KULT: Divinity Lost is the fourth edition of the KULT tabletop RPG. Winner of two Silver ENnie Awards (Best Art, Cover and Best Writing) in 2019, this game brings a darker type of horror to tabletop. As their latest Kickstarter, KULT: Divinity Lost - Horror Guide & Scenario Collection, nears the end of its campaign, Helmgast’s Mitchell Wallace talks to me about the fourth edition Powered by the Apocalypse ruleset, what these books will add, and how they achieve such evocative art. EGG EMBRY (EGG): Thanks for talking with me about KULT. Before we get into the Kickstarter, what is KULT: Divinity Lost? MITCHELL WALLACE (MITCHELL): KULT: Divinity Lost is a game about horror without and within. It is a dark world you, as the player, dive into where every semblance of divinity is stripped from you and there is more to fear than just the mundanity of life. It explores mature themes that other TTRPGs shy away from such as body horror and sexuality. One just has to look at one of the free scenarios, Oakwood Heights, to see how the player characters struggle with their inner demons and with the crumbling illusion around them. All in all, KULT: Divinity Lost is a horror game that will leave you shivering and holding onto your pillow at night. EGG: What about the fourth edition of this game connected with long time KULT fans as well as new players? MITCHELL: The TTRPG industry has changed so much since KULT’s first inception. We have learned more about safety, sensitivity, and how to give the player the tools needed in order to tell the story they want to. KULT has always been a dark game and I’m really proud of our GM guide on Kickstarter right now, that goes over how to address these mature themes at the table. In terms of system, Powered by the Apocalypse is certainly one of the biggest triumphs of the hobby. The simplicity of the system while allowing the players to easily interact with the world around them always leaves me with a fulfilled experience at the table. For fans of the old KULT, I assure you that the setting will be familiar and we have some of the writers from the older editions exploring this new edition with us. EGG: Since there are four items being kickstarted, let’s discuss them individually. Since you hinted at it, let’s start with Beyond Darkness and Madness? MITCHELL: Beyond Darkness and Madness will be the GM playbook. It is no secret that the horror genre in media and especially in our hobby is difficult to achieve with any excellency. Our new book helps GMs tackle this hard genre with tools to run effective framing sessions and how to present horrific scenes for your players. It also helps the GM showcase the type of horror they want. We have grown so much since the B movies of earlier times and horror has along with it. There is so much out there to explore and the book helps GMs explore those options. My personal favorite part of the upcoming book is the section where is discusses how to bring in elements of Asian horror. A genre I’ve fallen in love with ever since I watched The Ring. EGG: What scenarios will Screams and Whispers contain? MITCHELL: We are actually in the middle of interviewing every writer for the Screams and Whispers book. We got an all-star cast to write for this including Matthew Dawkins, Anders Fager, M. Martial, Matthew Sanderson, Gunilla Jonsson, Michael Petersén, and Topher Burke. Each bringing in their own take on KULT. A total of six scenarios will be within the collection and from what I have heard and read they are going to freak your players out! EGG: What will Labyrinths and Secret Chambers offer gaming tables? MITCHELL: If you are like me then you have also stayed up late at night going through Google Images to find the perfect map to bring to the table. Labyrinths and Secret Chambers takes the late night escapades on the internet and provides a plethora of maps you may need at the table. I am excited to finally not have to look up ‘creepy lighthouse’ anymore. It will consist of several building maps with descriptions you can pull right off the page to use. Even if I’m not running KULT, I know I will want to use it. EGG: Since the contents of a Weapon Deck are obvious, let’s talk about how many weapons it includes, and what some of the cooler options are? MITCHELL: Oh, I was hoping we would chat about it. The Weapon Deck is one of my favorite add-ons. I always sigh when I have to look up a weapon in the book and slow down an otherwise amazing and tense scene. So having the ability to just throw one of these cards at the players and let them gaze at their metaphorical comfort blanket always fills me with joy. I am a fan of the traditional baseball bat. It isn’t flashy, but so far it seems to have a 45% success rate in horror movies. I’m guessing of course, but