Friday, April 28, 2023

Announcing the Release of CHROMATIC SHADOWS BASIC!

 I am VERY pleased to announce the release of CHROMATIC SHADOWS BASIC, Occult Cyberpunk Roleplaying. Download the PDF now for FREE from DriveThru RPG and itch.io!


CHROMATIC SHADOWS is an original weird cyberpunk tabletop roleplaying game. The Basic Rules contain everything you need to jump straight into a strange new world of cyberpunk action and occult intrigue!

It's been ten years since the Collapse. As the world's three largest megacorps burned down, a highly secretive Shadow War ground to an abrupt halt. Now hundreds of black sites have been left to rot out in the Sprawl. Powerful, hidden Occult Assets lie abandoned, and eldritch threats are breaking into reality. You’re a street operator driven by an occult obsession. What will you do in the face of these incursions? Hold the line for humanity? Or blow open the gates to the howling darkness? 

CHROMATIC SHADOWS BASIC RULES introduces an original near-future setting where classic cyberpunk gameplay meets themes of eldritch horror and high strangeness.

  • 94 pages, full color, artistic and easy to reference layout

  • Operator archetypes and character creation rules

  • Options for playing a fringe Neotribal character type

  • Strange Attractors and Occult Sympathies

  • Complete hacking and drone rigging rules

  • Expansive list of weapons, gear and cyberware

  • A roster of Sprawl NPCs and eldritch enemies to slot straight into your campaign

  • Sample Occult Assets with ready to use story hooks

What is the game like?

  • Classic cyberpunk play, emphasizing character driven narrative
  • A unique urban sandbox, a Sprawl haunted by strange factions, and occult artifacts
  • Fast & fluid d6 dicepool engine
  • Streamlined and intuitive mechanics
  • Deep character building & tactical options
  • Niche protected character archetypes
  • Unique, setting specific mechanics like Occult Milestones, Synchronicity, and Resonance
  • Pays homage to classic RPGs like Shadowrun, Vampire the Masquerade & Call of Cthulhu
  • Inspired by the writings of William Gibson, H.P. Lovecraft and Mark Fisher


Saturday, April 8, 2023

Chromatic Shadows Announcements and Beta Previews

 


Greetings operators! We are so close to the official release of Chromatic Shadows Basic, and I can't be more excited! 

Three important announcements.

First: I'm opening the Chromatic Shadows Discord server to new members. Please consider joining our small but growing community of playtesters and cyberpunk gamers. All members receive full access to the latest 90 page Chromatic Shadows Basic Rules beta. Jack in and let's talk about game design and playtesting! discord.gg/K635HxF4

Second: I'll be sending out the first email blast next week with the latest announcements and release schedule. Another way to preview the beta ahead of it's official release is to sign up to the official mailing list. Anyone on the list will also receive a copy of the latest beta as a "thank you" for your support. Please consider signing up if you haven't already! https://www.chromaticshadows.com/

Third: The CHROMATIC SHADOWS Basic Rules will be 100% FREE on DriveThru and Itch. That's a full color, fully playable 90+ page PDF to download and share! 

 Onward cyberpunks!



 

Sunday, February 5, 2023

Two Critical Transmissions




Its been a busy few months decoding strange and cryptic data sets, but I am pleased to bring forth two important transmissions from the digital aether!

First, the Chromatic Shadows website has been redesigned and updated. Visit www.chromaticshadows.com to see what's new. If you you are interested in this project, please consider enrolling in the mailing list, for important updates, release dates, and new project announcements. I promise to keep any email blasts to a necessary minimum.

Second, I am thrilled to announce the upcoming release of the CHROMATIC SHADOWS BASIC RULES to Drive-Thru RPG in April 2023.

This volume is essentially a very beefy "quick-start", intended to introduce players to the mechanics and overall feel of the game. Chromatic Basic contains most of the character creation and the player facing rules. It is a very playable, accessible, lightweight version of the final product, and should offer lots of opportunity for play until the much longer, CORE RULES are complete.

 

 

What can you expect in the BASIC RULES?

CHROMATIC SHADOWS BASIC RULES covers 92 pages of essential mechanics, so you can jump straight into the world of occult-cyberpunk action!

