Bladestorm Returns

Bladestorm 2nd edition coverIt is with great pleasure that Iron Crown Enterprises can announce that our friends over at Metal Express have now released a brand new, expanded second edition of Bladestorm.
 
The original Bladestorm was released by ICE in 1990 and was later licenced out to Metal Express who have done a great job in creating a wealth of supporting material and redesigning and reworking the core game.
 
Bladestorm second edition can be bought from RPGNow for just $19.99 and there is a brand new website and forum for fans to visit and discuss their epic battles and gaming experiences.
 
Buy it now>>
 
 
Bladestorm
 
Twenty-five years after the first edition was released by Iron Crown Enterprises, Bladestorm returns in a completely redesigned, corrected, colorized, and expanded Second Edition.
The rules enable quick battles between any kind of forces gamers wish to create. Regular troops, heroes, monsters, spell users, standard bearers, units, vehicles, musicians, leaders; if it’s a miniature, it can be turned into a Bladestorm combatant.
 
Design your hero based on any of sixteen fantasy races. Equip them with weapons and armor from more than 60 weapons and attack modes. Spell users can choose from 222 magic spells within the renowned Rolemaster realms of Channeling, Essence, and Mentalism.
 
Bladestorm Second Edition enhances regular combatants with a selection of fourteen classic fantasy professions. Each profession is defined by four skills that can be individually developed, offering more than 26 skills to build unique heroes and villains.
 
These features–and a whole lot more–are ready to bring your adventures to the table.
 

  • 16 Fantasy Races
  • 60 Weapon and Natural Attacks
  • 222 Magic Spells (74 Channeling, 74 Essence, 74 Mentalism)
  • 14 Professions
  • 26 Profession Skills
  • 10 Scenarios
  • 80 Mercenaries
  • Item Creation System
  • 14 Prebuilt Character Archetypes


Bladestorm is a fantasy skirmish-style tabletop game where each miniature represents a hero or monster. The game uses six-sided and ten-sided dice to determine outcomes when attacking, inflicting damage, and maneuvering on the playing surface.
 
The system is simple and fast-paced thanks to a unique approach to combat situations. When rolling dice to attack another miniature, the result also determines the amount of damage for a successful attack.

 
Buy Bladestorm second edition now >>

 

Director’s Briefing – October 2016


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Welcome
 
To the sixty-fifth Briefing and the tenth scheduled Briefing of 2016. Colin has waxed lyrical on the benign nature of September. Academic September is less benign – it’s been the treadmill of preparing the final new module (still ongoing), straggler students needing placing on courses, induction, admin requests and a couple of consultancy bids with deadlines at horrid points in the semester. Relentless and inimical to getting progress on projects where I had planned to be. This will be a short Briefing.
 
RMU
 
Graham has circulated a complete draft of Treasure Law to the team. Jonathan and Joeri are still inside the belly of the beast of Creature Law.
 
Max has been making extremely good progress in transforming Arms & Character Law into the ERA format, and believes that he is now completed the character creation and development part, with adventuring components still to be done.
 
Software
 
The next likely book to receive the ERA conversion treatment will be Rolemaster Companion I.
 
Shadow World
 
Terry is busy writing multiple Shadow World manuscripts, editing another and doing layout for me.
 
HARP
 
HARP Loot is still with Terry in layout. Tables are always slow going.
 
All of the art for HARP Folkways is in; it is all fabulous. The moment Terry completes Loot, Folkways is heading his way.
 
Awaiting signed contract from the writer for HARP Strongholds. First draft is contracted for deep in 2017, so HARP Strongholds will be a 2018 release.
 
Joel Lovell is continuing to progress the Poseidon Gambit for HARP SF and has also been sharing some more of his artwork for that module.
 
Conventions
 
A reminder that Peter Sotos’ online Rolemaster game at BrigadeCon will be broadcast on YouTube as a LiveEvent on 29th October.
 
Also anyone interested in running a Rolemaster, HARP/HARP SF, or Spacemaster game at Dragonmeet (London, 3rd December), do please get in touch.
 
Until next time
 
Back to running very hard on this treadmill. The next scheduled Briefing will be in November.
 
Best wishes,
Nicholas
 
Director, Guild Companion Publications Ltd.
 
 
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Characters – The crew of ‘The Raven’

HAAAAR HAAAAR M’HEARTIES!
 
Well shiver m’timbers if it isn’t international talk like a pirate day! To help you add a hint of the seven seas into your fantasy role playing, we’ve put together a fearsome pirate crew for use in your game of Rolemaster – The crew of ‘The Raven’.
 
“There are some that say that having a woman on board a vessel is bad luck. I imagine our victims would agree” – Captain Ugak (the fair)
 
The Raven is crewed entirely by women. With the exception of a few prisoners, men are never allowed to board. Those who board without permission do not live long enough to tell the tale.
 
