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  • By John Borgese, Gilbert DuRapau Jr, and Matthew Tarulli

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  • CreditsDevelopment, Design, Writing: John Borgese, Gilbert DuRapau Jr., Matthew TarulliAdditional Writing: Jonathan EdwardsEditing: James KwapiszCover Art: Leandro FurlanettoInterior Art: Patricio Clarey, Jonathan Edwards, Leandro Furlanetto, Leslie Lee, Phillip SimpsonLayout: Matthew TarulliPlaytesters: Crista Ceribello, Lane D’Alessandro, Nicole Festa, Michael Miller, Diana Muniz, Joleen Rega, Jeremy Shaub, Matthew Stanbro, Chris Uhlig, Modoc

    Special Thanks to our ODAM Insiders:Arctic, Chronowraith, Keith, Pandakage,

    Christian, Lael, Tim, Martin, Alok Baikadi, Mark Burke, Timothy Cassidy Jr., Adam Cooper, Dane Batema, Lane D’Alessandro, Chris Guyott, Sloane Hanuman, Kevin Hdugins, Duncan Hecht, Clifford Herndon, Kris Holt, John Kahane, Dillon Komarnycky Michael Miller, Aidan O’Rourke, Michael Pietrelli, John Rentas, Tyler Roehning, Jared Sanders, Jeremy Shaub, Astor Sigma, Matthew Stanbro, Jason Wilcox, Zach Z

    Acknowledgments:

    All of our Kickstarter backers for helping this become a reality.

    To our family and friends who shared our dream through the ups and downs. Your support and sacrifices can never be thanked enough.

    Copyright © 2016 ODAM Publishing LLCStandard Edition ISBN 978-0-9965321-3-6Special Edition ISBN 978-0-9965321-4-3

    All rights reserved. Reproduction without the written permission of the publisher is expresslyforbidden, except for character sheets and other game materials, which may be reproduced forpersonal use only. The mention of or reference to any company or product in these pages is not a challenge to the trademark or copyright concerned. This book is a work of fiction. Names, characters, places, and incidents either are products of the au-thor’s imagination or are used fictitiously. Any resemblance to actual persons, living or dead, events, or locales is entirely coincidental.

    This book is the result of years of hard work and plenty of Conviction spent by the authors, their families, and Kickstarter backers. If you have obtained an illegal copy of this work, BREAK THE DOUBT and obtain a legal one from www.odampublishing.com

    Zachh Z

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  • Table of Contents

    Chapter One: Introduction 5

    Chapter Two: Kingdoms 15

    Chapter Three: The Mortal Races 63

    Chapter Four: Character Creation 111

    Chapter Five: Attributes & Skills 119

    Chapter Six: Legacy 141

    Chapter Seven: Spells 265

    Chapter Eight: Rules 313

    Chapter Nine: Crafting 337

    Chapter Ten: Dreamweaving 369

    Chapter Eleven: In & Out 385

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    “Red sky, Blood skyTell us why

    Up above the dead remainWill you not free them?Young Gods, just gods

    Tell us whyYou grant us your gift

    Yet the devout driftRed sky, blood sky

    Tell us whyThe clouds climb high

    Will you not part for them?”

    -ancient Human prayerSa

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    Chapter One: IntroductionDreamscape: Laruna is a tabletop RPG that can

    be used two ways. It can be played as a stand alone fantasy tabletop RPG where players can take on the roles of mighty heroes imbued with the legacy of god-magic.

    Alternatively, Dreamscape: Laruna can be used as a Dreamscape supplement for the game Of Dreams and Magic. When used in conjunction, Dreamscape: Laruna serves as a dream setting that players can visit and experience while they sleep. What’s more, they can bring some of the magic of Laruna back with them into the Waking World when they awaken. You can learn more about Anima, their war with The Doubt, and Dreamscapes in the Of Dreams And Magic Core Rulebook.

    This book is divided into two sections. The first section, which is the majority of the book, is specifically about playing in the land of Laruna. It includes everything you need to know about making characters and having adventures in Laruna, whether or not those adventures have any link to an outside ODAM story.

