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Legendlore RPG Setting for 5th Edition Fantasy Roleplaying

Created by Onyx Path - Legendlore RPG

Legendlore RPG

Latest Updates from Our Project:

FINAL WEEK
almost 4 years ago – Thu, Jun 25, 2020 at 03:46:55 PM

Greetings Good Friends & Terrific Travelers,

We're officially in the FINAL WEEK of the kickstarter campaign. Over this final week I'll also be sharing a bunch of instruction and review-type posts about Reward Tiers & Add-Ons, and What Comes Next, so if you've got any process questions or are wondering about how the kickstarter process works, I'm hoping to clarify any remaining questions before we finish. Of course, if you're still wondering about something, please ask and I'll help as best I can.

Final Week, about to find our Crossing!

The big impetus behind this post, though, is our big push during this final week! Together, we've done the hard work of this campaign - we've come together to fund the development and production of this book - so now it's time to make sure that we're not missing any potential backers. 

I see so many people online talking about the shortfalls or issues inherit in their regular game, or looking for ideas beyond what's easily available in the marketplace. And, while there are so many options for those who know where to look, there are still many players and potential players who need a little guidance. And, quite often, the game they're looking for - the thoughts and ideals they'd like to explore - is perfectly captured by the Legendlore RPG. These potential players just need a little help discovering this campaign.

Be an Ambassador

I know, this is something I've already said many times (and seem to say during every project!), but for this final week, you are officially a duly-deputized ambassador for this Kickstarter project. It's time to find more heroes and help them crossover to explore their legendary destiny.

I know I end every update post with "Keep spreading the word! Invite others to join in!" - but what does that mean, and how do you do it?

Easy answer - don't stop talking about the Legendlore RPG kickstarter until 2:01 PM next Thursday EDT (when the campaign has ended). Yes, family and friends are tired of me talking about it on our weekly Zoom check-in (I think they just mute me!), but we'll have a whole new set of topics to discuss in just one week, and they've learned to tolerate me during a kickstarter campaign (for now). But here's the thing - there are others around who haven't heard or don't know about the campaign.

The orcs of Legendlore

Resources to Share

For new backers and potential players, here are a few key resources to be aware of for this campaign. 

Get the Preview Manuscript for FREE right now!

THE PREVIEW MANUSCRIPT - currently available FOR FREE at DriveThruRPG.com. Wondering about Legendlore? Heard it's an interesting setting and full of great options for your 5E game? You can check it out right now and start playing - GET IT FREE <LINK> and start playing. That's the bare bones manuscript - this campaign is to help that document achieve it's destiny, with further development, artwork, and a full production plan.

HAVE A SAY! - Help us make the game even better by reading the mansucript - and, if you can, playing the game - and then helping us catch any issues or errors. We've set up a special ERRATA FORM <LINK> to document things and help during final editing and development.

INTERVIEWS, REVIEWS, AND PODCASTS - There's been a bunch of discussion about various aspects of Legendlore, from the comic book origins of the setting, to the inclusive and welcoming nature of the rules, to the idea of playing yourself or another character transported from our world - or another world! If you want to know more about the bits behind the game, check these out:

WOW! That's a lot of Legendlore discussion! I don't know how Steffie found the time to lead the design on this game, talk to people all over the world, and run her own games as well!

Of course, that's my smooth segue into some Actual Plays and Session Recordings. If you want to know what Legendlore is about, one of the best ways is to see or hear it in action. Check out these sessions:

Share the Links!

1) Don't forget to share a link to the kickstarter in any discussion you have (where appropriate) - and feel free to pass any of the long list of links above to those who may need more info (or, just point them to this post!)

2) Don't forget to tell us about any post or review or discussion you write! Come to the comments section and let us know so we can all go and contribute! I know I keep saying it, but really - these last days are key. Keep the enthusiasm high (hitting stretch goals certainly makes that easier!) and keep on inviting others to join in, either directly ("Come see...") or just by setting an example of your enthusiasm and interest.

Final Week

We've got one week to go, everyone! Thank you all so much for your support! Together, we're going to help make this game even more amazing. Let's finish strong!

#Legendlore

Travelling to The Realm
almost 4 years ago – Wed, Jun 24, 2020 at 08:40:32 AM

Hello Good Friends and Terrific Travelers!

We're wrapping up our third week of the campaign, about to start our homestretch, and I love seeing the discussions in our comments and online about the setting and ideas presented in Legendlore. There are two fun topics that have sparked a lot of creative ideas - crossing over into The Realm and also creating your fantasy character for Legendlore.