Ugak the Fair - Player CharacterCaptain – Ugak the fair
 
Ugak is a great fighter. Though her crew tell her that she has earned the name ‘the fair’ because she is thoughtful and just, the truth is that rumours of her ugliness have spread far and wide. She cares little for the wealth that being a successful pirate captain brings her, instead she loves the thrill of the fight and the honour of victory. Unlike most pirates, she doesn’t fight dirty. She doesn’t need to and she sees it as dishonourable. Ugak is scared of magic and hates magic users. She believes the use of magic in battle is ‘cheating’ and takes great pleasure in killing magic users as slowly and painfully as possible. She turns a blind eye to the small spells that are sometimes used on board The Raven but hates obvious shows of magical power and will punish users severely if they are caught.
 
Ugak the fair character sheet >>
 
 
Llewella Noaks characterQuartermaster – Llewella Noaks
 
Llewella Noaks is a raging ball of fury. She is very quick to anger and very slow to forgive. She loves bossing people around and has been known to scream and shout at the crew from sun up until sun down. People who make jokes about her size rarely live long enough to regret it. It is when Llewella stops shouting that you know she is really angry. As angry as she can get, Llewella is fiercely loyal to the crew of The Raven and has, on many occasion risked her own life to save others. She is very quick and nimble and is very useful in a fight. Given her stature she is also good at subterfuge and is often sent to follow people or assassinate them quietly when necessary.
 
Llewella Noaks character sheet >>
 
 
Morgann BarreljawSailing Master – Morgann Barreljaw
 
Morgann does not like being at sea and doesn’t consider herself a pirate. She deplores robbery and violence and will only be involved in fighting if it is absolutely necessary. The crew of the Raven saved her from a company of slavers who had abducted her from her homeland. The Raven freed the slaves and dropped them at the nearest port but Morgann felt it only right to repay her saviours by sailing with them and acting as sailing master. Morgann is incredibly intelligent and has a great understanding of maps, lore and navigation. She is a real asset to the crew of The Raven but distrusted by most because of her hatred of violence and looting. Despite her peculiarities, Ugak holds Morgann in very high regard will not allow any harm to come to her.
 
Morgann Barreljaw character sheet >>
 
 
Lysza RugsSurgeon/Carpenter – Lysza Rugs
 
Lysza loves the gold, jewels and wealth that the pirate life brings. As a goblin, she spends the vast majority of her time below deck, out of direct sunlight. Her prowess with a saw and a hammer has seen her take on the responsibilities of both the ships surgeon and the ships carpenter. Lysza has a range of magical healing abilities which, despite Ugak’s hatred of magic, most crew members prefer to ordinary surgery (Lysza has a habit of not cleaning the saws before or after use). During the hours of darkness Lysza will stand on deck during battles and take people out with her short bow. During daylight hours she will peer through a porthole and pick off anyone within range.
 
Lysza Rugs character sheet >>
 
 
 
Looking for more adventures on the seven seas? Check out Sea Law for Rolemaster, available as a pdf download from RPGNow.
 

Director’s Briefing – September 2016


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Welcome
 
To the sixty-fourth Briefing and the ninth scheduled Briefing of 2016. My ability to be militant is waning as the start of the new semester approaches. Hopefully, however this will be the last summer for a few years where I need to build a brand-new module from scratch as opposed to updating existing modules – but such are the growing pains of working for a new university. My institution became fully independent on 1st August so truly a new university – the University of Suffolk.
 
On my short actual holiday, I read the remaining two trilogies by Juliet McKenna, namely her Chronicles of the Lescari Revolution and the Hadrumal Crisis, and again these are highly recommended. In one of her forewords, she makes the point that publishing has changed since her first novels were published. In particular, bookshops tend not to stock the complete set of an author’s works, which means that a reader might not be able to lay their hands on earlier books in a sequence when they are in the store. Readers might be put off getting into the current trilogy when they cannot readily access earlier works. “Return to the world of X” can discourage new readers as much as it might entice old fans. For Juliet McKenna, making her back catalogue available as ebooks has been one solution to this problem, and I hope it is working for her.
 
Turning to our industry, the number of game stores, certainly in thr UK, has dwindled with the shelf space for rpgs contracted and only the most popular or those with popular media licenses maintaining a modest presence in the smaller stores or in general bookshops. Obviously there remain exceptional stores which stock in both breadth and depth, but they are becoming the exceptions that prove the rule. We would be interested in hearing your anecdotal evidence on how healthy your local favourite game store is, so please post in the forums.
 
For us, ebooks have allowed us to keep the depth of the ICE back catalogue available. Where we find opportunities to bring back missing products and enable the authors to finally make a few dollars on their work, we will continue to do so. All of the back catalogue already up will continue to remain available as ebooks, by the way, even when we publish the new Rolemaster. Print-on-demand has ensured that for new books such as the HARP / HARP SF lines, the Shadow World line, and in due course RMU, we can offer softcover and hardcover versions of our products without needing costly print runs, physical distribution channels, or gaming stores. An analysis of our sales shows that while print sales represent a significant fraction of our sales of new books (i.e. those we have in both pdf and print), pdf sales for such books represent the majority of our sales. What we cannot tell, of course, if this is a price matter or a preference matter (are ebooks the only books you can fit on your shelves?). We would be interested in your thoughts on this too.
 
