Speaking of Sundara: Hoardreach!

A new video has been published in which Neal Litherland talks about Hoardreach: The City of Dragons in Sundara, available for 5E and Pathfinder.

Hexploratores Volume 1-2: New Thurak (5E) Now Available

Hexploratores Volume 1-2: New Thurak (5E)Hexploratores Volume 1-2: New Thurak (5E) is now available to buy on DriveThruRPG.

Published by Sad Fishe Games, this supplement we have contributed to is part of a series that details hexes from a setting in finer detail. The supplement can be used to build the setting, or dropped into others.

100 Encounters for Fantasy Hills PDF Preview

A new video has been published on YouTube that previews the first few pages of 100 Encounters for Fantasy Hills.

Long Roads and Short Tempers Part I

Species of Sundara: Elves (5E)Long Roads and Short Tempers Part I is a piece of fiction for Species of Sundara: Elves, one of the supplements for Cities of Sundara, which is available in versions for 5th Edition and Pathfinder.

Arumil was holding court from atop his bar stool, gesturing languidly with one hand while he told the tales of his travels since he’d last been through the town of Barstock nestled in the foothills of the northern mountains. Though he’d slept beneath the stars and walked into the wind near every day since he’d last departed, the Rhodann had all the grace and poise of a king on his throne, rather than the look of a road weary traveler.

He was just getting to the climax of his tale about a mysterious door he’d found while taking shelter in a cave one night, when the door of the tavern opened. Half a dozen men stepped out of the night, entering one after another. They fanned out through the tavern, cutting off escape routes and positioning themselves near doors and windows. Every man wore a blade at his belt, and many carried heavy, iron-shod cudgels. Each wore a look of grim determination, and some emotion hotter than anger burned in their eyes.

The quiet buzz of conversation that had filled the tavern went still. Arumil kept talking, however, as if he were unaware of the tension pouring into the room. His bright green eyes noted the men and their arms, however. Once they were in place, a larger man strode toward where the elf had been telling his tale. This man was thick-shouldered and barrel chested, with the calloused hands of a butcher and the crooked nose of a brawler. His boots rang hard on the floorboards, and he had his hand wrapped around the hilt of the dagger at his side.

“Ah, Valo,” Arumil said, raising a hand in greeting as if he’d just noticed the hulking man. “It has been some time. My apologies, you’ve missed the best part of the tale. Pour yourself a glass and sit a spell, though, and I could spin another should you wish.”

“Where is she?” Valo said.

“She who?” Arumil asked. He took a sip of wine, and set his glass on the bar. “It’s been several years, Valo.”

“You know who I mean,” Valo snarled, taking a threatening step closer. His knuckles were white on his knife. “My Drucilla. You took her. Tell me where, and maybe I’ll let you walk out of here with both those pointy ears still attached to your head.”

Arumil had his mouth open to respond, one open hand held up as if to forestall violence. That was when his companion, who had not spoken a word since the two of them had entered the tavern hours ago, opened his mouth.

“Was that the name of the woman whose husband tried to kill her because he was sure she’d lain with you?” the dark-haired elf asked, his steel gray eyes on Valo. “The one you brought to a new home where she’d be safe, and could raise her daughter in peace?”

If the room had been quiet before, it was silent now. The townsfolk sat there, mugs and cups hovering in midair, as if they were afraid to move. The men standing around the walls all looked to Valo. The big man’s face was turning red, veins throbbing at his temples. The second elf merely sipped from his own glass, his unblinking gaze fixed on Valo. Valo took a step closer, drawing his knife from its sheath.

“Don’t,” Arumil whispered. But he said it to his companion, rather than to the man with steel in his hand, and murder in his heart.

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100 Irrelevant Things to Hear from a Bug or Wiretap, A Dekas of Sundaran Alchemical Cosmetics (PFRPG), 7 True Fae in Arcadia and Filler Art – Amorphous Blob Now Available

100 Irrelevant Things to Hear from a Bug or Wiretap100 Irrelevant Things to Hear from a Bug or Wiretap, A Dekas of Sundaran Alchemical Cosmetics (PFRPG) and Filler Art – Amorphous Blob are now available on DriveThruRPG and 7 True Fae in Arcadia is available on Storytellers Vault.

Bugs and wiretaps are common in spy and crime games, but not everything heard over such is important. 100 Irrelevant Things to Hear from a Bug or Wiretap has 100 inconsequential things to overhear.

In a high fantasy setting, things like alchemy will be used for everyday items, and A Dekas of Sundaran Alchemical Cosmetics (PFRPG) has 10 useful alchemical cosmetics for any setting.

The True Fae are the beings responsible for the Lost in Changeling: The Lost and 7 True Fae in Arcadia has seven new ones to encounter.

