named Carl perform some Spring cleaning of a castle basement that is full of monsters and maybe even haunted. Includes: rules on running the quest, 1 quest handout, 1 Ghost NPC sheet, 1 Dust Bunnies NPC sheet, 1 Vacuum Monsters NPC sheet, and an illustrated Map of the Dungeon

The Homunculus Encounter introduces the mysterious Homunculus, servant of the Sewer Wizard. What will happen when PCs meet this foul little creature? Includes: rules on running the encounter, 1 Homunculus NPC sheet

The Search the Sewers Quest finds the PCs deep underground, trapped by the terrifying, but generally understood Sewer Wizard. Can they recover their missing doorknocker without being turned into bunnies? Includes: rules on running the quest, 1 quest handout, 1 Sewer Wizard NPC sheet, 1 Sewer Rat NPC sheet, and a fully illustrated Map of the Sewer 

The Professor Pendarva Encounter brings a full fledged adventurer to the rescue. But is this Professor friend… or foe? Includes: rules on running the quest, 1 Professor Pendarva NPC sheet

The Escape to the Surface Quest follows the action of the new 10 page comic and follows the action that happens after original comic ended. Can the PCs make it back to Fairevale? Only if they make it past pirates, trolls and a giant octopus! Includes: rules on running the quest, 1 quest handout, 1 Zombie Pirate NPC sheet, 1 Cave Troll NPC sheet, 1 Giant Octopus NPC sheet, and a fully illustrated Map of the Caverns Below Fairevale.

Now I want to make sure that everyone understands The Secret of the Sewer Wizard is just an Adventure for the already available Print and Play Sidekick Quests the Roleplaying Game but… that is okay even if you don’t known a copy of the game already. Why? Because if you get a copy of The Secret of the Sewer Wizard (digital or physical) you also get everything that has ever been released for Sidekick Quests the RPG in the Digital Bundle.

What is Sidekick Quests?

Sidekick Quests is an all ages webcomic that follows children in a fantasy world and the trouble they get into when their adult mentors go off adventuring and live them home alone. Not only is Sidekick Quests a comic, it is also a roleplaying game designed to introduce kids how to play roleplaying games. Sidekick Quests the comic has been available digitally for four straight years. It has seven complete storylines and releases three times a week.

 

Genre mashups can be messy, unwieldy affairs. They can be messy, gonzo, incredibly fun experiences, as well.

Sometimes, they can be something else entirely – something beautiful and provoking and… different.

The art alone tells me this one is in that last category. Only five days to go, so let’s help them get that initial funding.

A Steam, Diesel & Cyber-Punk Fantasy role-playing game set in a Post-Apocalyptic Dystopia scarred by the war between magic & machinery.

What is Ether Rpg?

Ether Rpg is a roleplaying game built upon the genres of fantasy, steampunk, dieselpunk & cyberpunk as well as being supported by post-apocalyptic & dystopic themes.

What-Punk?

Ether Rpg primarily focuses on the genre of steampunk (think Howl’s Moving Castle,Dishonored, Van Helsing, or The Time Machine). Steampunk is defined by its alternate view of technological change (or lack thereof) of 19th century Victorian Europe.  Instead of gasoline, steam & retro-futuristic machines which generate power in esoteric ways drive the industrial revolution of the world.

It also utilizes the genre of dieselpunk (think Suckerpunch, Sky Captain & the World of Tomorrow, The Rocketeer, or Bioshock).  Dieselpunk is the next stage in evolution of steampunk & is characterized by the sharp & sleek military trappings of the World Wars.

And it takes a nod from the genre of cyberpunk (think Ghost in the Shell, Blade Runner,Shadowrun, or Deus Ex). Cyberpunk is often considered the original “punk” genre & focuses on technologically-advanced, although dystopic, futures.

Didn’t you also mention Fantasy?

Absolutely.  In Ether Rpg, players have the capacity to use many of the staples of the fantasy setting (such as magic & alchemy) & the quintessential machines of the various “punk” genres.

Staples?  So, like, elves & such too?

Actually, no.  Ether Rpg might fit into the same genre as other fantasy games, but it strays from many of the classical species found in your typical fantasy RPG.

