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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 />
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