  • Full operator archetype and character creation rules.
  • Options for playing a fringe Neotribal character.
  • Strange Attractors and occult Sympathies.
  • Complete hacking and drone rigging rules.
  • Expansive list of weapons, gear and cyberware.
  • Sprawl NPCs and eldritch enemies to slot straight into your campaign.
  • Sample Occult Assets with ready to use story hook

What is the system like?

  • Classic cyberpunk play, emphasizing character driven narrative.
  • Fast & fluid d6 dicepool engine.
  • Streamlined and intuitive mechanics. Easy to adjudicate and make rulings on the fly.
  • Deep character building & tactical options.Rewards clever character design.
  • Niche protected character archetypes. Each Role does something special.
  • Unique, setting specific mechanics like Occult Milestones, Synchronicity, and Resonance.
  • Pays homage to classic RPGs like Shadowrun, Vampire the Masquerade & Call of Cthulhu.
  • Inspired by the writings of William Gibson, H.P. Lovecraft and Mark Fisher.
 

 
 




Tuesday, August 16, 2022

12 Strange Attractors for CHROMATIC SHADOWS

 

Image by Loomi
Art by Lumi

Here are 12 Strange Attractors that will appear in an expanded form in the final version of Chromatic Shadows. Attractors are uncanny events that have occurred in a character's history, and have radically awakened them to the reality of the Occult World. Strange Attractors alienate the characters from the conventions of "normal" society. Down in the underground, Attractors become the bonds that draws these characters together as a team, and the obsession that drive them to pursue occult mysteries. In the finished game, each Attractor will be paired with several "glitches", which are  subtle uncanny abilities that can be purchased with Occult Milestones (among other things). Occult Milestones are a special kind of XP that is awarded for uncovering mysteries, and overcoming occult threats. Stay tuned for more details!

 

STRANGE ATTRACTORS

Dimensional Slip

You were sucked through a portal into the nightmarish Outside Realms. When you came back, a part of the Outside stayed inside of you. You were in for only a short while, but to you, it seemed like you wandered those bleak, twilight realms for days, weeks. The experience haunts your waking dreams, but a part of you wants to go back.

Close Encounter with an Eldritch Horror

You had a close experience with an alien horror. Maybe you were attacked, or mentally dominated by the creature. You may have been nearly killed and drawn back from the brink. You survived with an uncanny sympathy with these horrors, a lingering dread and an obsession to to confront them again.

Captured by the Void Cult

You were the victim of the dreaded Void Cult, and suffered cruelly within their sanctums. Before you were given up as a sacrifice to their gibbering god you somehow escaped with your life. Your memories are spotty, but eldritch dreams and visions continue to haunt you, often when you're wide awake.

Moon Presence

On the night of a full moon you experienced a shocking vision. The moon appeared to you as something entirely Other. A great bleeding eye, with horrifying winged shapes playing before it in the night, or a great occult sign in the sky. Its glare it fills you with dread and you can no longer abide its presence. You are convinced that it is somehow cursed. Its presence calls to the darkest aspect of yourself promising Outside wisdom in exchange for your sanity. You find it harder and harder to resist the call.

Shadow War Experiment

During the Shadow War you were coerced into being part of a black-site research project. You were subjected to terrible experiments in service to some dark hyper-technology. People you knew were harmed or lost their mind, but you narrowly escaped due to The Collapse. You’ve tried to put it behind you, but uncanny effects and weird powers have begun to manifest that are impossible to ignore.

Attacked by Occult Asset

Whether it was intentional or not you were the target of an attack by an Occult Asset. Maybe you were the victim of a cult, or were caught in the crossfire between rival factions. You may have been mentally coerced or physically harmed, but you’ve moved past the fear. Now you’re angry. You’ve got a burning desire to rid the Sprawl of Occult Assets wherever they may be found. Nothing will stand in your way.

Ensnared by a Rampant AI

You met an entity out in the deep parts of the Grid that spoke with the voice of a god. You couldn’t help but cower before it. It leveraged you to do something terrible, and rewarded you in ways that you still won’t admit to. It released you from its service, but you know it's still out there watching, and waiting to make another devil’s bargain.

