Planet profile: Calignis

For those of you playing Spacemaster or HARP-SF, I thought this outline of a new planet might give you some inspiration or serve as a backdrop for your next adventure.
 
Name: Calignis
Diameter: 11,252km
Gravity: 0.97g
Distance from sun: 0.92 au
Year: 0.88 Earth years (322 Earth days)
Rotation period: 19.7 hours
Atmosphere: Mostly carbon dioxide with some nitrogen and sulphur dioxide
Hydrosphere: There is a layer of water vapor in the planet’s atmosphere. Due to the extremely high temperatures, there is no water on the planet’s surface.
Climate: The temperatures on the planet are extremely high all year round across the entire planet. The planet does experience a summer and a winter, but these only result in the oceans of magma growing larger or shrinking slightly.
Population: None

 
Calignis’ surface is incredibly hot and is covered in a huge number of active volcanos. There is no water on the surface, instead there are rivers and oceans of magma. The planet is very tectonically active resulting in the large number of volcanos and earthquakes and an ever-changing landscape.
 
As well as the heat, the oceans of liquid rock and the inhospitable atmosphere, Calignis has an incredibly strong magnetic field. Because of this, anyone travelling close to the planet (or even the system containing it) may experience problems with their technology. A number of vessels and lives have been lost due to Calignis’ magnetic field which has resulted in restrictions being placed around the planet.
 
Despite the harsh conditions, the planet is not completely devoid of life. Research has shown that several microscopic creatures exist on the surface of the planet. Extensive research on these creatures and how they survive on this planet has not yet been completed.
 
Calignis is gaining interest from several large corporations who are eager to mine on the planet’s surface for the rare elements that are found there. A few preliminary investigations have been carried out, but no permanent outpost has been established (partly due to the ever-shifting landscape).
 
 
To see our previous planet profiles, follow the links below:
 
Seccanoe
 

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49 Market stalls for a fantasy setting

Markets are a common element of fantasy role playing games. They are a great place to pick up a few items for an adventure or for your PCs to make a few extra coins by trying to sell their wares. To help make your next fantasy market a bit more exciting, here are 49 market stalls that you may find in a fantasy setting.
 
Butcher
Selling common and more exotic cuts of meat, a butcher is a staple of markets in all settings and time frames.
 
Cheesemonger / Dairy
Cheese and milk are common food stuffs in fantasy settings and would no doubt be available in any reasonable sized market.
 
Bread
Ranging from selling hard, cheap buns to more artisanal loaves, bread is bound to be available.
 
Fishmonger
If it is close enough to the coast and a ready supply of fresh fish, a fishmonger is another market regular.
 
Herbs and spices
Probably more common in higher end markets, the dried nature of a lot of herbs and spices mean that people can have a taste of the exotic lands beyond their borders without having to travel.
 
Plants and Flowers
Flowers and plants will probably be less sought after in a more rural setting. However, there will always be demand, especially for more exotic, strange plants from faraway lands that green fingered locals can try and cultivate at home.
 
Wine
Sold by the glass, bottle or barrel. Wine from across the land available in one place.
 
Baked goods
While most people will probably bake their own pies and cakes, there will always be demand from hungry travellers and those that are less skilled in the kitchen.
 
Fruit and veg
Another common sight at most markets, fruit and veg stalls could be selling local produce, exotic items or a mix of both. They will however need to be kept fresh and seasonality may be an issue.
 
Ordinary clothing
Your run of the mill, cheap clothing seller. A great place to pick up items to wear whilst working on the farm or going about your everyday life.
 
Fancy / exotic clothing
This stall could provide a higher quality of clothing to wear to an upmarket gathering or could sell strange and exotic clothing from foreign lands. People will likely buy it and wear it for the novelty.
 
General household goods
That one stall that defies categorisation but sells all the things that you find yourself needing. Cutlery, crockery, pots and brooms are just a few items they are likely to sell.
 
Leather goods
Because of the size of your average market stall, it’s pretty unlikely that they would be selling anything particularly large, but items such as money pouches, purses and leather armor are probable.
 