Instead of the usual fare, players can expect to control shapeshifters, living plants, monstrous descendants, spell eaters & many other unusual beings.

Sweet!  So I can have a magical machine gun right?  Right?

Actually, when magic & machinery mix… things explode.  They’re something like opposite ends of the magnet & work against one another.

Machinery runs on a still-misunderstood energy source, while magic draws its strength from the life-force of its caster.  And not everyone is capable of using one or the other.

The world of Ether Rpg has a particular focus upon the concept of balance & counterbalance. When something comes into being that shouldn’t, something else comes into being to counteract it.

I heard Apocalypse, I know I did!

You really did.  Ether Rpg is set in a period shortly after a war between… you guessed it… magic & machinery.

Residual fractures in reality threaten everyone’s lives.  The planes have spilled into one another. Dimensional creatures run rampant in the wilds.  Cities lie in ruins.

And the rebuilding has just begun…

Where can I read more?

Several of the additional segments right here on the campaign give a brief synopsis!

But, you can also read more about the various genres of Ether Rpg, the setting & all sorts of additional information about the game on Clockwork Angel Studios’ website & YouTube channel.  Just follow the links below.

Ether RPG’s Website

Clockwork Angel Studio’s YouTube Channel

Ancient Sumeria and “In Search Of…”-style ancient alien conspiracy theory as the basis of an RPG? Interest piqued!

ANKUR-kingdom of the gods is a new sci-fi, table top role playing game based on Sumerian mythology, and the ancient alien theory. 

ANKUR-kingdom of the gods is a new sci-fi, table top role playing game. It immerses players in a setting based loosely on ancient Sumerian mythology, and the alien astronaut theory. Inspiration was taken from authors like; Maurice Chatelain, H.P. Lovecraft, Edward Bulwer-Lytton, and Zacharia Sitchin. Ankur is being developed by: Chris Miller Games (CMG™).

Chris Miller is an Independent game designer from Atlanta, GA. Chris has been a table-top role-player, and Larper since the early 1980’s. He was a former guest liaison for Dragon-Con from 1998-2003. In addition to being an avid gamer, Chris is a historian, martial artist, paranormal investigator, and ordained minister with an honorary Doctorate in Metaphysics. He enjoys using his extensive practical knowledge to help create realistic game mechanics. In 2014, Chris quit his career as an Optician, to create “Chris Miller Games” (CMG™), and design his first table-top RPG: ANKUR – kingdom of the gods.

The game focuses on two worlds; Nibiru (the collective name of the planet Nibir and its 4 moons) and Ki (Earth). They are forever linked by ancient cataclysmic events that shaped both worlds. Nibir, a wandering planetoid originally from the “Bow star” Sirius, entered our system and collided with Ki nearly 4 billion years ago. This event created the asteroid belt, and gave Ki it’s current axial tilt and rate of spin. Due to this mingling, Ki was left with two moons and assumed its current orbit around the sun (Nuru-Zal). Nibir was sent hurtling into the void along a 3,600 year elliptical orbit around both suns of this binary “Zalar” system; Nuru-Zal & Etu-Zal. Yes, like most star systems, our sun also has a counterpart called Etu-Zal. It is a brown dwarf about 539 AU from Nuru-Zal and is virtually invisible from Ki (Earth). Both worlds developed life sustaining properties but every 3,600 years they would once again come near one another; causing planetary upsets. 

Approximately 1 million years ago, Nibir’s planetary core started to slow its rate of spin and Nibir’s magnetic field began to wane. It’s thick atmosphere began to disperse, giving the planet the appearance of having fiery wings. The once active volcanism and geothermal activity which sustained life on the planet began to calm. It was discovered that Manna (mono-atomic gold powder), if dispersed into the upper atmosphere, could generate the magnetic field necessary and insulate the planet. 

