Thursday, March 4, 2010

We have Maps!

More exciting news from HQ...

Illusionary Press is pleased to announce the signing of Jonathan Roberts to provide cartography for our first adventure and campaign guide. Jonathan is the artist of the Fantastic Maps series and can be found all over the RPG community. His work consistently grabs 5 star ratings from RPGNow.

And with reviews like this...

"Jonathan Roberts is one of those artists that should get billing above the publishers name."
Nathan Collins, RPGNow staff

...I don't think we'd have any problem putting his name up there if his finished work looks as good as the first drafts we've seen.

You're gonna love these too.

Monday, March 1, 2010

Series Five: History


The Crossing of the Stone

Upon the fall of The West, King Conn of Tuanna sent his queen and three sons by ship to the new colonies of Lannithir. With them went the remnant of his people, while he remained behind to fight, and die, as Last King of The West. Consequent to landing in this new world, Conn's eldest son, Ennis, was crowned First King of The East and the Kingdom of Tuanna was reestablished. Three other kingdoms survived the destruction of The West and managed to flee to Lannithir as well. Two of these nations were precious allies of Tuanna. The third of these kingdoms, however, was distrusted at best by Tuanna and her allies.

In the century that has passed since the expansion in the new lands of Lannithir, the four kingdoms of men have seen their share of conflict with the many native inhabitants of these expanses. They have even warred amongst each other. Yet through the continued exploration of this unknown world, men have uncovered and released an unspeakable horror. A dread so unimaginable, that the ancients themselves defeated and imprisoned it over a thousand years ago.

In the two decades that have passed since this wicked scourge has been loosed upon the land, strange and dark events have taken place. Sinister books and scrolls of vile evil and black magic have been discovered, and have twisted the minds of those foolish enough to read them. Raiding parties of wittershin have set out from the mountains to wreak havoc and destruction upon men. These assaults were followed by a full scale war led by the mighty race of rephaim, from whom the conflict was so named, The War of the Giants.
For two blood shedding years this campaign raged on as the alliance of men fought together, but continued to yield ground to their aggressors. Then, just when all hope was thought to be lost, a strange and foreign army appeared on the battle field to turn the tide of war, allowing the alliance to regroup and drive the enemy back into the mountains. As quickly as they appeared, these savior warriors returned to whence they came, thus creating great mystery and legend.

It has been seven years since the ending of The War of the Giants, and the nations of men have slowly been recovering from their losses. A keep has been constructed to maintain vigil over the mountain pass, should the enemy ever decide to rear its ugly head again. All would appear to be calm, for now. But appearances are deceiving, for deep within the mountains that same evil so recently released, is stirring yet again.

Monday, February 22, 2010

Series Four: Weapons & Armor

Superior One-Handed Weapons

Take a look at four new superior one-handed weapons (as well as one revisited) you will find in the Illfrost Campaign Setting. Each has it's own unique properties and is listed with the nation in which it was developed.

TUANNA - The Spatha
Slightly longer that the short sword and having a significantly wider blade, the spatha can be used as a thrusting weapon with devastating effect.

Weapon
Prof.
Damage
Range
Price
Weight
Group
Properties
Spatha
+3
1d8
-
100 gp
3 lb.
Light blade
Off-hand

DRAIGTIR - The Bastard Sword
Also commonly known as the hand-and-a-half sword, this sword has no legitimate claim to either a single-handed weapon or two-handed weapon, hence its name.

Weapon
Prof.
Damage
Range
Price
Weight
Group
Properties
Bastard sword
+3
1d10
-
120 gp
6 lb.
Heavy blade
Versatile

POHJA - The Northman
This axe is heavily weighted for greater cleaving power, thus requiring considerable training to wield.

Weapon
Prof.
Damage
Range
Price
Weight
Group
Properties
Northman
+2
1d10
-
90 gp
8 lb.
Axe
Brutal 1, high crit

KAZDIM - The Jambia
The jambia's hilt and scabbard are typically decorated with precious metals and stones. However, one would be making a fatal mistake in assuming this lethal curved dagger is only ceremonial. A rogue proficient with the jambia can treat it as a dagger for the purpose of the Rogue Weapon Talent class feature.

