In the Heart of Clockwork: Factions and more for Alza’um

Typical Mayhem in the Streets…

The smoke bomb, particularly the toxic vapor.  Only one group could produce something like that in such short notice, the Chymists!  How desperate someone must be to turn to terror, such inadequate rubble will be eliminated from the city in due time.  Mark my words, the Consortium shall rightfully reign over the future. – Gelzeer, Assistant Lead Mechanic for the Consortium of Machine, at Primus Security Foundation HQ

Despite splitting off from the world above, internal politics breeds their own issues; whether in the splendorous city proper or its bayside proxy.  Various guilds vie for dominance, whether through honest or underhanded means.  That’s not to safe that attempts at sales within the market can’t be a front for devious sabotage and spying… if not acts far worse.  Some could argue that those who protect the city from these biased extremists are biased and extreme in their own right, favoring a repressive status quo and neutrality that inhibits both progress and tradition alike.

Even before these new issues had arisen, turmoil stewed within the city since early days.  Wicked cults that twist the worst of ancient tradition, cruel slavers and exploiters masquerading as market movers and shakers and general violent madmen.  None the less, the city boasts quite the strange history for one that is otherwise pretty young.

Author’s Note: I’ve been wanting to do this for a while, create a timeline as well as faction related stuff for my mini-setting.  Plus, maybe an extra monster or two in an update.  Also, the factions, alongside the monsters, can easily be repurposed for a more steampunk-oriented setting.  Though, there’s no need to have the setting a dark and gritty urban setting deep within the ground.

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The Mechanical Bits of Alza’um

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While Alza’um secludes itself in secrecy, the land is still quite populous.  While the population is predominantly made of humans, gnomes, dwarves and even ratfolk; it’s still bristling with its own unique vibrancy and charm.  Much like the machines that operate on clockwork, so do the denizens.  Life is a chaotic schedule balanced under the facade of order.  This insular technical revolution is made under the assumption that the outside world isn’t ready, but they’re more than enlightened.  Whether this is truth or unaware foolishness hasn’t been determined yet.  Either way, strange adventures and even stranger locals await those granted the proper access.

Author’s Note:  It’s a pun!  But seriously, I felt like I was leaving out a lot of goodies.  At some point, I’ll want to flesh this out for say an OGL product or something, once I can get help with maps, layout and artists eventually.  In the meantime, here are some underground dwellers of this outlandish city of high magical technologies.  Of course, many can be repurposed for more steampunk oriented games.

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Cosmic Domain – A Domain of Distant Divinity

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Some Cosmic Clerics revel in the horrors beyond.

“The ANCIENTS awaken!  It is my duty to see that they are ready to take hold of what was once theirs.  The time of the material plane denizens is numbered!” – Xel’lenia, Human Cleric of Cosmic and Elder God Cultist

“The space beyond is more than proof of the Gods!  While many hide away in small pocket realms of their own design, some are brave enough to face the great aether at large!  The wilds of space itself is home to many great beings and I am a disciple of them.” – Torrean Guildlight, High Elf Cleric of Cosmic and Eccentric Researcher

The Cosmic Domain offers a pinch of Lovecraft, a bit of Spelljammer and the vast knowledge of a far greater universe.

Author’s Note: I wasn’t overly fond of my original Eldritch Domain from a ways back.  So, like with the Nightmare Sorcerer becoming the Dream Sorcerer, the Cosmic Domain was created.  I wanted to come up with some abilities that scream “outer space”, but I had a bit of a struggle.  Hopefully, you enjoy.  And, if you have ideas on how to build those ideas, let me know!

 

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A Planar Grimoire Update

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Just letting everyone know, I’ve made an update to one of my initial works for DM’s Guild, a Planar Grimoire!  The following spells inspired by the Eberron setting, and also given a somewhat spooky Halloween vibe!  The following spells have been added:

  • Augment Natural Weapon
  • Dream Lock
  • Essence of the Living
  • Healing Light of Irian
  • Intensive Repair
  • Repair Damage
  • Silverflame Smite
  • Sporadic Shapeshifting

 

Click Here to check it out!

One with the Gun Part 2: More Heroes of Legend

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Time for an upgrade!

The art of the shootist has transcended beyond certain types of warriors and scoundrels, expanding to even holy warriors, devoted protectors of spiritual ways or even magic-users themselves!

Author’s Note: I meant to do this long ago! However, monsters took over much of my gaslamp/weird western thing. So, let’s not delay this any longer! Here are more ranged (guns) sub-class options for your games! Also, this time an homage to The Dark Tower.  Also, special thanks to my friend, Ian.  Your insight really helped shape things here, and your endurance allowed you to deal with my endless rambling.  Trying to hammer sub-classses based off a meta concept like ranged weapon combat proved to be a challenge for me… especially in regards to classes that weren’t quite meant for them.  As such, this might be a little more janky than some of my other creations.  I’ll try to refine whatever I can here.

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One with the Gun – Options for Gunslinging Shootists

Fantasy Rifleman by BrotherOstavia

The Order always prepares for adventure!

The Order of the Shootist, it’s a name claimed in both fear and mystery. They arrive with their incredible weaponry, unleashing thunder claps and smoke. And in mere instants, their enemies drop dead from incredible blasts of metal and fire. Only warriors worthy of their cause are admitted into their ranks. People know plenty about the mythical “fire brands”, as they have for countless years. However, most people are barely proficient. Even more fail to use them properly to begin with! The Shootist rises above these average folk. They hold sacred knowledge about not only wielding a gun with finesse, but a myriad of skills to truly champion their weapons.

For a Knight of the Shootist Order, there are many key features. One must move with a certain panache. Not only must they be graceful with their guns, but their steps must be constantly fluid. One slip up and you are shot down. A shootist has little time to stop and study their enemy, but must make a quick observation on the go. In addition, you won’t see armor worn as often within their ranks. Only truly strong and brisk warriors sport the arms and speed of a gunslinger with the armory of your traditional knight. Such individuals command both respect and a charismatic presence all their own. Some take to the shadows to get in the most brutal surprising shot possible, unleashing a devastating barrage.

Author’s Note: Lots of folks have asked a long time to revisit my shootist post. And since my theme for this month is Gaslamp Fantasy and Weird West, it was the perfect opportunity. So, let’s not just revisit the Shootist, but have a list of new options for the Rogue! Both of these were made with my own take on firearms, which is similar enough to 5e core. Don’t worry, there’s no misfire included. Take aim and fire, here’s a shooting gallery’s worth of options! However, these can easily be repurposed into a general ranged specialist if firearms are not allowed in your games or not common enough to allow training in.

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Time Marches On: Blog Carnival Wrap-Up

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Thanks for marching along with me, as we traverse the endless streams of time!  While I was hoping for a few more, I’m glad all of you took the time to see how time marched on in your games.

Here is the list of contributors:

Stay tuned for next month’s theme “Gamemaster’s Cut” from Codex Anathema!  If you wish to know more about the RPG Blog Carnival, please go here!

Image Credit: RPG Blog Carnival Logo