I like them odds. EGG: <Laughs> What kind of stretch goals does this Kickstarter offer to augment your KULT game? MITCHELL: [At the time of this writing,] we have unlocked 14 out of the 15 stretch goals. The one I am most excited about is the Forbidden Book which will not be available to retailers due to the nature of its contents. Filled with controversial art and text it is sure to be a great read. Any scenario that makes a certain Cheeto out to be the monster he truly is is awesome in my book. I am referring to “The Rockets Red Glare” of course, which is one of the scenarios that will be in the book. EGG: This version of KULT is known for its art. Who are you working with for this Kickstarter and how is Helmgast able to achieve this level of artwork? MITCHELL: Gen Con last year, I had the absolute pleasure of meeting Bastien Deharme in person. He was, at the time, promoting his new ttrpg Gods. His ability to capture dark images and transform them into a canvas full of texture, beauty, and color is amazing. It captures you and takes you into the world of KULT. I have always been a fan of TTRPG book art and am proud we have achieved such wonder in our books. From the layout to select artists we employ, we believe we have a good eye for art and I think the book speaks for itself. EGG: You’re working with Modiphius Entertainment on this, what part of the project will Modiphius handle? MITCHELL: Our friends at Modiphius helped us distribute, sell, and promote on their online platform since the first book. We are excited to continue to work with them and you may even see us at one of the bigger conventions in the USA whenever people can gather again. EGG: Beyond this Kickstarter, can you share any upcoming projects for Helmgast? MITCHELL: We are currently working on something that I am very excited about. It is set to change the way we view a certain genre and the art holds up to the same standards we had with KULT. I can’t say more than that, but let’s just say that we plan to drop little hints and easter eggs concerning it as the end of the year approaches. EGG: Very cool. Thanks for taking the time to talk with me. Where can fans learn more about this Kickstarter and follow Helmgast? MITCHELL: Of course, always a pleasure. You can find us on Kickstarter and on Facebook and Twitter @Helmgast. KULT: Divinity Lost - Horror Guide & Scenario Collection from Helmgast End Date: Thu, July 2 2020 3:00 PM EDT. “Two new books and two new game aids to KULT: Divinity Lost - the ENnie award-winning and critically acclaimed tabletop horror RPG.” Egg Embry is a freelance tabletop roleplaying game journalist writing for EN World, Knights of the Dinner Table, RPG News, d20 Radio, the Tessera Guild, the Open Gaming Network, the AetherCon Convention Magazine, GAMA’s Around the Table, and more. His areas of focus are RPG crowdfunding projects and RPG reviews as well as interviews with a range of gaming professionals from freelancers to CEOs. Beyond journalism, he dabbles in freelance writing and producing gaming zines for the roleplaying zine-aissance. In my time as a GM, I often use classic storytelling tropes. The 3 act structure is heavily referenced in many tips on running a good game. So can similar guides help create a good character? So I wanted to look at the first several key points of the hero’s journey in order to see what points should be included in our characters. I’ll be asking and answering whether the first steps should be included and if so what they add to a character. For reference, there are a couple of different versions of the Monomyth/Hero’s Journey; I’ll be using the one from The Hero with a Thousand Faces by Joseph Campbell. 1) The Call To Adventure The call to an adventurer's life is a pretty basic tenant of character creation. What called a character to the life they currently live? GMs talk about a call to adventure in their game that will cause the characters to come together, but most Lv 0 characters in RPG’s don’t resemble the very beginnings of that character’s arc. All of our characters come with the beginnings of their skills or the inclination towards them. So what caused our characters to become the adventurers they are today? In character creation, it is important to create a major goal for the character - a lifelong quest that the GM can interact with. However, it’s important that the goal pervades the overall arc but is still involved in smaller complete adventures. Thus the call to adventure implemented into character creation can have powerful story impact, perhaps even too powerful if not thought through. 