    The second section of the book, referred to as the “In and Out” section, is meant for players using Dreamscape: Laruna as part of an Of Dreams And

    Magic story and provides information to help translate ODAM Waking World characters into the Legacy earers of Dreamscape: Laruna. It also explains all

    of the things Anima can take into the Waking World from Laruna. This includes new Remnants, Artifacts, Magical Abilities, Passive Aspects, and Animus identities.

    WHAT IS LEGACY?In Dreamscape: Laruna, players take on the role

    of people who have inherited a special kind of magic called Legacy. This extraordinary magic power was the byproduct of a mad wizard’s quest for godhood. Fortunately for the people of Laruna, the wizard Alshara was stopped by his apprentice Forenon. Afterward, Alshara’s stolen god-magic was crudely thrust back into the land and now random people across Laruna are being born with a fraction of this power.

    Inheriting great power is only the beginning for the players of Dreamscape: Laruna. This power manifests in specific ways, mimicking the tendencies of the many heroes who once wielded it in the past.

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    One player may take on the role of a person who has inherited power over the elements, while another may be born with the ability to summon great beasts from other worlds.

    Having access to such power creates complications in its own right, but just as the player characters have randomly inherited Legacy, so too has the land of Laruna randomly infected other creatures and places as well.

    WHAT ARE KREESH?When Alshara created what is now called

    Legacy, he designed it for himself. His creation was never meant to be in contact with other lifeforms or the land of Laruna itself. Because of this, most living creatures cannot safely contain or control the Legacy they are exposed to. The power makes those creatures unfortunate enough to be exposed to it sick with Legacy

    Corruption. Over time this corruption will transform the creature into an entirely new, powerful lifeform called a Kreesh.

    Kreesh are the result of Legacy completely overwhelming a living creature. Having completely transformed from their former appearance, a Kreesh is saturated with Legacy and often extremely dangerous. Their size or level of intellect may vary considerably, but the nature of Legacy assures they all have one thing in common; they all hunger for the lives of Legacy earers.

    This truth has sent Laruna into chaos. While Legacy earers, such as player characters, have access to wondrous power because of their Legacy, Kreesh are equally dangerous and actively hunt them whenever possible. The conflicts between Legacy earer’s and Kreesh

    can be devastating to nearby areas, and many innocent lives have

    been affected or lost amidst the turmoil.

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    THE AGES OF LARUNAThe land of Laruna was once paradise without

    compare. Intently the young gods would listen as the Elder Dreamer spoke of this place that only he could comprehend. Wonder and envy would fill them whenever he spoke of it.

    He told them tales of the rich fields, wild forests, and beautiful seas. Curiosity flared in these Young Gods when he spoke of the marvelous creatures that called Laruna home.

    Great beasts lurked in the depths of the oceans. Beautiful fae spun magic like the gods. Mighty dragons ruled the sky.

    Before all things, there was a single entity - the Elder God. Older than time, it grew weary of the nothingness that was the universe and chose instead to dream. Brilliant colors, life and death, and all manner of wonders sprung to life, pleasing the Elder God. While it dreamed, there was no shortage of majesty or splendor in the universe. When it woke, all that it had created would vanish, returning to the ether of its mind. The Elder God was displeased with this.

    Tired of this process, the Elder God returned to his dreams with the intent of capturing his favorite creations and bringing them over to the place he knew when he was awake. Once there, these slivers of dream would be shaped into children. They would fill the space with their gifts and tend to the Elder God as it slept. Six wonders were given shape.

    Sadreen was the essence of light, she brought warmth to the void. Nomai was both wild and vibrant, she bred beast and earth alike. Arliman was the darkness, shifting shadows and sweet secrets.Vayne was the voice, full of the Elder’s words and thoughts.Yarliat was justice, purity of judgment and execution.Madruk was destruction, catalyst of change.

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    The Young Gods would watch over the Elder and marvel at the magnificent things it would dream. There in the dreams they could see an enchanting land and wondered how they might experience it. Vayne, the voice, taught them how they could work together and catch this dream. They crafted a globe, a dreamcatcher, and crowded round the Elder’s bed and stole from him a dream—a land they named Laruna.