The beings of Nibiru (known as Nibru-ene) found gold very plentiful on Ki, and established several mining colonies for its extraction and conversion into Manna. The Nibru-ene workers began to notice changes while on Ki. Differences between the torsion fields of the two planets, generated by each planet’s magnetic core, caused Nibru-ene workers who spent long periods of time on Ki to experience shortened life spans. This combined with the back-breaking work of gold extraction, caused the workers of Nibiru to revolt. It was decided to genetically create a species of slaves to do the labor using primitive hominids existing on Ki. Thus the Lu-ki (Earth-men) were born! 

30,000 years ago, Ki’s second and smallest moon, drifted out of orbit causing cataclysmic floods worldwide. The presence of two moons had kept the sea level around the equator over 400 feet higher than today. Once the gravitational force of the second moon was lost, a tsunami of of biblical proportions washed over the entire planet. It was known as the Great flood or the Deluge. Though much was destroyed, the Lords of Nibiru have since rebuilt great cities on Ki and have once again resumed mining operations. As for the original slaves, few survived the flood. However, though Lu-ki life cycles are short, they breed quickly. In the five thousand years since the flood, mankind has become plentiful once more.

The Nibru-ene created beings of great variety in order to accommodate different tasks. There are five player character species and many more non-playable NPC species to discover. ANKUR is a world where Yeti porters and pygmy nomads walk the streets among Neanderthal soldiers and cone-headed scribes. ANKUR is a melting pot of species and ideas. The “gods” of antiquity are real and lead the populace from their fortress-like Ziggurats. Prehistoric animals, remnants of the time before the great flood, still roam the countryside. 

Seen everywhere in the ANKUR game world is the duality of life. Stark contrasts exist between the primitive and the high tech. Warriors clad in animal skins sit astride pre-historic creatures, while carrying ray guns. Scribes may use an abacus to tally market sales and then broadcast the results via wireless radio. Air travel, though expensive, is common and incorporate a strange and wonderful variety of Vimanas to shuttle people and cargo from city to city. A system of “wire-less energy” is transmitted by pyramids located in all major cities. Any electronic device, including airships, will function within their radius. This obviously increases the desirability and power of the city-states that control them. 

Evil Beagle enjoyed working with our friends over at Sasquatch Game Studio on the Primeval Thule for Savage Worlds book, and we’re really looking forward to this wickedly cool board game they’ve got in the works.

Ultimate Scheme is a board game with a not-too-terribly serious theme of evil geniuses, mastermind villains, and world domination!

Ultimate Scheme is a game for 2 to 4 players, in which you are an evil genius or criminal mastermind, taking on the role of a faction such as the Dark Masters of Darkness, Professor Roboto, or the Cult of Tentacly Doom. You direct your minions across the globe to gather resources and complete nefarious schemes such as Build a Freeze Ray or Market Evil Soda. Each scheme earns you progress toward your Ultimate Scheme, your secret victory condition for the game. When you’ve completed your secret Ultimate Scheme, you win the game! 

Back Ultimate Scheme at either the base game level, the Expanded level which includes the Ultimate Scheme expansion: Plan Number B, or even the Deluxe level that includes special custom tokens. Higher reward tiers let you make your own mark on the game, or ship the game in its own aluminum attache case!

We have Customs-Friendly shipping for Ultimate Scheme! Shipping costs are added to your reward level when you select the shipping destination. More shipping details in the Shipping Info section below!

Download the Rulebook from our website!

Here’s the game’s BoardGameGeek Page!

We’re partnering with a top-line game manufacturer to deliver an attractive game made with high-quality components. Your quest for world domination includes:

Game Board: An attractive game board with a linen finish.

Player Pieces; 20 minions (meeples) and control markers, in four colors for up to four players.

Resource Markers: 130+ punch-out resource tokens for your finance, occult, and science resources, as well as your Unobtanium.

Game Cards: 136 poker-sized illustrated game cards, including:

  • 10 Factions
  • 10 Ultimate Schemes
  • 63 Scheme cards
  • 48 Action cards
  • 5 X-factor cards

Rulebook: A full color rulebook to remind you how to take over the world.

Other Stuff: The Ninja token, Anarchy marker, and first player token. Everything else in the box is classified.

A fantastic, very deep, gorgeous sci-fi game coming from our wonderfully creative gaming friends in Europe! This one will be done in English and Spanish.