Jewellery / jewels
Some genuine. Some… not so genuine. Jewels and precious metals and items made from both available for often suspiciously low prices.
 
‘Exotic’ Knick Knacks
To people that never leave their city, town or village, items from foreign lands hold a certain excitement. Whatever it may be, a seller that can pick up perfectly mundane items from one place and sell them on as exotic and exciting in another for a huge profit, is always going to do well.
 
Magical items
It may be beneath some magic users, but there will always be a market for enchanted items that are going to help people in their everyday lives. Expect to pay a pretty penny and no doubt there will be some dishonest sellers who are selling ordinary items and claiming they are enchanted.
 
Ironmonger / blacksmith
A wide array of items could be on sale from purely decorative items to things like nails, pans, tools or agricultural implements. There may even be some armor or weapons on sale (though it is unlikely that they would create larger items just on the off chance that someone would buy it).
 
Candles
In a world without electricity, candles and torches are commonplace and in great demand.
 
Small and ‘exotic’ weapons
A less common stall, this one sells small knives, nunchucks and other more exotic weapons under the guise of them being novelties.
 
Ropemakers
All lengths of rope for all different uses.
 
Messengers
A traveller could make good coin simply by picking up messages in one town and taking them with him to the next. A more expensive option would be magical messengers.
 
Furs and pelts
Whether they are used as rugs, bedding or to make items of clothing, there is likely to be a lively trade in furs and pelts. People will no doubt be willing to pay a lot of money for those from rarer and more exotic creatures.
 
Medicines and potions
Whether it is an ailment that can be cured by extracts from ordinary plants or something that requires some magical intervention, there will no doubt be a seller at the local market. There may also be potions to give you magical abilities or… poisons on offer.
 
Pets, animals and exotic creatures
Your everyday pets may be on offer at the local market. However, there may also be the opportunity to buy other, more exotic pets. No doubt some unwitting purchasers will end up with a creature that does not like to be ‘kept’.
 
Maps and guides
Whether you want a map to travel, to look over or simply to mount on your wall, this stall has it all. Maps from the most far flung places in the world and a ready network of guides to help you get where you need to go.
 
Musical instruments
Musical instruments are commonplace and popular, so there is no reason to think that they wouldn’t be available at the local market. The more intricate and expensive instruments are likely to only be found in the more up market markets.
 
Toys
Every market, everywhere has a stall selling things that make little children go “I want one of those!”
 
Carpentry
From wooden cutlery and crockery to chairs and tables. Everything you need, made out of wood.
 
Fortune teller
In a fantasy setting where magic exists and people can use it to look into the future, fortune tellers (even the frauds) will do a roaring trade.
 
Books
Lots of books on lots of subjects in lots of languages. Whether it is a local history book or a book of forgotten lore from across the seas, this stall has it all. Book stalls will only really be popular in literate communities so a small town market where people are poorly educated is unlikely to have one.
 
Paper and ink etc
Among the higher end markets, you are likely to find a stall selling paper and ink and everything associated with writing.
 
Firewood and accelerants
This is more for very urban settings. With fires being a mainstay of life, it seems probable that there would be people selling all the things you need for a roaring fire.
 
Guild representatives
If it is a large enough market, you may have individuals from the merchants guild in attendance to check that everything runs smoothly and that everyone is an official licensed guild member. For larger markets that feature a lot of one profession (ie butchers), you may also have representative from those guilds.
 
Runes and spells
Depending on the use of magic in your setting, it may be that there are purveyors of spells or runes in markets selling magical abilities to those that can afford it.
 
‘Art’
High end markets are bound to have at least one stall selling art. In some cases these may be genuinely great works. It seems more likely though that the majority will be cheap knock offs or fakes sold to gullible aristocrats.
 
‘Antiques’
Similar to the art stalls, antiques stalls are more likely to be found in the more affluent areas. They will also no doubt be rife with fakes and forgeries.
 
Haberdasher
Materials of every type and buttons, threads, needles etc. Everything you could need for making or fixing your own clothes at home.
 