2) Refusal Of The Call Should our characters refuse the call to adventure? Refusing the call to adventure is where the danger of accepting their new task comes into focus. For some of our characters that risk is death by unknown monsters and for some it’s public shame; there are prices to our characters failings. A character also in this case usually establishes what fears and weaknesses might hold them back on the upcoming journey of the campaign. So this very well could be a good time in your backstory to establish important disadvantages your character starts the campaign with and maybe mention why they have them. Ultimately, refusing the call to adventure humanizes the character. So, if you constantly find yourself in the murder hobo camp and want to get out, including the refusal into your backstory could be an effective way to fight that. Give your character weakness and let it make them weak. So should your character refuse the call? Not necessarily. But, I think it is important that you give them a reason to and include that into the game. 3) Meeting The Mentor Each of our characters has an extraordinary set of skills and the way they acquire those skills is a big point of how they form as adventurers. The hero’s journey assumes that it is some kind of wise old man teaching the hero the way. Campbell claims that the mentor, in addition to acting as instructor, represents “the benign, protecting power of destiny.” The meeting of the mentor represents the assurance of the validity of a character’s personal quest and the ultimate success of it. This mentor can be a very powerful tool when your GM is crafting a story with your characters. So I would suggest taking time to consider how a mentor’s specific influence makes your character’s skill set and quest different from others with the same training. 4) Crossing The Threshold Here the hero leaves the world he is comfortable with. This crossing allows the character to leave their life and become part of the campaign. Whether a physical or metaphorical barrier there does need to be a finality to the change in our character’s life. At this point, it is important that the character has both the reason to leave their comfort zones and something forcing them to do so. This is the point where the character’s backstory becomes just that: a backstory, motivations derived from the past. This should be a defining moment for the character that frees them of the immediacy of past obligations and allows them to take up the life they lead in our campaigns. Think of Frodo or Luke Skywalker. Frodo leaves with ties to the shire but no true obligations. He carries friends with him and a mission with him but none of his life from the shire is key to any of it. In the case of Skywalker the person literally asking him to stay for his home responsibilities, his uncle, literally passes away. Making our own characters in a wider story is always a challenge for tabletop roleplaying games. It’s important to make sure that our character gives more opportunities for unique character moments. For this, I think models like the Hero’s Journey give a good way to ensure our character’s story is rich enough to be worth interacting with however integrating it into a larger story with other characters and NPC’s is the challenge of the players over an author. My best advice is to make sure that your character has a rich past that is in the past. Adventurers should be ready to start their life over and experience change. Of course, this varies by system, player, and playgroup. As a GM I typically use the 3 act structure but realize that I may need to abandon some planned things to give the players the best experience. So as a player I think we should follow a structure like the Hero’s Journey but realize rarely does that kind of planning actually fully make it to the table. Bo Quel is a Legend of the Five Rings Fanatic From Virginia. He plays and GMs several systems where he focuses on telling enriching stories and making characters that are memorable. He also is the GM/Host of Secondhand Strife, an L5R RPG actual Play Podcast. Image Credit: What makes a hero? - Matthew Winkler Ted talk https://www.youtube.com/watch?v=Hhk4N9A0oCA
My privilege in tabletop roleplaying games is to raise awareness as an RPG journalist and reviewer. Writing articles moves the needle for a game, creator, and publisher whether through direct sales or simply raising awareness of their creations. Because Black Lives Matter, because a segment of society does not live in security and prosperity, because individuals of color are not given the same opportunities that I enjoy, I use my privilege to write for black RPG creators and black publishers through reviews, interviews, and articles. Recently, Medium, among others, did an uplifting article sharing many of the same creators listed here, plus more. They provided deeper profiles than I am as the scope of our articles differ. I highly recommend reading their piece, as well as any writing promoting underrepresented voices in tabletop. This article is a mixture of links to my reviews and interviews with these innovative creators and publishers as well as links to their online stores. This is not an exhaustive list of African-American RPGers, and the numerous omissions are not meant to lessen any creator’s contribution to the industry. Instead, this list is a bibliography of my journalism to raise awareness of specific designers and their projects; it’s bringing back articles from the past to renew the spotlight on the most deserving gamers.