Visions in the Grid

You experienced an episode in the Grid and nearly flatlined. It was hours until your friends were able to pull you out, and get you help. During that time you had a profound vision that changed your life. A glimpse of something more real than real: a beatific vision written in virtual code, calling you home. Memories of this experience echo back to you from the digital aether. When you jack in and take the time to look, you can still find traces of the golden path.

Identity Theft

You were accosted by a strange being. It had the shape of a man, but its face and its body were a blur. Although it didn’t harm you, you felt as if something undefinable had been taken from you. Ever since your identity has been unstable. It started with the glitches in your digital records, and the weird static and blurs in the photos and videos of you. Lately people have been forgetting your name and who you are. You feel your identity sipping away like a snake’s skin. There is a sense of an imminent transformation and a growing exhilaration as to what this might mean.

Neurodrift Accident

You were a participant in a “neurodrift” experiment that went tragically wrong. Your brain was in a profound neuro-network with six other minds when a freak electrical surge flatlined the other participants. You were the only survivor. Years later, those other minds are still with you. Their voices and personalities echo inside your head, whispering knowledge and memories you wouldn’t have otherwise known.

Escaped from the Labs

The scientists that smuggled you out of the lab wouldn’t tell you anything, she just handed you a memory chip before you slipped away down the service tunnels. The files told it all. You were one of many, grown in a vat--the genetic duplicate of some billionaire who was prepared to harvest your organs. But something strange happened in the vats, you turned out different. You developed abilities that far exceeded what was expected. You’re ready to use these abilities to find others like yourself and set them free.

Device Savant

A drone deck malfunctioned, and you found yourself trapped inside a device for hours unable to escape. As your frozen digital awareness gazed out of its sensors, a machine-like presence entered into you. Now you possess an uncanny sympathy for electronics. Devices and drones bend to your will.


 

Monday, July 18, 2022

Chromatic Shadows Faction: THE HEGEMON GROUP

 


One of the most most dangerous Factions, The Hegemon Group are relentless black suited agents who will stop at nothing to achieve their goals.  They truck in secrecy, weird technology, information and a deep knowledge of Occult Assets. At its highest levels, Hegemon holds fast the secrets of the Shadow War, and the origins of the Occult World.

Hegemon is composed of covertly allied government officials, businessmen, and field operatives. They operate in loose concert with the government as a silent partner organization. On the surface of things Hegemon is a high-tech black hat agency who's object is to investigate and neutralize Occult threats in the Sprawl. Behind the veil, Hegemon sits at the center of a worldwide conspiracy to enact occult projects of apocalyptic proportions.

Government intelligence agencies give Hegemon wide berth to conduct covert operations under a firewall of strict secrecy, and an open agreement of information sharing. In order for Hegemon to maintain this cover, knowledge of the Occult World must be suppressed. Witnesses must be silenced. Evidence must be concealed. Intelligence Agencies believe that they have the upper hand, and that Hegemon works for them, but this is far from the truth. The “information sharing” is simply strategic trickles of occult data to keep the agencies placated. The government has no idea what’s really out there, or Hegemon’s true intentions. This “agreement” is simply a vector for Hegemon to exploit the government from within.


HEGEMON FIELD OFFICERS-- In many cases ex-cyber runners recruited into the organization. They are some of the most hardened vets, many who have had direct dealings with occult threats. Many are heavily augmented with cyberware, and employ experimental genetic serums to further enhance their abilities. Field Officers are unfailingly loyal to the cause, and extremely skilled combatants. Their tasks usually include espionage, cover ups, asset extraction and wetworks.

HEGEMON LIEUTENANTS-- Formed from the remains of the fallen Shadow War leadership. Before the collapse these bosses were involved in the development and oversight of Shadow Programs, and had first hand knowledge of many of the lost Assets. They know what many of these devices do and have seen their effects. They analyze data, direct local operations, and oversee the deployment of field agents.

HEGEMON GENERALS-- Ex Megacorp CEOs, board members, high ranking shareholders and government officials. They organized the Shadow War, and now oversee Hegemon asset recovery operations at a broad territorial level. They oversee the Lieutenants, and are directly responsible for the handling of recovered Assets, and their warehousing at various bunkers out in the Slags. There they direct further experimentation on recovered Assets, and execute top secret programs delivered from the inner-circle.