RMU
 
Graham is making solid progress on Treasure Law. Jonathan and Joeri are deep in the innards of Creature Law. I will be asking Matt (now that he has had some recovery time) to review Spell Law in connection with Arms & Character Law to ensure nothing has been missed.
 
The Arms & Character Law manuscript has been circulated to our three software creators and they are busy digesting it in terms of how it might be implemented in software.
 
ERA for RolemasterERA Essence Companion for Rolemaster
 
We have two new ERA datasets, namely Essence Companion and Mentalism Companion. These new datasets do require an update to the base ERA software, so please ensure you update before you add to your ERA collection. Those who receive publisher updates from OneBookShelf will have already received an advisory email via them from me suggesting updating the base package.
 
Shadow World
 
Terry continues to work on multiple writing projects. In editing, his queue is “Priest-King of Shade” which will get a new name to avoid any confusion with the original Shade of the Sinking Plain, and then Lethys.
 
There has been renewed interest in fans contributing to (along with Terry) to a canonical periodical or quarterly on Shadow World. Terry and I think this would be perhaps 30-odd pages in size, published as individual pdfs, and then assembled yearly into a print volume. It will only work if there are fans willing to write and deliver good material on time. Interested? Please post on the Shadow World board on our forums.
 
HARP
 
HARP Loot is with Terry in layout. I have already seen the first few chapters and have been checking that the replacement art from Maria, Raymond and Rick has been slotted into the right places. Once Terry has completed a full pass, I will perform a check to see that all the textual changes have been made correctly. I would expect us to be releasing HARP Loot this month in pdf, and then proceed to print in October.
 
The art is expected to be in for HARP Folkways for the end of this month, and it will then be handed over to Terry for layout. I have already received some of the art from Maria and this is all looking great. The goal is to have Folkways available in pdf and print for Dragonmeet in December.
 
On HARP Bestiary, I am battling through applying Undead Overlays to exemplar characters. At some level, I am making life more difficult for myself by creating multiple instantiations of Undead, i.e. Ghosts come in Lesser, Greater and Ghost Lord form, so I’ve created three example Ghosts, one for each class of Ghost. However, hopefully GMs using Bestiary will find this useful in giving them three prebuilt Ghosts and so forth. John Duffield is working on the Lycanthropes chapter and has similar Overlay work to do.
 
Last month, I raised various questions for discussion on the forums relating to “Something Wicked”. The first question was regarding the name. Having listened to the thinking on the boards, I am minded to keep the essence of the name but perhaps modify it to indicate that the subject matter has become more than the original concept. I will have a rummage in the text of Macbeth and perhaps a couple of other Shakespearian plays and see if there is something more apt. The second question was on the inclusion of the Shadowblade/Nightblade profession – following the discussion, I will construct a balanced Nightblade profession and it will either appear in “Something Wicked” or if we have someone working on HARP Subterfuge by that point, I will happily give it to their book. (Of course, if someone would like to sign up to work on HARP Subterfuge now, then he or she could build a balanced Nightblade and probably other valuable new professions as well). Answers to the other questions on spells to rework and material to include have been very helpful so far, so please keep them coming.
 
I hope to sort out the contractual arrangements for HARP Strongholds soon. I also have approved a proposed outline for HARP Beyond the Veil, a sourcebook on the divine and religions in HARP, and again the contract needs to be organised for this in terms of deadlines etc.
 
Conventions
 
Do let us know if you are planning to run Rolemaster, HARP or Spacemaster games at conventions. Colin will publicise your event and we can provide various forms of prize support. Peter Sotos, for instance, is running a Rolemaster game at BrigadeCon. He will be using RM 2nd Edition for the rules, the Harn world as setting, and pregenerated characters. Peter plans to use Roll20.net as his online game delivery engine. The game will be broadcast on YouTube as a LiveEvent. BrigadeCon is 29th October 2016. This is an online convention, so if your schedule and/or timezone permit, please get involved.
 
On the subject of conventions, we have purchased our trade stand and exhibitor passes for Dragonmeet 2016. This will be held on Saturday 3rd December at the Novotel London West in Hammersmith, London. Anyone interested in running a Rolemaster, HARP/HARP SF, or Spacemaster game?
 
Until next time
 
Expect HARP Loot to appear soon. The next scheduled Briefing will be in October.
 
Best wishes,
Nicholas
 
Director, Guild Companion Publications Ltd.
 
 
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Mentalism and Essence Companions for ERA out now!

Hot on the heels of the release of the amazing Combat Companion packages for Electronic Roleplaying Assistant (ERA), Iron Crown Enterprises are pleased to announce the release of not one, but two new add-on packages for the brilliant ERA e-support product.
 
