Phoenix, Twogether and PAX!

EPSON MFP imageAugust has been a busy month, but expect to see more content here next week. When I get back from PAX I’ll be posting the first in a series of Imperial Dispatches: articles expanding the world and setting of Phoenix: Dawn Command. I’ll also have news about general plans for expansion and support of Phoenix. 

In the meantime, you can find Phoenix at PAX: West! We’ll be exhibiting with Blackbox in the ACT Theater. This is attached to the convention center, but you don’t need a PAX badge to get in! Phoenix will be available for sale in the ACT theater throughout PAX, and co-designer Dan Garrison will be demoing the game from 10 AM – 2 PM each day. If you have questions or just want to pick up the game, this is your opportunity!

In addition, Twogether Studios will be demoing our next game in the same space. It’s a traditional card game that takes about 20 minutes to play, and we’ll be revealing more information about it over the next few days!

If you’re attending PAX Dev or PAX West, I’m participating in the following events:

PAX Dev: Thursday 2:15 – 3:15, Grand III

HEROIC SACRIFICE AND UNEXPECTED TRAGEDY

Heroic sacrifice and unexpected tragedy create some of the most memorable moments in fiction. But how can you work these into a game if death means the end of the story? When designing a game, how do you balance risk and consequence with the format of an RPG, CRPG or MMORPG? Join Keith Baker (Eberron, Gloom), Chris Avellone (Planescape: Torment, Divinity: OS 2), and Dan Garrison (Phoenix: DC) for a discussion about how death, defeat, and sacrifice can be part of a compelling game experience.

PAX West: Friday 6:30 – 7:30, Sasquatch Theatre

PHOENIX: DAWN COMMAND

You’re the last hope of a world besieged by nightmares. You may not survive the battle… but you’re a Phoenix, and death makes you stronger. Phoenix: Dawn Command is a roleplaying game from the creator of Gloom and Eberron, combining card-driven mechanics with collaborative storytelling and a unique approach to sacrifice and character growth. Join creators Keith Baker, Daniel Garrison and Jennifer Ellis for a discussion of the setting, system, and the three-year journey to create this game.

That’s it! I hope to see you at PAX!

 

Bad Movie Bingo: Suicide Squad

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Sometimes you’re going to see a movie you KNOW is going to be bad, and you want to take your mind off the fact that you’re never going to get these two hours back. That’s when you can reach for a bingo card. Here’s a set of ten unique cards you can print and cut out:     BMB Suicide Squad

A few ground rules…

  • If something is in quotes, we’re looking for the exact phrase.
  • If it’s not in quotes, the thing in question can appear or simply be referenced. So Superman could be Superman himself; someone talking about Superman; or even a picture of Superman on a wall.

We don’t know if all of these things will actually appear in the movie – but hey, searching for product placement can take your mind off how terribly, terribly bad the movie is!

SUICIDE SQUAD BONUS ROUND: Before the movie starts, take a guess at How many named characters will die and write the number on the back. Now there’s two ways to win. Good luck!

 

 

Phoenix Q&A 8-10-16

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Phoenix is out in the world! We just got back from running demos at Gen Con. If you’re looking for a copy, you can buy it on the Twogether Studios website. We are working on making it available to brick and mortar stores, and if you are a retailer who wants to be kept appraised of this, email us at Info@twogetherstudios.com. If you want to see Phoenix in action, you can check out this broadcast from Saving Throw, which will be a continuing weekly series!

This is a very exciting time for me. I’ve been working on the game for over three years now, and people are finally able to play it. At the same time, I’m very nervous. What did we miss? Will everything make sense to people? With any project of this size, it’s inevitable that something will slip through the cracks. Eventually we’ll have a FAQ up at Twogether Studios, but for now, here’s some questions from the Phoenix Dawn Command Facebook group. if you have questions, post them below!

 

GENERAL QUESTIONS

Do you plan to publish expansions and to develop the world further? 

Absolutely. One of the main reasons I’ve wanted to create a new world is to have the ability to explore it as deeply as time allows. There are a number of different things on our radar…

  • Exploring the world in more depth, providing more material and hooks for GMs who want to create their own stories.
  • Additional player options: more Traits, Talons, Lessons, and the like. We also may provide a way for players to get their own decks.
  • Additional GM tools: Challenges, missions, and more.
  • I’m also playing around with ideas for Phoenix fiction.

These are all things we could do, but we’re a small company – so we’re limited both by time and resources. In days ahead we’ll be polling the player base to see what you want. Would you prefer more premade missions? Or would you rather have more information about the provinces and cities of the Empire? Let us know in the comments below! Beyond this, our ability to support the game will definitely be linked to the number of people playing it. So if you like it and want to see more, please spread the word.

What movies/tv shows/novels do you think best represent the Dawn Command game? I’m having a tough time putting my finger on it, combining elements of magical swordsman, swashbuckling, and Roman legion.

I’m not personally aware of a show or book that perfectly captures all the aspects of Phoenix. Here’s a scattershot of things that touch on some of it.

  • Rome (TV) focuses on a pair of soldiers in a classical setting. If your Phoenix party of the Imperial Army in your first life, or just from Ilona, there’s a lot to like here.
  • Game of Thrones (book/tv) isn’t a great match overall because it’s largely focused on people ignoring an existential supernatural threat and engaging in petty politics. But the plotline of the Night’s Watch specifically has some overlap with Phoenix: a small unit of soldiers with limited resources standing against a seeming unstoppable mystical foe.
  • Lord of the Rings (book/movie) includes a number of scenes of heroic sacrifice. In my mind, Moria is a perfect model for a Phoenix mission. You’re sent to the mines to find out why there’s been no contact from the dwarves. You find that the outpost has been massacred. Investigating, you encounter orcs… but you’re Phoenixes, you can handle orcs. You encounter a troll… a tough battle, but you can handle it. Then you find the balrog. Now you know the source of the evil, but you can’t handle it. Unless someone does something, you are all going to die. Who will hold the balrog at the bridge so the others can escape?
  • Aliens (movie) is science fiction, but deals with a small unit of soldiers facing a mysterious and deadly threat. The imagery may be completely wrong, but the tone is appropriate.
  • Likewise, Pacific Rim (movie) is the wrong genre, but deals with a largely united world facing an inexplicable alien threat that mundane forces simply can’t stop. Replace jaegers with Phoenixes and there’s some useful tone notes here.
  • On a more specific note, Tanith Lee’s Night’s Master (novel) inspired our view of the Fallen Folk, and is generally a good source of inspiration for Skavia.
  • My co-designer Dan Garrison also recommends Glen Cook’s Black Company books and Steven Erickson’s Book of the Fallen as mission oriented military fantasy.

If YOU have a thought about a show, book, or movie that you think captures the mood of Phoenix, post it below!

The Bitter didn’t exist in the Phoenix Imperium, meaning there were only five schools. The Devoted symbol has 6 points on it, which represent the Schools. Did it change when the Phoenixes begin to return? What were the Marshals’ reactions to the first Devoted with an altered symbol, let alone the first Bitter to appear?

Excellent question! The trick is that the Empire didn’t create the School Symbols; they are artifacts of the Crucible. So the Devoted symbol has always had six points and always been seen as “A group joined together” – even though the points don’t quite add up. The question is: assuming the six points of the Devoted symbol do represent six Schools, was the six School ALWAYS Bitter, and simply unrecognized in the Dawn Legion? Or was there a different School that never showed up, which was in some way corrupted or warped to become Bitter? Or crazier still… is Bitter NOT a School at all, and there’s still some other sixth School waiting to be seen? And if so, what are the Bitter Phoenixes? Some scheme of the Fallen? A corruption of the Flames?

As for the Marshal’s reactions, this is something we’ll explore in more depth in the future. The Marshals are working with limited resources and will essentially use whatever resources come their way. You can be sure that some of them – specifically, the Durant Marshal Honor – are very concerned about Bitters, while Winter is likely fascinated by them and studying them very closely.

Are Elementals really the only Phoenixes who can ranged attack? A Shrouded can’t use a bow or throw a knife?

The Elemental is the only School whose core combat style allows ranged attacks. But there’s a variety of ways to make ranged attacks. Most of these rely on the Talon. Mundane weapons aren’t especially effective against most manifestations of the Dread. A dreadknight is solidified fear; there’s nothing for an arrow to hit. A Talon is a conduit for the Phoenix’s supernatural power, and can bring down things that can’t be dealt with by normal weapons. With that in mind, here’s a few ways to make ranged attacks.

  • Any Phoenix can burn 1 Spark to make a ranged attack using their Talon. This is covered on page 124 of the Marshal’s Manual.
  • When a Phoenix reaches Rank 2, they choose an additional power for their Talon. The base set include six Talons. Two of those – Epitaph and Thoughtcoil – allow their wielders to make ranged attacks at no cost.
  • Often a Phoenix can make a ranged attack by using an environmental element. Is there something you can throw? Or collapse on an enemy?

So if you have a vision of a Forceful archer or a Shrouded who throws knives, define your Talon as that ranged weapon and choose Epitaph or Thoughtcoil at Rank 2. For your first life you’ll have to burn a Spark each time you make a ranged attack, but it only takes one good death to get your concept to work.

 

TRAITS AND SPREADS

First of all, I’d like to clear up something that seems to be a common point of confusion. A Trait has three elements.

  • A suit and value… “Intellect 1”
  • A descriptor… “Seen This Before”
  • A power… “Discard this card to add 3 to an ally’s spread.”

You can always use the Trait as a normal card of its suit and value… just adding it to the spread as an Intellect 1. You don’t have to explain anything or tell a story. However, in this case it counts towards the limit of cards you can play in the spread, and the suit has to match the limitations of the spread.