Soaps and incense
Another stall found more often in high-class markets. Soaps, incense, perfumes and everything to make someone or somewhere smell a lot nicer.
 
Betting and gambling stalls
Maybe these stalls won’t be allowed in ‘nicer’ markets, or maybe they’re ‘just a bit of fun’ but people will always want to make a quick coin even if it means others losing theirs. In the less reputable markets these games may even be rigged.
 
Beer
Sold by the mug or the barrel. Small towns without their own brewers will definitely be interested, and there’s always time for a quick drink before, after or while you shop.
 
Spirits
From homebrewed moonshine that will make you blind in one eye to the most delicious drinks from halfway across the world. People will always want to drink, get drunk or try new things (and sometimes all three) which is why this stall does so well.
 
Money lenders
Perhaps the money lending will go on behind the scenes, perhaps the merchant is open about his dealings. Wherever there is spending, there will be money lenders.
 
Transport
Looking to go somewhere? The travelling markets are a good way to stay safe on the road. There are some who will even provide food, drink and somewhere to sleep as you travel. For a fee of course.
 
Glass
Glass items, even just decorative ones are very popular in the real world and would probably be so in any fantasy setting. It would probably only be found in more reputable markets though where people have enough money to afford it.
 
Slaves / servants
This one depends a little on your setting. If slavery exists, then the trade in slaves will be a big one. If it doesn’t, the trade in ‘servants’ might be an alternative.
 
‘Companionship’
Again this depends on your setting. Are establishments where you can buy (ahem) companionship common? If so, them branching out into a market stall isn’t completely unreasonable.
 
Live chickens, ducks, geese etc
As well as butchers, you are likely to find people selling live animals not as pets, but as food, farm animals or breeding stock.
 
Religious rites and blessings
Depending on the religions in your setting, some priests or religious people that are down on their luck may sell their services at local markets. Some of these may be genuine and have a good affect on the purchaser. The majority are probably not.
 
Horses / beasts of burden
In larger markets you will probably find people selling horses and other beasts of burden. Even if no one is specifically selling them, you will probably find someone willing to part with their animal for the right price.
 
 
If you’re looking for a detailed and exciting fantasy setting for your next roleplaying game (whatever that game may be) don’t forget to check out our Shadow World setting.

 

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Alien monster for your next Sci Fi adventure

Need a new and exciting monster for your next game of HARP-SF? Check out the creature I have created below. The stats are all based on HARP and HARP-SF creature creation, but the essence of the creature could easily be recreated in Spacemaster if that is your Science fiction RPG of choice.
 
Don’t have a Sci-Fi TTRPG of choice? May I recommend reading more about HARP-SF or Spacemaster on our website.
 
Now without further ado, I give you the torpaermos…
 
 
TORPAERMOS
 
Level: 8
Size: Large
BMR Type: Fly : Biped
BMR: 42 : 5
 
# Enc: 1
Outlook: Hungry
Treasure:
 
DB: 92
Hits: 186
Init: 11
 
St: 5 (5)
Co: 6 (8)
Ag: 4 (4)
Qu: 4 (2)
SD: 1 (1)
Re: 2 (4)
In: 2 (3)
Pr: 2 (3)
 
End 60
PP 0
 
Stamina 103
Will 54
Magic 40
 
Attacks
Claw Attack – Small Slash 78
Bite Attack – Small Puncture 68
Sting – Large Slash 88
 
Skills
Ambush (15) 70, Endurance (20) 96, Flying/Gliding (20) 130, Navigation (15) 71, Perception (20) 87, Resistance – Magic (5) 40, Resistance – Stamina (10) 103, Resistance – Will (10) 54, Foraging/Survival Forest (20) 81, Claw Attack – Small Slash (15) 78, Bite Attack – Small Puncture (10) 68, Sting – Large Slash (20) 88
 
Talents
Blazing Speed, Flight, Instinctive Defense, Multiple or Peripheral Eyes (Minor) Natural Weapon (Claw), Natural Weapon (Teeth), Natural Weapon (Sting), Poison Bite/Sting (Greater), Poison Immunity, Tough Hide (Greater), Toughness, Giantism (Minor)
 
Description
Torpaermos are large winged creatures with hard, black outer shells. They are relatively similar to Earth’s flying insects but much larger and much more deadly.
 