Ladies and Gentlemen I give you the ERA Essence Companion and the ERA Mentalism Companion both for Rolemaster Fantasy Role Playing (RMFRP) and both available now through RPGNow for just $9.95.
 
ERA Essence Companion for RolemasterEssence Companion
 
The Essence Companion package for ERA gives you three new professions with all skill costs, level bonuses and spell lists. Also 49 new spell lists are included, with their complete descriptions.
 
Combat and magic intertwine in the skills and magical abilities of the Warrior Mage. Words of power allow the Runemage to command both matter and minds. Pure Essence is shaped into tools, warriors and barriers by the Mana Molder.
 
Apart from all the base lists of the new professions, you can now add powerful spells to any character, by learning the new open, closed and training package lists from Essence Companion.
 
Choke your enemies with Air Mastery, serve a feast fit for a king with Hearth Magic, or change the very structure of an object with Matter Shaping.
 
Buy ERA for Rolemaster RMSSFRP Essence Companion now >>
 
ERA Mentalism Companion for RolemasterMentalism Companion
 
The RMFRP Mentalism Companion package for ERA includes 4 professions, 15 talent descriptions and 38 spell lists with every spell ready to cast.
 
Seers can project their senses through any barrier and across great distances, and even see into the minds of others. Astrologers can read the past and future by reading the stars, while commanding light and sound to their will. Enchanters affect the senses of others, and also tap into their experiences and skills. ArmsMasters use Mentalism magic to prepare formidable defenses and coordinate group attacks.
 
Get the most of your talent points by purchasing from new options. Make the most of your sleep time with Dream Walker or Sweet Dreams. Create the ultimate sage with Excellent Linguist and Excellent Memory. Add an extra kick to your mind attacks with Mental Agility and Piercing Eyes.
 
In addition to the 6 base lists for the 4 new professions, training packages spell lists from the Mentalism Companion are presented. Characters can now change their mental and physical traits using Mind Shifting and Body Shifting. Mentalism doctors are supported by the powers granted by the Physicks list. Dreams are a gateway to a whole new world with spells from Dream Law, Dream Lore and Dream Travel.
 
Buy ERA for Rolemaster RMSSFRP Mentalism Companion now >>
 
Electronic Roleplaying Assistant
 
Not had a chance to try ERA for yourself yet? You can try it for free by downloading the app from RPGNow.
 
ERA allows players to create their characters using a step by step wizard, level them up and configure all details in terms of stats, skills and special abilities. These characters can then be added to a running campaign in the adventuring module from which the game master can control all aspects of the game including resolving maneuvers, resistances, resting, and of course, spell casting and combat.
 
Try ERA for free >>
 
Love ERA? Check out our complete range of addition modules:
 
Rolemaster Classic
Character Law
Spell Law
Arms Law
Armory
Shadow World Module
Combat Companion
 
Rolemaster Fantasy Role Playing
Core and Character Law
Spell Law
Arms Law
The Armory
Shadow World Module
Combat Companion
 

5 Sports for your Fantasy Setting

With the Summer Olympic games now in full swing, we thought we’d help you bring the spirit of the Olympics to your role play gaming. Whatever tabletop RPG you are playing, there are some Olympic sports that you can include quickly and easily. These include: Running, Swimming, Archery, Wrestling, Boxing, Long jump, Weight lifting and Gymnastics. Simple feats against other competitors that can easily be resolved with the roll of a dice. However, what if you want something a bit more suited to fantasy gaming? Here are our 5 sports for use in a fantasy setting.
 
 
Monstrous Dressage
 
What it is: Monstrous dressage is a fantasy sport in which participants use magic to claim a beast as a mount and lead it through a series of predetermined movements, illustrating the rider’s mastery and control of the creature.
 
How it is won: Points are awarded for the size, temperament and exotic nature of the participant’s chosen mount and the complexity and skills of the movements carried out. Monstrous Dressage contests are normally judged by previous riders and industry experts.
 
Monstrous Dressage is a firm favourite amongst spectators as it gives people the ability to see (often huge) monsters that they have never seen before. The drawback is that larger mounts have been known to accidentally squash a number of spectators. Some contests have ended in tragedy as riders have lost control of their otherwise ferocious beasts and many lives have been lost.
 
Most Monstrous Dressage riders will employ large teams of ‘adventurers’ to find and capture wild and exotic creatures for possible use in competitions. It takes a very skilled and very powerful magic user to be able to ride the largest and highest scoring creatures.

 
 
Mage Archery
 
What is it: Mage Archery covers a number of different disciplines in which mages (non-guild members only) fire elemental bolts at targets. Disciplines include: Mage Archery, Mounted Mage Archery, Moving Target Mage Archery.
 
How it is won: In Mage Archery points are scored for hitting closest to the centre of a standard archery target. Each participant is allowed 12 bolts and then the totals are scored. In the event of a tie the competition continues with the target getting gradually further away until there is a winner. In Mounted Mage Archery, the competition is exactly the same but with the mages situated on the back of a moving horse. Moving Target Mage Archery involves small wooden discs being thrown into the air using a trebuchet like device which the mage then has to hit with his or her bolt. Again, the participant with the greatest number of hits over 12 rounds is declared the winner.
 