If you can narratively explain how the descriptor fits the action you are performing – where you’ve “Seen This Before” and why that experience will help you now – you may add the Trait to your spread as a bonus card. It adds its value to the spread, but does not count towards the card limit, and you can play it regardless of suit.

You may use the power of a Trait any time you use it in a spread, in addition to adding its value to the spread. Certain cards have powers triggered when they are discarded – this is NOT the same as adding the card to a spread.

Can I play 2 traits in a Row, as long as I can explain them in the narrative?

Yes, you can play any number of Traits as part of a spread. If you can give a narrative explanation, they’re bonus cards; otherwise they count towards the card limit.

My three person wing has a hard time getting 15+ for skill checks. What’s a good way to increase skill spreads for low rank Phoenixes?

The critical answer: TRAITS. Here’s a quick breakdown of the elements of a Skill Spread.

  • Base Cards. You get to play three cards in a Skill Spread. with a decent hand, a Phoenix can typically hit a value of around ten.
  • Skill Specialties. A relevant Skill Specialty adds +5 to the check and may allow the player to use an additional suit for the base cards. So at this point we are hovering around a value of fifteen.
  • Traits. If a player can narratively explain the relevance of a Trait, the GM may increase its value in a Skill Spread. My rule of thumb is that if a Trait seems somewhat appropriate it should be worth +3; if it’s clearly very appropriate, it should be +5. A number of Traits – such as Extensive Training, Makes It Look Easy, and Intuitive – provide a +5 bonus to a Skill Spread without requiring any justification, which can be good for players who are uncomfortable with improvisation.
  • Sparks. Each Spark a player burns is worth +1 to the spread. One of the main uses of Sparks is to let Phoenixes push beyond the limits of the cards to perform truly amazing actions – if they are willing to pay the cost!
  • Player Action. Depending on the situation, the player themselves may be able to get a bonus through creative action. For example, if the action is making a speech, I might give a bonus of up to +3 to a player who actually makes a bit of the speech… or if the player simply presents an exceptionally good plan.
  • Other Characters. A Devoted can discard a card to improve an ally’s spread. This is weak at Rank One, but becomes very powerful over time. With a good narrative explanation, a player can discard a trait and add its value to an ally’s spread; if it’s an excellent explanation and a very appropriate Trait, I’ll potentially increase it’s value to three. A number of Traits – such as Commander and Absolute Conviction – allow you to improve an ally’s spread without requiring narrative justification.
  • Thoughtcoil. The Talon Thoughtcoil allows its wielder to burn one Spark to add +5 to a Skill Spread – a powerful tool for someone who wants to be a skill user.

Essentially, fifteen is close to the limit of what you can do with no help and no special abilities. Hitting a thirty is something that will require some effort, both on your part and potentially on the part of your wingmates. If you can do it, it should feel like a triumph.

When putting a trait in a wingmate’s spread, do you still get to draw a card if the trait says “draw a card when you use this in a spread?”

No. Technically, you never put a Trait in a wingmate’s Spread – you discard the card to add its value to the Spread. This means you don’t trigger effects that say “When you use this in a Spread” because that’s not what you did – you discarded it, and in so doing you gave the person making the spread a boost.

 

REBIRTH

Regarding adding cards to a player deck upon rebirth: if they are adding a “5,” that has to come from the school tied to their original death … but if they are adding a trait card, that has to come from the school associated with their most recent death. Is that correct?

That is correct. New action cards are always draw from the suits of your core School, while new Traits and Lessons are drawn from the School of your most recent death.

When a Phoenix advances and picks a lesson from a new school, are they limited to the lessons available depending on if that other school is in play, i.e. I’m playing a Durant, but die a Bitter death. Can I take a Bitter lesson that’s already in play or can I only take Bitter lessons that are still in the box and not attached to the Bitter player?

With the default set, the idea is that you can only take the Lessons that remain… and if there are no Lessons available (because other players have taken them all) you can take a Lesson from your Core School. With that said, this is largely an artifact of the limited card set. It is our intention to make additional Lessons and additional copies of the existing Lessons available in the future, and I’m fine with a player simply writing down the details of a particular lesson and having it on a “virtual card”. With that said, the Core Lessons are only available to someone who dies their first death in that School. I’m fine with two people having the Shrouded Shadow Dancer Lesson, but your Forceful can never get one of the Shrouded Core Lessons.

How do you balance the experiences of the wingmates, if one character dies more often than his wingmates? 

This isn’t actually as significant a problem as you might think. A higher-ranking Phoenix has more power, but a lower-ranked Phoenix can push themselves to hit high values by burning Sparks… and they can afford to be more reckless with their resources because hey, they’ve got more deaths to work with.

With that said, sometimes it’s no fun for a player to be the odd duck who doesn’t die, and whose friends are all tougher than they are. This issue is addressed on page 143 of the Marshal’s Manual: If a character just isn’t dying in missions, you can always work with the player to come up with a satisfying story of how they died between missions.

Beyond this, Reward Cards (Page 153) are a way to strengthen Phoenixes who just won’t die, so they can still feel a little special… assuming that they’ve done something worthy of reward!

 

LESSONS

Which challenges count as living for the Devoted ability Share Pain?

The only Challenges that are immune to Share Pain are those listed as “Undead” (look on the back of the Challenge card). These Challenges generally use a grey color palette (versus blue for mortal and purple for Fallen). So Chanters are still alive and Share Pain works on them, but Whisperers are undead and immune to its effect.

Do the bonds that specify turns work out of combat? The Durant Bond allows the player to burn a spark to let another play draw a card. If my wingmate is trying to make a grace skill spread out of combat, but has mostly Intellect cards, can I use my durant bond to let them draw another card? Similar question with the devoted bond (and any other similar bond), can I return a committed spark to the devoted out of combat to draw two cards to take two sparks? 

Yes on both counts. The player making a spread is the active player and it is their turn – even if it’s out of combat and you aren’t tracking turns. So that player can draw on the Devoted Bond. What this means is that you can only use it once per spread; essentially, any time you take a significant action out of combat, it’s “your turn.”

This ties to the fact that you redraw cards immediately after resolving an action outside of combat… as if you took a turn and reached the end of it.

 

That’s all for now, but post additional questions here or in the Facebook group!

 

Unboxing Phoenix

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Phoenix is at Gen Con 2016 – follow the link for a list of events, or stop by room 143 in the Convention Center to get a copy. Whether you backed the Kickstarter, get it at Gen Con, or get a copy from Twogether Studios, when you open the box you’ll notice a few things. First, it’s heavy. The box contains a 460 page book and 296 tarot-sized cards, which is basically like buying four actual Tarot decks. Second, when you open it up, the cards are shrink-wrapped in six individual piles, as shown above. However, they aren’t actually sorted. So… what do you do with all of these cards? Here’s my guide to sorting your decks.

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MARSHAL CARDS

The game includes eight Affliction cards, six Talon cards, and a batch of Challenges (Name on the top, Defense in the corner, monster in the middle). Challenges and Afflictions are cards you’ll use when running a mission. The Talons will go to the Phoenixes, but not right away.

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SCHOOL CARDS

You’ll find six cards with the names and symbols of the six Schools. In addition, there’s a large number of tan Lesson cards (Talents, Combat Styles, and Skill Specialties); each of these has a School symbol and a rank at the bottom. Sort these by School. In addition, there’s a number of Traits tied to Schools, which also have the School and rank at the bottom. Put all these together, so you have a pile that has the Durant Lessons & Traits, the Devoted Lessons & Traits, etc. These will get used in character generation and whenever characters die and are reborn.

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TRAITS

Traits are action cards that have text and titles. Separate these by suit: Strength, Intellect, and Grace. You’ll also find eight special Grace Traits with different pictures than the others. These are tied to the missions and rewards for heroic actions; set them aside.

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ACTION CARDS

What’s left? The action cards, which form the bulk of the player decks. The simplest thing is to sort these as you will need them for players. Each player gets 16 action cards: two copies each of Grace 2-4, and two copies each of either Strength 2-4 or Intellect 2-4. The cards with a value of five will be gained through rebirth, so set those aside.

By the end of this, you’ll have a pile of Challenge cards and Afflictions for the Marshal; a pile of cards tied to Schools; and a pile of Traits and action cards for players.

Any questions about this or other aspects of Phoenix? Ask below!

Phoenix and GenCon 2016!

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First of all, PHOENIX IS IN THE WILD! If you’re on Twitter, let me know (@Hellcowkeith) when you get your copy! For those of you who didn’t back the Kickstarter, we’ll be bringing Phoenix to Gen Con 2016! If you want to find Phoenix at Gen Con, here’s a few opportunities.

  • Blackbox will be selling Phoenix in the Kickstarter Room (Room 143, near the Exhibit Hall). Supplies are limited!
  • You can play a two-hour demo of Phoenix. This is a short scenario using pregenerated characters, but it’s a chance to dive in and give it a try.
  • You can create a character. This is a one-hour event that takes you through the process of developing a character and a wing. Character creation is one of my favorite parts of the system, and you get a Phoenix notebook as a takeaway!
  • We’re holding a seminar about Phoenix on Friday. We’ll be talking about the system, the setting, and the three-year journey to get it out!
  • And finally, I’ll be talking about Phoenix at the Q&A with Keith! This is a casual conversation, so I’ll also be talking about Eberron, Gloom, and what’s in development!

I hope to see you there!

Gloom Digital on Kickstarter!

