Tuesday, January 31, 2017

Blood of Pangea: Opherian Scrolls Is Here!

Today we're proudly announcing BoP: Opherian Scrolls, the final supplement to Blood of Pangea and a return to true sword and sorcery following our little Retrospace detour.  And it's a great way to round out the trilogy and offer new elements to expand an existing fantasy campaign.  Only this is DARK fantasy...

Understand that pulp sword and sorcery originated in the 20's and reflected a basically optimistic worldview, with clever heroes struggling against evil and bringing human might to bear against all comers, including sorcery.  It was a decidedly humanistic exercise pitting earthly might against darkness. 

But by the 1970s, things were different.  Between the war and turbulent social change, society had become more jaded and cynical, and this trickled into the sword and sorcery genre...


A handful of authors, including Lieber and Moorcock, imagined a darker fantasy to match the mood of the times.  Lieber's books were more light hearted and comical, with roguish heroes seeking their fortunes in a wicked city.  More than anything, they were a nod and wink to the unsavory side of human nature.

But the cynicism was there, and magic remained dark and tied inextricably to the demonic realm.  In truth, you could easily do this with the basic rulebook.  But Moorcock went a step beyond, imaging a darkly amoral universe where humanity was just a pawn in an endless struggle between cosmic forces of Law and Chaos. 

This excerpt from the introduction says it all...


Opherian Scrolls is set in the Khul-Dur region of the optional Pangea setting, although judges are free to imagine their own and import the desired elements, which include:  

Non-human races, like the flying Mahara, decadent Opherians, and fully human Younglings, each with unique abilities...

The Opherians, in particular, are divided into ancestral houses bound by ancient pacts to demon lords and possess sorcerous power in exchange for their cosmic allegiance.  They once ruled Khul-Dur, subjugating all from the backs of their dragons until the Youngling kingdoms rose in revolt and changed everything.

Infirmities.  Not flaws to take in exchange for greater power, although there's a mix of good and bad here, but an optional system for challenging role-play.  Addiction and madness offer certain advantages, but beware the drawbacks!  Characters can start with a defect or acquire one as part of a later demonic pact!

This could be YOU in time,
in all your tragic and accursed glory...

Optional combat and variable damage rules to make the game more lethal and survival FAR LESS certain....

Alchemy and added rules for conjuring demons, including assorted demon lords (each with something special to offer), underscoring the greater emphasis on sorcery.  And if their true name is uncovered, members of ANY class can attempt to conjure them and may even enter into foul pacts they must NEGOTIATE THEMSELVES!

And finally, simple rules for cursed artifacts that grant power in exchange for eternal service.  There's NO free lunch.

All of this is set against the backdrop of Khul-Dur (or some comparable setting), complete with new monsters and warring factions presented in a simple and open-ended way that leaves much to the judge's imagination (cause we're big on that).

This is a SUPPLEMENT and requires Blood of Pangea to play, being available as a digital download from One Book Shelf.  But there's a hardcover release planned for later this year; probably something similar to The Collected Pits & Perils, combining the rulebooks with new material (we're thinking Cosmic Horror).  More on that later, because today it's all about the tragic Opherian Scrolls... 

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