This article was written to showcase those blue underlined links, to drive interest in their work; please, scroll through them and click on some of the online stores. Each link represents a creator’s website or an article/blurb that I, or a colleague, wrote to support black RPG creators and publishers. These handful of articles boost their creations and, as a journalist, I want to do that, to share their contributions to gaming. As a human, I want to praise these projects because their sales puts money in their pockets. As a fan, I wrote these articles because these are well-crafted games from some of gaming’s brightest minds. All of the platforms I write for elevate these creators, give them space, and let them do what they do: Shine. I know I speak for myself and every publication I write for when I say thank you to every black gamer, you make the gaming table more fun to be at. You matter. #BLACKLIVESMATTER Egg Embry is a freelance tabletop roleplaying game journalist writing for EN World, Knights of the Dinner Table, RPG News, d20 Radio, the Tessera Guild, the Open Gaming Network, the AetherCon Convention Magazine, GAMA’s Around the Table, and more. His areas of focus are RPG crowdfunding projects and RPG reviews as well as interviews with a range of gaming professionals from freelancers to CEOs. Beyond journalism, he dabbles in freelance writing and producing gaming zines for the roleplaying zine-aissance. Exalted Vales: Region And Campaign Guide (5e): An Interview With William Martin (TheInkPlot)5/6/2020 The Kickstarter for Exalted Vales: Region and Campaign Guide for Dungeons and Dragons Fifth Edition blew past its initial funding goal and multiple stretch goals. Coming from TheInkPlot out of Montreal, Canada, this tabletop roleplaying game emphasizes its fantastical style of worldbuilding instead of presenting another boring homebrew composed of cliché fantasy tropes. This campaign, as well as other innovative worlds, demonstrate the continuing draw of Fifth Edition settings. The book will be available in English or French versions, giving this campaign deep market penetration. Before it ends, William Martin, the coordinator and project manager for TheInkPlot, took time away from the crowdfunding campaign to answer my questions about their concept, the creators, and their free introductory scenario. EGG EMBRY (EGG): William, thanks for talking with me about your Kickstarter. What is Exalted Vales? WILLIAM MARTIN (WM): The Exalted Vales is a D&D 5e supplement. It includes, a region guide, a large campaign in said region, and player content (new classes, etc.) EGG: What separates this setting from other fantasy campaign worlds? WM: We want to explore mysteries, and the stories we discovered when we were kids, when our parents were reading us tales. The theme of the setting is a bit less "classic" than the usual; in this region the population can't dream, while there’s another in which something in the sky can only be seen by a part of the population. And for each of those strange phenomena, there are answers to discover. EGG: Why create this setting for Dungeons & Dragons Fifth Edition? WM: For the large audience. We believe that players can shape their game the way they want no matter the system. We can have mystic/dreamy adventures in 5e. EGG: What races, feats, etc. can players expect with the world? WM: Mysterious, or tale-related ones. As an example, the playable race the "Faithborn" – these individuals are born from prayers instead of parents – put emphasis on the theme of the tale. EGG: Mysticism is a big part of this world. On the campaign page you share Alizager's stall that provides wooden boxes that contain exactly what the buyer needs when they first open them as an example of what that mysticism looks like in this game. How many NPCs and hooks have been given for the city of Lusan in order to give the setting the right feel? WM: A lot. The short answer is: We believe that to really give the right feel, the GM should have a lot of little details to give to the players, from the most impressive of things, to humble little details like Alizager's wooden boxes. And the book is there for