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It’s been almost thirteen years since I invented the card game Gloom in my basement in Boulder, Colorado. As a longtime fan of Edward Gorey, Charles Addams, Gahan Wilson, Lemony Snickett and others, I wanted a game about telling the most miserable tale. Over the years a number of new versions of Gloom have emerged. In Cthulhu Gloom you want your family of investigators to go mad and come to an unhappy end. In Fairytale Gloom you want to find the unhappiest end to your tale. And in Munchkin Gloom, you want to describe the worst dungeon adventure in history. I love playing them all, because I love seeing the stories that emerge from each game.

Now, Skyship Studios has taken to Kickstarter to create a digital version of Gloom. Initially, they are developing the game for the PC; if it is successful, they will develop a tablet version. The game will support both single player and online play, allowing you to craft your gloomy stories with friends across the globe.

Gloom Gameplay

Creating a digital version of Gloom is a tricky business, since storytelling is an integral part of the Gloom experience. But every medium has something to offer. In Skyship’s Gloom, the characters themselves will come to life (before tragically dying). The characters will be animated and speak for themselves, providing their own take on the misfortunes that come their way. Beyond this, Skyship is continuing to explore ways to bring the flavor of Gloom to the digital experience.

Just to be clear: I’m not part of Skyship Studios and I’m not running this campaign. However, I am thrilled that Skyship is working to bring my game to life in a new medium, and look forward to playing it.

So if you like Gloom, please check out the Kickstarter here!

Dragonmarks 7/11/16: Druids

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We’re closing in on the release of my new RPG Phoenix: Dawn Command, and Jenn and I are working to organize the events we’ll be running at Gen Con. But I’ve been promising to answer questions about Druids in Eberron for a while, so here goes! As a side note, the image above is actually a Devoted Phoenix, but as a Grimwald shaman he’s SORT of a druid. Anyhow…

PRIMAL MAGIC

In the previous Dragonmark, I wrote about the difference between arcane and divine magic. As I mentioned there, I prefer druidic magic to be an entirely separate path as opposed to a subset of divine magic – taking the 4E approach of making druids and rangers primal casters. If you believe the myth of the Progenitors, arcane and divine magic both draw on the power of Siberys, while primal magic is the power of Eberron – the world itself. This reinforces the idea that druidic magic is natural magic, and fundamentally different from either arcane magic or divine magic.

So… How is it different? Arcane magic is about manipulating mystical energy through scientific methods. Divine magic uses faith and willpower as a method to tap divine power sources. What’s involved in primal magic? In my opinion, it walks a path between the two. Power is present in nature, and it comes in many forms. You have the direct elemental power of wind and storm; the power of animal archetypes; the life force of the world; and more. Primal magic involves touching and channeling one of these forces. In my opinion, this is like lucid dreaming – something anyone in theory COULD do, but something that in practice few people master. Another example would be Naming in Patrick Rothfuss’s Name of the Wind. To generate lightning, a wizard will use a formula that alters the laws of physics. A cleric will call on the power of the Sovereigns. The druid simply understands the storm and knows how to ask it to do what she wants. This doesn’t require any particular belief, nor does it unlock every secret of nature at once. A ranger may have learned how to tell the world to leave no trace of his path, but that doesn’t mean he knows how to talk to the storm. With that said…

HOW DOES YOUR DRUID CAST SPELLS?

Primal magic doesn’t require belief to function… but that doesn’t prevent humans from layering belief on top of it. Each druidic sect has its own approach, and ultimately it’s up to you to decide how your primal caster operates. When you perform a spell, what do you do? Here’s a few approaches.

  • You invoke the spirits of nature. You speak to the storm and ask it to strike your foes. You call to primal spirit of the Hawk and ask it to lend you its wings.
  • You know secret words and rituals that let you channel natural forces – one word that calls the storm, another that gives you skin of bark. There’s more to this than just the word itself; it’s about understanding the storm and the tree. Nonetheless, you don’t actually talk to the storm; you simply know how to make lightning strike your enemy, the same way a farmer knows how to plant a seed so it will grow. You understand nature in a way most people do not, but to you this isn’t magical; it’s natural.
  • All things are connected through Eberron. You are already connected to the hawk and the storm. You don’t invoke them with secret names or address them as spirits; you simply reach through that connection and draw on the power you need. When you heal someone, you are helping them draw on their own connection to the primal lifeforce; when you hurt them, you are reaching through that connection and channeling disease.
  • You are a champion of Eberron, empowered by the world itself to protect her. She created the storm and the hawk, and she gives you dominion over them. You are the hand and the voice of the Wild.

In a sense, primal lies between divine and arcane, and the question is which end of the spectrum you fall under. Do you interact with spirits the same way a priest might speak to angels? Do you believe that you are a champion of the world as a paladin is a champion of the Silver Flame? Or do you believe that nature simply is, and the magic you perform is no more “magical” than a tree growing from the seed – you just know how to make natural things happen on demand?

WHAT ABOUT RANGERS?

Rangers serve as the warriors of the Eldeen druidic sects. They are primal characters in 4E and use druidic magic in 5E. Thus, as a whole, they fit the concepts presented above, and rangers from the Eldeen sects will follow the belief framework of their sect. However, it may be that you have an idea for a ranger that doesn’t really fit any of these. You want to be an awesome hunter, but you don’t really see your character thinking about “the balance of nature” or anything like that. If you want a not-so-druidic ranger, here’s a few approaches.

  • You can characterize your ranger’s spells as being more “tricks” that they’ve picked up. Perhaps you cure wounds using a salve you’ve learned to make, or create a fog cloud with a smoke grenade. Your hunter’s mark or jump could simply be driven by skill, and detect magic an innate sense of things. Mind you, all of these things WOULD still be magic, and could be dispelled, detected, etc – but it’s more that you’ve jury-rigged things that produce magical effects as opposed to having a deep connection with the power of nature.
  • Personally, I’d have no objection to a ranger who wanted to define his spells as arcane (reflecting a scientific approach to magic) or entirely divine (tied to his faith to Arawai or Balinor, for example). I wouldn’t change the spell list, as that’s part of the class balance, and because they can choose spells that fit what they are looking for – but I’d be happy to consider their magic to be arcane or divine instead of primal for any magical effects that relate to such things.
  • You can simply play a ranger who doesn’t use spells; one version of this was presented in this Unearthed Arcana article.

DRUID SECTS

To date, most of the focus on primal magic has been on the druidic sects of the Eldeen Reaches. Aside from the primary setting guide, you can find more details on these sects in the Player’s Guide to Eberron and Faiths of Eberron. Each of these sects is primarily concerned with a different aspect of nature. Here’s the very short version.

  • The Wardens of the Wood are about balance. They help people live in harmony with nature, and act to protect both the innocent and the wild. They are the largest of the Eldeen sects and the one that gets the most new recruits, as they actively work to help and protect the people of the Eldeen Reaches.
  • The Gatekeepers are about protecting nature from the unnatural. They fight the forces of Khyber and Xoriat, and maintain the seals that hold the Daelkyr at bay.
  • The Children of Winter are about the cycle of life… and death. They believe that civilization has thrown this cycle out of balance and use disease and other means to test and thin the herd. They further believe that there will come a time when an apocalypse cleanses the world, clearing a path for its rebirth. Some of them believe the Mourning is the first stage in this disaster… and that it should be welcomed and accelerated.
  • The Ashbound oppose civilization. They despise agriculture, cities, and all the ways in which civilization seeks to control or abolish the natural world… but they are especially opposed to those who warp the natural order with unnatural magic. They are the most zealous and dangerous of the sects. This sect includes a significant number of barbarians along with rangers and druids.
  • The Greensingers are ambassadors to the Fey. They linger in areas that are close to Thelanis, and often travel between the planes. While they are most strongly connected to the Fey, some Greensingers are more broadly interested in traffic with all of the planes.

The critical thing is that these five sects are NOT all of the druids in the world! To begin with, we’ve said that there’s around a dozen active sects in the Eldeen Reaches (which obviously means that there were thirteen, but one’s gone missing). We have never described the other Eldeen sects, because this is part of “There’s a place in Eberron for anything in D&D…” We intentionally left those other sects open so DMs have an easy place to drop in new sects of their own or interesting sects from other settings or sourcebooks. It’s possible we will add others in future material; I have an idea for a shifter sect with a focus on shapeshifting and living among the beasts of the wild, which hasn’t made as much of an impact as the others because its members are largely invisible within the woods. But the point is: These five sects exist to give you hooks to play with, but they are not intended to cover every possible sect.

Beyond this, within canon we’ve already presented a number of other druidic sects.

If I had the time to go through every sourcebook, I’m sure I could find more examples of druidic sects. The five named sects are those with the greatest impact on the Five Nations, and have been cast into the spotlight by the Eldeen secession. But you’re not limited to these five choices when you make a primal character of your own.

What do the Ashbound and Children of Winter think of the Undying Court, to the extent they are aware of each other? Have the Followers of the Broken Path had any significant contact with the other druid sects? Do the Gatekeepers nowadays a connection to the Wordbearer Dhakaani?

I’m merging all these together because they are all variations of the same question, which is how much contact do the Eldeen sects have with the rest of the world? The answer: not much. There’s a reason we call them the ELDEEN sects. We’re used to a world that is filled with information, where TV and internet keep us in constant contact with the entire world. Not only does Eberron lack these things, but the druid sects – especially the Ashbound – largely avoid the tools that do exist; the Ashbound aren’t going to go use House Sivis speaking stones or pick up the latest chronicle. The Wardens of the Wood rose up to protect the people of the Eldeen Reaches during the Last War; but during the thousand years Galifar was unified, they rarely left the Towering Woods.

With that said, some of the sects have taken an interest in the wider world recently BECAUSE of the Mourning. Children or Winter have ventured east to study the Mourning and to bring Winter to the great cities of the Five Nations. Some Ashbound believe they must strike deeper at the heart of civilization; some Gatekeepers want to reach out to find help in their struggle. These are things you can expand upon to meet the needs of the story you want to tell. But BY DEFAULT the Eldeen sects have little knowledge of or contact with the world beyond the Towering Woods. Among other things, this means that as a player character from one of these sects, you may be a trailblazer. The Gatekeepers haven’t been in contact with the Wordbearers or joined forces with the Kalashtar to fight the Dreaming Dark… but YOUR Gatekeeper might be the druid who restores the ancient alliance with the Dhakaani or negotiates new ties to the Kalashtar. This ties to the general philosophy of Eberron: YOU should be the people at the heart of events that change this era. There are many groups that share common interests with the Eldeen sects… but it’s up to you to establish those ties.

THE CHILDREN OF WINTER

It’s not so clear to me what’s the goal of Children of Winter. Do they want to kill any human life?

From Dragon 418:  When Eberron created life, she also created death. She gave the asp its venom and set plagues loose in the world. All these things have their purpose. Now you have pulled the serpent’s teeth and leashed the plagues with magic. Our mother will not be mocked, and her wrath is coming soon.

This is in the voice of one of the Children; a later section is clearer.

Although they surround themselves with vermin and the trappings of decay, the Children see themselves as champions of life. They believe that all natural things have a purpose, even those that seem malevolent. Death clears the way for new life. Disease weeds out the weak. The Children work to preserve this cycle. 

The Children despise the undead and destroy them whenever they encounter them… and if they WERE aware of the Undying Court, they’d despise it as well. Positive or negative energy means little to them; the simple fact is that these elves have placed themselves outside the natural cycle, and no good can come of it. And while they aren’t as dedicated to it as Gatekeepers and have no specialized spells, the Children will also fight aberrations or similar unnatural threats if they encounter them.

So why do the Children kill people? What’s their real goal? Let’s look back to Dragon 418: Like most druids, the Children see Eberron as the source of all life and the spirit of the natural world. They believe that she had a grand design for nature, a purpose yet unfulfilled. And they believe that if humanity strays too far from the path of Eberron’s design, she will wipe the slate clean and start again.

It’s not simply that the Children believe that people are “breaking the rules” with their medicine and their Undying Courts; they believe that these things THREATEN EVERYONE, and that if we don’t get the population under control the WORLD WILL BE DESTROYED. By spreading disease, they are using the tools nature designed to weed out the weak and reduce population. A significant number of Children believe that the Mourning is the harbinger of this “Winter” – the apocalypse Eberron will use to wipe the slate clean and start again. This has created a subsect whose members welcome this; this world is too far gone, and they want to bring down the Winter and reset the world. However, other Children oppose this and still believe the current world can be saved.

Are the Children of Winter aware of all the cosmic threats like Daelkyr, Lords of Dust and so on? Do they care?

No more than most people. WE know about the Lords of Dust because we have a cool book that spills all their secrets – but they are a conspiracy that has successfully remained hidden for thousands and thousands of years. The Children fight aberrations when they encounter them, but in short, the Daelkyr haven’t been a serious threat for thousands of years and the Overlords haven’t been a threat for tens of thousands of years. They’ve GOT a thing that they know about that is a real serious issue, and that’s what they worry about. Side note: Back in the day, when Bel Shalor was almost released… to the degree that the Children of Winter were aware of the troubles of Thrane, they might have considered THAT to be a possible harbinger of Winter.

THE GATEKEEPERS AND DRAGONS

As I understand the Gatekeeper sect, most of it’s knowledge came from Vvaraak’s teachings a long time ago. And most of it is lost today, especially the underlying magical principles of the seals and the annual ritual. They merely follow rituals they don’t understand any more, at least not in the fullest. So, in my understanding, they would not be able to repeat the ritual they used to seal the Gates to Xoriat – right?

That is correct.

Are the gatekeepers aware that Vvaraak was/is a dragon? If need be, would they try to find her today or seek help from another dragon?

Vvaraak taught the first Gatekeepers sixteen thousand years ago, and dragons aren’t immortal, so Vvaraak is long dead… plus, there’s a decent chance she was assassinated by the Eyes of Chronepsis for her actions in Khorvaire. The Gatekeepers have no easy way to contact Argonnessen and even if they did, the dragons wouldn’t help them. As called out on page 11 of Dragons of Eberron, Vvaraak’s actions were a betrayal of draconic customs:

A true child of Eberron, Vvaraak foresaw a disaster that would wound the world itself. The Conclave had no interest in this struggle; just as the dragons had stood aside while the giants of Xen’drik battled Dal Quor, the elders of the Conclave told Vvaraak that they would act when a clear threat to Argonnessen existed, and not before.

As a whole, the dragons aren’t your friends. They aren’t here to help. They stood by and watched as the Xoriat Incursion tore apart the Empire of Dhakaan. They did nothing during the Giant-Quori War. Heck, they attack Aerenal on a regular basis just so the kids can earn their wings. The one time they took decisive action was when the giants were preparing to do something that would threaten Argonnessen… and they dealt with that by utterly destroying giant civilization. Vvaraak was an extremely rare individual who truly cared about the lesser races – but that’s not a common thing.

I read that the gatekeepers have friendly connections to the Chamber and sometimes their scholars (known as dragons?) come to converse with the druid elders. If that’s true, why not simply ask a visiting dragon what to do if something with the seals/Daelkyr threat is … threatening? Or how to repeat the ritual properly?

It is true that over the centuries the Chamber has established Siberys Observatories in the Shadow Marches. But you’re making the mistake of thinking of the Chamber as “good guys” who would help if the people needed it. The Chamber monitors the Prophecy and ensures that it remains on the approved path. The only way to monitor the Prophecy is to have agents across the world. Essentially, the Chamber is using the Gatekeepers to collect data, which they can periodically pick up. The Gatekeepers don’t fully understand what they are doing, and I don’t think their Chamber contacts identify themselves as dragons. Even if they did, they would only help if it was part of the approved path of the Prophecy. It’s entirely possible that a Daelkyr Uprising IS part of the approved path, in which case not only would the Chamber not help them stop it, they’d actively mislead them to keep things on track.

Generally speaking the Chamber is better for us than the Lords of Dust, because their endgame doesn’t involve the release of demonic Overlords. But they are not our friends. Vvaraak broke with the Chamber when she taught the Gatekeepers.

What do the Gatekeepers think about the prophecy? Do they have druids specialized in deciphering the prophecy? Is it incorporated in their daily life somehow?

Yes and no. There are Siberys Observatories in the Shadow Marches, and the Chamber has got the Gatekeepers monitoring these and collecting the data they need for occasional pickup. This data MAY be useful in the short term at predicting events within the Shadow Marches, and the Gatekeepers undoubtedly believe that it will give them advance warning of a Daelkyr resurgence. However, they are not capable of monitoring the Prophecy as a whole from one location, and the scope of the Prophecy goes way beyond the Marches. It takes a group like the Chamber, Lords of Dust, or Undying Court – immortals with vast resources and power – to be able to put together the bigger picture.

So there are druids who specialize in using the Observatories, and in using them to predict local events and monitor the seals, but they aren’t concerned with the wider scope of the Prophecy.

The Gatekeeper community getting smaller with every generation, so it gets more challenging to maintain the seals. Are there seals all over Khorvaire or are they all located in the Shadow Marches/Eldeen Reaches/Demon Wastes? 

It has been established somewhere that the location of the seals doesn’t correspond to the physical location of the imprisoned Daelkyr. With that said, in MY campaign many of the seals are highly portable. There are a few seals that are vast buried stones, but a seal could also be a pendant, or a ring, or embedded in a staff. In this case it is possible that prophecy dictates where a seal must go; it could be that to function, one of the seals needs to follow a particular path or visit a series of locations. All of this is a great foundation for a Gatekeeper PC who is assigned to carry one of the seals, and who must take it to certain dangerous places to maintain its power.

How many seals do the Gatekeepers maintain? Somehow I recall that there are 6 (or7) Daelkyr left in this world and I assumed that therefore there are 6 (or 7) major seals as well, probably accompanied by smaller ones. Is this defined in canon material? And if not, how would you do it?

There are six Daelkyr that have been called out by name, however the Player’s Guide to Eberron states “These are undoubtedly among the most powerful of their kind, with abilities beyond those presented in the EBERRON Campaign Setting.” So there are as many Daelkyr as you need for the purposes of your story, and the same holds true for the seals. Given that you’re talking to ME, obviously I would say that there were thirteen seals, but one has already been destroyed in the past, and many believe that this is why the Daelkyr are stirring now.

Do you have some ideas what special relics back from the Daelkyr war the gatekeepers might have right now or have legends about? (beside Vvaraak’s tears)

Not off the top of my head. It’s certainly a topic I’d love to explore if Eberron gets unlocked for the DM’s Guild!

THE GREENSINGERS

Am I right in thinking that you wouldn’t really have creatures of Thelanis considering themselves Greensingers or druids?

You are correct. With that said, the Greensingers themselves are the least “druidic” of the Eldeen sects. We’ve already noted the fact that they sometimes multiclass with arcane classes (typically bard)… and as far as their druidic magic goes, they are much more in the model of “I know the secret name of the storm, so I can ask it to smite my enemies” than “I am a servant of Eberron.” Shapeshifting is also a common strength of Greensingers, in part in emulation of the fey who aren’t bound to a single form.

