Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Vapourware Does this look promising?

LeStryfe79

President Spartacus
Joined
Nov 25, 2008
Messages
7,503
Location
Codex 2012 Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Codex USB, 2014 Shadorwun: Hong Kong
Blood of Yesteryear
Twenty years have gone by since the Age of Adventure came to a sputtering, undignified end. All that is known is that a band of six warriors made a pact to seal away an ancient evil and with it the world was forever transformed. The Dragon, The Saint, The Fool, The Tempest, The Beast, and The Rose were their names. With the pact, they consumed the drought of power and each took a piece of it. However, the warriors began to change in unexpected ways as time passed...

Today, the continent of Lameritus, where this campaign takes place, is ruled by the iron justice of the Temple of The Left Eye, an unforgiving religion based on virtue and order. With order came advancements in clockworks and logic, while pseudosciences such as astrology and alchemy seemingly exist out of defiance. Slow, cantankerous airships tread the clouds, and wondrous automata are a staple of every carnival. Furthermore, canons and flintlocks have become advanced enough such that their like are on equal grounds with the steel swords and armor of yore and martial tactics seemingly rewrite themselves on a daily basis because of it.

Questing has been banished and criminalized by the Left Eye unless officially sanctioned. The reasoning is that such acts could be blasphemous and may lead to the breaking of the seal of ancient evil. Life is to be lived in a more productive fashion, and the last remaining freedom fighters have been forced into becoming savages while fleeing from civilization. Meanwhile, children have begun playing secret dice games where they imagine themselves as great heroes from a bygone age, always weary of the watchful eye of Great Mother.

Blood of Yesteryear runs off a simplified d20 homebrew, the rules of which will be sent out separately. Players will eventually choose whether to join the Temple, fight against the perceived corruption, or secretly do a little of both. This setting contains less actual magic then mainstream fantasy settings, but has primitive firearms, alchemy, advanced clockworks, and various pseudomagics like illusion and hypnotism. In some instances, supernatural creatures do exist although they are never commonplace.

This campaign seeks to find the appeal and irony in a cynical, hard boiled, postheroic setting. Drinking spirits is optional.
 
Last edited:

Absalom

Guest
WHY IS EVERYTHING BOLD SERIOUSLY I CAN'T READ THAT MY EYES REFLEXIVELY LOOK AWAY
 

tuluse

Arcane
Joined
Jul 20, 2008
Messages
11,400
Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
20 years doesn't seem long enough to forget everything that's happened. Steampunk tends to be horrible and it's trappings (airships, clockworks) cause a negative reaction in me.

Otherwise it seems ok. Oppressive, orderly society with a potentially good reason for being so could make interesting scenarios.
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
Another arcanum victim, when will this game be recognized as a Weapon of Mass Retardation
 
Self-Ejected

Yuri Gagarin

Self-Ejected
Joined
Nov 2, 2013
Messages
268
Blood of Yesteryear
Twenty years have gone by since the Age of Adventure came to a sputtering, undignified end. All that is known is that a band of six warriors made a pact to seal away an ancient evil and with it the world was forever transformed. The Dragon, The Saint, The Fool, The Tempest, The Beast, and The Rose were their names. With the pact, they consumed the drought of power and each took a piece of it. However, the warriors began to change in unexpected ways as time passed...

Today, the continent of Lameritus, where this campaign takes place, is ruled by the iron justice of the Temple of The Left Eye, an unforgiving religion based on virtue and order. With order came advancements in clockworks and logic, while pseudosciences such as astrology and alchemy seemingly exist out of defiance. Slow, cantankerous airships tread the clouds, and wondrous automata are a staple of every carnival. Furthermore, canons and flintlocks have become advanced enough such that their like are on equal grounds with the steel swords and armor of yore and martial tactics seemingly rewrite themselves on a daily basis because of it.

Questing has been banished and criminalized by the Left Eye unless officially sanctioned. The reasoning is that such acts could be blasphemous and may lead to the breaking of the seal of ancient evil. Life is to be lived in a more productive fashion, and the last remaining freedom fighters have been forced into becoming savages while fleeing from civilization. Meanwhile, children have begun playing secret dice games where they imagine themselves as great heroes from a bygone age, always weary of the watchful eye of Great Mother.

Blood of Yesteryear runs off a simplified d20 homebrew, the rules of which will be sent out separately. Players will eventually choose whether to join the Temple, fight against the perceived corruption, or secretly do a little of both. This setting contains less actual magic then mainstream fantasy settings, but has primitive firearms, alchemy, advanced clockworks, and various pseudomagics like illusion and hypnotism. In some instances, supernatural creatures do exist although they are never commonplace.

This campaign seeks to find the appeal and irony in a cynical, hard boiled, postheroic setting. Drinking spirits is optional.

It's fucking majestic. Lesifoere, Dicksmoker and Infinitron would be proud of your work, son.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom