Ruthless Heavens, Boundless Fate is an epic Role-Playing Game of cosmic adventure and power cultivation inspired by the LitRPG genre. In it, players play as Ascendants, powerful characters that due to a combination of talent, luck and sheer determination have become the de-facto rulers of their nations. Unfortunately for them, this means little in the cosmic scale, and they quickly find out that they are at the bottom of the power ladder. Their planet has just been introduced to the Path of Ascendancy by the Ruthless Heavens, and as such the rest of the Nolurian Sector is now aware of its existence. It falls to them to become strong enough to protect their homeland, exploring the sector for new opportunities while sending them resources so they can eventually be strong themselves. Through hard work and fortuitous encounters they will have the chance to do so, while reaching new heights of power and cultivation.
(& the surrounding regions) Welcome to Brogdog’s (and Colfax’s) Travelog of Vaarn (and the surrounding regions)! In this zine we have travelled the blue wasteland of Vaarn and have found new and exciting folks, factions, and games to share with you! This zine includes the following: -Faacube: A dice game invented by the Faa, easy to learn or teach and fun to play! Have your players play an actual dice game when they want to gamble with people they meet in vaarn. -New Ancestry, Entwined Un-Twin: What happens when you mash two cacogens together hypergeometrically? Well, roll on this spark table to find out! This ancestry allows one player to run two characters that sometimes share the same body. Another New Ancestry, The Regal Aquarium: Ever wanted to play a game as a bloodline of zooplankton piloting a giant aquarium? Look no further than the Regal Aquarium! The regal aquarium contains an entire history of kingdoms that rise and fall as the game progresses. New Faction, The World-Weary Wardens of the Wisteria Warren: Do your players want more mystic gifts? Insert this sky-monastary with a mysterious leader and competitive monks to give your players a hub to find more mystic gifts! Tricube Tales rules conversion: Do you want to play a more narrative centric game of Vaarn? Perhaps even run a solo game? Tricube Tales is a great rulesystem for just that, and here is a conversion of Vaarn to those rules! Last but not least, this whole Zine is illustrated by the immensely talented Colfax Bissinger! (found on Instagram @colfax_bissinger_art)
The Ultraviolet Grasslands is a roleplaying game of heroes on a strange trip through mythic steppes in search of lost time, broken space, and deep riffs. Half setting, half adventure, and half epic trip; inspired by psychedelic heavy metal, the Dying Earth genre, and classic Oregon Trail games. (adapted from itch.io page)
“Titan Port. Seat of House Ker Onar. Haven for those who venture forth into the Electrum Sea.” This is the second issue of The Electrum Archive, an RPG zine series exploring the science-fantasy setting of Orn, a world where adventurers delve into ancient alien shipwrecks in search of a magical ink which is used as both currency and spellcasting fuel. Issue two focuses on Titan Port, a desert city teeming with scheming factions and opportunities for adventure. It is a perfect starting location for your adventures in the surrounding Electrum Sea and beyond. (from itch.io page)
“On Orn the pauper dreams of a liquid, black as starless night. The power of gods, distilled into midnight ink.” The Electrum Archive is a science-fantasy TTRPG zine series inspired by the worlds of The Elder Scrolls III: Morrowind, Dark Sun and Ultraviolet Grasslands. It uses simple core rules inspired by other OSR games like Cairn, Mausritter and Whitehack to quickly get you started playing. The game is set on the world of Orn, a place long ago abandoned by an alien race now known as the Elders. The magical ink left behind in the shipwrecks of these ancient aliens is now used as currency and inhaled by warlocks as fuel for their spell casting. Adventurers called inkseekers venture out into the decaying world beyond the cities ruled over by scheming Merchant Houses to look for Elder artefacts and ink. (from author)
2400 is lo-fi sci-fi. It’s centuries in the future, and it’s a decades-old modem that screams like a dying robot when it connects to the net. It’s a space ship with an FTL drive, artificial gravity, and a flickering display you gotta tap a few times to see the jump coordinates. It’s hacking something together with whatever cheap materials you have on hand, ignoring the rules until you need them, banging out something that might not sound finished, but definitely sounds fun. 2400 is a plug-and-play toolkit. It’s not just one RPG, but a series of self-contained modules, easy to slot in or ignore entirely. Each one is 3 pages plus a cover, fitting on two sides of a letter-sized sheet of paper. They’re all for the same setting, unless they aren’t. There are over a dozen so far. (from author)
The acclaimed Vaults of Vaarn series returns for a fourth issue of psychedelic science-fantasy roleplaying. Vaarn is a ‘dying earth’ tabletop RPG setting, drawing from novels like Dune, Hyperion, The Book of the New Sun, and the artwork of Moebius. Vaarn is a surreal and colourful world: a post-apocalyptic, post-human landscape, where the dividing line between flesh and machinery has blurred and the borders between magic, science, and faith have likewise been obscured. This fourth installment takes readers beyond Vaarn’s sky-blue deserts to the Great Wall, a towering megastructure so large that it contains entire civilisations within its ancient, decaying bounds. The Wall is inspired by the superstructure depicted in Tsutomu Nihei’s manga Blame! and the overgrown industrial environments of the videogame Rain World. The Wall can be used as a palette cleanser in a long-running Vaarn campaign, or it can be a campaign setting in itself, with the PCs hailing from the societies that have established themselves within the colossus.
Vaults of Vaarn returns for a third issue of science-fantasy RPG content, providing further support for referees who wish to set their game in the blue deserts at the very end of time. Issue three focuses on the Vaarnish Interior, the endless sand-sea that intimidates even the hardy souls who live in the dry and dangerous badlands. No accurate map has ever been drawn of the Vaarnish Interior: the territory seems to defy rational organisation. This is a place without borders, the horizon between blue sand and blue sky no longer a stark dividing line but rather a molten membrane that swims and drifts woozily in the sun’s wine-red heat, the land making and remaking itself just as a lizard sheds its skin. The blue sands retreat from the wind, revealing structures that have lain dry and deathless and undisturbed for aeons, and then those same restless dunes shroud the ruins once again, before a living soul can name them. This is a country vast and blue, as deep with secrets as the ocean and twice as capricious.
Vaults of Vaarn is an ongoing series of zines for science-fantasy tabletop RPG gaming. The second 48-page issue is a city-based adventure supplement for the setting, expanding on the far-future world outlined in the first issue. The reader can visit the city of Gnomon, a decadent and dangerous trade hub.
Vaults of Vaarn is a 48-page, black and white tabletop RPG zine, which presents setting information, a full game system, and character creation procedure for adventures in Vaarn, a vast blue desert that lies at the very end of time. The game is built on the chassis of Knave by Ben Milton, with lightweight rules, speedy character generation, and gameplay that emphasises creativity and problem-solving on the part of players and referee.