It’s hard for me to imagine the native inhabitants of Thelanis or Lamannia taking up druidic traditions per se – even if it weren’t “the magic of Eberron itself”, Thelanis isn’t the same kind of natural world that druids care for.

First of all, I wouldn’t include Lamannia in this equation. The Greensingers have strong ties to Thelanis, largely derived from the presence of the Twilight Demesne. They have no particular attachment to Lamannia. Aside from that, the Greensingers themselves don’t care for the natural world in the way that most druids do. The Greensingers look at what nature COULD be. They see the story. They imagine that the wind is singing a song, that the tree truly dances in the wind… because in Thelanis, it does. If you wanted, you could decide that Greensinger magic is actually slightly different from that of other druids… that rather than drawing on pure nature, they are temporarily imbuing the world around them with a touch of Thelanis. A dryad isn’t a natural part of Eberron, but it could be that a Greensinger temporarily creates a dryad in a normally natural tree.

Even if you don’t go that far, that’s how the Greensinger sees it. They see the world as a magical place, and it becomes more magical around them.

THE WARDENS OF THE WOOD

How are the Wardens of the Wood inserted in the geopolitics of the Reaches? Since they were a very active part of the independence, and there is very little about how the region is organized.

From page 97 of The Player’s Guide to Eberron: 

When the plains folk seceded from Aundair, the Wardens trained their militias and fought at their sides. In their gratitude, the folk turned to the study of the druidic mysteries, and this helped make the land remarkably fertile. Today, Warden rangers patrol the entirety of the Reaches, fighting bandits, poachers, and other interlopers.

And from page 172 of the Eberron Campaign Setting: 

Long dominant in the forest, the Wardens have spread out into the plains to ensure order throughout the region. Each village has a druid counselor (of anywhere from 1st to 7th level, depending on the size of the community) who provides magical assistance and spiritual guidance, and who advises the leaders of the community. Councils made up of representatives from each farming family govern each of the communities. Bands of Warden rangers patrol the forest, responding to threats as they arise. 

As a side note, some of these druid counsellors might be gleaners. But the short form is that the Wardens advise and protect, but do not rule. Also note that while the Wardens patrol the entire region and settle any disputes between villages, each village does have its own mundane militia – trained by the Wardens, but not made up of primal-classed characters.

THE ASHBOUND AND THE MOURNING

What do the Ashbound think of clerics and their divine magic?

That it’s the unnatural result of trafficking with alien spirits. At the end of the day it’s manipulating the same energy wizards do, and they have no love of it. It’s possible a priest of Arawai or Balinor would meet with their approval if he SEEMED primal. But generally, if it’s not natural magic, it’s UNnatural magic.

Finally I am thinking on a campaign focused on the Ashbound. In that campaign they behave like real terrorists. They are fundamentalists, but they are right. Mourning happened because too much of magic has been used. So, here comes the question: if THAT is what caused the Mourning, who should know that? Lords of Dust, Chamber, the Twelve, a daelkyr, someone in Daanvi? How should they react?

The idea that the Mourning was caused by the extensive use of war magic is one of the popular theories within the world, and it is a primary reason for the Treaty of Thronehold: the fear that continuing the war will simply cause the effect to spread. As for who would KNOW THIS WITH ABSOLUTE CERTAINTY? That depends on where you want to go with it.

  • The Twelve are a weird choice, but not out of the question. You could say that Cannith knew that the extensive use of war magic was a danger but concealed this information because hey, their business is about selling war magic. If this is the case, it can be argued that THEY CAUSED THE MOURNING. That’s an interesting plotline to me, because what are you going to do about it? This is especially true if it was known to the Twelve – if the leadership of all of the houses were complicit in hiding this information and continuing to push the world closer to doomsday.
  • The Lords of Dust or the Chamber work if you want to say that the Mourning was foretold by the Prophecy. If it’s the Lords of Dust, I would argue that the Mourning is in fact the visible manifestation of weakening the bonds of the Overlords, and that at least one Overlord was released on the Day of Mourning and now lingers in the Mournland as it regains its power. So the action was caused by overuse of magic, but there is worse still to come.

Assuming that it was the result of human action, another twist on the Twelve being behind it would be to have the information shared or revealed by the Dreaming Dark, who have plucked it from the dreams of one of the Twelve conspirators. What’s their angle? I don’t know. But if you want to bring in another faction, that’s an option.

GENERAL QUESTIONS

Are the druid sects a religion? If so, the vast majority of “druids” and “rangers” are really not classed individuals, and don’t have the capabilities of a class level PC. It seems to me this distinction is always reinforced by you with wizards (most are magewrights) and clerics (most are even adepts) but is never touched with druids.

This is really two different questions, so I’ll address them in order. There is a spiritual component to the beliefs of the different druidic sects: live in harmony with the world and your surroundings. Some – on an individual basis – take this further and see themselves as champions of Eberron; but other members have a more pragmatic view, and that’s fine. Again, primal magic doesn’t REQUIRE belief the way divine magic does. A sect provides guidelines for how a person should live their life, but it doesn’t necessarily tell them what they must believe.

As for your second point, there’s once again multiple answers.

  • Every sect generally has a large number of common people who share their general beliefs and approach to life. This is especial true of the Gatekeepers. When talking about the Shadow Marches we say that a significant portion of the population follows the Gatekeeper traditions. This doesn’t mean they are druids, that they know anything about the seals other than ancient stories, or that they are ready to fight aberrations; it simply means that they tell the stories of the Gatekeepers, respect their traditions, and would welcome and honor an actual Gatekeeper druid who shows up. The same is true of the Wardens in the Eldeen Reaches. There are many commoners who are ALIGNED with the Wardens, but they wouldn’t actually CALL themselves Wardens of the Wood. Further, for every classed Warden, you might have a half dozen initiates struggling to master their skills, or working to help the sect in support roles.
  • With that in mind, when we say “Wardens of the Wood” or “Gatekeepers”, we are generally referring to the elite core of that sect – the people who do have primal classes, and who actively pursue the goals of the sect. Now, most of these people would top out at first or second level, but this IS remarkable; this one reason the Reaches were able to secede and why they still haven’t been reclaimed. It’s why groups like the Ashbound and Children of Winter are serious threats even if each may have less than a thousand active members: they are small groups of exceptional people.
  • With THAT said, part of the issue is that core D&D doesn’t have a primal NPC class – an equivalent of an adept or magewright. Which is why I made one. Years ago I made a primal NPC class called The Gleaner. This was posted on Giant In The Playground, but hasn’t been used elsewhere. It is precisely what you’re looking for here, and yes, for every full druid in the Wardens of the Wood you have a number of Gleaners who travel the Reaches and the woods helping those in need. While D&D doesn’t have a system in place for someone “evolving” from one class to another, I would personally say that many druidic sect initiates begin as first level gleaners and then evolve into rangers or druids once they fully master their skills.

In general, do how the sects see each other? Are druids of different Eldeen sects more friendly to each other than a random person they meet? Do they all pay some respect to Oalian?

This is addressed on page 57 of The Player’s Guide to Eberron: 

Despite their differences in belief, Oalian supports all the druids, since each sect embraces an aspect of the natural world. In return, most druids respect Oalian as the ultimate spiritual authority in the region, and they gather at The Greenheart for important conclaves and rituals.

Beyond that, I’d say that in general the active members of the sects will treat primals of other sect with respect, and they might work together to resolve certain problems; they joined forces during the Eldeen Secession, and members of any sect would join together to deal with undead or aberrations in the woods. But that won’t prevent Wardens from opposing members of other sects who are endangering innocents; there have certainly been many clashes between Wardens and Ashbound in the past.

If the druid sects would be aware of the Aundarian plans against the reaches, could they start a war against Aundair? Would it become a new global war?

In thinking of the capacity of the Reaches to wage war, bear in mind that they are not a normal nation. They are a collection of villages and small communities, and the closest thing they have to a single leader is a tree. They don’t have a strong industrial base to create weapons of war. Their population is a fraction of Aundair’s, let alone the other nations. One of their greatest strengths is their strong bond to the Towering Woods and their ties to the manifest zones and magic of the woods; once they lead an army into hostile territory, they lose that. And if they were to invade Aundair, what would victory look like? Would they try to actually occupy it in some way? It’s not like the people of Fairhaven are suddenly going to adopt the lifestyle of the farmers to the west.

So no: I don’t see the Eldeen Reaches waging a full-scale war against Aundair. With that said, I could certainly see them engaging in GUERILLA warfare. If Aundair begins building up forces in preparation for reclaiming the Reaches, they could definitely launch targeted strikes to take out caches, depots, or research facilities. Part of the point is that the Reaches don’t have either the infrastructure or the numbers of Aundair… but what they do have is a small but elite force. If it came to a straight-up war, Aundair simply outnumbers and outguns the Reaches. But with an army of rangers and shapeshifting druids, the Reaches are well-suited to covert strikes before disappearing back into the woods.

The Eldeen sects are so named, as you say, because they’re native to the forests of the Eldeen Reaches. Do you think their particular philosophies or concerns are tied to that location, or are they the sort of thing that might have arisen independently in other regions and/or taken root there if brought by a rare wandering druid?

Geography definitely plays a role. The Greensingers largely came about because of the Twilight Demesne, while the Children of Winter have a connection to the Gloaming. Proximity to Aundair is definitely a factor for the Ashbound.

With that said: I believe that the mechanical elements of the sects reflect different ways to focus druidic magic, and that you could see other sects adopt these same practices even if they don’t share the same name or precisely the same beliefs. The Seren Dragonshard linked to above notes that most Dragonspeakers follow the paths of the Wardens of the Wood or Gatekeepers… which is about them MECHANICALLY following those paths, not that some of them say “We’re Gatekeepers!” So in creating a new sect, if you don’t want to create entirely new mechanics, you could certainly say “Which of the five is it most like in its purpose?”