Mage Archery is a staple of most magic contests but is seen by many as lacking the excitement of some of the more modern competitions. Guild members are not allowed to take part in most Mage Archery contests as they are at an unfair advantage over amateurs. This however has led to the mages guilds complaining that it encourages unskilled magic users to practice without the safety and supervision that the guild provides.

 
 
Stoneball
 
What it is: Seven competitors take part in this fast paced and exciting all-against-all contest. Each competitor guards a large bucket. Dotted around the pitch are large stones of various sizes. The aim of the game is to prevent stones from being placed in your bucket whilst placing stones in the bucket of your opponents. All of this is done using only the power of the mind and telekinesis.
 
How it is won: Each stone has a points value (larger stones are worth more points). If a player manages to place a stone into the bucket of a competitor using only their mind and telekinesis, that player earns those points. Matches are in three 7 minute thirds with the person with the most points at the end of 21 minutes being announced the winner.
 
The rules of Stoneball continue to change and adapt as players find ever more ingenious ways of cheating. In the past players have exploited loopholes in the official rules to use spells and their own brute strength to score points and prevent other players scoring. Stoneball games have been known to become violent as players take offence at being ‘accidentally’ hit with a moving stone and ‘accidentally’ hit the other player back.
 
Force fields and other defences are provided for spectators to ensure that no harm comes to them. In the early years of the sport this wasn’t the case and many people were maimed or injured by out of control stones which led to yet more violence.

 
 
Stealth
 
What is it: Stealth is a 20 minute game played by two teams. Each team has ‘hiders’ and ‘seekers’. The aim of the game is for the ‘hiders’ to sneak (using magic) through the specially designed course and reach the opposition team’s ‘goal’. The ‘seekers’ of the opposition try to prevent this by using magical detection techniques.
 
How it is won: The team with the most ‘hiders’ in the opposition goal after 20 minutes wins. A good ‘hider’ has a flawless grasp and very high level of skill with concealment and stealth magic. In addition it pays if ‘hiders’ have a good grasp of dispel magic spells to try and avoid the counter measures of the ‘seekers’. ‘Seekers’ need, not only a grasp of detection spells but also guile and cunning to catch their opponents out in ways they hadn’t expected.
 
There have been a number of instances in the past where teams have been disqualified for using illegal manoeuvres such as teleporting and the placement of concealed shields to physically prevent opposition team members from passing. This has led to the game becoming increasingly regulated which some say has taken some of the fun out of it.

 
 
Fire Bowling

What it is: 16 flammable ‘pins’ are staked into the ground in coaxial squares at one end of the playing area. Each Pin is spaced equally so that the furthest pins are exactly ten feet from the centre of the arrangement. Players then stand 60 feet away from the closest pin and cast a fireball towards them. The aim is to ignite all pins in one fire ball. If any remain unlit, the player may then cast another in an attempt to ignite those that remain.
 
How to win: Each game of fire bowling is played over ten frames. In each frame the player scores however many pins they manage to light using two fire balls. If a player lights all pins with their first fireball then they are awarded ten points plus their score in the next frame for that frame (if they get all ten in the next frame as well then points continue to accumulate until they fail to light all ten pins in a frame). If a player manages to light all ten pins using two fireballs in a frame then they are awarded ten points plus any points that they make with the first fireball of the next frame (if the first fireball results in all ten pins being lit then again points accumulate until such time as the player fails to light all pins in the first fireball of their frame).
 
Fire bowling requires huge amounts of concentration and is very demanding in terms of the magical energy that is required per game. For that reason it is uncommon that players will participate in more than one game per day and games are often abandoned once it becomes mathematically impossible for one of the players to win. Due to the difficulty of the game and the magical demands on its players, a number of other, non-magical varieties have begun to spring up.

 
 

Director’s Briefing – August 2016


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Welcome
 
To the sixty-third Briefing and the eighth scheduled Briefing of 2016. I continue to be militant about my summer activities and (up to the time of writing at least), it has been working. This Briefing is early as I will be away on actual holiday over the turn of the month.
 
Sequences whether they be trilogies, quartets, etc., are commonplace in fantasy literature. For a book reader, there’s the dilemma of do you read each book as they come out or do you wait until the trilogy or whatever is completed? Advantages and disadvantages either way. And of course for a book collector, there’s the issue of when to buy the books. If you hold off buying until the trilogy is complete, perhaps the publisher will drop the series for want of sales. If you buy as they come out, you can be infuriated by publishers who change the trade dress midseries just to spoil the look of the set on your physical bookshelf.
 
