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BASICS - This supplement for the d20 system is just<br />

what the title implies, organizations that use magic or<br />

deal with magic in different ways.<br />

The Abbey of Green Steel is just the opposite of the<br />

nice, tranquil place where Q. C. Kane studied with<br />

Master Po in the old Kung Fu t.v. show. The monks in<br />

this abbey are secretly more concerned with acquiring<br />

power and becoming Devils (literally) than with the<br />

grabbing of a small rock from some old guy’s hand<br />

before he can close it.<br />

The Dragon Gang is a thieves’ guild that is run by, you<br />

guessed it, a dragon. Picture Don Corleone with scales<br />

and claws. The Dragon Gang is into all the same<br />

criminal activities that Vito, Sonny (before he became<br />

very perforated) and Michael were into in the The<br />

Godfather. And just like any good criminal organization,<br />

The Dragon Gang, is only interested in profit.<br />

The School Behind the Veil is advertised as a place for<br />

warriors to hone their skills and learn new ways of folding,<br />

spindling and mutilating their opponents. The “guy” who<br />

runs the place is actually a 3,000 year old ghost interested<br />

in world domination.<br />

34<br />

The Servants of Decay have an interesting hobby. They<br />

want to bring about the destruction of civilization. The<br />

servants are amoral. They believe that the downfall of<br />

civilization will bring about the return of Preternature, an<br />

ancient “perfect” reality. “Civilization” (not the computer<br />

game) is what keeps preternaturals from impinging upon<br />

ordinary reality. The Servants want anarchy.<br />

The Tribunal of Arcane Law functions as the magic<br />

police. If some wizard with delusions of grandeur decides<br />

to open a permanent gate to Hell then the Tribunal will<br />

step in and stop him/her. The Tribunal only interferes if<br />

activities of an individual or organization does something<br />

of such magnitude that it might turn ordinary people<br />

against magic or transcend national interests.<br />

Inside the Temple of the Living God the poor, almost<br />

defunct god, Viraxis, is trying to mount a comeback from<br />

obscurity. His last temple is trying to spread the worship<br />

of Viraxis back among people so that the god may once<br />

again take his place with the other dieties of power in<br />

whatever mythos a campaign has in place.<br />

Presentation – Each society comes with history and<br />

background information. Major NPCs are also described<br />

with characteristics, skill, spells and motivations. The<br />

organizations that have a static base of operations also<br />

have some nice maps. Each section of the map receives<br />

a brief description. Each group also has a new feat and<br />

prestige class.<br />

Storyline – Along with their histories each organization<br />

comes with some ideas for using them in a campaign.<br />

Also, each group comes with two or three adventure<br />

ideas revolving around that organization. Last, but not<br />

least, all the societies have one or more alternative<br />

backgrounds so that a GM can change the orientation of<br />

the groups. These alternative views will allow a game<br />

master to change an “evil” society into a “nice” one or vice<br />

versa for his/her players to interact with.<br />

Value – This 63 page, perfect bound tome retails for<br />

$14.95. That price comes out to $2.49 per society. Odds<br />

are that a GM won’t be able to drop all of the groups in to<br />

a campaign, but this book does what it is intended: it<br />

saves a GM brain power. The groups are ready made<br />

and would need little or no work to be dropped<br />

immediately into a fantasy campaign. Some of the group<br />

are “evil” while others have a more appeal to more moral<br />

PC group. This book gives a GM both potential enemies<br />

and allies to throw at a group of players.<br />

www.greenronin.com

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