![]() ![]() GM advice for themes and plots to help you get the most out of using Archbliss in your game.Rules for unique items like spellwarp weapons, the spell hunter rogue archetype that’s trained to dispatch magic users, as well as background mechanics for those who are part of the power structure of Archbliss itself.District-by-district breakdown, including notable NPCs, unique locations, and rumors to act as jumping off points for fresh plots."Archbliss: The City of The Sorcerers" is meant for use with Sundara: Dawn of a New Age, but this particular supplement may be adapted for an existing game! This particular supplement includes: Tales of people who’ve gone missing, of forgotten secrets stumbled upon by the wrong people, and of arrogance that could turn beautiful dreams into terrifying nightmares. Truths about the price that must be paid for power, and about the toll magic takes. There are truths not spoken of in well-loved poems and romantic songs, though. It is a city of amazement and wonder, where just for a moment you might believe the legends told about it. In Archbliss gold is practically worthless, and even potent spells are common enough as to go unremarked among most people. Those who ascend the sky, and who find themselves treading the stones of The City of the Sorcerers will enter a whole new world. An amazing location spoken of in myth, it is a place of palpable magic. It gleams from its place just below the clouds, its enchanted spires and graceful towers giving it the appearance of some massive, fanciful ship docked in the sky. Like a scene from a dream, Archbliss hangs above the plains.
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