I also love the outfits. Don't forget the outfits.

Crossing Over

The Realm touches many other planes, including Earth, and where it does, Crossings might appear. These are pathways, naturally incurring or coaxed through magic, where people may move between Earth and the Realm. Not every Crossing goes two-ways, and people from Earth might find themselves inadvertently Crossed into the Realm and then stuck until they painstakingly find a Crossing back home.

A Crossing can be anything. Storytellers from the Realm sing of strangers down on their luck, selling off their possessions until they come across a bracelet from their childhood – in the time of their greatest need, that bracelet became a Crossing so the stranger might enter the Realm and start their life anew. Tales from Grey Hills to as far as the Erebus Sea tell of mirrors, or pools of water being Crossings as other worlds lay just behind their surface reflections. A Crossing can be a battered suitcase locked in an attic and forgotten until just now, a hatbox, a crystal pendant necklace, a porcelain doll, a crayon drawing or folded papercraft. A Crossing does not sit fully in either Earth or the Realm, nor does it have a fixed value. The item that acts as a Crossing can be worth five dollars or five-hundred, anything from a brightly colored bauble from a vending machine purchased, to a priceless family heirloom.

Some Crossings have conditions to their use. A suitcase handed down from adventuring uncle is a Crossing, but it only opens into the Realm when his nephew is present. Another Crossing might only work for people over eighteen years of age. Another Crossing might have its condition hidden in plain sight, like a friendship bracelet that only opens into the Realm in the presence of friends, or perhaps when one friend decides to pass on the treasured gift to a new friend. Some Crossings like to hide themselves, sitting in a forgotten corner of a cherished vacation spot, only to appear if a group of friends travels there together.

With traditions and examples reaching back to Alice in Wonderland and The Wizard of Oz, to more contemporary versions like the Dungeons & Dragons cartoon to isekai manga and anime, the idea of travelling to a magic world is a fun one to explore. Backers have had fun suggesting a number diverse campaigns, including having The Realm serve as an afterlife - the characters cross over into the world of Legendlore after they pass from their own world - to The Realm welcoming characters from different settings and maybe even different genres.

Indeed, one of the Actual Play streams on Onyx Path's Twitch Channel, The Metal Scourge, actually features characters who have crossed over from Onyx Path's other 5E Setting, Scarred Lands, as well as Eddy Webb's Realm of Pugmire game featuring uplifted cats and dogs!

Since Legendlore uses the 5E fantasy roleplaying engine to power the game, the amount of material that can be incorporated into your campaign is vast and varied.

The Many Possibilities of You

Crossing brings out You. That is to say, the fantasy-version of you (or rather, the parts of yourself you wish to share at the table) as a Legendlore character.

A woman taking martial arts classes to defend herself, and who possesses a strong sense of not wanting anyone to control her ever again, sees those aspects of herself enhanced after she crosses into the Realm. She may become a Fighter, or she may show talent as a Wizard due to her self-discipline and control. If a man puts on a show of being a gym rat, but secretly yearns to be in a band or loves to write poetry, they may become a Bard after the Crossing. Most modern technology does not exist within the Realm, but a person who loves computer programming may find as a Bard or a Wizard, speaking power and bending reality with their words. Their personality does not change, but Crossing offers new opportunities to bring their inside to the outside.

Crossing also affects physical changes to match You best. A girl assigned male at birth might find her body changed or remain the same, depending on the player’s view of herself. If a player has glasses, and their sense of self includes said glasses, the character retains them after Crossing – if not, they now have 20/20 vision. The same goes for hearing aids and other devices. Crossing ensures that contacts, wheelchairs, joint braces, pacemakers, and any other medical aids that might require power sources or precise and tiny electronics now run on a mysterious ancient magic so long as their bearer remains in the Realm. If someone has a chronic illness, but wishes to live a life without such constant pain, their self after the Crossing simply does not have it. However, it is also possible for that same person to want to keep their chronic illness, feeling that their life has been shaped and formed alongside and inseparable from their condition. It is likewise possible for a person who experiences nonverbal episodes, such as via autism spectrum or trauma, to be verbal if they wish it, just as it is entirely possible for these people to be nonverbal in the Realm as well. Every Crossing accepts all without judgment, and changes all to their most inner selves.

Aaliyah, our elven iconic, is a Black trans woman who uses a mix of ASL and forestspeak signs to communicate.

As noted, not only are characters coming over from "our" world (or, at least the in-game version of our world), but also from other fantasy settings. Do the dog characters from Pugmire cross over as dogs in your game - or, using the rules from Pugmire, or could your human character crossover and become a loyal shepherd in The Realm? 