THE INNER CIRCLE--An occult alliance of obscenely wealthy international power brokers conspiring at the highest global level. They were allied before the Megacorps went to the moon, and were aware of what was there before the mining venture was ever drafted. The Inner-Circle scheme in secret cyberspace constructs, where their true identities are hidden behind codenames and encrypted personas. The Inner-Circle contrives and directs secret occult projects at a worldwide level. They machinate the use of occult technology toward apocalyptic goals with the potential to impact human civilization and life as we know it.

 UNRELIABLE FACTS:

  • The Hegemon inner-circle orchestrated the mission, and the partnership between Aerotech and SinCom. They knew about the metallic anomaly on the moon and the possibility of alien artifacts through satellite data and secret lunar drone programs.
  • Through the accumulation of terrestrial artifacts, and ancient documents, Hegemon correctly believed that the metallic Lunar deposits were linked with occult sites and artifacts gathered on Earth.
  • Prior to the Shadow War, Hegemon obtained numerous artifacts and devices from Antarctic, Atlantic, and Tibetan research sites. From recovered archaeological sites and ancient libraries they were able to reconstruct key occult texts. The “Codex Typhonis” and the “Anakim Fragment“ points to an ancient alien war, and suggests the Lunar shield was a site of conflict.
  • Hegemon had their hand in the Shadow War itself. Spies were placed in rival Megacorps, playing them against each other. Hegemon steered the Megacorps toward conflict, and toward their greater goals. The violence generated the acceleration necessary for the rapid creation and proliferation of the Occult Assets. The final outcome was uncertain, but Hegemon correctly believed this was the quickest route toward their development.
  • Hegemon wishes to gather all of these lost technologies into a single unified science, where any single asset may be reproduced, and incorporated into another for expanded effect. With a greater command over the breadth of occult tech, they will be able to expand more fully into more ambitious occult projects. Rumors hold that an ominous and ambitious "Phase 2" project is already well underway.


 




Chromatic Shadows: New Directions

 

Dmitri Kolinchenko

After some serious reflection and long conversations with playtesters and friends close to the project, I've decided to take the meta-plot of Chromatic Shadows in a decidedly different direction. The goal is to pivot away from what was previously more of a "traditional" cyberpunk setting, and steer it toward a vision more closely tied to the occult elements that have played a big role from the start. It's my hope that changing directions this way will help distinguish the game within the genre, and further center themes of weirdness and cosmic horror.

Previously established lore isn't changing so much as the timeline is being fast forwarded. In doing so, the world changes, and so do many of the assumptions of play. Characters are no longer "cyberrunners" working for the Megacorps, motivated by profit. They retain the same basic skills sets, but instead become "Street Operators" out to make their mark in the near-future gig economy. The runner scene is ten years dead, and the Megacorps who propped it up collapsed under their own weight. But the weird is still out there, hidden, unaccounted for, haunting the Sprawl.

 

Key Changes

  • The setting shifts to "occult cyberpunk after the fall". During the course of the Shadow War, the Megacorps trigger a catastrophic accident. Millions are killed. International condemnation send these companies into a death spiral. Corporate leadership is arrested. Stock goes toxic. Shareholders abandon ship in droves. The Megacorps crash and burn to the ground.
  • The timeline picks up a decade later. All of those black sites where numerous  Occult Assets have been developed, were hastily bricked over and abandoned. Innumerable weird and dangerous experiments have been left to rot in the Sprawl. All of the weird stuff is out there and the Factions are trying to claim them for their own nefarious purposes. Neighborhoods and local communities are caught in the crossfire.
  • The secret leaders of the corps and several other clandestine parties re-form into smaller occult Factions with narrower goals. Each Faction is highly motivated to seek out and use these Occult Assets but their motivations, goals, and philosophical outlook are all markedly different.
  • These lost Assets are having an ambient effect of the Sprawl. Supernatural events are getting more frequent. The Strange is getting harder to ignore. The characters are cyberpunk Street Operators with a Weird Attractor. They are drawn to the mysteries like a moth to flame. As the weirdness multiplies, they are swept into the orbit of these powerful Occult Assets and Factional intrigues. With enough grit and chrome these Street Operators might even beat back the darkness.