Weapon
Prof.
Damage
Range
Price
Weight
Group
Properties
Jambia
+2
1d4
-
40 gp
2 lb.
Light blade
Brutal 1, high crit, off-hand

KREY - The Cutlass
This short, broad slashing sword has a slightly curved blade sharpened on the cutting edge, and often features a hilt with a solid cupped guard.

Weapon
Prof.
Damage
Range
Price
Weight
Group
Properties
Cutlass
+2
1d8
-
80 gp
3lb.
Light blade
Brutal 1, off-hand

Please let us know what you think!

Monday, February 15, 2010

Series Four: Weapons & Armor

Craftmanship

The world of Illfrost is a low magic campaign setting, where the superior craftsmanship of weapons and armor replace those you would normally find enchanted in most standard settings. This is not to say that there are no such items enchanted in Illfrost, just that they will be rare finds.

Steel Arms & Armor – As iron is a rare and precious commodity in Lannithir, steel weapons and protection are a luxury not afforded by most. In Tuanna and Draigtir, chain shirts are reserved for officers and commanders, while the common soldier wears hide armor at best. Only the upper echelons of nobility can afford to wear and maintain any armor of quality higher than chain, and plate mail will only be found on a king.

Type and Cost
Steel Armor……………………………………………….................Quintuple the listed price.
Steel Melee Weapons, One Handed……………………….... Double the listed price.
Steel Melee Weapons, Two Handed……………………….....Triple the listed price.
Steel Melee Weapons, Superior....………………………….....Quadruple the listed price.

Fur Lined Armor – For an additional 10% of the cost of the armor, a character can have his armor lined with fur. This will give the character a +2 to Endurance checks vs. cold; however it will add a -1 to the wearer's armor check penalty.


Masterwork Weapons – There is only one nation of men whose smiths are so skilled as to create masterwork weapons. That nation is Draigtir, and the weapons are forged from Draigensteel. Add 300gp to the base price.

  • Draigensteel, +1 enhancement to attack rolls and damage rolls. Critical: +1 [W].

The Master Smiths of the Erdaim - There are no finer blades found on Olam than those crafted by the First Born. The guarded secrets of heat treatment, quenching, and tempering a sword have been passed down by the erdaim for three millennium. However, there are only a select few masters remaining who can still produce a weapon of quality as their ancestors did before them. The erdaim smith's regard swordcraft very highly, and it is said that they intertwine their blades with oaths of honor.

  • Seysheth, +2 enhancement to attack rolls and damage rolls. Critical: +2 [W].

Maltoth – The greatest of all the erdaim smiths are the Malerdaim, and there is no better smith then their king, Maltoth. It was Maltoth who created the dark metal known as malsheth, which is remains hard even when crafted very thin.

  • Malsheth, +3 enhancement to attack rolls and damage rolls. Critical +3 [W].

Wednesday, February 10, 2010

Artist under contract

Exciting news from HQ...

I am pleased to announce that we have an outstanding artist under contract for our first set of products. Chris Quilliams will be working with Illusionary Press to provide at least six pieces for our first adventure and campaign guide. Chris' credits include multiple covers for Mongoose Publishing and several interiors for the GURPs series from Steve Jackson Games.

His first round of pencils look great. You're gonna love 'em!

Monday, February 8, 2010

Series Three: Religion

Creation

Er – The First. The One. The Father of All. He created Olam and commanded the eromerim to shape it for his pleasure. He then spoke his children into existence to inhabit the world, and gave them dominion over it. Er was worshipped in ancient times until the alomerim walked upon Olam against his will, and meddled in the affairs of men. The erdaim have always recognized their creator.
Ruach, The Unquenchable Fire – The spirit and breath of Er. It is a consuming fire that is cleansing, comforting, and exacts the truth.
Shamah – The expanse, or realm, of Er. It is where his great white throne of judgment sits.