I have a number of complete fantasy series on my book shelves that I have been saving for “rainy days”. The last series I spoke of in these Briefings was the Winter of the World six-novel sequence (first three are a trilogy, fourth and fifth are linked, sixth is standalone) by Michael Scott Rohan. These are sword-and-sorcery in the lost kingdoms of the last Ice Age. Smithcraft as magic, mask magic, prehistoric and megafauna monsters, the inhuman Powers of the Ice who seek to purge the earth of the corruption of life, innovative twists on dwarves and fey, and more. Highly recommended.
 
Having finished the Winter of the World, I then cast around the shelves for the next series. As I have been heavily involved in HARP Bestiary, and the next two rpg sourcebooks that I will be working on will also be fantasy, I needed another fantasy series to maintain my inspiration. I picked Juliet McKenna’s Tales of Einarinn quintet which I had purchased some years ago as paperbacks and decided to rebuy as ebooks for convenience of reading on the train etc.
 
I was well rewarded with a refreshing epic fantasy, with a setting divergent from standard medievalism – the author’s classical education brings us a rump of empire ruled by patrician families, independent kingdoms, powerful mageborn with elemental affinities and magics yet distrusted by noble and commoner alike, Mountain and Forest Folk who are not dwarves and not elves but humans with their own traditions, Rationalist scholars decrying the superstition of the old religions and magic alike, and a really great story with wizards, thieves, soldiers and nobles being pitted against a merciless foe wielding a long-lost mind magic (known as Artifice, which some considered evil). I enjoyed it so much that I have purchased the followup series as ebooks and have already finished the Aldabreshin Compass quartet where the action moves to the Archipelago (think Indonesia in climate). The native Aldabreshi govern their lives by omens from the heavenly compass (astrology) and the earthly compass, whilst reviling all magic as a disturbance of the natural order and its practice punishable by death. Again, highly recommended.
 
There is relevance, by the way, to what I am working on in terms of rpg sourcebooks, but I will get to that.
 
RMU
 
Behind the scenes, Jonathan Dale and Matt Hanson have completed the attack and critical tables changes for Arms and Character Law. Getting the core to stability is a very welcome milestone, and for Matt, who has been working on development from the beginning, a herculean and epic effort.
 
I will be in touch with our various software creation experts so that they can evaluate the effort needed to create RMU versions of their software. RMU development focus shifts to Treasure Law and Creature Law.
 
ERA for Rolemaster and Shadow WorldERA Combat Companion RMC
 
Speaking of software, we have released updated versions of the base ERA software and all the dataset packages. If you have registered with OneBookShelf to receive update emails, you will already know this. If not, we updated all the files on 10th July so feel free to download whenever convenient for you.
 
In terms of Shadow World, the updates to the dataset include the addition of the critical tables from the Master Atlas.
 
ERA Combat Companion Module for Rolemaster Fantasy Role PlayingWe also have two new datasets, which were released on 17th July. These are a RMC version and a RMSS/FRP version of Combat Companion, which was a set of alternate combat rules and additional professions for Rolemaster Classic. Just as Max created a RMC version of the Armory which was only published as a book for RMFRP, we now have a RMFRP version of Combat Companion for ERA. These ERA datasets have been created for the benefit of those fans who already possess Combat Companion. We will not, however, be republishing Combat Companion as a product as it simply does not make sense financially, in terms of resources, or strategically.
 
 
Shadow World
 
In addition to doing some layout work for me (see next section) and shuttling amongst two new Shadow World sourcebooks and two in-revision Shadow World sourcebooks, Terry has also embarked on an editing pass for Brian Hanson’s Priest-King of Shade manuscript.
 
HARP
 
I indicated last month that I had started on the change list for HARP Loot (originally published as HARP Loot: a Field Guide.) I have completed the change list, checked that Jon Cassie is happy with my changes to his book and received his new introduction, and have already sent the revised version complete with new art to Terry for generating the layout of the enhanced version. The change list was essentially making the rules set consistent with HARP College of Magics so I only needed several days of uninterrupted working at home to get everything straightened out. Job done, project off my todo list.
 
The next set of quiet days at home will be dedicated to progressing my stats work on HARP Bestiary as it is inefficient to do it on the train. The Undead stat blocks are already underway.
 
So what to do on the train commutes of my sporadic trips to the office? Time to consider the next HARP sourcebook on my todo list, which is the return of Something Wicked.
 
Those of you who keep track will recall that once upon a time I was working on a HARP sourcebook entitled Something Wicked, focusing on evil, evil magic, and its fell practitioners. By “working on”, I actually mean that I wrote the complete draft and had it independently edited. Shortly afterwards my company acquired the HARP licence, we reworked the core rules and other existing supplements to create the enhanced versions of HARP Fantasy, HARP Martial Law, and HARP College of Magics, but then needed a new bestiary book. As my editor for Something Wicked pointed out to his amusement, the Wicked draft had almost as many monsters as the old Monsters: a Field Guide product, so we stole the Undead, Elementals and Demons chapters from Wicked and, as you know, I have been persisting in bringing those chapters into revised format for HARP Bestiary.
 