that, a few nice ideas on each page to help the GM give life to the setting. EGG: The campaign is written to “establish how the players are supposed to experience each scene (the intended emotional experience), and only then explore the details of the scene.” What’s your design philosophy? WM: Our design philosophy is that if the GM has his goals (intended emotional experience) set, and all the tools to help him ready, then it is easier to improvise and answer positively to the player's input. EGG: You offer a free introduction scenario, “Gate of Lusan.” What can GMs expect to find in it? WM: What we just discussed in the previous question: A clear example of how our design philosophy translates into a concrete scenario. We first talk with the reader, explain what we envision, what tools we prepared to help us to put that plan in motion. Only then do we go into the details. Maybe it is not everyone's taste, but with that sample, then each GM can see if it fits his taste. EGG: Beyond the core book, what else are you developing through this campaign? WM: Online gaming is improving each year (with or without COVID ^^), so we developed a digital pack with everything a GM could need to play the campaign or other scenarios. Maps, but also a ton of tokens (PC, NPCs, Monsters). A way to save time as well as having sweet assets to look at while playing. EGG: The writer, Renaud Bartens, and the rest of the team come from different kinds of games. Who is on the team and what is each creator bringing to the project? WM: We wanted to be sure we got everything covered to deliver the highest of quality. So, along with Renaud Bartens, we have people from the printing industry, Karl Monnerais and myself. And then artists, Jonathan Lefaucheur, Karl Lagadec and Chloé Rondonneau. The full team has a foot in every domain of expertise, just to be sure we know what we're doing. EGG: What else are you and the team working on? WM: Nothing. First, because we are a small team. And secondly, because we don't want to rush anything. We'll do this project first, then we'll see. ^^ EGG: Where can fans learn more about the campaign and follow your work? WM: The Kickstarter's page and our Facebook page are the two best places to learn more, and also to talk to us with questions, feedback, anything. Exalted Vales: Region and Campaign Guide for D&D 5th edition from TheInkPlot End Date: Fri, June 12 2020 12:08 PM EDT. “A roleplaying supplement for 5E, centered around mystic phenomena. Includes new classes, and a campaign of intrigue and investigation. Exalted Vales is an elaborate campaign setting for D&D 5e. The book is about 250 pages, hardcover in full color, with a lot of illustrations. The book is written by Renaud Bartens, veteran of the video game industry, game design consultant and author, who has been running D&D campaign for more than twenty years. For players, this book offers new races, classes, archetypes, backgrounds and feats to create unique heroes, whether they were born in the strange lands of the Exalted Vales or are simply passing through. For game masters, it is a complete guide to the mystic region of the Exalted Vales: Locations, characters, mysteries and plenty of help to bring the unique themes of the Exalted Vales to life.” Egg Embry is a freelance tabletop roleplaying game journalist writing for EN World, Knights of the Dinner Table, RPG News, d20 Radio, the Tessera Guild, the Open Gaming Network, the AetherCon Convention Magazine, GAMA’s Around the Table, and more. His areas of focus are RPG crowdfunding projects and RPG reviews as well as interviews with a range of gaming professionals from freelancers to CEOs. Beyond journalism, he dabbles in freelance writing and producing gaming zines for the roleplaying zine-aissance. 'Drawn from the fantasy comic Legendlore from Arrow Comics and later Caliber Comics, Legendlore RPG is the latest role-playing offering from Onyx Path Publishing due out on Kickstarter this June. Featuring the comics deep fantasy setting, Legendlore is much more than what it appears on the surface. The very topical fish out of water appeal of the games meta character creation oozes with thought provoking plot points and hours of drama for you and your players.