    THE AGE OF PURITYThe Land of Laurna’s history began when the

    young gods secured it safely in the dreamcatcher. For historians, this marks the beginning of the First Age. During this time, the Young Gods are said to have watched the land in wonder, marveling at the amazing things they witnessed. Though no one can be sure how long this lasted, it remains a favored topic of sages and bards alike. Laruna was pure, untouched by the Young Gods and a paradise without equal. It is said that there are dragons and unknown creatures beneath the sea who can still recall the splendor of the First Age, but it has mostly passed into myth.

    THE AGE OF TITANSThe Young Gods loved Laruna, and so wanted to

    control it, as is always the case when love turns to desire. They created the Titans, who as their emissaries sought to control the land, but the mighty Dragons would not be ruled. Their feud tore Laruna apart and threatened us all. It was only by the strength and sacrifice of the Garaith that this war would end, so a new Age could come to pass.

    -Garaith Scholar

    A growing envy had taken root among the younggods. Each had come to recognize Laruna as the Elder’s greatest creation, and they were eager to care for it and see it persist beyond the Elder’s awakening.

    There within the dreamcatcher, as a part of Laruna, the Young Gods had an opportunity to create something eternal as the Elder had, as well as earn its respect with their improvements.

    Much like the Elder had done with them, the Young Gods each took a portion of Laruna’s wonder and shaped it into children that they would call Titans. Conflict among the Titans and their creators followed shortly after. These godlike creatures fought

    alongside their progenitors for dominance over the land and were met by opposition every step of the way.

    Many races, creatures, and beasts vanished from the face of Laruna during this age. The conflict between the Titans ravaged the world and few beings could stand against their power.

    So extensive was the conflict between Titans that the dragons, greatest among all Larunian creatures, descended from the sky. They brought terrible fire and powerful magics against the titans. The draconic onslaught was so effective the Titans were forced to turn the entirety of their attention towards their new enemy.

    Though the savagery of the dragons initial assault was effective, it was merely an opening salvo. Once the Titans united against the dragons, the war of all wars began in earnest. Entire regions were lost to fire and several great beings, Titan and dragon alike, lost their lives. It was one such death that caused the final escalation in their conflict.

    DEATH OF HARASHAGAN

    Harashagan was a kingly dragon who rallied his unruly kin together with a skill and zeal unmatched by any other. Fierce, brave, and proud, Harashagan was idealized by other dragons and universally respected. Valiantly, he fought at the doorstep of a sacred grove and refused to yield to an overwhelming Titan assault.

    Harashagan’s death had a profound effect on the dragons. As one of the Skylords, Harashagan had existed since the beginning. He was unmatched by anything on the face of Laruna as he had been born purely by the will of the Elder God. The other Skylords saw his death as an unacceptable atrocity and immediately set a plan in motion to change their war tactics.

    United in their grief, the dragons forsook their protective impulses and scorched the land of Laruna in half, meeting and exceeding the Titan’s destructive ways. Great portions of land were destroyed and crumbled into the sea. The remaining territory was divided by a huge barren wasteland, a now bisecting ashen strip many miles in width and length. Retreating to the east, the dragons set to work on creating a brood of their own. The brood would help keep the Skylords from consistently engaging the Titans in person, decreasing the possibility of further losses like Harashagan.

    The damage done by the Skylords, however, gave the Titans and their creators pause. The

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    possibility that these creatures not only could, but would, do such horrendous damage to the Elder God’s dream was unimaginable. This forced the Titans to give thought to how they would survive such ruin and still have a land worth fighting for.

    Much like their creators the Titans decided to breed children for the express purpose of withstanding dragon-fire and marching unrelentingly towards victory. Their hope was that an army of servants resistant to dragon-fire would dissuade the Skylords from doing such catastrophic damage to the land as it would no longer benefit their war effort.

    When the Titans and their children, the Ashik, finally marched across the burnt lands to the east they were greeted by dragons and legions of their Garaith creations.

    The war of the Second Age reached a fevered pitch that threatened to ruin the last of Laruna, perhaps even destroying the Dreamcatcher. Filled with grief, the Young Gods decided they could no longer risk letting the war continue. They turned to the Voice and begged the Elder God for assistance.