Wednesday, June 8, 2022

OSR Hermeneutics: Random Encounters as Oracular Action



The "fortune teller" uses their preferred oracular system (such as the Tarot) to randomly reveal symbols whose surface meaning must be "pushed through" to arrive at a deeper, universal, "archetypal" meaning. Not only that, but the fortune teller must be skilled to contextualise these symbols into the circumstance, and living experiences of the person whose fortune is being "read". The universal must be drawn into the specific in an artful and logical way so that the symbols can be filled with useful psychic energy and living symbolic meaning.

The goal is for the subject of the reading to "take upon" these symbols, appropriate them into their consciousness, and fill them with a vitality so that unconscious things become conscious, and the hidden becomes revealed. Oracles are a lense to peer deeply into the present.

In a similar way, interpreting the random table in old school games follows an oracular process. At the appropriate prompt, the "random encounter" gets rolled. This is usually based on the phase of the hex crawl, or how long you've been wandering in the dungeon. The result is by and large underwhelming and minimalist. "Bandits", "Ogre", "Wild Animal" are an example of typical results. In and of themselves, these results are insufficient. They lack any kind of context or connective tissue to the narrative fabric and internal logic of the fictional game environment.

What a GM does with these results is a hidden trick, never spelled out in any game manual. In order to make the results work, the GM performs an oracular "reading"--a creative, intuitive 'calculus of plausibility', with the subject being the game world. Out of narrative necessity, the basic, universal results are drawn into something dramatically specific. "Bandit" becomes a group of hungry criminals hiding out from the lords scouring knights. "Wild Animal" is the runaway horse of a dead lord whose leg is stuck in a brick wall. "Ogre" is a hungry and lost monster who has strayed far from his distant home.

Like a fortune teller, the GM interprets the random encounter results according to the internal logic and continuity of the fiction. If the encounter breaks the integrity of the game world it cannot stand--it becomes illogical, jumps shark, or betrays the expectations/ buy-in of the players. The lens of interpretation upon which a random encounter must be read, is always skewing toward the plausible, the contextual, and the fictionally grounded. 

A random encounter partners with chance and chaos, and is therefore of a different character than mere improvisation. In a way it is a conversation with the outside. The most agreeable narrative outcome will always bear some trace of inputs from "beyond imagining". The synthesis between the random inputs and the contextual reading creates a vital narrative energy. It as once of the game world, but bears traces of an agency outside of anyone's control. Unconscious things become conscious, the hidden becomes revealed, and the results of a simple table are brought to intelligent and surprising life.

Wednesday, June 1, 2022

SHADOW WAR BLOWBACK

Here's a little procedural subsytem for CHROMATIC SHADOWS dealing with "blowback" after a shadow operation, or contracted mission. It's intended to be used during the "aftermath phase" of a mission, and incorporated into the emerging narrative of the campaign.


BLOWBACK

  • In the Shadow War, there’s the very present risk of collateral damage. The fallout from a run gone sideways can blow out into the Sprawl, and affect people and places in unintended ways.
  • Witnesses to strange events or violent exchanges are a liability to Shadow War operations. Lingering occult energies might permeate a site, and leach into the surrounding area. Supernatural specimens, or creatures may have escaped into the Sprawl, risking major exposure
  •  Characters might be called in by a Proxy to cover up a mess, to deal with another crew who were responsible for a mess, or pursued themselves for blowback that they were responsible for.

SYSTEM

During the 'aftermath phase' of a completed mission, roll one die for each of the following occurrences, and reference the 'successes rolled' table below.

  • violence out in the open
  • Violence in heavily residential area
  • Innocent bystander threatened or harmed
  • Occult asset used 
  • Occult asset used in front of witnesses 
  • Significant property damage
  • Supernatural beings present
  • Supernatural powers used openly

SUCCESSES ROLLED

  1. Witnesses saw some violence, they’re scared, but they don’t know anything
  2. Witness got a good look at the situation, they are scared and know something weird is going on, but nothing too specific..
  3. Numerous witnesses scared and hiding. Violence, as well as unexplained events were clearly seen, and possibly recorded.
  4. Numerous witnesses. People came to harm. Small traces of physical evidence left behind in the site, or have fallen into the hands of the local population.
  5. Cover blown. Crowd of people witnessed the operation, and possibly supernatural events. Several came to harm. Significant physical traces of operation left behind.
  6. Botched Operation. Supernatural events revealed to the public. Large scale occult specimens, energies, and beings have escaped into the Sprawl.