So high time to take stock of Something Wicked and see what needs to be done to bring it back to a complete draft again. These are my thoughts and I will welcome discussion on the forums on these.
 
The first question is should we change the name? There will still be lots of material on evil and evil magic and its practitioners, but there is other material that I think should be included that might not be considered normally as “evil”. Give us your thoughts on the title in the ICE forum.
 
The original chapter 4 (1 to 3 were Undead, Elementals and Demons) was all about professions. This introduced the Demonologist (variant Mage), the Warlock/Witch, and the Wildmage (a “semi” in Rolemaster-speak with randomly rolled spells in its Sphere). It also gave revised versions of Cleric, Magician, Necromancer, Adventurer, Druid, and Shadowblade. You can find these revised versions for the first three in HARP Fantasy and HARP College of Magics. The Druid (and possibly Beastmaster) should appear in a future HARP divine magic or wilderness sourcebook; the Shadowblade (which should be properly named Nightblade in proper homage to the Rolemaster Companion classic) could feature in Something Wicked but I would be happy to defer it to HARP Subterfuge. (Again, please discuss on forums and proposals still welcomed for HARP Subterfuge) Wearing my line editor hat, I would need to be convinced that Adventurer is a proper independent concept. The original College of Magics manuscript had the Mystic profession as a variant mage profession (which was borrowed from me for Codex). Noting that mind control magics can be considered evil (see the in-setting views of some characters on Artifice in Juliet McKenna’s setting), it is not a huge stretch to include it in the new Wicked book. I am, however, minded to rename the Mystic to Mentalist or Seer – as the Circle of spells originally written by me is equivalent to Mentalist and Seer in Rolemaster terms – and so save the term Mystic to cover something that is not a variant magician profession.
 
The original chapter 5 was all new spells for Low, Middle and High Magic. Obviously all these spells need to be made consistent with the enhanced HARP College of Magics and the Spheres/Circles of all the new spellcaster professions have to be included. There’s an opportunity here to rescue some spells from Codex or even Grimoire (if its author Chris is happy with me reworking his material). Given what I know of the probable sourcebooks in the next couple of years for HARP, the new “Wicked” is the sensible place for miscellaneous additional spells. Again, thoughts on forums, please, on your spell wishlist.
 
The final three existing chapters need to be brought into line with the enhanced rules across the HARP line. (These include epic magic rules, a new type of magic known as Sorcery, and GM advice).
 
The inclusion of mental magic and “Seer” magic requires support material. As the primary coauthor of Mentalism Companion, I have written entire chapters on scrying and divination and more. I will be drawing upon some of this work and adapting it to HARP mechanics and the HARP game style in terms of high adventure and its granularity level of detail. Again, comments on forums, please.
 
I look forward to reading the discussions on the forums.
 
Until next time
 
I return to working to dual working on HARP Bestiary stat blocks and the new Something Wicked manuscript plus additional editing work. The next scheduled Briefing will be in September.
 
Best wishes,
Nicholas
 
Director, Guild Companion Publications Ltd.
 
 
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ERA Combat Companion Module – Out Now!

ERA Combat Companion RMSSIron Crown Enterprises are pleased to introduce the two newest additions to the amazing ERA e-support product:
ERA Combat Companion Module for RMFRP and
ERA Combat Companion Module for RMC.
 
The new ERA Combat Companion Module offers new professions, spells, attack and critical tables along with new options for creating combat styles.
 
When creating your character, the Combat Companion package offers an improved weapon skill step where you can assign your baseline costs and get automated assistance in computing the final skill costs. Change the rules of combat with the Combat Companion armor by the piece rules, by choosing elegant styles such as chain boots and gauntlets with a leather cuirass, or a plate helmet and neck protection over your cloth robes.
 
ERA Combat Companion RMCNo matter how your opponent defends, you can attack using the weapon attack tables with their specialized criticals. Savor the differences in slashing caused by animal claws and long blades like never before!
 
ERA Combat Companion Mobule for Rolemaster Classic
 
The RMC Combat Companion package for ERA provides 3 RMC professions with their spells, and 19 attack tables with their corresponding critical tables. It also offers new options when creating combat styles and resolving combat. Expand your professional possibilities by choosing from the warrior spell users: Champion, Elemental Warrior and Venturer. All their base lists with complete spell descriptions are also included, and automatically offered on character creation.
 
ERA Combat Companion Mobule for Rolemaster Fantasy Role Playing
 
The RMFRP Combat Companion package for ERA provides 14 new spell lists, and 19 attack tables with their corresponding critical tables. It also offers new options when creating combat styles and resolving combat. All the base lists for Champion, Elemental Warrior and Venturer with complete spell descriptions are included.
 
Buy ERA Combat Companion Module for Rolemaster Classic >>
 
Buy ERA Combat Companion Module for Rolemaster Fantasy Role Playing >>
 
ERA allows players to create their characters using a step by step wizard, level them up and configure all details in terms of stats, skills and special abilities. These characters can then be added to a running campaign in the adventuring module from which the game master can control all aspects of the game including resolving maneuvers, resistances, resting, and of course, spell casting and combat.
 