Filler Art – Amorphous Blob is a piece of hand drawn black and white stock art. There are two images, one on a white background, one on a transparent one, at 300 dpi. The image can be used for personal and commercial uses.

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100 Books to Find in or about the Borderland Provinces II PDF Preview

A new video has been published on YouTube that previews the first few pages of 100 Books to Find in or about the Borderland Provinces II.

September System Sale Week 4

Sale
944010 / Pixabay

Week 4 of the September System Sale is for Savage Worlds and we have one title in the sale, 100 Rumours for Saga of the Goblin Horde. Click here to see it.

Year Zero Engine Sale

Sale
944010 / Pixabay

The Year Zero Engine sale is now live and nine products we have published through Free League Workshop or contributed to are discounted. Click here to see them.

D8: The Strange Rumours – Ardeyn: Mandariel

WorldsThe Strange is a game published by Monte Cook Games. It is, at least in part, set in the normal world, but there are other worlds out there, in the Strange. This list has ten rumours for that setting, similar to the various different adventure hooks in the books, and these can be used as adventure hooks or simple misinformation.

  1. Chaos skiffs ride the currents of the Strange and most from Ardeyn are based out of Port Jayeed. The Strange and its inhabitants are dangerous, and not every chaos skiff returns from its voyage. It’s rumoured, though, that the number of skiffs that are being lost in the Strange has been on the rise over time.
  2. Dangerous creatures from Ardeyn and the Strange can be found fighting against slaves, volunteers and champions in Marhaban’s Champion Dome, but recently there have been creatures appearing in the contests that no-one recognises. They’ve never been seen in the matches before, and they look like nothing ever encountered on Ardeyn. Some claim they come from completely different worlds.
  3. King Khousaf if Mandariel died a decade ago, and no new king was chosen from amongst the Twelve Princes by the Oracle of Ardeyn. It’s rumoured that this was because one, or more, of the princes was involved in the former king’s death, which was murder, not natural causes, and the Oracle didn’t want to risk a murderer being put on the throne.
  4. Mandariel and the Queendom of Hazurrium have a frequently tense relationship; the Queendom accuses Mandariel of putting all of Ardeyn at risk by sending ships into the Strange whilst Mandariel claims the Queendom just wants to maintain is position of pre-eminence. It’s rumoured that relations have devolved further recently, thanks to a number of skirmishes between the two countries on their border, and that they might get worse still.
  5. Port Jayeed is those relations where chaos skiffs based on Ardeyn sail the Strange travel to and from, and it’s rumoured that there are plans to increase the number of piers where the skiffs can dock, perhaps to allow more skiffs to make port, perhaps to allow larger vessels to dock, though it’s not known what such vessels might be.
  6. The Champion Dome is the most famous part of Marhaban, where slaves, volunteers and champions fight each other and dangerous creatures from Ardeyn and the Strange. Betting on the results of contests is extremely common, with large purses regularly changing hands, but it’s rumoured that some of the fights are fixed to ensure that the right people win. Those right people may include Prince Salman and Prince Bandar, two of Mandariel’s Five Princes.
  7. The Five Princes are the rulers of Mandariel, and the survivors of the original Twelve Princes. They share power, though each would no doubt prefer to be the sole ruler, and it’s rumoured that some of the princes have been reaching out to other powers with the hope of getting backing for them to take the throne. Some may be reaching out to powers best left alone.
  8. There are many whispers about Captain Tethis, mayor of Port Jayeed, with some claiming that he’s actually a kray thrall. Those rumours in particular are dismissed, but it’s said there are other rumours that are, if anything, even more troubling. And that those who mention them disappear, never to be seen again. Which might mean they are true.

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100 Spacer Superstitions, 100 Encounters for the Borderland Regions (Black Spear) and 100 Hooks and Rumours to Hear on or About the Rock of Bral Now Available

100 Spacer Superstitions100 Spacer Superstitions and 100 Encounters for the Borderland Regions (Black Spear) are now available on DriveThruRPG and 100 Hooks and Rumours to Hear on or About the Rock of Bral is available on DMs Guild.

Just like their wet navy precursors, spacers have their own superstitions and 100 Spacer Superstitions has 100 such to hear. Though there may be nothing to a superstition, that doesn’t mean a spacer won’t react badly if one is broken.

The borderlands are those areas that are not quite tame, not quite wild. 100 Encounters for the Borderland Regions (Black Spear) has 100 encounters to enliven journeys through such regions.

Characters may hear rumours and snippets of gossip when asking around and 100 Hooks and Rumours to Hear on or About the Rock of Bral has 100 such for the Spelljammer setting. They may or may not be true and can be used as background colour or as potential adventure hooks.

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