Torpaermos have a segmented body, with the ‘head’ at one end, a thorax to which the wings attach and an abdomen which appears relatively small when in flight but houses the creature’s hooked tail.
 
When the torpaermos is in flight, its tail is folded up inside a cavity on the top of the abdomen. Inside this cavity is a ‘well’ of the creature’s natural poison. This tail can be quickly unfurled while hunting and have a large, sharp hook on the end for slicing open its prey and delivering the deadly dose of poison.
 
The creature’s wings are similar to an Earth bat’s, they have four small legs attached to the abdomen which they use almost exclusively for landing. It is very uncommon for torpaermos to walk any distance on these legs.
 
The heads have large forward-facing black eyes which can see in great detail over long distances and their large jaw contains rows of razor-sharp teeth. Though it is almost imperceptible, the creatures have to slight indentations in their heads through which they can hear.
 
Lifestyle
Torpaermos tend to live on steep cliffs and rocky mountains but will hunt near woodlands or on the edges of areas where there is a lot of cover. Creatures breaking from within the cover with then be dive bombed by the creatures. Very few survive for very long. If pushed, they will hunt on open plains, but they are a bit too conspicuous to have much success in this way.
 
To reproduce female torpaermos will lay a batch of unfertilized eggs on a cliff edge or rocky mountain and will leave, having no further part in the reproduction process. The males will be attracted by the bright colours of the eggs and will attempt to fertilize them. If other males arrive, there will be a battle for fertilization rights. Once a male has fertilized the eggs, he will stay close by to defend the brood. Other males will see the eggs as a great meal and only the biggest, strongest or smartest torpaermos will manage to defend their eggs until they hatch.
 
Abilities & combat
Torpaermos have amazing eyesight and can see very clearly what is happening below them while they are flying high above their unsuspecting prey. When hunting, the creatures will wait until they spot some prey and will swoop down incredibly quickly, flying past their prey, they will quickly unfurl their tail which will rake the unsuspecting prey, cutting them and injecting the poison into their blood stream. The poison is very fast acting but the torpaermos is likely to take back to the skies while it waits for its prey to collapse. Once the creature is dead, they will land and devour them.
 
The wings of the torpaermos are incredibly fragile and should any damage come to them; it would mean certain death for the creature as it would no longer be able to hunt. For this reason, feeding torpaermos are easily scared off of their food, but once they are airborne again, they are much more of a threat.
 
Background & adventure notes
Torpaermos eggs are full of rich nutrients and are very popular in some culinary circles. Getting your hands on them can be a very tricky business however.
 
The poison of the torpaermos is understandable in great demand. It is very fast acting and will likely kill an adult human male in ten minutes. Supply is low though as the majority of people who seek to capture these creatures and milk them for their poison, die in the process.
 

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Director’s Briefing – June 2019

 
If you would like to receive the Director’s Briefing straight to your inbox each month, you can sign up to our mailing list HERE.
 
 
Welcome
 
To the ninety-seven Briefing and sixth scheduled Briefing of 2019. Now in the deluge of marking and June teaching.
 
 
Website outages
 
If you are a regular visitor to our website or the forums, you will be aware that we have been suffering a spate of website outages. Apologies for this – we have been trying to work with our hosting provider to identify the root cause. Unfortunately, it is proving hard to do this as the dashboard controls on our side don’t give us the information we need to self-diagnose.
 
 
RMU
 
Aaron has delivered a vast spreadsheet of creature stats for sanity checking. Graham Bottley is devising how to create a RMU Lite from the latest RMU drafts.
 
 
HARP Fantasy and HARP SF
 
I have completed an editorial sweep of the HARP SF Poseidon Gambit draft and it is back with its author for corrections and amendments. With HARP Beyond the Veil, HARP Subterfuge, and HARP Garden of Rain, I am switching back to HARP Bestiary in order to finish the editing pass on it.
 