A system you know… Like Onyx Path Publishing other fantasy setting Scarred Lands, this game’s rules are tailored and designed around the 5th edition of the worlds greatest roleplaying game, you know what I’m talking about….has a lotta Dragons, whom sometimes hang out in very secure homes, I can’t recall what they call them, currently. Oh well you know what I’m talking about. Oh…you know. Onyx Paths decision to utilize a proven system in order to let DM’s and players alike feel already comfortable in the games mechanics is a smart one. A group of new or veteran 5th edition players will find that mechanically speaking, Legendlore is a breeze to pick up and play, wasting little time on the rules and system and spending that time on the games rich lore and themes, more on that later. Legendlore brings 2 new playable creatures to the table, the misunderstood Bryzine Trolls and the small but chaotically powerful Pixies. These new species are unique to the Legendlore setting and are beautifully designed to be portrayed against type from many other 5e settings. Where the Pixies are emotionally driven beings seeking honesty and justice, the Bryzine Trolls just want others to see them for who they are on the inside. Both new species evoke a very personal take on the dilemma of introverts vs. extroverts and all the deep realms in between that players will love to discover for themselves. The other playable creatures (Dwarf, Elves, Hairfoot (Hafflings in all but name.), Humans, and Orcs) featured in Legendlore have all been reskinned to fit in the setting, gaining more depth and emotion. This change reads more like an emotional shift, taking the very recognizable races and making the player rethink how they would think, feel and react to the world around them. The roster of playable creatures feels more inspired from the tropes of The Breakfast Club and other counter-culture media, than traditional fantasy and in my opinion, that’s a great thing that leads to thought provoking characters. The two new Classes, the Alchemist and the Gunslinger both bring new things to 5th edition that players should be interested in. The crafty Gunslinger feels like a unique take on the trope while implementing real world restrictions of creating your arms and armament that I find very crunchy. It has my DM ears perking. Likewise, the jack of all magical trades, the Alchemist has a potion for almost any situation while being a Constitution based magic user that plays beautifully against 5th edition trope that I really want to experiment with. Like the additions to preexisting playable spieces, all 5th edidtion classes (minus the newer Artificer Class but I believe there is a reason) have a unique subclass or two that fits into the Legendlore setting. These all feel true to both the traditional classes while reading fresh and very meta, special points go to the Last Unicorn Warlock, Arcane Artificer Wizard and my favorite class in the whole book, The Sourceborn Sorcerer. Its like the Avatar from Avatar: The last Air-Bender and Neo from the Matrix had a baby and you are that baby and naptime is over. A setting you don’t…. Hands down, my favorite thing about Legendlore is not just the rich setting and cool new toys, it’s the implications from the very beginning of the game. Your characters are not from East Azoth, you play you. Your PC has been taken from our Earth full of our social, economic and personal issues and dropped in a new body in the Realm, a fantasy world full of its own strife. Your PC retains all of their memories, lessons and emotional baggage from their life on Earth and has to not only fight against the evil machinations of Darkoth and bring peace to the Realm but hopefully find a way home. While this is not a new idea, its never been handled in a more emotionally hitting way than in Legendlore. DM’s who are worth their salt, will find ways to keep up the tension of their players old lives and how it affects their actions in the Realm. What if one of their players awoke in a new body on the eve of their wedding, or an elderly person opened their new and youthful eyes, the pain of age and disability gone for the first time in decades. What would they do to stay in the Realms and what would they be compelled to do to return home? Backstory like this is so intricately important to the setting that it stands as a simple but efficient means to add depth to your stories that will be memorable for years to come. Legendlore has an exhaustive and beautiful backstory that is passionately depicted in this book. DM’s will be able to mine this backstory for a myriad of uses that will keep their games going while exploring East Azoth and the game is ripe for customization especially with the new addition of Legends. Legends are determined at character creation and add yet another level of weight to the PC’s journey that can affect the player positively and negatively based upon their actions. As a longtime fan of Onyx Path’s games the easiest and least spoilerly way of explaining is by referencing the Chronicles of Darkness use of Virtues and Vices but add a deeper level of customization to it. Working with the DM, a player can use or build their own legend that had long lasting effects and provides a look at what makes their PC tick. 18 new player backgrounds also add