This is particularly relevant to the Greensingers. The Eldeen sect has a strong connection to the Twilight Demesne. But if you’re using the 4E story, I’d say that you could have similar sects in any of the regions where Feyspires manifest – essentially, anywhere that has a strong, ongoing connection to Thelanis. These would share similar traits – fey ambassadors, blending druidic and bardic paths – but they wouldn’t necessarily call themselves Greensingers. WITH THAT SAID… you could just as easily say that the Greensingers began in the Twilight Demense, entered Thelanis, and from Thelanis spread out to such places… and thus make them all part of the same sect.

You’ve mentioned previously that each sect tends to fight one enemy, Aberrations for Gatekeepers / Undead for Children of Winter, is there a sect setup to fight the Lords of Dust? or Demons / Devils in General?

The Overlords aren’t bound by a natural force; they are imprisoned by the SIlver Flame. Thus they are primarily opposed by forces that channel the SIlver Flame, like the Ghaash’kala orcs. So no: at present there is no canon druidic sect that focuses on fighting demons. On the other hand, I’d think EVERY sect WOULD fight demons if they encountered them.

Tied to this: the sects often have one foe they are most concerned with, but they’ll still fight the others. The Gatekeepers are focused on aberrations and the Children despise undead. But the Gatekeepers will definitely destroy undead and the Children will hunt down aberrations that cross their paths. It’s just that these things aren’t a focus of their daily lives.

How do the different druidic sects and the Church of the Silver Flame tend to perceive each other? 

Personally, I think there’s very little interaction between them. The Church can’t possibly monitor every single sect or cult that exists in the world, and the druids aren’t especially interested in interacting with them; they’re doing just fine, thank you. WE know what the Gatekeepers are doing is vitally important, but to the world at large they are obsessing about something that hasn’t been a threat since before humanity came to Khorvaire. With that said, I’d think that they would have a generally positive view of the Wardens of the Wood, who likely assisted templars during the Lycanthropic Purge, and  a generally negative view of the Children of Winter and Ashbound, both of whom take actions that can threaten innocents… and the Ashbound in turn will see the Church as channeling unnatural energy. Meanwhile, the Gatekeepers live in the shadows and don’t believe that they need the help of some human outsiders.

WITH THAT SAID: In the last 5E Eberron campaign I’ve been playing in, the players include a Ghaash’kala paladin, a cleric of the Silver Flame (well, technically, Jaela Daran), and a Gatekeeper druid. We work together well because we do all share a common goal of protecting the innocent from evil, and we’ve been happy to pursue each other’s personal issues. But we’re still playing it that our respective organizations really don’t know a lot about one another.

Furthermore, if primal magic does not require belief… could a druid believe in and follow the Silver Flame?

The question I’d ask is why they become a druid in that case, instead of becoming a cleric. But other than that, there’s no reason they couldn’t. You could easily CREATE a sect of Silver Flame-inspired druids in the Eldeen who adopted the faith after fighting alongside templars in the Lycanthropic Purge.

Are there any druidic traditions amongst the Blood of Vol?

The Seeker tradition is largely urban and druidic traditions generally develop in the wild. Further, the goals of the Seekers are fundamentally TO BREAK THE CYCLE OF NATURE; combined with their affinity for undead, this would brand them as abominations in the eyes of the Children of Winter, if not most sects.

When it comes to druids, are there any sects that tend to utilizing the feat from 3.5 “Assume Supernatural Ability”? Does it fit with any specific sect’s view on the world?

Nothing particular comes to mind… but I don’t have time to go through and figure out a) what shapes a druid could take where this would come into play and b) the level that would be required to do so, which would affect how much it could really be central to a sect. You could certainly make a new sect around the idea.

And are there any sects that use “Draconic Wildshape”?

Sure: the Seren Dragonspeakers.

Are there any druidic traditions amongst the merfolk and sahuagin? What are some druidic traditions of the Vulkoorim drow of Xen’drik?

I’m certain that there are aquatic druidic traditions. The Qaltiar drow have a tradition involving primal spirits, as seen in The Shattered Land and Gates of Night. But neither of these are things I have time to explore in this format. Once Eberron is unlocked for the DM’s Guild, I’d love to explore this in depth (or see what other people do with it).

Is there any more information about the druid(s) that awakened Oalian and Kraa’ark Lors?

Not at present.

Life in the Lhazaar Principalities revolves around the sea. What’s the possibility of there being a druidic sect in that area who focus on the sea life of the region; ensuring fishermen get bountiful catches, ensuring whaling ships don’t hurt the creatures unnecessarily, and predicting the hurricanes off the Sea of Rage?

It’s a logical role for druids or gleaners, and something that has been suggested in passing; in particular, it’s been noted that Cloudreaver priests of the Devourer may develop druidic abilities, and the Wind Whisperers are a powerful force. With that said, we haven’t presented druids as a defining pillar of society in the Lhazaar the way we have in the Eldeen Reaches, so if I was writing for canon Eberron, I probably wouldn’t make them the secret masters of the Reaches. However, I could see adding in a gleaner sect that does exactly the sort of thing you suggest – ensuring bountiful catches, predicting storms, preventing overfishing. As a Gleaner sect they could exist without DOMINATING the culture; some respect them, some curse them as annoying busybodies. But they aren’t as dramatically powerful as the Cloudreaver druids or the Wind Whisperers.

As a side note on the Wind Whisperers: In theory, their power comes from a connection to the Mark of Storms. In practice, I might give a powerful Wind Whisperer NPC druid, warlock or sorcerer levels with storm/lightning related magic reflecting a deeper connection to primal storms unlocked by the mark. So the power that makes them a force to be reckoned with is more than just the base abilities granted by the mark.

What’s the tie between the Prophecy and Primal Magic? Aren’t both a direct expression of Eberron?

Eberron may be the source of Primal Magic, but she’s not the sole source of the Prophecy. There are many different theories about the origin and nature of the Prophecy; the dominant view in the Chamber (as called out in Dragons of Eberron) is that “The Prophecy is a reflection of the ongoing struggle between Khyber and Eberron. The Progenitors shaped reality at the beginning of time, and the Prophecy reflects their divergent desires for their creation.”

If dragons know primal magic and druidism for millennia, should we suppose that a sect of very powerful, high level dragons/druids exist and take care of the equilibrium of Eberron?

Powerful draconic druids do exist. The Child of Eberron is one of the core archetypes of the religion of Thir, as covered in Dragons of Eberron: All natural life sprang from the progenitor dragon Eberron, and the child of Eberron honors the Great Mother and defends her works. However, the vast majority believe that this is a task fit solely for dragons, not something that the lesser races should be involved in. There may be a few Children of Eberron acting within Khorvaire, but they aren’t working with lesser druids (whom Vvaraak should never have taught!) and are generally dealing with primal problems we don’t even perceive. Humans are like ants to them: part of the natural world, capable of forming communities, but of no directrelevance to their actions… and if you have to wipe out a bunch of them to do something important, they’ll recover from it. The critical example of this is Xen’drik: when the giants were about to take action that seriously threatened the equilibrium of Eberron, the dragons acted and utterly destroyed their civilization.

The good news for us is that the Children of Eberron are generally only concerned with SERIOUS threats to the equilibrium of Eberron, like “destroying a moon.” Things that are just going to wipe out a bunch of human nations aren’t that big a deal… again, when you look at things from a perspective of millennia, they’ll grow back. With that said, I suspect the Children of Eberron are concerned with the Mourning, and could potentially be allies in a plot that seeks to solve this mystery… but again, if the answer to the Mourning is “humans did it” and there’s a chance they could do it again, there is a very real risk that Argonnessen would decide that human civilization should go the way of the giants.

If primal magic is the result of invoking the primal spirits, using the secret names and rituals to channel natural forces, or tapping into the interconnectedness of all things through Eberron, how do druids and other primal casters use magic when they travel to other planes? In theory, primal magic is the domain of Eberron herself, so when traveling away from her, wouldn’t a primal spellcaster be cut off from their magic?

Good question. The same problem applies to Divine and Arcane magic, which are fundamentally drawing on the power of Siberys; shouldn’t going to another plane separate them from this source? The short and simple answer is that no, it doesn’t. The Progenitors created all the planes, and all of the planes are connected to Eberron. The creatures of Eberron live and die, know peace and war, dream and go mad. This is because Eberron is touched by all of the planes. The same process works in reverse. Dal Quor may not have a direct connection to Thelanis, but it DOES have a connetion to Eberron, and this allows your caster to draw on the power of Eberron or Siberys.

Now, if YOU had more time, it would certainly be interesting to change the way that primal magic works in Thelanis or Lamannia, and it’s something I might explore if/when I have the opportunity to develop Planes of Eberron. But the simple out if you don’t have time for such tinkering is “Eberron touches all the planes.”

My next few post will be about Phoenix: Dawn Command, but I will be posting another Eberron Q&A sometime in the next few weeks; the topic will be Thelanis and The Fey. Post your questions about Phoenix or Eberron below!

Phoenix Q&A 7/5/16

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Dan Garrison and I have been working on Phoenix: Dawn Command for the last three years. We’ll be releasing the game in August, and it seems like a good time to start talking about it! If you missed the prior post, here’s a link to the events we’ll be running at Gen Con. Meanwhile, if you have questions about the system or the setting, ask away!

You once mentioned how magic in a setting should truly affect the world. How does it affect day to day life of the world of Phoenix?