Will you survive in a hostile alien planet? Do you have what it takes to defeat a Ravager Queen? Join us to discover it!

A Garden in Hell gives you a complete pick-up-and-play campaign containing everything you need to roleplay in the Faith Universe right out of the box.

It includes an overhauled ruleset, new gear and equipment cards, a player deck, and most importantly, a 64 page-long campaign that will take you to uncharted territory, right into the ravager’s den.

Faith: The Sci-Fi RPG is a tabletop roleplaying game that allows you to determine your own fate with a card based mechanic, and puts the art on the table to immerse you in your character and the story.

The setting tells stories about inter-species politics, undercover operations, business deals, space exploration, and fighting uncanny enemies. At its core, it’s about finding your true self and following it to the direst of consequences. When you do, one of the five gods will reward you with soulbending powers so that you may forge the destiny of the Universe.

WHO ARE YOU? WHAT ARE YOU?

The voice of reason or pure madness? Team-player or self-absorbed? Owner of the Universe’s largest Megacorp or peacekeeper on a forsaken planet? So long as you live up to it, you shall be rewarded.

Faith: A Garden in Hell is a campaign for 2-5 players and 7-12+ sessions. Everything needed to play the game is included in the box. 

Background. The fragile truce between the Iz’kal and the Corvo had been compromised by a series of murderous attacks on remote colonies. Mutually Assured Destruction was days away as both species laid blame on each other… and then the Battle of Izuan Tai shook the groundwork of the known Universe. It was the first big blow the legendary species of the Ravager would deliver to civilisation, but it wouldn’t be the last. A new menace had awoken from a long sleep. 

A Garden in Hell takes place 23 years after the Battle of Izuan Tai, when the rival Iz’Kal and Corvo species joined forces to stop the common threat, forming the Coalition. This entity has now become a “third state” independent of both the Iz’Kal and the Corvo, with emergency powers over all areas threatened by the Ravager. 

On its last military council, the Coalition high command agreed it was time to leave their defensive stand and strike back in full force to capture a Ravager Queen. At first, the attack was a thundering success, but when the injured Ravager Queen entered the Labyrinth only your battleship’s group was able to chase her unscathed deep into Ravager territory…

LARP games are a whole different kettle of fish for many roleplayers, but they can be some truly amazing experiences for all involved. A high degree of immersion, usually mixed with a larger player base than the typical tabletop session, means a very involved, often emotionally affecting time for every participant.

This one is by two of the most respected LARP designers in the world today – Secretly Mike Young and Nathan D. Paoletta.

A scenario-driven live action roleplaying game of disaster movie drama. You can’t stop the disaster, but you can decide who survives!

A Grandiose Disaster is a live action roleplaying game where you play out your own character-centric disaster/horror movie! Using a set of structured scenarios, anywhere from 6 to 12 players play archetypical characters run through the wringer of the disaster. Who will you try to save? What choices do you make to survive?

Who lives, and who dies?

A Grandiose Disaster is written and designed by Mike Young and published by Nathan D. Paoletta

“Mike Young’s been at the cutting edge of larp for over a quarter century. With A Grandiose Disaster he takes lessons from theater-style, Parlor, boffer, freeform larp, and tabletop games and in the process cuts several Gordian knots of larp design. What we get is a pick-up and play larp that works as a campaign series, cuts straight to the action and distributes the “plot” to give everyone their moment in the sun. And on top of that, it’s different every time you play. Bravo!” – Emily Care Boss, Black & Green Games

There’s more info about the game itself (on the kickstarter page) – but we also have a preview of the rules available in our first backer-only update. Pledge any amount (even $1) and you can check it out and decide what you think!

As long as I am reduxing Picks today, here’s another one I wish to give a second shout out to. They are precariously close to their goal, and this is a very worthy effort from Green Ronin that is near and dear to my heart. You all know how much I love my paladins!

We are bringing our classic divine sourcebook The Book of the Righteous back for Fifth Edition as a beautiful, full color hardback.

We teamed up with Wizards of the Coast to bring you Out of the Abyss and the Sword Coast Adventurer’s Guide. Now Green Ronin wants to bring you a divine sourcebook for Fifth Edition like no other.