Eromerim – Archangels. The offspring of Er's thought. They were four in number, and were composed by the Father to shape Olam with fire, air, water and earth.
  • Aunoch – Might. Firebringer. He was given great knowledge and power, and was charged with bringing fire to Olam. Aunoch fell to jealousy and pride, and took his gift away from Er's children, thus perpetuating winter. He became Malvorn, the dark enemy, and used his wickedness to sow envy among the alomerim. He was successful in seducing Lamech, Kemuel, and Tebah, who became fallen-angels. Malvorn then fled to the bowels of the Olam and established the Iron Crown, where he governs all corruption, confusion, and hate. Whatsoever is cruel, violent and deadly is in his charge. He is more commonly known as the adversary, and any false worship empowers him.
  • Anir – The noblest of the eromerim. He understands the will of Er best, and concerns himself with matters of the air. He is symbolized by a scepter of sapphire, and his avatar is normally that of a giant snowy owl.
  • Onin – It is he who governs the movement of water. His symbol is an emerald trident, and his avatar is a kraken.
  • Enik – The most humble of the eromerim, Enik's domain is earth, and he is master of crafts and lore. His symbol is a hammer of iron, and he favors taking on the form of a human warrior or smithy.
Alomerim – Angels. Created by Er, with the assistance of the eromerim, these servants and messengers are capable of assuming flesh bodies. Tempted by their power and ability, and stirred by the accusations of Malvorn, the alomerim interfered in the matterss of mortal men, and thus have been falsely worshipped as gods. It was Miachah himself who lusted after the daughters of the Ru'elim, and sired the mighty race of the Aghrim.
Neomerim – Fallen Angels. The neomerim were seduced and corrupted into following Malvorn after he fell away from the Father. The Dark Enemy has nurtured these dukes with his malice and hate towards Er, and the remaining eromerim and alomerim. While they are clever and mighty, they have weaknesses which can be exploited.
  • Nedred – (Formerly Lamech) Dark Lord of the West. The Destroyer. Nedred rose from the nation of Ruskolyn and built an army that swept across and annihilated the West. His success in breeding the thallin from the dark arts was the killing stroke in conquering western civilization. His standard is the red hand.
  • Necrom – (Formerly Kemuel) Dark Lord of the East. The Ice Duke. Before his imprisonment by the erdaim, Necrom seduced mortal women of the Ru'elim and sired the giant kin of rephaim. After his defeat to Abimelek, Necrom was imprisoned in Icekeep by Mattasheba, the Staff of Oath. One thousand years later Necrom was released by an expedition of foolish explorers from the Empire of Kazdim. It is from this release that the dark art was born unto men, and it is through Necrom's will that this art will spread like a plague. Necrom is a tall figure of great majesty and terror, having pale white hair and skin. His eyes are solid orbs of blackness, and his standard is a white skeletal hand.
  • Nevillian – (Formerly Tebah) Duchess of Vermin. The Spider Queen. Any twisted manifestation of natural vermin, or beast, is in her charge. Her appearance is that of a giant, bulbous arachnid.

Tuesday, February 2, 2010

Series Two: Races of Lannithir

Erdaim, Part Two

The First. The Ancients. The Immortals. As the first of Er's children spoken into existence, the erdaim have been granted immortality, and charged as guardians of Olam. They follow the righteous path of the Orach, and are given their power by Er through the Unquenchable Fire. Although their general nature is benevolent and they tend to denounce all works of evil, the erdaim can be seduced by wickedness that seems fair.

The erdaim are taller than men, averaging between 6 and 6 ½ feet in height, with lean and well muscled bodies. They are graceful in movement, and their senses of sight and hearing are keener than those of mortal man. The erdaim are a hardy race; resistant to disease and the extremes of nature, and they need not sleep so long as they rest their minds in meditation.

To the men of the west the erdaim exist only in legend and superstition and are referred to as shee, or fairies. Although many have secretly assimilated into western culture as observers, the erdaim will not reveal themselves until it is their time. Half-erdaim are extremely rare and must choose between immortality or the virtuous path of mortals upon reaching their thirtieth name day. The three tribes of erdaim are the Elerdaim, Malerdaim, and Verdaim.