Other conversations and brainstorming have suggested the idea of a character crossing over and finding themselves in the body of a kobold or other monster. Though, as Steffie has noted, the Legendlore RPG doesn't consider any people 'monster races.' Some are more antagonistic than others, but that's because they have good reason to and sometimes a straight up case of 'civilized people' telling lies about them.

If you've got ideas for an interesting Legendlore campaign or even a single scenario, feel free to share them in the comments! I love the openness and flexibility of this game and setting, and how it can incorporate so many varied ideas and welcome so many players. 

And, as we enter our final week, please - if you can - share your ideas, excitement, and enthusiasm with your social circle and on your social media. I think this game could be a terrific gateway to gaming for so many, and also present a new or alternative structure for those who may have burned out on other systems and more rigid structures. I just don't want anyone to miss out! Let's keep at it!

#Legendlore

Iconic Characters in Legendlore
almost 4 years ago – Tue, Jun 23, 2020 at 07:04:54 AM

Hey Good Friends and Terrific Travelers!

Today is a bit of a meet and greet, as I share quick bits on our iconic characters in Legendlore! One of the things I love about this game and this version of the setting - Steffie De Vaan and her team have done an amazing job of making the world inclusive and welcoming to players. Now, that doesn't mean welcoming to characters - there will still be challenges to overcome, and difficulties to deal with in the game - but it means that everyone is welcome at the table and can build a character for Legendlore without the rules getting in the way. 

NAJDA 

We don't have any fancy rules for her wheelchair in Legendlore. She just has one and gets around as the player likes. It doesn't have to be complicated.

Najda grew up poor in Los Angeles, and spent her time dodging the worst aspects of poverty by pouring her energy into comics and writing. She loved it, and it appeased her mom’s mandate to stay out of trouble, which she immediately broke by joining the military straight out of high school. She planned to go to college after a single tour in Afghanistan, but never got that far.

While on patrol an IED flipped her truck, and Najda spent the next few years of her life fighting for veteran benefits. As a small blessing at least Los Angeles was one of the most wheelchair accessible cities in the US.

One evening, locking up at comic book store she now worked at, Najda heard a rustling behind her. It came from one of the new comics, pages softly turning in the wind – except there was none. She opened the book to a page of a vast hilly landscape that seemed to steadily draw him in….

JADA

Pixies are born agender, and choose a gender as they grow up. Feminine pixies have 2 antenna, masculine pixies have 0, and non-binary pixies have 1. Pixies are as fierce as they are small, they love laughing and hate bullies.

As Jada’s full hand made a very satisfying connection with the goblin’s cheek they immediately felt the smallest tinge of regret at the pit of their very tiny stomach. Why were they always getting into these types of situations? One could argue it all began in University when Jada stood up in front of the class and lectured the professor on the finer points of feminism they heard their parents discussing at the dinner table. Or further back when they punched Tommy Branson in 5th grade for telling them to go back to their own country…

Jada questioned their actions a million times per day, hundreds of hours over hundreds of nights, why did they always get into trouble? Were they in fact the one who was wrong?

A deep growl from the goblin snapped Jada from their revelry. The creature’s eyes narrowed and he flung the hairfoot he held to the ground. Seeing the poor hairfoot cry, Jada remembered: No, they were definitely not the one who was wrong.


AALIYAH

Aaliyah brought her knowledge of American Sign Language with her through the Crossing, and uses it to communicate with her friends.

As Aaliyah and her companions trudged into the depths of the forest, Aaliyah saw the remnants of the forest goblin camp; a mark here, a flint there. Aaliyah halted and raised a hand to sign to her companions in a mix of ASL and Forestspeak words. Her companions quietly loosened swords in sheaths and arrows in quivers, but didn’t take any overtly aggressive moves – they had brought the ambassador with them for a reason.

Aaliyah gestured her translator to stand just behind her, in case the goblins didn’t understand sign language, and took a deep breath. She still remembered their lessons from home, about standing for what’s right and making others see your point. Yes, she could do this.

TAYLOR

Hairfeet are practical by nature, they value solutions to problems, and are inherently good at examining situations to find a good angle of approach.

Taylor rolled the heavy gold coin over their knuckles; a trick they’d learned in college while dodging deadlines and putting off studying. It was a worthless skill, sure, but they’d learned three valuable lessons on the road to their now worthless degree. The first lesson was that a skill isn’t worthless if it nobody else has it.

The second lesson was that the right friend at the right time could make your life much, much easier. A friend made in Carahill had graciously given them a bag of coins, and a hard won friend in Drohm had given them information on a wizard that might be able to get them back to earth.

