Planar adventures are fantasy tropes that build on a rich tradition: religion, myths, medieval sources like Dante’s The Divine Comedy, celestial spheres, and modern sources like Moorcock’s Elric or Marvel’s Doctor Strange. Everything was poured into fantasy roleplaying in the 1970’s and remain part of the genre.
“Back to the company. Back to business. Back to the parade of years. Back to the annals. Back to fear.”
– Glen Cook, The Black Company (1984)
Mercenaries and mercenary stories are probably the most basic fantasy tales in a world with lots of rain and morally dubious characters. Sellswords are mercenaries – soldiers for hire. The way of the sellsword – a life of war on the road – is a hard one, but offer a high reward for those who survive. Continue reading “The Way of the Sellsword”
The demons have lingered on the fringes beyond the border of your reality since the Dawn of Time, and the Demon Hunters may be our last chance. One day the gates will burst open the gates and the world will end, or at least that is the beliefs of many loremasters. Continue reading “The Secrets of the Demon Hunter”
Creating a fantasy roleplaying game adventure is both easy and daunting, and you need to prepare smart to get the best results. This post is about organizing your ideas for excellent results with minimal effort.
You need an area to start the adventure if you want to run a fantasy roleplaying campaign. You can spend hundreds of hours creating your world and drawing your maps, but at some point, you want to get started with your game. Or perhaps skip the hundreds of hours, and start right away? Continue reading “Creating Fantasy Roleplaying Game Starting Areas”