Just picked this up, can't wait to learn more about the Word of Blake and the Era itself.
People always say it's a bad era so let's see 😳

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Just picked this up, can't wait to learn more about the Word of Blake and the Era itself.
People always say it's a bad era so let's see 😳
Palladium Fantasy Roleplay - Monsters and Animals Cover Art by Keith Parkinson
Grand Admiral Thrawn, lord of the Noghri, dispensing justice at clan Kihm'bar's dukha (from Thrawn Trilogy Sourcebook, West End Games, 1996).
Gehenna War
It's pretty neat, yo.
Like Blood-Stained Love, it transforms the core "personal and political" horror of Vampire into another subgenre. Unlike Blood-Stained Love, it has a lot of concrete advice for Storytellers on structuring scenes, assembling pools, building characters to interact with, and making that subgenre work at the table.
An effort has been made, here. There's a little chart in the introduction claiming that Chapters 2 and 3, and the Appendices, will be of use to any action chronicle, be it more high concept or street level, and having read the durn things I think that claim's borne out. I'm gonna talk about those sections first, and later loop back around to the specifically Gehenna War stuff.
Chapter 2 has neat archetypes for characters in various armed conflict roles - generals, spies, intelligencers, recruits, veterans - with recommendations for priority stats rather than statblocks, so these can be flipped for player or Storyteller use. Suggestions for bonus XP amounts if you want more powerful starting characters, and focused specialisations that advise you to focus particular areas of your character sheet - almost like soft classes, or playbooks. A handful of new Merits and Flaws (one of which is getting slammed onto Penny), and a mixed bag of Discipline powers. Bloodform is back? Woo! There are "reroll Rouse checks for raising this one Attribute or using this one Discipline" openers for the Physical Disciplines? Swing and a miss, more filler. There's two incredible new high-end Blood Sorcery rituals (I shall be using both of them very soon), and some funky Thin-Blood Alchemy if you want your Duskborn to join a Methuselah cult.
Then: advice on running Basic Combat, and explicit guidance on the modularity of the Advanced Combat rules, and a few new ones. This is brilliant stuff for new Storytellers, reflective of the demand for the Combat Primer, and it's given me some ideas I didn't have before, and ALSO. VINDICATION. OBSERVE.
One of the things that waters down play over time is if the characters need to build the same dice pool every time for the same task. To avoid this, Storytellers should vary the traits involved according to the situation, to keep things interesting and to curb players trying to optimize their pools.
Leaving aside that awful syntax at the start - "Play becomes predictable if the characters need to build the same dice pool every time they attempt a task" - activate your voice, and dismiss "is" clauses, you cowards! - anyway, leaving that aside, this is how I've been doing things all along and I love that a book explicitly says "do it and don't get hung up on the exact RAW every time."
Car chase mechanics, cute new gear (I like the Scourge Blades, nasty-ass duelling swords that delay vampiric healing). Then it's on to story advice!
Chapter Three does something I wish Blood-Stained Love had done for romance: getting into the structure of action stories, how action interacts with other genre qualifiers (crime, horror, survival, thriller etc.), the escalating role of villains - like, actual formalist thinking about how stories work. We then get some mechanical advice on how to shift the mode of play, how to approach things like Hunger and Frenzy to make them more or less of a factor. It's short, but it's fuckin' GOOD.
Appendix I is all about dice. When you should and shouldn't roll, as opposed to taking half. Grouping those moments into broad types by what they do to the emergent story. How to add variation with tracker rolls or unusual dice pools. How to manage failures on tests and what to offer players to keep the story moving. And, most important of all, how to deal with the Beast, going through each Skill and showing how the Beast impacts a Messy Critical (still a success, remember!) or a Bestial Failure.
You need this Appendix. The corebook needed this appendix. Maybe it took six years of best practice and sharing ideas to get these ideas fully understood. Maybe if there'd been one dev team since the start we might have had this sooner. At least we have it now.
I'll talk about the Gehenna War itself in a follow-up post. That's Chapters One, Four, Five and Six, and Appendix II.
NONFICTION BOOK ANNOUNCEMENT - The Werewolf: Past and Future now available in HARDBACK!
BIG ANNOUNCEMENT - my popular nonfiction werewolf book (on folklore and many things besides), The Werewolf: Past and Future - Lycanthropy's Lost History and Modern Devolution, is now available in hardback, in addition to paperback and ebook/digital!
Click here to purchase on Amazon.com!
Also check out the many pics of it in this post (plus the book received cat approval; pics included)! Note that pictures are, obviously, of a proof copy.
The book is very good quality! I'm impressed! You won't be disappointed. The hardcover is nice and hefty without being bulky, and the spine is sturdy and lovely.
And best of all, the book comes kitty certified, inspected by Ty Beanie Baby (yes, that is his name) himself.
He gave it a sniff.
And even honored it with a rub. Clearly it's a good book. And it didn't fall over! It's very sturdy.
(Disclaimer: He did just want treats afterward, as he cannot read. Treats and pettings were of course given.)
Synopsis:
Since before recorded history, werewolves have captivated human imagination. Simultaneously, they represent our deepest fears as well as our desire to connect with our primal ancestry. Today, werewolves are portrayed negatively, associated with violence, cruelty, cannibalism, and general malevolence. However, in ages past, legends depicted them not as monsters, but as a range of neutral to benevolent individuals, such as traveling companions, guardians, and knights. The robust legacy of the werewolf spans from prehistory, through ancient Greece and Rome, to the Middle Ages, into the Early Modern period, and finally into present-day popular culture. Over the ages, the view of the werewolf has become distorted. Media treatment of werewolves is associated with inferior writing, lacking in thought, depth, and meaning. Werewolves as characters or creatures are now generally seen as single-minded and one-dimensional, and they want nothing more than to kill, devour, and possibly violate humans. Hollywood depictions have resulted in the destruction of the true meanings behind werewolf legends that fascinated and terrified humans for so many ages. If these negative trends were reversed, perhaps entertainment might not only discover again some of the true meanings behind the werewolf myth, but also take the first steps toward reversing negative portrayals of wolves themselves, which humans have, for eons, wrongfully stigmatized and portrayed as evil, resulting in wolves receiving crueler treatment than virtually any other animal. To revive the many questions posed by lycanthropy, entertainment must show respect to the rich history of so many cultures all around the world – and rediscover the legend of the werewolf.
Again, be sure to check out the book on Amazon.com!
If you would prefer to buy a signed copy directly from me, I'll have something very fun in store for you in October... along with another surprise: a brand new book! And it's more werewolf nonfiction. My big fiction publication is coming next year, and it's also werewolf-related. It's a great time to love werewolves.
Expect another big announcement soon about a brand new nonfiction werewolf folklore book!
So stay tuned for a whole lot more on the way! Be sure to give me a follow here and elsewhere on social media. I'll also have a newsletter coming very soon that'll help you keep up with my work, and it'll come with free reading!
Until next time, and happy fall!
Patreon --- Wulfgard --- Werewolf Fact Masterlist --- Twitter
Raiders of the Lost Ark sourcebook by West End Games (1994)
Star Wars: Starships of the Galaxy - Rebel Starfighters attack an Imperial Star Galleon by Matt Hatton
Realm of G’eth Sourcebook
After a few conversations at MCM ComicCon. I genuinely want to try to write a D&D Sourcebook for adventuring in the Realm of G’eth.
If anyone has any suggestion of what should be included, as anything and everything is appreciated.