In Eberron – and D&D in general – magic behaves in a scientific manner. It is reliable: as long as you don’t get punched in the face while you’re casting it, your fireball will always work. One wizard can teach a spell to another. Eberron was thus based on the idea that if magic behaved like science, then it should be incorporated into the world just as science has been.

Phoenix works from a completely different core assumption. Magic isn’t reliable: it is mysterious, powerful, and very dangerous. Humanity has dabbled with it for a long time, but never truly mastered it. Each region has its own magical traditions… the Grimwald shamans invoke natural spirits, while Skavi warlocks bargain with the Fallen Folk and the Talu families draw on the power of their House Gods. Or at least, they used to. Again, while powerful, all of these practices were dangerous and unpredictable. When the Phoenixes established the Empire, they drove the Fallen Folk into the Dusk and banished the House Gods. The practicing of magic was forbidden, and much arcane knowledge was lost. This continued throughout the Phoenix Imperium. Following the Civil War, the Phoenixes themselves disappeared. In the following centuries, some people have begun to dabble with these dangerous arts once more… but it remains an obscure and hidden practice. And now we have the Dread. Are the Fallen Folk returning? Could the Talu reclaim their House Gods? Could the Dread itself have been caused by such foolish dabbling with forces best left alone? Of course, all of this is deals with the personal use of magic. There are also magical artifacts in the world. The Bulwark cities of Skavia are built around powerful such relics… and some of the cities ARE such relics, such as the remnants of a massive bridge now known as Hafsbridge. In a sense, you could look at this as similar to manifest zones in Eberron: People have found an ambient magical effect and settled their to take advantage of its power.

So Phoenix is a setting where magic exists and IS part of the world… but where humans have very little understanding of it. In Phoenix, investigation is part of the story. Defeating a threat is obviously important – but understanding what it is and why it has appeared is even more important, if you hope to turn the tide.

There is one approved form of magic, and that is Ash Sorcery – an art that deals with the Imperial Flame and uses the final ashes of Phoenixes for major workings. But that’s explained in more detail in the book. Intellect-driven Phoenixes can choose to dabble in one of these old paths of magic, and Skavi or Talu Phoenixes could have ties to their ancestral traditions. But again… these are things that have been buried as opposed to being embraced. Even Phoenixes are now considered legends; as one of the new generation of Phoenixes, you are bringing magic back to the Empire.

Phoenix Trio

I had the impression that heroes are more “guys with superpowers” than traditional fantasy heroes, and that these powers don’t look like magic. Did you considered this aspect? Do you think this make the world of Phoenix more similar to the fantasy of Japanese anime than traditional european/american fantasy?

Well, let’s take a look at three Phoenixes. Shepherd (left) is a Durant Phoenix, a tough warrior who faces her enemies with sword and shield. She draws on her power to survive injuries that would bring down others, and to give her the strength to protect her allies and bring down her enemies. Elegy (middle) is a Shrouded Phoenix, whose magic shrouds her in shadow and allows her to learn the secrets of her foes. Drake (right) is a Devoted Phoenix. The light of his flame strengthens his allies and heals their wounds. A shaman in his first life, he knows the ways of the spirits and can exorcise the restless dead.

Phoenixes are, in a sense, superheroes. They are mortals reborn and infused with mystical power. No one can just decide to become a Phoenix; you have to be chosen and you must endure the tests of the Crucible. So that is very different from the typical d20 character. With that said, Shepherd is a warrior who goes toe to toe with her enemies, Elegy makes devastating attacks from the shadows, and Drake is a healer who strengthens his allies; in terms of story roles, not SO different from a fighter, a rogue, and a cleric.

With that said, YOU decide exactly how your Phoenix’s powers manifest. This also ties to the Traits you select in character creation. Drake selected the Trait Shaman; as a result he decided that his magic involves calling on natural spirits. One Elemental could say that his Talon is a spellbook, and that he conjures his flames by reading from its pages; while another could take an Engineering specialty and present his Elemental as an artificer, saying his Talon is a makeshift flamethrower and that his attacks use this and grenades of his own design. One Durant could explain her resistance to damage by saying that she is just exceptionally good at blocking attacks with her shield, while another says that he’s actually just a massive suit of armor.

So the ROLES of the characters are familiar: Warrior, healer, rogue. But how their abilities manifest is up to you. A wing of Phoenixes could look exactly like a typical D&D party… or they could be considerably more exotic.

Have you ever considered to use the d20 system for Phoenix? Do you think you could project an adaptation for that system?

Making a new system isn’t something to do lightly. There’s a lot of good systems out there; why make a new one? When Dan and I first started working on Phoenix: Dawn Command, we considered the possibility of driving it with the d20 engine. In some ways, it would be a relatively simple conversion. Start PCs at second level, and each time they die they gain three levels. The Phoenix Schools translate fairly easily to d20 classes: Bitter (barbarian), Durant (fighter or warlord), Devoted (cleric or druid), Shrouded (bard or thief), Elemental (sorcerer or warlock), Forceful (ranger or monk). In Phoenix you have a pool of energy – Sparks – that let you push beyond your limits; you could represent with an expanded version of the Action Point system.

But there are other elements of the system that don’t translate so easily. When an enemy attacks you, does it hit you and how much damage does it do? When you attack it, are you successful? How much damage do YOU do? When they cast a spell on you, do you resist it? In d20, these things are determined by random die rolls. In Phoenix, all of these things are in the hands of the player – literally, in their hand of cards. It’s not simply a question of what cards you have in your hand, but how you choose to play them. In Phoenix you may well decide to be struck by an attack you COULD avoid… because you’d rather save your best cards to do something amazing on your next turn. You can push beyond your limits with Sparks, but you die when you run out of Sparks. Is this the right time to use that power?

Essentially, when you fail or die in D&D it’s typically because random events didn’t go your way. You fail a saving throw. Your enemy rolls a critical hit. In Phoenix, as often as not, when you die it’s because you CHOOSE to die… because with your sacrifice you were able to do something important. You use the last ounce of your power to hold the door against the horde of zombies or strike the mortal blow against the ultimate enemy. You may die, but quite often it feels like a triumph, not just a bad roll of the dice.

Another way to look at this: Your paladin is facing the Lord of Evil. He makes a grand speech swearing to avenge the demon’s innocent victims. He uses his mightiest attack. And then… he rolls a one, the attack fails, and your turn is a dud. There are times when this can be hilarious and fun, but from a dramatic perspective that’s not how you wanted the scene to go. In Phoenix, you can look at your hand and your Sparks and know before you make that speech whether you can pull this attack off. It’s possible you have a crappy hand and you simply CAN’T perform a successful attack this turn. But if that’s the case, you know it and you can try to figure out what you CAN do with the cards that you have. Hold that big speech and attack for your next turn; this time, save the victim on the altar or grab that scroll in the corner.

So you could make a VERSION of Phoenix using d20. But unless you substantially change the system, it won’t feel the same as actually playing Phoenix.

 

I’m a little bit skeptical about the whole “accessible to non-roleplayers” thing. Have you actually tested that claim with some random friends or relatives that have never gamed before?

I understand your skepticism! We’ve been testing across the country over the last three years, and I’ve played with a lot of people who aren’t my friends or relatives… including quite a few who haven’t gamed before. One of my favorite sessions involved three generations of a family, in which the grandparent had never played before and the youngest member of the group had played games like Pokemon and Magic, but never an RPG. I wouldn’t recommend it to someone who’s not at least interested in trying an RPG, but as long as they are up for trying it, there’s a number of things that make it easy to learn. As a player, everything you need to know is in the cards that are in front of you and in your hand. There’s a minimal amount of terms to pick up – you’re not dealing with dozens of stats and game terms, and you don’t have to look up rules during play. The core mechanic is very straightforward: tell the GM what you want to do, and they’ll tell you what you cards you need to play. That same mechanic underlies attack, defense, and noncombat actions… so once you’ve got that down, you can do anything.

The GM needs to understand the rules. But it’s an easy game as a player. It’s NOT a good game for someone who likes complex simulation or lots of fiddly rules. With that said, there are strategic decisions and optimization choices that give more experienced gamers something to play with. Complexity also varies by School – Durant is one of the simplest Schools to play, while Devoted and Forceful are more complex.

At the end of the day, it’s an RPG, and there will be some people who will always be intimidated by that. But I have played with many non-gamers over the last few years, and as long as someone is interested in giving it a try, it really is easy to pick up.

Are there are plans for Supplements? Of what Kind?

Certainly. The Marshal’s Handbook only has room for a high level overview of the setting. I’d like to delve into the regions and cultures of the Empire; the manifestations of the Dread; conspiracies and other threats beyond the Dread itself; additional mission arcs; and of course, more Challenges for GMs and more Lessons, Traits, and Talons for players. In the long term, I’d be interested in exploring other periods in the history of the Daylit World. I’ve also been playing around with Phoenix fiction. Essentially, all the things I can’t currently do for Eberron. However, the scope and form of this support will of course depend on the success of the core game; at this point, we don’t know what the demand will be.

Do you think Phoenix will be translated in any language different from English?

This is entirely dependent on how successful it is and whether there’s a demand for it. Right now, it’s to early to know.

Did Dragonlance Saga had any influence on this work?

No – I’d never even heard of Fifth Age until over a year after we’d been working on Phoenix, and I’ve still never actually played it. From skimming the rules, I think there’s definitely some overlap – both use cards to remove the random factor of dice, and both encourage a more freeform approach to skills and magic. However, there are some fairly substantial differences. In Phoenix, each character has a unique deck that reflects the abilities and traits of their character; in FA people draw from a common deck and combine the cards with a separate character sheet. I believe that FA uses hand size as a reflection of health, while Phoenix uses tokens to track health. Phoenix has the resource of Sparks, which allow you to push beyond your limits… but you die if you run out of them. And, of course, in Phoenix death is how you grow stronger.