    At the Voice’s command, the young gods held the Dreamcatcher to the head of the sleeping Elder God and watched as an endless host of Descendants entered Laruna and waged war against titans and dragons alike.

    Armed with seemingly limitless numbers and the power of the Elder God, the Descendants crushed both wounded armies, restoring peace to Laruna for the first time since the beginning of the Second Age.

    THE SUMMIT

    Created for the express purpose of being able to stop the Great War, the Descendants were given both martial prowess and keen minds by the Elder Gods. After a sudden initial military onslaught, Descendant diplomats were sent through both Titan and Dragon lands to find a way to bring about peace rather than further destruction. It was through the children of these terrible warring creatures, the Garaith and the Ashik, that peace would be found. Even though they were created for war, both races saw a need for peace, though each for very different reasons.

    A vast floating island was created to hold the Summit, a grand negotiation between representatives of the Descendants, Garaith, and Ashik. The Garaith would speak for their own people, independent of the dragons they served, and the Ashik would do the same, forgoing any ties to their Titan masters.

    The decision had already been made by the Elder God that the Titans would be directly removed from Laruna and the Ashik would be spared this fate if they would cease fighting on the Titans behalf.

    The Ashik agreed, and at the Summit made it known that their devotion belonged not to the service of the Titans but rather to the preservation of Laruna itself.

    Unlike the Titans, the dragons were presented with a choice: they could choose peace and remain on Laruna, or they could be destroyed. The choice was made less obvious by the caveat that if the dragons chose to remain on Laruna they had to sacrifice their knowledge of god-magic. All that was required for this choice to be offered was for the Garaith to accept peace and cease fighting for their draconic masters. The Garaith were shocked at the leniency and clear favoritism being shown for the dragons over their enemies. The Elder God was willing to let their creators live if they would only give back the god-magic he had bequeathed them. In the face of the impending annihilation the Titans were facing, the Garaith concluded they would lay down their arms, giving the dragons the option to remain on Laruna with diminished magical prowess.

    THE AGE OF MANWatching the utter destruction of their children

    at the hands of the Descendants was a humbling experience for the Young Gods. They had sought the Elder’s approval and instead earned its wrath. Vehemently the Young Gods implored the Voice, begging for the Elder to give them a chance at redemption. Their wish was granted.

    Speaking for the Elder, the Voice informed the Young Gods that Laruna was no place for god-magic—Arga’sheel, in their tongue. They would be given a chance to hold influence over Laruna and prove the merit of their gifts in a different way, but first they would have to take a vow.

    Each of the Young Gods would take a bloodoath. They would mix their blood, then cover the dreamcatcher with it, taking an oath not to interfere beyond what the Elder sanctioned.

    The Young Gods did as the Elder requested and once the bloodoath was complete, the first humans appeared in Laruna. Confused, the Young Gods listened as the Voice explained the Elder’s wishes.

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    Table of ContentsChapter OneChapter Two: KingdomsKingdoms: West of the TTGKingdoms: East of the TTGAllegiancesGuilds, Cults & OrdersDenizens of LarunaChapter Three: RacesHumansDescendantMesmulotGaraithAshikBackgroundsCharacter CreationAttributes and SkillsAcademicsSkullduggerySocialSurvivalChapter Six: LegacyLightbringerSentinelStarcallerDeathlordShadowmancerSoul BenderEarthwardenMirageSummonerGatekeeperMegalindirShifterSora'SominSorcererStormbornSpellsLight SpellsDark SpellsCalling SpellsChange SpellsElements SpellsChapter Eight: RulesReactionMultiple ActionsTravelCombat RulesCharacter StatesArmor, Protection, ResistanceWound PenaltiesUnarmed CombatMelee CombatMounted CombatRanged CombatMagic RulesCharacter DevelopmentChapter Nine: CraftingAlchemyEnchantingMetalsmithingLeatherworkingWoodworkingJewelcraftingEquipment & WeaponsArmorChapter Ten: DreamweavingChapter Eleven: In & OutAppendix 1: TechniquesAppendix 2: CreaturesIndex