 
Shadow World
 
Terry is back to work on Haalkitaine and Emer IV.
 
 
Until next time
 
The next scheduled Briefing will be in July 2019. Off to sanity check RMU creature stats and double-check HARP monster stats.
 
Best wishes,
Nicholas
 
Director, Iron Crown Enterprises Ltd
 
 
If you would like to receive the Director’s Briefing straight to your inbox each month, you can sign up to our mailing list HERE.

 

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Roleplaying adventure hooks

 
Looking for inspiration for your next roleplaying adventure? Then look no further! We’ve put together these three adventure hooks to give you some ideas for your next gaming session. Enjoy!
 
 
The masquerade
 
You are invited to a masquerade ball at the palace. However, halfway through the night, many of the guests transform into the creatures they were masquerading as.
 
Synopsis
 
Whilst at a masquerade ball, a large percentage of the guests transform into what they were masquerading as. Your group will first need to keep everyone safe (including those that have transformed) and then look into how this happened. The evidence suggests that the masks of the transfigured guests all came from a single store.
 
 
Going underground
 
The vermin that normally resides in the city’s sewers is coming to the surface and terrorising the inhabitants. It must be stopped!
 
Synopsis
 
Across the city there are a number of incidents of creatures from the sewers coming to the surface and causing havoc. The party will need to subdue these ‘attacks’ and try and prevent any more. But why is it suddenly happening now? Could something even more sinister and horrifying have moved in to the city’s sewers? There’s only one way to find out.
 
 
Nobody robs an adventurer!
 
A member of your party placed a very large down payment with a local armorer. When they came to collect the armor, the smith was gone.
 
Synopsis
 
A local armorer has disappeared without trace and worst of all, one of the party had just made a very large down payment to him. You’ll need to investigate the premises to gather any clues and then broaden the search. Has some tragedy befallen the honest merchant or has he made off with your gold to start a new life?
 
 
Enjoyed these? Check out our previous adventure hook posts:
 
Adventure Hooks #1
Adventure Hooks #2
Adventure Hooks #3
Adventure Hooks #4
Adventure Hooks #5
Adventure Hooks #6
Adventure Hooks #7
Adventure Hooks #8
Adventure Hooks #9

 
 
If you think you could turn one of these adventure hooks (or one of your own creation) into a full blown adventure module for publication, we’d love to hear from you – Get in touch >>
 

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10 Magical diseases for your next tabletop RPG session

In a world of magic, there are bound to be ailments and illnesses that only affect those of a magical bent. Depending on the level of magic in your game, these illnesses could have huge, hilarious and often deadly results. With that in mind, we have put together 10 magical diseases for you to use in your next RPG.
 
Name: Mana-drain
Effect: For every day that the character has this disease, they lose 10% of their remaining power points (rounding down).
Spread: Highly contagious. Can be spread just by touching an infected person.
Cure: A potion containing very rare ingredients.
 
Name: Mana corporis
Effect: Every time the character uses power points, they take that many hits.
Spread: This illness it not contagious. It is caused by over exposure to mana.
Cure: Magical healing from a very skilled practitioner
 
Name: Involuntary invisibility
Effect: Every 12 hours, the character becomes more difficult to perceive, starting from mundane and moving all the way up to Absurd.
Spread: Contagious. Bacterium. Often spread by magical creatures that suffer from the disease.
Cure: The infected person needs to bathe in a magical concoction made of reasonably rare ingredients
 
Name: Anamalia Gravas
Effect: Character attracts animals within a 50’ radius. When first infected, the character only attracts Miniscule creatures, every day that passes, the character attracts all animals of that size and one size bigger.
Spread: Certain magical animals are carriers of the disease and spell casters can be infected just by close proximity.
Cure: Herbs that are most often found in the deepest, darkest parts of woods and forests
 
Name: Lisencio Arcana
Effect: An arcane blast bursts from the characters person at random, striking out in a random direction (to a maximum distance of 50’). The longer the character has the disease, the more frequent the ‘attacks’.
Spread: Not contagious. Caused by prolonged periods of characters with high PP not using any magic
Cure: Incredibly strong magical healing and regular casting of low level spells.
 
