Auroboros Players Guide.pdf
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After launching Warchief Gaming last year, Chris Metzen - the former vice-president for Blizzard and worldbuilder for titles such as Warcraft and Diablo - has announced the first project from the tabletop gaming studio, Auroboros: Coils of the Serpent. A roleplaying setting designed for Dungeons & Dragons 5E, the first sourcebook in Auroboros will be Worldbook: Lawbrand, which is set to provide players and game masters with an overview of the fantasy setting and enable them to tell their own stories in the world.
We put together a team here at Warchief, although it's really only three of us, but we have a few contractors we work with that are effectively teammates. And we've kind of recreated and translated this old setting and built out a sourcebook with the purpose being that any GM can come in and craft stories for their own groups for their own parties, players can come in and use our unique races or backgrounds and you can run your own adventures right through this world that stand separately from the storyline that my group and I played through back in the day.
Metzen: It started out like most groups do. We were playing this module and that module; Ravenloft or Temple of Elemental Evil, just going through all the classic modules. But over time felt like we wanted to flex and create our own content. In some ways, in those early days, we reimagined some of those adventures and put in our own world ideas and ongoing plot in as we went. It really became much more of an organic, homegrown setting that in our subsequent generations we really doubled down on. In particular, this first project, Worldbook: Lawbrand, is set in the middle era or the second era of the world. It was late high school-post high school when we were developing this chunk of it all. While the origins of it all start where you're most players start, we very quickly morphed it into something that was more for ourselves.
And all of this is meant to be a narrative system in partnership between the player and the DM that creates a different kind of storyline for roleplayers. There's always justice to dispense. There are many factions in the world and super villains to defeat and rights to wrong - plenty of things for adventurers to do. But with this system raises the question of what do you do one of your party members actually becomes your storyline's supervillain There's even abilities for different party members to actually help keep that player on their feet and focused towards the right goal. It conjures things, like Frodo heading to Mount Doom and the Ring is becoming heavier and heavier, but it's kind of giving him more power and it's twisting his soul. But you got Sam there to carry him up the side of the volcano. We were trying to tap into some of that vibe and create a system of deep psychology that kind of takes the grand quest and kind of turns it on its ear. What if one of your party members was the grand quest
We have a monk subclass called the Way of Eminence. And they effectively learn to channel their inner willpower outwards to form a sphere of influence. And that sphere kind of grows over time, and can do more things as you interact with other players or NPCs. If they're within your Sphere of Eminence you can do any number of abilities like generate shields or perform combat effects, or even through suggestion motivate people to do different things.
Metzen: We've been watching all of that along with everybody else, and it's interesting to see how things are flowing these days. We've conjured a number of new races, I think we have five new races, that kind of plug into the setting alongside the classic roster of current races. We've done things like taken alignment out of the process. It's fair to say you should be able to play your character however you want. Otherwise, I would say, our races fit the fairly conventional mould of having normal stat blocks. We've made suggestions on what this race works with. You still get things like intelligence bonuses, or characters who are little lower on dexterity. So we make those suggestions based on just contrast and how the different races feel. If a player wants to put their bonuses into some other category that's their thing, they can. We love providing players with as much control as possible to make their characters feel unique to them.
I also wanted to address the issue of the Starter Adventure (stretch goal item) - a few folks have been asking about this one. We intended to release a digital PDF version of a simple, low level starter adventure to introduce players into the setting. Full disclosure - it ain't done yet. This particular project has had a few false starts and I've had difficulty finding a writer to get it wrapped up and make sure it's solid. I'm getting some help on this, so I hope to have more unformation about it soon. Once done, I'll likely post the PDF to Backerkit for download (with the rest of the campaign's digital items).
Inside you will find everything you need for your players to get started adventuring in a setting rich with culture and history. Five new races, over two dozen new subclasses, countless new spells, new forms of magic in the secret crafts, runes, and the incredibly powerful but dangerous Radiance. Featuring maps by Thorfinn Tait, a list of Immortals by Marco Delmonte, art by Rubus, Mischa Cel Frumos, and many more, is everything you wanted for a new setting
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