“As the editor and developer of the 1E Deities & Demigods, I’m pulling hard for your Book of the Righteous Kickstarter. I backed it, and I encourage every other dedicated 5E player to do the same!” – Lawrence Schick

Return of a Classic

In 2002 Green Ronin published The Book of the Righteous, a massive tome for the Third Edition rules describing an entire pantheon of gods, as well as their churches, worshipers, and defenders. It was a big hit for us and became one of the most critically-acclaimed books of the d20 era. Now we are bringing it back for the Fifth Edition rules as a beautiful, full-color hardback book. Even better, the new rules material will be designed by Robert J. Schwalb, one of the designers of Fifth Edition!

Update #1: D&D Fifth Edition and Lords of Waterdeep designer Rodney Thompson has also joined the design team!

Update #2: There will now be a Fantasy Grounds version of The Book of the Righteous. There are three new tiers you can choose from covering this option. Fantasy Grounds is a virtual tabletop (VTT) app that lets you game online with your friends anywhere in the world. See below for more info.

Update #3: D&D Fifth Edition lead designer Jeremy Crawford is going to write a foreword for the new edition of The Book of the Righteous! 

So what is The Book of the Righteous? Simply put, one of the most comprehensive pantheons ever seen in roleplaying games. It presents more than 20 pick-up-and-play churches corresponding to gods that feature in most fantasy campaigns (god of war, god of justice, etc.). Each church features lavish detail, including in-depth information on its clerics, holy orders, dogma, prayers, and rituals. These churches can be used in any campaign to bring a whole new level of detail to the religious characters. Plus, for those who don’t have a complete cosmology in their setting, the Book of the Righteous provides a comprehensive mythology that unifies all of the gods in the book. That mythology, and its corresponding cosmology, is not tied to an existing campaign setting, making it as portable and useful as our long running Freeport series. If you want in-depth religions for your campaign, The Book of the Righteous is for you.

If you’d like to see a sample of The Book of the Righteous, you can read a complete chapter of the original book here. It details the church of Urian, the Sky King. 

Their latest Update –

Hello all,

Great news to announce today: D&D Fifth Edition lead designer Jeremy Crawford will be writing a foreword for the new edition of The Book of the Righteous! As you may recall from ourinterview with author Aaron Loeb, Jeremy played in Aaron’s campaign in the Third Edition era and so is well-familiar with the gods and cosmology of The Book of the Righteous. He was also one of the creators of our Blue Rose RPG, which is coming back in a new edition in August. We’re excited to have him aboard for this project. Thank you, Jeremy! 

In other news, today Nicole and I will be appearing on the Hyper RPG channel on Twitch to talk about Book of the Righteous. We’ll be on their Rabbit Stew show, which airs at 2:15 pm Pacific Time. 

And I was writing this update, we topped $20,000! We’ve got one week to go on The Book of the Righteous and only 5K to go to get funded. One good push and we’ll be there! Tell your friends: The Book of the Righteous for Fifth Edition is coming and it’s going to be glorious!

Chris Pramas

Green Ronin

A very good friend, Michael Satran, is also one of the great Bearers of the Torch for the Hero System. He has a special understanding of both the game system and the unique take on the various genres that Hero Games fans have come to love. If you’ve a yearning for supers-pulp greatness, this is for you.

Take heroes to underground worlds filled with mystery! A supplement for Champions Complete, Savage Worlds, and Mutants and Masterminds!

Jules Verne. The Lost World of the Warlord. Doc Savage. The Challengers of the Unknown. The Fantastic Four! The Savage Land! As long as there have been stories about explorers and superbeings, there have been stories of strange underground lands and societies at Earth’s Center. This campaign supplement for Champions by veteran game author Michael Satran fits easily into any campaign world – and in glorious full color! It addresses a variety of differing power levels, with many options for adjustment and expansion.

This is JOURNEY TO THE CENTER OF THE EARTH.

This softcover campaign supplement for Champions Complete using Hero System 6th Edition rules runs approximately 280 pages, including art and maps. All backers at the $20.00 or more level will also receive a zip file containing not only the PDF of the book, but additional PDFs character sheets and information for Savage Worlds and Mutants & Masterminds as well.  