Sadly, they’d learned that wizards weren’t in the market for friends. They wanted things like ancient jeweled staves sitting in skeleton infested ruins.

This brought them to the third lesson college had taught them: You can’t dodge the deadline forever; eventually you have to roll up your sleeves and get the work done. So now Taylor sat in an Ardonian pub tumbling one of their last coins over their knuckles, looking for a friend or three that might help them with a dungeon.

Welcome to The Realm. Welcome to Legendlore.

Look and Listen with Legendlore
almost 4 years ago – Mon, Jun 22, 2020 at 08:02:40 AM

Hello Good Friends and Travelers!

Welcome to Monday, am I right? Ha - that's my way of reminding myself what day of the week it is. My 2020 calendar just seems to be one long day. But, there are some bright spots and fun diversions! And I'm happy to share a couple today!

Pint O' Comics Episode 148

First up, the Sir Jon at Pint O' Comics has a chat with Steffie De Vaan about our favorite game currently on Kickstarter - Legendlore! Did you think I might name a different game?! Never!

They also chat about comics and games and all things in between. Give it a listen when you can: https://wesu.streamrewind.com/bookmarks/listen/295357

Next, for those who are subscribed to the Onyx Path Twitch Channel, we've shared a few of the Legendlore streams they've done, but you should also check out The Metal Scourge, which is scheduled to have a new episode tomorrow night! Jump on now and catch up with the tale...

Onyx Path's Twitch Channel - check out their video archives for the first episodes of The Metal Scourge, a Legendlore game!

FINAL TEN DAYS

We're in our final ten days, so please don't forget to keep spreading the word! We're funded - this book will happen - but there are so many more backers who would love this game and setting but just haven't found us yet. So, let's keep at it - remember to share in your social circle and on your social media. And thanks again to everyone who's helped keep this project alive and growing! You all have Legendary Destinies!

#Legendlore

Potions & Patrons
almost 4 years ago – Fri, Jun 19, 2020 at 11:25:04 AM

Hello Good Friends & Terrific Travelers!

For those surfing by and checking out our kickstarter, I just wanted to post a couple of excerpts today, touching on a few of the options from the Legendlore RPG. These are designed to work with the system and setting presented in this book, but can also be yoinked out and added to any 5E fantasy game.

Happy to see the big kahunas announcing some options for the rules that will follow along with the changes already made for Legendlore! We're a bit ahead already in The Realm.

Alchemist

Ever since the first Visitor brought notions of science to Azoth, alchemists blended it with the Realm’s unique laws of reality to create alchemy. They work tirelessly to unlock the secrets of the natural world and the magical properties within, seeking to make magic available to all through potions, medicine, and in rare cases, technology so advanced it’s indistinguishable from magic.

This is a very common class — almost every village has a low level alchemist selling wares.

Class Features

Hit Points

  •  Hit Dice: 1d8 per Alchemist level
  •  Hit Points at 1st Level: 8 + Constitution modifier
  •  Hit Points at Higher Levels: 1d8 + Constitution modifier per Alchemist level after 1st

Proficiencies

  •  Armor: Light Armor
  •  Weapons: Simple weapons, alchemical items
  •  Tools: Alchemist bag
  •  Saving Throws: Dexterity, Intelligence
  •  Skills: Choose three from Arcana, Deception, History, Insight, Investigation, Medicine, Nature, Perception or Stealth

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  •  (a) a dagger, (b) a mace, or (c) a quarterstaff
  •  (a) studded leather armor or (b) leather armor
  •  (a) a scholar's pack or (b) a diplomat's pack
  • Alchemist's bag and 20 gp

Alchemy

Alchemy is the study of magic within science. Every Alchemist has an alchemist bag with everything they need to make potions and other items involved in those studies. The Alchemist’s bag also serves as focus item for spell potion making.

Alchemical Tricks

You may select a number of cantrips from the Alchemist’s List, depending on your level. You gain these effects not by casting spells, but by crafting potions on the spot (requiring an action time equal to the cantrip’s casting) which contain the effect.

Basic Bane

Basic Bane is a 1st level potion that any Alchemist can make. For Basic Bane, an Alchemist only needs their Alchemist’s bag, a piece from a similar type of creature being targeted, and a free spell slot to channel into the Bane. The material components, including the piece of the targeted creature type, are consumed in the crafting.

You can throw this potion up to 20 feet (or up to 60 feet with disadvantage) as a ranged weapon, or apply it to weapons and armor which gain the Bane effect when they makes contact with the creature the Bane affects. Once activated, Bane lasts 1 round per alchemist level + 2 rounds per level of the spell slot the alchemist expended to craft the potion.

