Twilight's River is one of my older games, first come into being in the early 2000s. It has had a few different incarnations over the years but I have decided, when I get around to doing the final version, it will use the same system as Pommels & Paradoxes, i.e. the Old School Engine. In many ways the original TR system informed OSE, so it seems fitting in my mind to do it.
So I am done with Chapter One: Introduction to the Mechanics & The World. It is a pretty short and basic chapter that introduces players and the potential MP to some mechanics. Plus it tells a little about Promethea. So yes it was not a big chunk but in some ways it was very important to the progress of the overall product.
I also have the small introduction mostly done. I say mostly because it seems to be something that will be a work in progress as I go along, not quite done until everything is done.
The list of beasts is pretty much finished. The Bestiary itself, Chapter Nine, will be one of the final ones completed. Right now I am onto Chapter Two: In Depth Mechanics. More on that later this week.
I have finalized the professions that are going to be in P&P. Both the Condotierre or starting professions and the Legend professions, which grow from those basic ones. How one moves from Condotierre to Legend will be explained later, I just wanted to touch base on the various professions themselves.
Condotierre (Starting) Professions
Adept - The Adept is a medicine man (or woman), folk healer, and overall visionary. They have been touched by the divine in some way and are able to channel divine energies. More than that, they understand how to mine the divinity from the soil, air and other elements of the natural world.
Blackheart - A Blackhear is someone who enjoys being an agent of destruction or playing in the forbidden toy box. Other peoples' pain is of no consequence to them as they search through the forbidden knowledge that lies within the world and the souls of others. They learn the diabolical aspects of sorcery and the finer aspects of anatomy and the best way to kill.
Brigand - In Pommels & Paradoxes, the brigand is not a robber; at least not necessarily. He or she understands living off the land and living on the road. They beg, borrow, or steal their way through life understanding how it works better than others. Some do choose a life of shadows while others pursue a oneness with their bodies and minds.
Conjurer - At first, the conjurer is as much stage magician as real magician. They understand people and crowds and how to seduce patrons and partners alike. As they grow, their power in sorcery can grow leading them to become true magic users or perhaps leading them to become courtesans, entertainers, and keepers of lore.
Hunter - The woods are still powerful and magical places. Those who live there understand the connection between the land and the people who live there. Theland gives and the land takes away and learning the balance between the two is at the heart of who the Hunter is.
Militiaman - Even the sons and daughters of the rich are called on to protect their communities and homes. All warriors begin as members of a militia, whether of their city or their family. As these warriors grow, their knowledge of weapons and the ways of war outpace those of other professions.
Legendary (Advanced) Professions
As soon as a character reaches level 4, he or she MUST choose a Legendary profession. They cannot change after this and so they will pursue their own legend through that profession thereafter.
Priest (Adept) - The priest officially joins their religious heirarchy and becomes an agent of their chosen divinity. Their ability perform miracles and undo the workings of sorcery make them especially powerful heroes.
Templar (Adept) - Warriors of the divine, the Templar dons the heavy armor of his order and goes off to war. Their martial skills are powerful and the divine gifts bestowed on them give the Templar potency.
Assassin (Blackheart) - Any person can take money to kill, but the Assassin is a master of this art. Using their knowledge of the body and dark sorcery, the Assassin commands a high price and much respect as a fearsome killer.
Necromancer (Blackheart) - The dark and forbidden arts are quite tempting. The Necromancer understands life and death and masters the dark sorcery that allows the boundaries to be crossed. Necromancers are often hated by those they work with.
Monk (Brigand) - A Monk is a scholar and a master of living on small means. Indeed they focus so heavily on mind and body that they often go without eating for some time. While some do choose a monastic life, the Legendary monks take up their chosen weapon and pursue knowledge wherever the road leads.
Thief (Brigand) - The masters of the shadows and of seeking personal knowledge. While a monk pursues the secrets of history a thief pursues the secrets of industry. Trap finders and information brokers, the thief can be a boon companion. Just don't tell them your secrets.
Bard (Conjurer) - The bard uses his or her sorcery to entertain and gain influence. They seek knowledge like a monk and information like a thief, but they are also storytellers with more flare than violence. A bard is most comfortable around a fire or being courted by the nobility than in a dark crypt but their skills can be valuable.
Magician (Conjurer) - Among those who practice sorcery, the magicians are the most powerful. They have studied the paradox in its raw state and some know its secrets better than the gods themselves. Potent is the magician for she can bring fire from earth and water from air, turning the very universe on its head.
Ranger (Hunter) - A ranger is a hunter who finally has learned the secrets of the land. They can blend in, track enemies, and not be seen except by the most keen eyes. Rangers are protectors and wardens, but also killers who hide in shadows waiting for their prey. They have been touched by the land and often lose themselves in the hunt.
Witch (Hunter) - The Witch has seen the nature gods and devoted his or her soul to them. In exchange they learn not only how to keep balance in nature, but how nature itself keeps the world in balance. They are primal beings who channel the primal divinities through their very essence.
Berserker (Militiaman) - Many cultures embrace those who lose themselves to battle. The berserker is one of these beings who channel the primal energy of life and death into their battle tactics. A berserker is hard to bring down and he or she will kill many before they die.
Captain (Militiaman) - Warriors who seek to improve their minds and bodies follow the path of the Captain. They are trained to be soldiers and leaders of men, assessing a battle situation and moving the right pieces into place. Often they are sought out to lead whole armies or perform great quests where their leadership and knowledge of battle yield great results.
This is just to introduce folks to me, Sean AKA The Dragon, (just use Sean or SMH when speaking to me) and to the home of Reign Dragon Press. This whole game design seems to be coming together rather well and I am enjoying the process. In the coming days I will likely have many more comments about what we are up to and where all the projects stand but for now, welcome and hello.
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Sean AKA The Dragon has been gaming or thinking about gaming for over thirty years. Game design is one of his greatest passions. He has ideas and is not afraid to talk about them.