Thursday, May 26, 2022

Gothic Wilderness Sites

I've been wanting to expand the Curse of Strahd random encounter table since I first started reading the module. Rather than expanding the table of creatures, I've decided to create tables for sites and locations. The following are a small collection of  'gothic wilderness sites' that could be discovered off the beaten path. They can be rolled up alongside the standard tables to add context or as a separate location based encounter in and of themselves. They aren’t campaign specific and could be easily used in any sort of brooding wilderness campaign to add atmosphere and mystery. Lastly I've included two small tables for random weather events (inspired by the Dolmenwood tables), should they need to be randomly determined. Enjoy!

 



SITE TYPE

  1. Monument
  2. Tomb
  3. Shrine
  4. Ruins

MONUMENT

  1. Obelisk
  2. Needle
  3. Standing stone/ menhir
  4. Cairn
  5. Statues
  6. Carved totem
  7. Crude marker
  8. Image carved into tree

SHRINE

  1. Wayward shrine
  2. Small chapel
  3. Sacred grotto
  4. Crude altar
  5. Stone circle
  6. Hollowed out tree
  7. Fetishes
  8. Temple in treetop

TOMB

  1. Small cemetery
  2. Burial mound
  3. Shallow grave
  4. Mausoleum
  5. Portal tomb
  6. Bodies hanging from trees
  7. Open burial pit
  8. Sarcophagus
  9. Ossuary
  10. Solitary grave

RUINS

  1. Small family home
  2. Hermits hut
  3. Crumbling tower
  4. Small keep
  5. Sunken foundation
  6. Treehouse
  7. Covered wagons (1d4)
  8. Campsite, improvised shelters
  9. Hunting cabins (1d4)
  10. Monastery: shattered church, chapter house, cloisters

LOCATION

  1. Atop a grassy hill
  2. Within a grove of slender trees
  3. Within a natural basin 
  4. In a tangle of brush/ briars
  5. Beside a stream
  6. In a sudden meadow
  7. Amidst a swamp or wetland
  8. Amidst a rocky shield or scrabble
  9. Zone of large stones/ boulders
  10. Within a natural cleft of stone
  11. Zone of blight
  12. Stand of majestic old growth trees 

TEXTURES 

(roll 1d3)
  1. Overgrown with ivy
  2. Dried blood
  3. Claw marks
  4. Insects crawling/ buzzing
  5. Thick fungus/ lichen
  6. Unusually cold area/ objects cold to the touch
  7. Wildflowers blooming rampantly
  8. Smell of corruption
  9. Scattered bone shards
  10. Clumps of animal fur/ feathers
  11. Dripped candle wax
  12. Rime of ice
  13. Dead birds
  14. Occult symbols gouged into surface
  15. Uncanny silence hangs upon site
  16. Infested with beehives, buzzing bees
  17. Animal den
  18. Burned, blackened with scorch marks
  19. Marked with warding symbols
  20. Overgrown with foliage, tall grass, ferns, trees, etc

WEATHER, VALLEY

  1. hazy, overcast
  2. Frosty, chill
  3. Rolling Fog
  4. Scouring Wind
  5. Thick Clouds, damp mist
  6. Driving Rains
  7. Brooding Clouds
  8. Drizzle, damp

WEATHER, MOUNTAINS

  1. Frosty Chill
  2. Light snow
  3. Blowing winds
  4. Icy fog
  5. Snow squall
  6. Blizzard
  7. Brooding clouds
  8. Sleet/ hail



Sunday, May 1, 2022

PANTHEONS OF ARCHENTERON

As a welcome distraction from the Chromatic Shadows salt mines, I've been revisiting the 'The Land of Calyx', my evolving OSR/ D&D acid-fantasy/ dying earth project. It's sandbox setting influenced by Vance, Wolfe, Numenera, ASE, Dark Sun & Carcosa. The following introduces the region's leadership, as well as a description of the religious pantheons therein. I've sketched out the primary gods worshiped, and outlined the signifiicant rites observed by the temple clergy.



