Mini Review - The Rising Dark: An Introduction to Agraphar (Swords & Wizardry)
I'm always a sucker for a new campaign setting. Even if I never use it as written, there are always ideas for me to steal. As far as resources go, they are more valuable and flexible then an adventure.
So, what do we get for our investment? 5 new races, 27 gods (some of which give their clerics special abilities - which is nice to keep things unique), magic use that can be detrimental depending on the roll (referred to in the rules as Corruption), maps, a breakdown of localities, an adventure, lots of adventure hooks. All in all, theres a lot packed into 48 pages. Not bad at all for $2.99.
From the blurb:
The world of Agraphar...a young land, center of an eternal conflict between chaos and order. Will you join with the forces of Ymaltar, the Sun Fury who stood strong against the darkness and created the world, or side with the darkness, trumpeting Dymachas and the lords of chaos in their quest to extinguish the creation of the Lord of Order?
A complete adventure setting compatible with the Swords & Wizardry rule system and sufficiently mechanics-lite to be easily adapted to other fantasy RPGs Designed for the GM who is interested in a new setting that provides a sandbox setting for adventures, but doesn't overwhelm with detail.
Features:27 new gods Corrupting magic Aasimar, satyr, tiefling, gnome and faerie character races A Gazetteer of northwestern Tariach Hand-rendered maps A detailed adventure location in "The Doom of Zeramath" New monsters Plot ideas and advice
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The Minotaur for Old-School Essentials
*Requirements:* Minimum STR 9, Minimum CON 9
*Prime Requisite:* STR and CON
*Hit Dice:* 1d10
*Maximum Level:* 8
*Armor:* Leather, including shield...