For game purposes the Elerdaim and the Verdaim replace the eladrin and the elf respectively. The tribe of the Malerdaim, however, has been seduced through deceit and trickery, and now serve the adversary. Their great king, Maltoth, has set himself into opposition against the remaining two tribes of erdaim, promising his people great power and everlasting peace. Only someone wishing to play an evil character should have access to this race, and even then it is recommended to do so with caution.

Let's take a peek at some of the racial traits of the Elerdaim:

Ability Scores: +2 Intelligence, +2 Wisdom
Size: Medium
Speed: 6 squares
Vision: Low-light
Languages: Erleshona, choice of one other
Skill Bonuses: +2 Arcana, +2 Religion
Elerdaim Weapon Proficiency: You gain proficiency with the warblade or longspear.
Hedge of Protection: You gain a +1 bonus to saving throws.
Spiritual Discernment: You may add your Wisdom modifier to your initiative roll. This ability can stack with other feat bonuses.
Trance: Rather than sleep, you may enter a meditative state for four hours, to gain the same benefits as taking a six hour extended rest. While in this trance, you are fully aware of your surroundings.

Please give us any suggestions or input on anything you would like to see added (or detracted) from this race!

Monday, January 25, 2010

Series Two: Races of Lannithir

Erdaim, Part One

The dawn twilight glittered off of the snow-covered pines as Selanne glided silently across the forest floor. He was just out of sight of the wittershin foot patrol, which was lumbering along the wooded trail. Thick clouds of vapor poured out of their mouths and noses into the still frigid air. There were only two of the foul warriors, which he found odd as they normally moved in groups of three or more, a fact he had learned long ago.

Selanne's heavy hooded cloak provided enough cover amongst the thick evergreens to render him virtually invisible. He slowly raised his bow and quietly pulled the nocked arrow back to the base of his right cheekbone. He would have to be fast at this close distance. At the peak of his next inhale, the arrow flew towards its target, and Selanne had a second arrow loaded before the first found its mark. The expression on the lead wittershin's face was that of confusion as it saw the massive arterial spray. The arrow had passed clean through its neck, and it collapsed dead onto the now crimson speckled snow.

After witnessing the fall of its comrade, the second wittershin drew its sword and searched in bewilderment for the hidden threat. Selanne let loose his second arrow a split second too early and caught his target in the shoulder as it was turning. The wittershin roared out in fury and charged in Selanne's direction. A second and third arrow found their mark on the brute penetrating its steel breast plate. Its hulking, lifeless mass fell forward and came to a sliding stop at Selanne's feet.

The ranger froze for a moment, taking in his surroundings, and was rewarded by the sound of a branch snapping directly behind him.
"Clever creatures," he whispered.
Selanne instantly rolled forward dropping his bow, as the third wittershin's blade arced over his head and cleaved through a thin pine. He came to his feet with his curved warblade drawn and turned to face his attacker. At this close proximity he could see the warrior's red eyes glaring menacingly at him and he swore he could smell the odor of rotted meat on its breath. The wittershin's lip curled up revealing a set of jagged yellow teeth that looked very capable of tearing through flesh.

Selanne sneered back at the beast and rushed in before feinting to the right. The powerful, but slow, warrior fell for the ruse and brought its large sword down through thin air. Using the momentum of his maneuver, Selanne quickly spun his body to increase the power of his attack. The sound of metal striking metal followed as the warblade cut through the armor, flesh, and bone of the wittershin's left arm. It howled in pain as it stared in shock at the bloody stump. Selanne continued his dance of death, spinning again around the creature before piercing it between the shoulder blades. The wittershin fell to its knees and crumpled to the ground in a bloody heap. Selanne stood over his conquered prey for a moment, basking in the victory. Once his breathing and heart rate were controlled, the ranger recovered his bow and quickly disappeared into the forest.

Check back next week for the background and racial traits of the erdaim!