WHY YOU NEED THIS BOOK

Sinister sorcerers, Reptile Men, underground supervillains, hidden temples, evil cultists, and awesome archmages! This one’s got it all!

Meet the King of the Reptile Men, and find out why he wants to go to war with the surface world!

Face The Oligarch, guardian of the laws of magic, and learn his hidden agenda! To many on the surface world he is a sinister villain! To others, a bold leader!

Face cybernetic mole men, explore the underground, deal with earthquakes, lava, and hidden civilizations!

Additional information about underground environments and combat.

Tons of ideas for your superhero game even if you don’t play Champions, Savage Worlds, or Mutants & Masterminds!

Maps of the Center of the Earth, including a typical city, key areas of the Reptile Empire and the Oligarch’s Dark Spire!

Learn secret objectives of the Cult of the Ebon Flame!

See how other criminal organizations and governments deal with the Center of the Earth!

Rules for how much knowledge the characters should have in different types of campaigns!

Unique flora, fauna, and cultures!

Over 30 new characters to bedevil, confront, and aid your heroes!

Hundreds of plot seeds, ideas, and ways to mix things up to make your game unique!

This one is getting a great deal of attention from me and my of my game design colleagues.

Murders & Acquisitions is a tabletop RPG of espionage, subterfuge, intrigue, theft, and murder in an absurd corporate world.

Murders & Acquisitions is a tabletop RPG of subterfuge, espionage, intrigue, theft, and murder in an absurd corporate world. Everything you need to play will be contained in a single game book. A variety of PDF support materials will also be provided.

The players portray corporate go-getters who are willing to climb the corporate ladder by any means necessary. You might sabotage a rival’s pet project, steal his secrets, destroy him socially, or simply kill him and cover it up. Lie, kill, steal – it’s all fair game in a cut-throat corporate world. You can create a character in a matter of minutes. Resources in the book allow a GM to craft an adventure quickly and fill in the blanks as the group plays.

Murders & Acquisitions utilizes a simple, dice-based system for task resolution. Skills are rated with a die type, from d4 to d12. You roll that skill die plus a d6, add the results, and compare the total to a target number. There are ways to bump the die types up or down based on circumstances, as well as ways to gain additional dice to roll. Each action is resolved with one die roll. Both success/failure as well as degree of success/failure are resolved with one roll.

The core game is set in an alternate version of our own real world. Stretch goals will add a series of optional, modular add-on rules that bring a variety of fantastical elements to the game. These add-on rules can be mixed and matched to create a more complex, unique version of the Murders & Acquisitions game for everyone to enjoy.

“I wasn’t sure what I was going to get when Craig sent me Murders & Acquisitions, but I can happily report it’s a fun little game perfect for roleplaying through the madness and murkiness of corporate America. The game engine looks fast-paced and dice rolling features several neat tricks to make task resolution more than just pass-fail. Recommended.”

Rob Schwalb, Schwalb Entertainment

“I think everyone can relate to the dread of having to wake up to go to the office on Monday and the occasional urge to strangle a coworker. Murders & Acquisitions is a little slice of revenge against corporate culture, a way to find some relief without having to look for a new job afterwards. Just don’t invite your boss to play.”

Jason Bulmahn, Paizo Publishing

“Murders & Acquisitions is set in a world that I’ve never seen before, but is at the same time immediately recognizable. I’ve never had more fun looking at a resume/character sheet and pretending to go to the office. Then again, if going to the office was this exciting, I’d be paying them.”

David A. Lupo, New World Alchemy

“Eastern Fantasy Noir Steampunk for D&D 5E?” Yeah, this looks like it will totally rock, and beautifully expand your D&D Next experience.

Enter a realm infused with the traditions of the East, a dying world where technology is heresy and the wounds of the past bleed still.

This brand new campaign setting draws heavily on the ancient traditions of the East, taking the world’s oldest and most popular roleplaying game into the feudal lands of Soburin—a realm of peoples trained for magical and martial warfare, drafted into a conflict they had no stake in. 