The Archenteron Dominion

The twilight of a 1000 year empire. Archenteron spreads thin across the midlands of Solfria. In the capital city of Helios, Grand Emperor Gothaclyx has ruled for 100 years, but is becoming more insular, more occulted. His Seneschel, General Tybor has begun making public proclamations in his stead. Gothaclyx has been delving deeper into ancient history, obsessed with the power of the Old Ones. Makes only rare ceremonial public appearances. Surrounds self with a cabal of sorcerer advisors from the outer regions known as the Red Shroud. Rumored to partake in their black life expanding rituals. 

Calyx

The city of Calyx is perched upon a triple tiered hill and gazes out over the red river Dasute, toward the Prismatic Pits, and out to the trackless Cobalt Wastes beyond. Prince Mitra, youngest and weakest of Gothaclyx’s sons is granted praxis over Calyx, and rules with contempt. He is a dissolute hedon, lost in pursuit of pleasure and luxury. He throws constant opulent balls which occupy the social theatre and status of the elite, and is growing ever oblivious to the power of the Red Shroud gathering beneath his nose. Calyx and its environs constitute the region where the campaign setting will be focused.

 

THE PANTHEONS OF ARCHENTERON

  • Primary Gods: Utu (The Sun), and his sister concumbines Pytheia & Seline (the Moons). Seline is the goddess of “good” feminine energy, of childbirth, fertility, and hearth. Pytheia is the smaller red moon, she symbolizes magic, chaos, blood, death.
  • The many Children of Utu, with their munificent influences (also known as the Wanderers, or the Orbital Gods) move distantly through the night sky. 
  • Ancestor cults, as well as animist religion are known and practiced less widely.
  • Many cults devoted to the Old One practice in secret, but are condemned as demon worshipers by the civilized & pious. They are feared and shunned by normal society.
  •  In Calyx, the Blue Ascetics venerate the 'Father of 1000' forms, an entity believed to be an emissary of eldritch wisdom from beyond the stars. He is said to appear to those lost in the wastes as a silent hermit with obsidian skin who leads his faithful to safe havens. His many other forms include that of a great desert king, a three lobed eye held alight by great black wings, and a column of flame that is never extinguished. His presence is heralded by the sound of discordant pipes upon the desert wind.
 
 

Cult of Utu


 

Appearannce- Utu appears as a great lion headed man, often with eagles wings. His face shines with the radiance of the sun. He is depicted driving a great golden chariot across the dome of the sky, until he takes his rest at the house of his sister-concubines Seline & Pythia. There he sleeps, until morning. In freizes depicting the primordial war against the avatars of chaos, Utu is seen carrying a flaming sword and sometimes a golden lance into combat.
 
Temple- In each of the great cities of Archenteron, the ziggurats of Utu rise high above the squalor. Their gilded peaks catch the first light of the sun, marking Utu's return from the house of the moon. Stepped building made from kiln fired bricks. Broad and steep staircase leads to a high platform and altar above where the priests perform their public rituals. Various chambers within, where the high priest and clergy live, study, and conduct private rituals to satisfy Utu.

Priests & Clergy: All male, shave their heads bald, golden piercings and jewelry. Wear golden robes and togas. During ceremony, they wear elaborate sunburst headdresses of gold and adorn their bodies with solar symbols drawn in ritual ash.

Daily Ritual: At high noon, a sacrifice of a goat by the chief priest upon the high altar. The diviner reads the internal organs. The meat is roasted upon the ritual pyre and given to the poor. The rest is burned in a pyre that lasts until the following morning.

Seasonal Ritual: Crowds gather for the sun sacrifice. A group of golden painted priests performing a public sun ceremony at the temple at high noon. A large male lion, washed and groomed, is led to the top of the temple by the twin Priestess of the Moon. After chanting the liturgy, the priests slashes its throat, and burns its body in a great pyre. Its roasted heart is consumed by the high priest. Great pyres are lit all through the bazaar district and it's a day of high festivity.


Cult of Seline & Pythia


 

Seline's Appearance- Seline appears as a tall regal woman with, golden hair, and eyes like twin sapphines. She is robed in a white and blue mantle, and is often seens carrying sheaves of wheat, a candle, a cauldron of water, or a small pyramid within her hands. Sometimes she wears a tiara of stars, and is seated upon a slender throne. 