Name: infelicis fortuitus
Effect: Whenever the character attempts to cast a spell, a random other spell is cast instead.
Spread: Contagious. A viral infection that can be spread by sentient creatures or magical beasts.
Cure: Character should be kept in isolation and deplete their PP and keep them depleted for 48 hours to starve the virus of magical energies.
 
Name: Slow-casting
Effect: The mystical forces do not flow as well through the character as they would normally. This is caused by a build up of ‘bad’ mana. It takes 5 rounds longer to cast all spells.
Spread: Not contagious. Caused by regularly fumbling spells.
Cure: There is no cure. The problem will clear up after a week of not fumbling a spell.
 
Name: motis motabil
Effect: The long door spell goes off randomly, transporting the caster up to 100’ away to a random place. Normal rules about not passing through barriers apply. The longer the patient has the disease, the more often the spell will go off. The spell depletes PP in the usual way. If no PP are available, the patient will still be transported but will take the number of PP required in hits.
Spread: Highly contagious. Can be caught just by standing too close to someone that has it.
Cure: Healing runes must be carved into the flesh of the affected person
 
Name: The terrors
Effect: At random everyone in a 50’ radius is hit with the spell ‘fear’. The effect goes off roughly once every six hours but is random.
Spread: Cannot be past between sentient beings. Can only be inflicted by demonic beings.
Cure: Intense magical healing to cleanse the damage to the inflicted person’s aura.
 
Name: ‘Tin man’ disease
Effect: The character gets ‘steel skin’ but with the manoeuvre and casting penalties associated with the level of armour. Every day the character has the disease, they move up a level of armor (soft leader, studded leather, chain mail etc). Once plate mail has been surpassed, the character received +10 DB every day but also +2 to their Casting Penalty and their Max Manoeuvre Penalty is +20 and their Minimum Manoeuvre Penalty is +5.
Spread: Not contagious. Is caused by an over exposure to magical damage and magical healing.
Cure: Avoiding magic for at least a week whilst taking regular draughts of a potion made of very rare herbs.

 

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Director’s Briefing – May 2019

 
If you would like to receive the Director’s Briefing straight to your inbox each month, you can sign up to our mailing list HERE.
 
 
Welcome
 
To the ninety-sixth Briefing and fifth scheduled Briefing of 2019. Apologies for its lateness – the semester workload went supernova in the last few weeks – and for the extreme brevity – I have just entered the gap between the end of semester teaching and the arrival of marking/June teaching, so I am sure you would rather I focused on getting projects complete than a lengthy Briefing!
 
 
Licenses
 
I still have a specific license to write for a science-fiction setting, so that we can publish it for HARP and its creator can use it for fiction.
 
 
RMU
 
Aaron remains sane with RMU Creature Law. Graham Bottley is rolling up his sleeves to resume work on a RMU Lite version.
 
 
HARP Fantasy and HARP SF
 
The editorial list of requests for change on HARP Beyond the Veil is with Jon Cassie.
 
I am shuttling between HARP SF Poseidon Gambit and HARP Subterfuge wearing editing and commissioning hats.
 
 
Shadow World
 
The RMSS stats for the Haunted Village mini-adventure have been commissioned. Terry is back to work on Haalkitaine and Emer IV.
 
 
Until next time
 
The next scheduled Briefing will be in June 2019.
 
Best wishes,
Nicholas
 
Director, Iron Crown Enterprises Ltd
 
 
If you would like to receive the Director’s Briefing straight to your inbox each month, you can sign up to our mailing list HERE.

 

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Planet profile: Seccanoe

For those of you playing Spacemaster or HARP-SF, I thought this outline of a new planet might give you some inspiration or serve as a backdrop for your next adventure.
 