Monday, January 18, 2010

Series One: Nations of Men

Krey, Part Two

The Crescent Isles
Ruling Sovereignty: The Kingdom of Krey.
Ruler: First Sea Lord and High King Allain FisBaejter.
Government: Absolute Monarchy.
Capital: Sandtown.
Commonwealths, all owing fealty to Krey: Austurie, Cauntabrie, Lausitanie and Lemurie.
Resources: Foodstuff, livestock, silver, iron and slavery.
Coinage: The golden wheel, silver jib and copper quay.
Population: 86,125.
Language: Lusinian.
Alignment: Evil.
Religion: Lotlemonn (The Otherworld).
Allies: Kazdim, Pohja (trade only).
Enemies: Tuanna, Draigtir and any vessel not striking their colors.
Standard: Crossed cutlasses on a field of black.

"The Crescent Raiders seek not rest nor peace, for they are made of the oak and steel from which they sail upon, and have the tempest coursing through their veins. Woe to those who transgress upon their domain, for the payment due is blood and carnage."
When men fled the western world by ship approximately 120 years ago, several of the vessels were lost to mutiny. These rogue ships united and headed south to a more tropical clime, fleeing the main body which ultimately landed on the shores of the Lannithir.
Low on supplies and morale, the mutinous armada came upon a large cluster of islands formed like a crescent. There were five islands total, and the largest of them was named Krey. Over the course of two centuries the settlers have expanded and populated all five islands, and have managed to establish commerce with Kazdim and Pohja. They are a harsh yet disciplined people, and perhaps the finest sailors on Olam.
Among these first settlers was the last heir of Lusinia, who had secretly escaped before his kingdom had been completely annihilated in the fall of the west. His name was Baejter I, and he immediately began in the rebuilding of his kingdom, starting first with his precious navy. The Baejter's who followed continued their predecessors progress in re-establishing dominance on the high sea.
Now in the Year of the Crossing 119, the Crescent Isles have been passed on to the fourth and most cruel generation of Baejters; Allain FisBaejter. Allain has appointed himself First Sea Lord, and realizing his kingdom's depletion of natural resources, has gone to extreme measures to insure its survival. First, understanding the extreme demand for labor in the survival and growth of his kingdom, he has legalized the acquisition, application and trade of slavery. Second, he has commissioned any armed ship, be it merchant or war, to search, seize, or destroy any enemy vessel on the high sea. Allain has issued a letter of marque to any aforementioned would-be privateer, legitimizing what would normally be considered piracy, so long as they fly the Krey colors. This letter has attracted all manner of outcast and undesirable sailors and ships from the mainland, including the native Rue'lim. The Kingdom of Krey is now an aggressor nation, and she has her eyes set upon conquest and expansion.
Krey Background
You add Lusinia to your list of languages known, you add Bluff and Intimidate to your class skill list, and you gain a +2 bonus to Bluff checks and Intimidate checks.

We would love to hear any feedback or suggestions you may have regarding The Krey!

Monday, January 11, 2010

Series One: Nations of Men

Krey, Part One

Cormier paced steadily across the quarterdeck of the Iron Ghost. He stopped and looked up at the mainsail hanging lifeless from its yard, before raising his spyglass toward the object of his pursuit. The Tuannan merchantman, Silver Scale, was escaping. Although well within range of the Iron Ghost's ballista, Cormier dared not fire onto her for fear of destroying her precious cargo. Cargo the Kreyn Admiralty had ordered him to capture. Captain Cyr Cormier was a Sea Hawk of The Crescent Isles. A privateer, if you will, commissioned by the high king of Krey to capture or destroy any sailing vessel that was an enemy of the crown. His orders were simple; capture the Silver Scale and destroy her crew. He collapsed the spyglass and turned to his first mate.