They’re both card-based fantasy RPGs, and there’s bound to be some overlap. But it’s coincidental rather than intentional.

Regarding the PDF download: I hoped we would get some NPCs write ups, specially for the Marshals… There are conflicting reports about the manner of a certain character’s death in the front and back portions of the book. I assume that’s intentional?

The PDF that has been sent to backers doesn’t include the 200-page mission arc that’s included in the physical book – we just wanted to give backers a chance to familiarize themselves with the rules. The mission arc gives a much deeper look into the world, and includes descriptions of many NPCs and locations. It also explains the discrepancy you’re asking about, which is indeed intentional; during the missions, the players have an opportunity to learn secrets that have been hidden from history.

The missions have some sort of timeline occurring besides the one the players will be doing? Do have a sense of all the success and failures of the Command in the world, and lessen the “we are the only group doing something around here” feeling?

The missions focus on the player characters. However, there is a bigger picture going on. The Bones are moving north. Cities may fall to the Chant. This is something that is conveyed in interludes, stories that are told between missions. Interludes generally don’t require gameplay; it’s an opportunity for players and GM to address other events in the world. As part of this, players are encouraged to create a rival wing – another group of Phoenixes that are out on missions at the same time as the players. Now, these Phoenixes don’t actually HAVE to be rivals; they simply serve to emphasize that there ARE other Phoenixes out in the world, and during interludes the GM may report on their actions. “While you were fighting the Chant in Ilona, the B-Wing was dealing with skinchangers in the Grimwald. Badger and Cutter were killed, but Mercy was able to banish the possessing spirits and save Talmouth.”

About number of players, the game is supposed to be played with 3-4 players, is possible to play the missions with just one or two?

It is definitely possible to play with fewer than three or more than five. However, it’s not ideal. Phoenix is designed with teamwork in mind, and many situations require sacrifice for victory. So a single player is going to lack all the skills required to handle most situations, and will be in a bind if faced with a situation requiring sacrifice. Conversely, in a 5-6 player game each player has less time in the spotlight and there’s less of a sense of limited resources. So 3-4 is definitely the magic number… but once the game is out we’ll post advice on running for other group sizes.

About NPCs, the rules are very much us against them, how can we handle friendly (and helpful) NPCs? Like very capable humans, wizards, other phoenix.

The focus of Phoenix is defending the innocent, and you’ll often end up in situations where there are mortals who need your help. With that said, even an exceptional human is extremely fragile next to a Phoenix; further, many mortals simply have no defenses against the threats that Phoenixes can resist (possession, the Chant, etc). Phoenix uses a mechanic called the Buddy System, whereby a Phoenix teams up with one or more mortals and is responsible for keeping them alive. Capable mortals will enhance the Phoenix they are teamed with.

None of the existing missions involve teaming the wing with NPC Phoenixes. Essentially, there just aren’t enough Phoenixes in the world for Dawn Command to be able to spare more than one wing for anything but the direst of threats. A situation that did call for multiple wings – for example, a group of Devoted working together to exorcise a mass haunting – would likely be done as an abstracted skill action as opposed to tactical combat. We could certainly expand the system to include Phoenixes as allies in combat – there’s a future mission I want to write that would involve it – but it’s not the primary focus of the system.

How can we proceed when a player misses the game night? In other systems the DM can play for him, or another player assume at least the control of the mechanical decisions. Is this situation, how do we proceed? Just handwave the actions of the absent player?

The simplest answer is to come up with a reason for the character’s absence. Provided you’re starting a new mission, come up with an alternate assignment for the missing character: a Forceful was sent on a vital scouting mission, a Devoted had to go help with a mundane plague, a Durant is organizing a militia force. For whatever reason, they aren’t at Pyre and can’t accompany the wing, and the group will just have to make do without them. This ties to the difference between Phoenix and d20. No one character is absolutely vital. A Devoted is useful, but not having a Devoted isn’t the same experience as not having a healer in another game… because death isn’t the end of the story. The mission is there, and if you have to take it on shorthanded, you’ll have to push yourself even harder to succeed. You may not all make it. But death is how you advance, and if you never fall, you’ll never rise to greater heights.

The situation is more awkward if you’ve split a single mission into multiple sessions and a player drops out in the middle of a mission. Even there, I would be more inclined to come up with a reason that the character has to leave than to have them tag along without a player. While the system is simple, there’s a lot of decisions about how to best use your resources, to justify your traits, and simply engaging with the story – it’s much more involved than just saying ‘Well, the fighter would make a Power Attack.” You certainly COULD play two characters or have the GM control a character, but it will be more complicated than it would be in a system like d20, and it would be far cleaner to simply drop the character from the scenario. If there’s absolutely no logical way to justify it, the simplest answer is to come up with something that kills them; they can be reborn once the player returns.

With all that said: I believe the game is optimal with 3-4 players, and the core set only has enough cards to support four players at a time. But if you have a group of players who often can’t make every session, you can have six players come up with characters… and simply only have four of them play in any one session. So the Durant can’t make it this session? Great, it’s time to call in the Bitter. This is an approach I’ve used with many other systems. In Phoenix it works well because most missions do begin with a reset on Pyre – so the current roster is whichever four members are in Pyre when the call goes out.

A similar question – do you think it would be possible to play without physically being around a table? For example, if I had the game, and my friends lived in other cities, how crazy would it be to try to play via forum post, or skype, or something like that?

I’ve never tried it, but I believe it could be done. As it stands, the issue is that each character needs deck of cards. If each player had a deck – whether because each player owned a copy of the game, or because you broke up your copy and sent the character decks out to each player – then you could play over Skype, provided you trusted your players to be honest about the cards in their hands. It’s a narrative game, so play-by-post isn’t actually weird at all; it’s just again a matter of the player having to have their character deck, and you trusting them to be honest about the draw.

Again with NPCs, in the missions we will have other phoenix, besides the Rival Group and the Marshals?
There are a few other Phoenixes that appear in the missions, yes. But again, bear in mind that Phoenixes don’t have time to just hang out and socialize. There’s less than a hundred Phoenixes in the world. They can be instantly sent into danger, but they have to make their own way back to Pyre before they can be sent out again… and there is a constant stream of new threats every day. So as a Phoenix you’ll be lucky to have a few hours at the Grand Aerie before you’re back out in the world. But certainly we will be presenting additional Phoenixes over time – including the iconic characters we use in our demos and the Phoenixes created by our Tragic Backstory and Portrait backers.

Rules Question: Speed. So, the Challenge acts after X Speed player turn has passed. So a reduction of the Speed value is good, and a increase is bad. So why when a challenge is Stunned it has it’s speed REDUCED?
Drat – that is a mistake that slipped through. Your analysis of Speed is correct, and yes, when a challenge is Stunned its speed should in fact be increased by one – since the EFFECT of this is to make it act less often. We’ll make sure to have this in the errata when the game is released.

What else would you like to know?

Phoenix: Dawn Command

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As a Phoenix, death is not the end of your story. 

You have passed through death and returned stronger than before. Now you are the last hope of a world besieged by nightmares. To defeat the Dread you will have to unravel ancient mysteries and overcome terrifying threats. You have seven lives to save the world: make each one count. 

Phoenix: Dawn Command is a fantasy roleplaying gaming coming out in August 2016. Phoenix’s card-driven system puts the skills and strengths of the character directly into your hands – an intuitive system that’s accessible both to longtime gamers and those who have never played a roleplaying game before. For the GM, the system facilitates collaborative storytelling with a minimal amount of prep time… and the basic game comes with a seven-mission story arc ready to run out of the box.

Daniel Garrison and I began working on Phoenix: Dawn Command almost three years ago. I like to say that it’s a bridge between Eberron and Gloom. Like Eberron, it’s a fantasy setting with an intriguing story to explore. Like Gloom, it’s a card-driven game that encourages storytelling… and in which you eventually want your character to die. It is a world where the stakes are high, where your missions matter, and where victory often requires terrible sacrifice. You have seven lives, and you grow stronger each time you die… but each time you come closer to your final death. Death isn’t the end, but neither is it trivial… and I love the stories that you can build with this foundation.

Phoenix: Dawn Command will be released in August. Over the next few weeks I’ll be writing more about the setting, the rules, and answering any questions that you have. I’ll be doing my first Phoenix Q&A later this week, so if you have questions, post them in the comments or contact me directly. If you’re a Kickstarter backer (at the $45 level or above), you should have already received a link to download a pdf of the sourcebook; if you haven’t, use the contact me button to let me know and we’ll see what we can do.

For now, here’s a few things you might want to check out.

  • Twogether Studios will be demoing Phoenix at Gen Con. Here’s a schedule of our events. 
  • Last year, playtester Richard Malena posted a series of YouTube videos explaining various elements of the game, including Character Creation, Skill Spreads, and Combat. Bear in mind that Richard made these a year ago, so he’s using prototype materials. The mechanics are sound, but this isn’t what the final game actually looks like.

Post your questions about Phoenix: Dawn Command in the comments below!

Game of Thrones Bingo: Season Six Finale!

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The Game of Thrones finale is here, which means one last chance for bingo. Will The Hound and Brienne face off in the North? Does Arya have something cooking? Will Cersei somehow find a way to choose violence… and will she have a drink before she does?

You can download the ten-card set here: GoT Bingo 6-10