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Kingdom of God: Lands in Shadow for Shadow of the Demon Lord RPG


You asked for it and now you have it!

We’re proud to announce that Kingdom of God for Shadow of the Demon Lord is now available in print exclusively from DriveThruRPG!


As the Empire crumbles, cultists emerge from the shadows to work their wickedness in plain view, the undead armies in the Desolation gather strength and numbers, and signs of the coming doom become more widespread. In these troubled times, all eyes look to the Holy Kingdom for salvation.

This holy land has been the spiritual heart of the Empire for centuries, shining like a beacon through the gathering darkness. Surely, of all places on Rûl, the Holy Kingdom should be the best hope for the future against the apocalyptic times being foretold in by the troubles besetting the land. Surely, the Holy Kingdom will rise to the challenge and gather to its banners the other provinces to crush the orc uprising and restore order to the land. Or will it?

Kingdom of God reveals the details of one of the Empire’s most important provinces, offering a look at its history, lands, and people. In addition, this entry in the Lands in Shadow series offers a selection of new paths for characters, whether in service to the New God or in opposition to the cult.

Buy Kingdom of God in PDF here or on DriveThruRPG!

Now available in print exclusively on DriveThruRPG

Paths of Power: Magical Paths for Shadow of the Demon Lord Role Playing Game

Paths of Power: Shadow of the Demon Lord RPGA field of magical energy envelops Urth and spreads out across the cosmos. A residual force left from the act of creation that brought this reality into being, this energy is the cause of nearly all the strangeness found in the world: from the bizarre monsters spawned within the foul slicks pooling in caves deep under Blötland to the hidden kingdoms of the faeries; it is responsible for the floating lands above the Desolation and countless other oddities one encounters when traveling the lands of Rûl and beyond.

This energy has even been harnessed and channeled into the creation of artifacts and relics of wondrous and terrible power. More common, however, than all of these supernatural phenomena and wonders are spells: magical effects discovered, codified, and devised by those people who make a study of magic in its many forms. From the destruction of the fireball spell to the awful glory of hateful defecation, spells offer staggering power to those individuals with the patience, cunning, and will to learn them.

The Paths of Shadows series expands and updates certain paths from Shadow of the Demon Lord to create new variations and possibilities. Paths of Power deals with the sorcerer, spellbinder, warlock, and wizard, and in most cases offers upgrades and enhancements to make them even more exciting to play. In addition, this supplement introduces a new path: the occultist, a dreaded devotee of dark magic, who peers into places others fear to look.

Buy Paths of Power as PDF from Schwalb Entertainment or DriveThruRPG!

Next week, the Kickstarter campaign for the Shadow of the Demon Lord Freeport Companion goes live, so to help you get a sense of the awesome stuff that will appear in this book, have a look at the new Celebrant expert path!

Celebrant Expert Path

The god of pirates, known throughout Freeport as One-Eyed Pete, is an unconventional deity by any standard and most theologians consider the god to be nothing more than a symbol for all the debauchery and cruelty one can find among those who live by plunder and robbery. The embodiment of greed, violence, and excess, pirates and sailors alike invoke the god’s name before a night of drinking, spit curses at him before going into battle—believing him too drunk to know which mortal roused his anger, and pour generous amounts of liquor into the sea to keep the mad god from swimming up from the depths to take his share of the spoils.

The god of pirates chief devotees are the Celebrants. They come from the ranks of retired ship captains, usually those who were retired against their will and looking for a way to keep their purses full of coin and beds full of lovers. Charged with keeping One-Eyed Pete at the bottom of the sea where he belongs, they wander the cities drunkenly, barking dire warnings of trouble to come, while sticking out hands to passers-by to collect coins that will pay for the mad god’s distraction. Celebrants are an unruly, sordid lot, every bit as much trouble as the god they  serve.

Although the celebrant expert path speaks to the unusual cult of the pirate god, you can also use celebrants to model worshipers of other faiths. In particular, the path works well for followers or Revel, who is an unruly and, sometimes, dangerous god. If you serve a different god, replace the traditions mentioned under magic with those associated with your deity.

Celebrant Path: Freeport Companion Preview

Celebrant Story Development

d3 Story 

  1. You lost your ship to a mutiny. Becoming a servant of the pirate god seemed a good way to get your boat back.
  2. After a particularly spectacular bender, you blacked out and had a vision of yourself spreading the message of your god.
  3. Spirits have always been part of your sect’s religious ceremonies, and you have developed a taste for the stuff.

LEVEL 3 CELEBRANT

Attributes Increase two by 1

Characteristics Health +3, Power +1

Languages and Professions Add drunkard to your list of professions

Magic You discover the Air, Storm, or Water tradition or you learn a spell from one of these traditions.

Holy Spirits If you spend at least one hour drinking rum or some other kind of spirit, you can become intoxicated for as long as you continue drinking spirits and for 1d3 hours thereafter. While intoxicated, you are impaired and take half damage from all sources. If you become impaired again, you fall unconscious and remain that way until you sober up.

LEVEL 6 CELEBRANT

Characteristics Health +3

Magic You learn one spell

Drunken Luck Whenever you roll a bane gained from being impaired and the number rolled is a 6, you treat the bane as if it was a boon.

Power of Spirits Banes imposed by the impaired affliction do not apply on your attack rolls made from casting Air, Storm, or Water attack spells.

LEVEL 9 MASTER CELEBRANT

Characteristics Health +3

Failing Liver You need only spend one minute drinking rum or some other kind of spirit in order to become intoxicated.

Drunken Fury Whenever you are intoxicated, your attacks with weapons deal 1d6 extra damage.