"Mr. Caber!" he bellowed.
"Yes sir!" Caber snapped back.
"Summon her, Mr. Caber."
Caber's jaw slackened and his face went pale. Cormier's eyes narrowed and he felt his temper rising.
"Are you deaf, mister?"
"No... no, sir!" Caber stammered. Cormier took a deep breath and regained his composure.
"Summon her, Mr. Caber. Summon the matant, if you please."
"Aye aye, sir!" Caber tipped his hat and hurried below as Cormier walked calmly toward the railing of the quarterdeck. He looked down to the main deck for the master-at-arms.
"Mr. Rach!" he shouted.
"Sir!" the master hailed back.
"Prepare to board!"
Rach hesitated as he looked at the still sails and then to the distance between the Iron Ghost and the Silver Scale. He looked back at his captain, who remained steadfast.
"Aye aye, sir!" and the master-at-arms brought life back to the ship as he roared out his orders to the crew.

First mate Caber returned to the quarterdeck with a look of horror on his face. Moments later a slight figure dressed in grey robes appeared on the main deck clutching a simple wooden staff. The black locks of hair which spilled out of the hood covering her face seemed to billow in a wind which presently did not exist... at least not here. Slowly she climbed the stair to the quarterdeck and stopped in front of Cormier, raising her head so that he could look into her black, soulless eyes.

"Captain," it was more of a whisper on the wind than a voice.
"Matant Serefine. The crown requires your services," Cormier replied evenly.
"Requires captain?" the matant hissed. "The last time the crown required my services I had to sleep for a fortnight in recovery."
"You will do your duty, matant. Just like everyone else aboard this ship," Cormier held her gaze. He was captain, and would not be disobeyed.
"Aye, captain. I shall do my duty," Serefine replied coolly, knowing full well that within an instant she could seduce him with her charms and overtake his ship. The blood and power that coursed through her veins was over a millennium old, and the contract which granted it was still binding.

The matant glided to the center of the quarterdeck, raised her staff skyward, and began muttering an incoherent chant which increased in volume and cadence. She threw her head back and the chant evolved into a rhythmic song that her body seemed to match in a sudden and violent spasm of dance. Her robes now appeared to be gusting as her song reached a shrilling climax that no sailor aboard could withstand.

"Look!"cried one of the hands, as he pointed to the mainsail. All of the sails aboard the Iron Ghost were filling with air as the ship lurched forward.
"Brace yerselves, ye bloody dogs!" Screamed the master-at-arms. The masts and yards groaned in protest at the summoned tempest, and Cormier feared he would split a sail. In no time the Iron Ghost was closing in on her prey.

The crew was armed and readying grapples for boarding as they came alongside the Silver Scale. Cormier drew his cutlass and looked back at Serefine, who was collapsed against the helm. Part of him hoped she was dead, but part of him knew he would need her again. He raced to his men and raised his sword.

"Take no prisoners!" he shouted hysterically, and his crew responded with a savage roar.

They were Krey, and this was their way.


Be sure to check back January 18th for Series One: Nations of Men - Krey, Part Two.

Monday, January 4, 2010

Welcome to Illfrost

Happy New Year and Welcome to the Illfrost blog. Illfrost is a campaign setting that allows you, the DM, an opportunity to manage unique religions, races, and rules for use in the 4th Edition Dungeons & Dragons game. Illfrost is a vast world whose frozen reaches will have your players chilled to the bone, not only by its brutal environment, but also by its perilous challenges and unimaginable horrors.

This campaign setting will test your players as they face new monsters, struggle to survive in an unforgiving climate, and face a dread so malevolent that it will leave them shivering in their fur-lined boots and eagerly coming back for more….if they survive!

Be sure to visit us often as we will be unveiling details regarding this world, only to be found here, as well as, information regarding our upcoming products and supplements, to include: 'Illfrost: A Quick Start Guide' and 'Illfrost: Freedom!' the first in a series of modules in the Illfrost Adventure Path.

Challenge your players. Challenge your game. Challenge yourself.

Editor's Note: We will be releasing a succession of 'Sneak Peaks' into the setting of Illfrost on a weekly basis beginning with Series One: Nations of Men. In this particular series, we will explore each unique nation, as well as their respective backgrounds and histories, population, geography, politics and the like. In addition, these 'Sneak Peaks' will contain exciting bonus features for Player Characters.

Check back here on January 11th for Series One: Nations of Men - Krey, Part One.