When Bane makes contact, the target must make Charisma saving throws. If the target fails, they roll and subtract 1d4 from their attack rolls and saving throws.

Starting at level 9, you can create Bane potions which additionally inflict the poisoned condition. At level 13th your potion also inflicts the blind condition. At 17th level it further inflicts the paralyzed condition.

Spell Potions Making

At 2nd level, you have studied alchemical compounds in nature to understand the magical components within them. With the right ingredients, an Alchemist can distills spells from the alchemical spell list into potions.

The alchemist can craft a ‘quick potion’, or make a sturdier potion ahead of time. Crafting a quick potion takes one turn and consumes a matching spell slot. Quick potions must be used within ten minutes of their creation lest they decay. Alternately, the alchemist may spend a short rest crafting a number of potions (which also consume a matching spell slot) equal to their Proficiency modifier, which last until their spell slots next refresh.

The alchemist’s spell slots refresh every long rest. Alchemists use their intelligence modifier to calculate save DCs of any potions.

Advanced Spell Potions

At level 6, your potion making has advanced to have twice the potency. You may double every potion’s damage or duration at the cost of two matching spell slots. These potions are potent but unstable, and can only be crafted as quick potions.

The Last Unicorn

Warlock Patron

The Last Unicorn travels the enchanted forest of the elves, though legends and folklore assert the blessed creature is also attracted to other places where light and pure energies collect, such as remote, serene glades, or lands hallowed by the priests of Othaaris. It is in these places that fleeting images of a glowing mare with a golden horn are seen, and that if you see a unicorn while traveling the woods you will have good fortune

The last unicorn holds true to its lore and legend, as it is a magical beast with good heart and great kindness. It presents itself to the mortals of the Realm very rarely, and it is in these rare moments that a warlock may attempt to forge a pact with it.

Though the last unicorn prefers to deal only with the good and kind beings of the Realm, there are no shortages of foul creatures that attempt to claim its ancient magic for nefarious deeds. Few of these warlocks succeed, however, as the unicorn’s impossible age and wisdom allow it to sense the true nature of others with ease. It is the last of its kind because of this careful wariness, and as such no one an evil nature has successfully formed a pact with it.

As a patron the unicorn makes little demand on the warlock that serves it, only asking that they become a force for good in the world, spreading kindness and light wherever they go. Rarely, the unicorn may grant the warlock a vision of a place needing to be purified of evil, such as a cave or rotted wood overrun with undead. Such tasks are generally reserved for the most seasoned and trusted warlocks that stand a chance against these dark forces.

Shield of the Wild

Starting at 1st level, the energies of nature itself attempt to keep you alive. When you are reduced to 0 hit points and are surrounded by nature or wilderness, you gain advantage on death saving throws, and treat a critical failure as only a normal failure.

Land’s Stride

Starting at 6th level, your patron subtly guides you through nature. Moving through non-magical difficult terrain costs you no extra movement. You can also pass through non-magical plants without being slowed by them, and without taking damage from them if they have thorns, spines, or present a similar hazard.

In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.

Boon of Old Magic

Starting at 10th level, your patron empowers your magic with ancient energies. When casting a non-cantrip spell you can either give one affected creature disadvantage on their saving throw, or reroll any 1s in the spell’s damage roll. You can use this once per short rest.

Call to the Last

Starting at 14th level, you can call upon your patron to manifest briefly. As an action you can summon a unicorn to a space adjacent to you. Unless your intentions are cruel or evil the unicorn assists you as its abilities and features allow, and in combat will prioritize attacking evil creatures it sees, or protecting good creatures that are near death. The unicorn remains for 2 minutes, or until slain, at which point it vanishes in a flash of light. You may call on this unicorn again after the next sunrise.

Your Pact Boon

Each Pact Boon option produces a special creature or an object that reflects your patron’s nature.

Pact of the Chain

Your familiar is of clear fey or natural descent, and reflects the personality and desires of your goodly patron. Along with the standard forms, your familiar commonly takes on the shape of a Sprite per the MM.

Pact of the Blade

The unicorn grants you a weapon (of player’s choice) constructed of gleaming silver or golden metal, with handles made of natural materials such as wood or polished bone.

Pact of the Tome

Your Book of Shadows is rustic and heavy; the materials used show little in the way of modern technique, but are no less artful or robust. It contains lore about the forests, their denizens, and lost secrets, often accompanied with beautifully detailed illustrations of the subjects.

#Legendlore