Rating: [ 5.82 / 10.00 ]
Game Info
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![]() | Game Summary | [ Edit Main Info ] |
There is a legend that few Gloranthans will ever know. It tells how during the Godswar, in the land which is now called Dragon Pass, Orlanth was almost slain by one of the vile Chaos Gods that rose from the Void and threatened to extinguish all life in the world. To the Orlanthi, this is a foul lie. Yet to a minor, lone cult of the barbarians, it is a terrible truth and a secret shame – a secret they guard forever.
The God Learners have learned a shard of this hidden truth. Arch-sorcerers of the Alliance have mastered a ritual that can use the blood of the wounded Storm God to achieve their own unknowable ends, perhaps even rewriting history and altering the life of Orlanth himself. But the blood must come from this secret myth. Jrustelan agents make their way to Dragon Pass now, seeking to prise the secret legend from the Orlanthi that live there.
Delecti the Inquirer, the traitorous sorcerer, is aware of his former brethren’s machinations. He employs his own agents, Dragonspeakers and mercenaries allied to the Empire, to watch over the conquered Orlanthi of Dragon Pass and ensure the God Learners do not learn the full truth of this legend.
In every battle there is a crucial moment: a fulcrum upon which all hope and despair balance. It is in that moment that the fate of each conflict is decided. It is down to the Player Characters to forestall disaster by any means necessary. If they are successful, only then can they defeat the God Learners’ ambitions before the sorcerers enter the Hero Plane and steal a god’s blood.
The God Learners have learned a shard of this hidden truth. Arch-sorcerers of the Alliance have mastered a ritual that can use the blood of the wounded Storm God to achieve their own unknowable ends, perhaps even rewriting history and altering the life of Orlanth himself. But the blood must come from this secret myth. Jrustelan agents make their way to Dragon Pass now, seeking to prise the secret legend from the Orlanthi that live there.
Delecti the Inquirer, the traitorous sorcerer, is aware of his former brethren’s machinations. He employs his own agents, Dragonspeakers and mercenaries allied to the Empire, to watch over the conquered Orlanthi of Dragon Pass and ensure the God Learners do not learn the full truth of this legend.
In every battle there is a crucial moment: a fulcrum upon which all hope and despair balance. It is in that moment that the fate of each conflict is decided. It is down to the Player Characters to forestall disaster by any means necessary. If they are successful, only then can they defeat the God Learners’ ambitions before the sorcerers enter the Hero Plane and steal a god’s blood.
Notes on This Edition
140 pages.Game Editions | [ Add Edition | Edit Edition ] |
All RPGnet Reviews | [ See 1 Reviews | Link Reviews ] |
| Rating | User | Summary |
| 3 + 5 | Andrew Montgomery | Blood of Orlanth. Blood of Orlanth has all the hallmarks of a classic Gloranthan saga; a conflict driven by colliding world views rather than simplistic “good” versus “evil,” colorful and believable characters, attention to the details of life in pre-industrial cultures, and the awesome power of myth just behind the curtain of the world. It’s got gods, spirits, freedom fighters, fanatics, broo, and yes—damnit—ducks. Hanrahan hasn’t missed a beat. [ Read Review ] |
All User Comments | [ See 2 Ratings | See 1 Comments | Add Rating ] |
| Rating | User | Comments |
| 9 / 10 | deleriad | This is an excellent campaign with great characters, exciting events, neat twists and turns and an excellent progression that mixes sandboxing and railroading in a good way. My only beef with it is that a lot of the NPC stat block really don't reflect their descriptions and more than once the author seems to have given up and simply had NPCs accomplish things through the power of handwavium. Probably more a problem with the system than the campaign though. |
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