flavor and diversity to the tools that PC’s have while due to the unique character creation rules have a weighty heaviness to it that is screaming to be experimented with. An Artist background has a lot of implications that run deeper than the surface while Born into Wealth background demands that the player investigate real world perceptions and privileges in a new fantasy setting. Kudos to the Roleplaying Aficionado as the most wonderfully meta thing in this book full of meta things. All good Legends must begin somewhere, even in the most unlikely of places Reading Legendlore was a delight and after completing it, one thing impressed me more than anything. Sure, it is a fun read, full of meta commentary, shiny new rules and options and cool backstory, however Legendlore’s true strength is how it subconsciously demands that players take and tackle very real-world problems in a new light. This games weight is almost palpable and despite that is easy to pick up and dive into too, thank largely to the new options at the beginning of the game that are so incredibly important to where the game is destined to end up. It’s a game of emotional complexities, powerful magics and mysteries but most importantly, hope. If your looking to take fantasy roleplaying into new and undiscovered places, you should support the kickstarter and play Legendlore. Build your legend, Save the Realm and Discover where your true home is. Michael Jacobson is a freelance writer and an Active Duty US Sailor. His work has been featured in products like Snowhaven 2nd Ed, Night Horrors: Shunned by the Moon and more coming thru the pipes. When he isn’t running games, running in general and drinking Dr.Pepper he can be found fanboying out about Dinosaurs, Star Wars and turtle of both normal and the Ninja Mutant variety. Today is the day that Mythic Odysseys of Theros is released. This setting is the newest in the D&D and Magic: The Gathering cross-over settings.
“Legends walk the lands of Theros, a realm shaped by deities and the deeds of heroes. From the temples of omen-speaking oracles to the five realms of the Underworld, the champions of the gods vie for immortal favor and a place among the world’s living myths. Choose a supernatural gift that sets you on the path of destiny, align yourself with one of Theros’s fifteen gods, then carve a tale of odysseys and ordeals across the domains of mortals, gods, and the dead. What legends will you challenge—mighty heroes, inevitable prophecies, or titans imprisoned by the gods? Where will destiny and immortal schemes lead you? And what tales will you leave behind, celebrated in the pantheon of myths and writ among the eternal stars?” -Official WoTC Product Listing This new product will contain at least two new species to play, the Satyr and the Leonin. (Find more details about another playable Lionid species in A Cat’s Meow by High Level Games). There will be new subclasses based on Magic: The Gathering themes and card concepts, including the Bard’s College of Eloquence and the Paladin’s Oath of Heroism. Other new options will be present including Supernatural Gifts and Mythic Monsters. Alongside the official release will be support on day 1 from the DMs Guild. The first product that we have been alerted to is named Masks of Theros and below is an explanation of what this amazing adventure path will offer. “In ages long past, when mortals prayed the gods to life, Erebos the Shadow had two lovers. Ainoe was the goddess of the doom that awaits all empires, the end of magic, and the grind of time. Elpis was the god of repose at the end of grueling journeys, the spark from which magic blooms, and wayward souls coming home. When Ainoe and Elpis fell in the war against the Titans, grieving Erebos shaped their visages into memorial masks. Now the warlady Calisto has the Ainoe Mask, and seeks the shattered pieces of the Elpis Mask. With the power of two gods’ death masks, she will conquer Theros – unless a group of heroes prove mighty enough to oppose her. Masks of Theros is an adventure path that takes characters from 1st to 11th level, and across the plane of Theros from the polis of Meletis to the Underworld, via minotaur wargames, a drowned city on the back of a kraken, and the machinations of the god of time. Developed by Cat Evans and Steffie de Vaan. Writing by Oliver Clegg, Beatriz T. Dias, Christian Eichhorn, Cat Evans and Steffie de Vaan. Original art by Liz Gist. Get Masks of Theros here.” Pretty Exciting stuff! If you have picked up a copy of Mythic Odysseys of Theros and are excited to talk about what is crammed inside those pages please post some details in the comments. We’d be happy to hear more. Image owned by Wizards of the Coast. |
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