Kingdom of Sails: Lands in Shadow

Kingdom of Sails: Lands in ShadowFive days sailing east of the Northern Reach’s city of Gateway, if the wind favors you, there rises the first of a series of sixteen islands arrayed over the Auroral Ocean in a massive crescent that stretches southwards over hundreds of miles. The cultures across the islands are diverse, yet they all regard themselves as one people, the Tide Born, and owe allegiance to a single nation: the Kingdom of Sails.

This entry into the Lands in Shadow series reveals details about the Kingdom of Sails, one of the nations that managed to resist falling under the Empire’s influence. The details are meant to be a starting point for campaigns set on the edges of Rûl, offering you information to spark your imagination and ignite your creative fires. You can use the material as written or adapt it in any way you choose to make it fit the stories you want to tell.

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Vine and Willow: Poisoned Pages

Vine and Willow have lost track of just how old they are; their creator built them during the Empire’s heyday and set them to work in Rûl’s forests, cutting timber and clearing land for settlement.

Freeholds of Nar: Lands in Shadow

Freeholds of Nar: Lands in ShadowOn the Empire’s northeastern edge, perched on the giant rocks that tumbled down into the swirling waters of the Auroral Ocean can be found the Freeholds of Nar. Once a string of fortresses belonging to the doughty dwarfs who mined, prying gold and jewel from the stone’s tight grip. The wealth unearthed and the skill of the artisans established the holds as a place of wonder and riches, a reputation that lasted until, one day, the ring of hammering went silent, the light of torches guttered out, and the dwarfs who had made the place their home disappeared.

Today, the Freeholds of Nar is a stark place of stubborn people. Founded by the desperate on the bones of the dead, each generation fears this year will be the year the Empire comes to bring them back under the lash. That fear has made them strong, but has also eaten at their minds and hearts. The Lands in Shadow series takes a closer look at the most important places on the continent of Rûl to give you what you need to explore these fantastical and often terrifying locations.

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Only Human: Victims of the Demon Lord

Only Human: Victims of the Demon LordMore than any other people found on Urth, humans are the most conflicted, the most paradoxical. They can achieve such wonders and yet can be capable of unspeakable horror. They love with a fierceness matched only by their hate. Most have strong ties to their people, whether those people be religious, political, or familial, but are quick to level a suspicious eye at others who don’t fully share their values, beliefs, or ideals. Humans kill more humans than do the monsters raging across the countryside, the demons that, on occasion, slither free from the Void, or the hordes of beastmen that prey on farms and isolated towns. And it is humanity that is most responsible for the darkness that seeks to smother the world and drag it wholly into the Void.

Of all the ancestries available for play in Shadow of the Demon Lord, humans are described as the most numerous and diverse. They are also the easiest to understand. The main rulebook presents everything you need to create a human character for the game with enough variation from the human tables to make each character distinct. However, Rûl is a big place, and it encompasses many variations of humans based on ethnicity, political allegiance, religious beliefs, and more.

Only Human expands on the human entry by providing you with more details about how humans fit into the world, and offers new tables to help you develop human characters with incredible detail.

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