Pythia's Appearance- Pythia is smaller than her sister. She has long locks of raven hair, and her eyes shine like bright coals. She wears black hooded robes, often open, revealing her voluptuous nude body. She is seen carrying a lantern, an orb, a sickle, a skull, and sometimes a serpent. In her wrathful mode, Pythia is depicted with fangs, a long obscene tongue, and multiple arms with clawed hands.
 
Influence- Cults devoted to the sister moon goddesses can be found in every city of Archenteron. The blessings of Seline are sought for matters of marriage, hearth, & home, whereas the influence of Pythia resides over the occult, prophesy, sex, magic, and death.
 
Clergy- The Sisters of the Moon are exculsively female. The priestess caste are consecrated as vestal virgins as young girls. Wealthy families will often offer their youngest daughters to the cult, in exchange for status and temple access. The devoted of Seline wear white and blue flowing gowns with silver and pearl ornament, whereas the Priestesses of Pythia wear black and red gowns, with onyx, quartz and garnet ornament. 
 
Rituals- The Sisters of Seline are the more publicly facing of the two sects, performing common rituals such as the blessings of a home, a newborn child, or a marriage. The Sisters of Pythia, however, are cloistered and dwell in the inner sanctum. They spend their time in the observance of esoteric liturgies and contemplative prayer. All of the priestesses are constantly attended by an entourage of temple virgins. On full moons, a select few individuals prepared with fasting and alms are admitted to the ‘Sanctum of Pythia’. Those seeking audience are granted a question of the oracle-priestesses, who in turn answers (from the depths of an ecstatic trance) with the wisdom of goddess.

Temple- Circular temple girded with fluted columns, built in two concentric rings. Inner and outer chambers. Silver dome above, with twin oculi at center. The outside ring has sensuous marble statues and numerous altars dedicated to Seline, whereas the innermost ring is reserved for the Sisters of Pythia. Men are not permitted, except on the nights of prophesy. 
 





Saturday, April 30, 2022

Simplified 5e XP System

 


After looking for a better way to award XP for my current 5e campaign, I find myself circling back to a little hack I wrote a few years ago. Presently, I've been using the milestone method, but the players seem hungry for a system with a little more substance. Likewise, I want the player's creativity and success to have an actual metric of value. I like the idea of awarding XP, but I find the system as written too granular, too many inflated numbers, and too fixated on monster death. This proposed new system allows for easy, intuitive XP calculation and accounts for actions like problem solving, roleplaying, as well as old fashioned goblin murder.
 
 


XP COSTS REQUIRED TO LEVEL

  • To reach levels 2-5, spend 10 XP to level up.
  • To reach levels 6-10, spend 20 XP to level up
  • To reach levels 11-15, spend 25 XP to level up
  • To reach levels 16-20, spend 30 XP to level up. 

A more familiar looking progression chart:


ACTIVITY NECESSARY FOR LEVELING

  • A character may not always automatically gain a level when the requisite XP is earned.
  •  At the GM's prerogative and according to the needs of the adventure, an appropriate quest, task, period of training, or downtime may be necessary.

  EARN XP FOR

  • 1 XP- Overcoming an encounter that is designed to challenge the party (moderate threat).
  • 2 XP- Overcoming an encounter that is particularly dangerous and life-threatening (deadly threat).
  • 3 XP- Overcoming a climatic encounter designed to end a story arc.
  • 1 XP- Exceptional problem solving, uncovering secrets, story progression, puzzles, circumventing encounters, etc.
  • 1 XP (once per session)- Exceptional scene of creative, extraneous and out of the box awesome character action.
  • 1 XP (once per session)- Exceptional scene of roleplaying a character's Alignment, Ideal, Bond, or Flaw. 

An observation--with this system an average player is likely to net 4-5 XP per session, and assumes a fairly brisk pace of advancement (through lower levels at least). A DM may want to dial this amount by a few points in either direction depending on how quickly they want their players to advance. As it stands with a net average of 5 xp per session, a player can expect to reach reach level 10 after 28 session and level 20 after 83 sessions. 

Chromatic Shadows Core Rule goes LIVE on Kickstarter October 1st, 2026

  Friends! Very big news! CHROMATIC SHADOWS CORE RULES is coming to Kickstarter! And we are sliding straight into CAMPAIGN LAUNCH.  The Kick...