It has been half a century since the Ceramians and Ropaeo destroyed one another across the Great Divide, ending the distant War of Kaiyo. With no support from afar the technologically advanced oppressors of the Kengen Occupation fell to the blades and spells of Hitoshi Masuto’s Soburi forces, raising him to the seat of power due by birthright.

But all is not well in Soburin.

Each of the prefectures of Soburin is unique in its own way, controlled by a clan descended from the Imperial Siblings that established the government that still rules today. All have a focus (martial arts, the mastery of magic, or even heretical sciences) but each is different from its peers. 

During the occupation all the realms save for the Imperial Prefecture and those belonging to the soldiers of the Battle of Broken Spears were forced to house and control the nonhumanoid peoples of Soburin. For the magical prefectures it was a simple thing to take in the hengeyokai of their clan’s ancestral animals, but for others it was less than ideal—the ape-like enjin chaffed at the restrictive lives forced upon them, often fighting with Ikari samurai to cause unrest, and the canny tanuki took their prankster tendencies to truly subversive plateaus of thievery in Shinko. 

Mists of Akuma focuses primarily on life in Sanbaoshi, the capital of the Imperial Prefecture (as well as scientific Chikan, the Star of the North, and martial Nagabuki, Gem of the South) but all of the clans are detailed in their beliefs, cultures, and philosophies, informed by their history in the world and the animal their ancestors chose to represent themselves. 

The world is far more than the descended clans of the Imperial Siblings however, and the dangers that lay in wait all across Soburin are many indeed.

Classes

Centuries of warfare between the clans before the rise of the Masuto led to a host of martial and magical disciplines throughout Soburin, There are a total of 17 class options for Fifth Edition within this fantastic tome: Bushibot Martial Archetype, Circle of Blight, Circle of the Shifter, College of the Gun Priest, Clockwork Adept Arcane Tradition, Detective Rogue Archetype, Herbalist Rogue Archetype, Kami Divine Domain, Mage Arcane Tradition, Martial Artist Monastic Tradition, Ninja Rogue Archetype, Priest Monastic Tradition, Samurai Sacred Oath, Shinobibot Rogue Archetype, Tattooed Monastic Tradition, Tsukumogami Hunter Ranger Archetype, and the Wu-Jen Warlock Pact (with patrons for Summer, Winter, Autumn, and Fall)

Races

Many different races dwell within Soburin, vying to survive against the Mists of Akuma and scarred by their relations with one another under the Kengen Occupation. There are a total of 27 race and subrace options, ranging from the truly magical to the robotic:

  • Three types of Humans: soburi (imbued with magic or martial talent), ceramian (naturally inclined to technology), and ropaeo (born socialites).
  • Bakemono: strange oni-kin born from the congealed essence of insects that died in theMists of Akuma (konchū, kumogatarui, or mure subraces).
  • Enjin: physically powerful ape-people from the once vast jungles of southern Soburin.
  • Hengeyokai: magical humanoids able to shift from their hybrid bodies into both animal or human forms. Subraces include Inu (Dog), Kitsune (Fox), Kumo (Spider), Kurēn(Crane), Monkī (Monkey), Neko (Cat), and Ratto (Rat).
  • Kappa: long-lived shelled reptilian humanoids.
  • Mutants: surviving a journey from across the Great Divide and warped by the energies unleashed by the War of Kaiyo.
  • Necroji: abominable undead soldiers crafted by Ropaeo necroscientists.
  • Oni-Touched: offspring of humans that have been tainted by the Mists of Akuma. 
  • Psonorous: also from across the Great Divide, these humanoids were made physically weaker by the apocalyptic fallout there but received mental powers in return.
  • Pyon: frog people hailing from the swamps and bogs of Soburin.
  • Shikome: the brutish result of animals and beasts that fall to the corruption of the Mists of Akuma (blessed and cursed subraces).
  • Steametic: artificial humanoids made of metal and crafted by the engineers of fallen Ceramia.
  • Tanuki: squirrel-like humanoids from Soburin’s forests.
  • Tengu: birdmen that live in the cold mountain reaches.
  • Umibo: a mysterious race of extremely long lived elemental humanoids infused with the essence of water.