Shadow of the Demon Lord
Shadows of the Demon Lord | ||
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RPG published by Schwalb Entertainment, LLC |
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Authors | Robert J. Schwalb | |
First Publication | 2015 | |
Essential Books | Core Rulebook
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Shadow of the Demon Lord is a Dark Fantasy tabletop RPG from Robert J. Schwalb, one of the lead writers of Dungeons & Dragons 5th Edition, as well as a contributing writer to the Green Ronin era of Warhammer Fantasy Roleplay and Numenera. And the reason this is brought up is because this game feels like a lovechild of all of these.
The Setting
Urth is doomed. We're in pre-apocalypse territory, with the minions of the titular Demon Lord working behind the scenes (and sometimes in the open) to ready the world to usher in their master, a multi-reality conquerer who has eyed this place as their newest prize.
The most fleshed out continent of the setting is Rûl. There are several countries within after the recent fall of the Empire of Caecras due to the death of the Emperor at the hands of the Orc Rebellion, and the rising of the Orc King Drudge who sits upon it's hallowed throne. Balgrendia, a former vassal, distrusts the New God and sticks to the Old Wisdom, and is on the edge of a succession crisis as it's king's health fails. The Grand Duchy of the West is a backwards, feudal nation, ruled by incestuous bluebloods. The Holy Kingdom once was ruled by the aristocracy, but the papacy of the New God is the real power, and the ruling family is little more then puppets to the Church and their Inquisition. Low Country is pastoral and pretty, but hides the rot of corruption behind it's simple beauty. The Marchlands are the wall of the Empire, fighting to keep the beastmen out of the Empire and in the mountains. And so on and so forth.
The core races of the setting are Humans (the basic choice), Changelings (shapeshifters created by the fae to replace children they steal), Clockworks (Souls stripped from the afterlife and bound to mechanical bodies), Dwarves (bearded gold fuckers with a grudge fetish), Goblins (a race of Fae who were banished from their realm for some unknown crime, who spend most of their days in trash heaps), and Orcs (The children of Jotuns who were twisted by the Empire as a perfect slave race, now serving no one but themselves). Later books added Halflings and Fauns to the pile as well as Ferren (Shapeshifting were-cats), Hamadryads, Molekin (Hideous blobby things that gave off a weird vibe of Duergar sans the orderliness), Naga (Snake-men better described as Lamias), Sylphs, and Yerath (Hive-minded Bug-folk). Later supplements and books do present more races to present or further details to bring more life to your character.
So in general, extradimensional entities are preparing to eat reality while everyone else squabbles for control. Our heroes are often urchins, thugs, or lackeys, and traditional heroes are rare and becoming rarer as they die or fall to corruption. And none of this is avoidable.
Mechanics
The basic mechanics of the game require a d20 and a d6 or two. Iterating on the system from 5e, the target number of any given challenge is 10, with players rolling a d20 and adding/subtracting via their ability scores and then once again using any boons or banes they gained from their Class and Professions. A Boon adds a d6 to your roll, with a Bane subtracting it. Boons do not stack, instead with you choosing the highest number rolled, reducing the swinginess of 5e's advantage system. Players have access to a meta currency in Fortune, which is gained like Inspiration in 5e but has the same abilities as Fate points from Warhammer.
After choosing their race, players select or roll on a series of tables to determine various facts about their characters, from age to background. They then select (or roll) a profession for their character, and may choose to take a second profession or have their character be literate. Then the level-0 character is set off into the world. From there, they can take paths as they level up, these being the class equivalents. The four novice paths are the typical Mage/Priest/ Warrior/Rogue split, before moving to more specialized Expert paths at level 3, such as the paladin or the oracle for the priest. Level 7 sees even more splits into Master Paths, which specialize either further (Or you could pick another Expert Path not unlike 4E's Paragon Multiclassing). Magic, while largely familiar to anyone who's picked up a game of D&D, are split into small schools and casting is still locked behind Vancian Casting and the need to spend slots to use magic without anything that's infinite.
The game has Insanity and Corruption meters. One gains Insanity points for witnessing things that men aren't meant to know or being effected by dark magics, while Corruption is gained from acting in an evil way or doing something that aids the Demon Lord in spreading his shadow over the land. The Insanity system, wherein reaching total insanity makes you roll on a table where you can either become a hindrance to the party or have a slight chance of coming out of the madness stronger, resembles the Darkest Dungeon's system. Meanwhile, Corruption borrows heavily from Warhammer Fantasy Roleplay, where higher corruption causes stigmata and mutation to ravage your character.
In battle, players and monsters have the option of making a Fast Turn or a Slow Turn. A fast move is doing one action: Moving, Attacking, interacting with an object, et cetera. A Slow move is composed of doing two of these actions. Players always move first in the track they are on. This means a player who is just doing one thing will always beat a monster that is just doing one thing, but a player who is doing two things (for instance, moving to a downed ally and healing them) will move after the monster.
If all of this sounds like some weird mishmash of 5e's d20 systems with Warhammer Fantasy's careers, that's because it is and it is AWESOME.