If you haven’t yet had a chance to try ERA yet, you can download the application for free from RPGNow.
 
 
Other ERA Modules available from RPGNow
 
Rolemaster Classic

Rolemaster Fantasy Role Playing

Director’s Briefing – July 2016


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Welcome
 
To the sixty-second Briefing and the seventh scheduled Briefing of 2016. The summer beckons here with sporadic visits to the office, occasional short conferences, writing up some research, gently preparing next year’s material, and actual holiday. Some of that holiday will be actual vacation when my leave and my wife’s are in synch, some will be spent writing and editing at home! That’s the plan and I intend to be militant about sticking to it.
 
RMU
 
Graham Bottley, who has taken over the reins of Spell Law, has completed most of his significant changes to Spell Law and the team is reflecting on those proposals. Graham is already bending his will to tackling Treasure Law and simplifying some of its systems. Jonathan is continuing to press on with the combat table updates, and will then join with Joeri in bringing Creature Law to where it needs to be – two volumes, the first of ready-to-use monsters, the second of more ready-to-use monsters and the design/customisation system.
 
Adventure Modules
 
Andrew and Heleen Durston are quietly working away on the Trail of the Corrupt. First draft is expected in August.
 
Brad White will be going under contract for a trilogy of adventure modules. These will be statted for RMU and HARP.
 
Shadow World
 
Terry is in multiple places at once – writing new words in southwest Emer (for Emer IV), writing new material for northeast Jaiman, while at the same time making revisions to both Emer I and Emer II.
 
HARP
 
Firstly, on the HARP sourcebook wishlist, discussions continue regarding HARP Strongholds and I already have some sense from the author of what the proposal is likely to include.
 
Secondly, I have had a chance to review Joel Lovell’s HARP SF adventure module, The Poseidon Gambit. The manuscript is already in a very good place here – Joel has some plot and setting points to fine-tune. Joel has also produced a number of great renderings to illustrate the work. If you look at the covers of HARP SF and HARP SF Xtreme, you will understand how well Joel has assimilated the Tintamar setting.
 
Thirdly, most of the art for HARP Folkways has now been allocated and is underway. I am hopeful that all of the art will be in place at some point in September, whereupon HARP Folkways will be sent to layout.
 
Fourthly, I have written some words about Gargoyles, Sharks and Wyverns. No, this has nothing to do with HARP Bestiary. Once upon a time, there was a true treasure of a HARP sourcebook known as Loot: a Field Guide written by Jon Cassie. For contractual reasons, it disappeared into IP limbo, but Jon and I came to an arrangement some time ago to allow it to return. It requires a mechanics update to ensure that its material is consistent with HARP Fantasy and HARP College of Magics, and my plan is to complete this as soon as possible. We already have HARP Loot’s new art in hand, so as soon as my update pass is complete, it will transfer to Terry for layout, and I will return to stat block work for HARP Bestiary.
 
Until next time
 
I return to working on HARP Loot. The next scheduled Briefing will be in August
 
Best wishes,
Nicholas
 
Director, Guild Companion Publications Ltd.
 
 
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HARP College of Magics and Martial Law go electrum!

HARP RPG College of MagicsIron Crown Enterprises are thrilled to announce that the College of Magics and Martial Law rules expansions for High Adventure Role Playing (HARP) Fantasy are now both electrum pick products on RPGNow.
 
Less than two years since their re-release, these products have quickly risen through the ranks and become two of our most popular products. A huge thanks to everyone who has purchased them and to everyone who helped create both the original and the re-released versions.
 
If you haven’t yet had a chance to get your copy of HARP College of Magics or Martial Law, you can pick them up (along with the HARP Fantasy core rule book) in pdf, softcover or hardcover formats from RPGNow.
 
 
Buy HARP College of Magics >>
 
Buy HARP Martial Law >>
 
Buy HARP Fantasy >>
 
 
HARP Martial LawHARP College of Magics
 
College of Magics expands the depth and breadth of HARP magic. Among the topics that the book covers are: What is magic and how does it work? This product introduces new types of magic, including natural magic, alchemy, and enchantment.
 
College of Magics also includes rules for creating and designing new spells; new HARP spells, and a primer on temporary and permanent magic item design. And of course new professions: The Elementalist, the Vivamancer, the Thaumaturge, and the Necromancer.
 
HARP Martial Law
 
Martial Law breaks new ground in the field of fantasy role playing combat rules. Martial Law expands the fast, dramatic combat of HARP (High Adventure Role Playing) Fantasy to include detailed hit location criticals.
 
Martial Law also includes a section on creating and playing warriors in fantasy settings and cool new moves and equipment for fighters.
 
Drawing upon years of actual play from the fan base, HARP College of Magics and HARP Martial Law are enhanced versions of the original HARP supplements published in 2004.