Large water planetName: Seccanoe
Diameter: 14,037km
Gravity: 1.2 g
Distance from sun: 0.87 au at its closest 1.42 at its furthest
Year: 1.13 Earth years (412 Earth days)
Rotation period: 21.25 hours
Atmosphere: Oxygen rich with carbon and nitrogen
Hydrosphere: In ‘winter’ glaciers cover 42% of the surface of the planet with other bodies of water covering a further 5%. During ‘summer’ the glaciers only cover 17% with a further 72% of the planet covered in water.
Climate: Extremes of hot and cold depending on season
Population: <10k

Seccanoe is a rocky planet with an oxygen rich atmosphere orbiting a yellow dwarf star. The star is similar in size to the Earth’s sun but slightly more massive. Seccanoe is one of only three planets orbiting the star and is the closest planet to the sun. Seccanoe has an elliptical orbit with .55 au difference between its closest and furthest points.
 
Due to its elliptical orbit, Seccanoe is a planet of extremes. When it is furthest from the sun, the temperature at the equator drop to an average of 2oC. At this point, a lot of the water on the planet becomes locked in huge glaciers at the poles where temperatures can be as low as -80oC. When the planet is at its closest to the star, the temperature on the equator can reach highs of 70oC. At these temperatures, the vast majority of the water stored in the glacier melts and the planet is flooded with water. Due to the extremes in weather caused by the elliptical orbit, the seasons on Seccanoe are not marked by the tilt of the planets axis but my its proximity to the star.
 
The ebbing and flowing of the waters on Seccanoe are at the centre of its ecosphere. The planet is home to a wide variety of plant life. Though some of it exists in year-round waters or on peaks that are never reached by the flood waters, the majority of plant life has adapted to live above and below the waterline. While water-based and land-based creatures exist on Seccanoe, they are relatively rare and tend to be smaller due to the lack of resources available to them when the waters are not in their favour.
 
The vast majority of creatures on Seccanoe are amphibious. Some of the planet’s amphibians have grown to the scale of blue whales and larger. There is also a wide variety of different birds and winged creatures. The majority of these have evolved to spend long periods of time in the air, only landing to mate and raise young. While many creatures on Seccanoe are carnivorous, during the spring and autumn months, the abundance of food means that the planet is relatively safe. When resources become scarcer in winter and summer however, everything edible is at risk.
 
The planet is home to a few thousand sentient beings. For the most part these are explorers and adventurers that enjoy making their home in such unrelenting extremes. They tend to be nomadic hunter gatherers who have turned their back on modern conveniences. There is also a small contingent of eco-warriors who have set up base on Seccanoe to defend its eco-system and prevent it from being pillaged for resources. At the moment no one is that interested in Seccanoe and its resources.
 

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Director’s Briefing – April 2019

 
If you would like to receive the Director’s Briefing straight to your inbox each month, you can sign up to our mailing list HERE.
 
 
Welcome
 
To the ninety-fifth Briefing and fourth scheduled Briefing of 2019.
 
 
Licenses
 
The contract with our new Spanish partners has been formally signed so we can look forward to seeing HARP in Spanish in the future.
 
Negotiations are underway regarding the German license for Rolemaster.
 
I have a specific license to write for a science-fiction setting.
 
 
RMU
 
Aaron has managed to update the entire creature stats spreadsheet that underpins RMU Creature Law. He is also still sane. He will now be proceeding into propagating all those changes into the Creature Law drafts.
 
 
HARP Fantasy and HARP SF
 
I have completed my review of the first draft of HARP Beyond the Veil. Lots of really great material in that sourcebook. Naturally I have my editorial list of corrections, suggested additions, and changes so they will be winging their way to Jon very shortly.
 
I continue to shuttle between manuscripts in the editing queue – currently in HARP SF The Poseidon Gambit.
 
 
Shadow World
 
Terry took a timeout from Haalkitaine to finish off a mini-adventure, entitled The Haunted Village. I have already edited it and so will be commissioning the RMSS/FRP stats very soon.
 
 
Until next time
 
The next scheduled Briefing will be in May 2019
 
Best wishes,
Nicholas
 
Director, Iron Crown Enterprises Ltd
 
 
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Rollmaster for Rolemaster out now!

Rollmaster for Rolemaster 
Bread is a staple part of any adventurer’s diet. But there are different types of bread, different qualities and they cost different amounts. Tabletop roleplaying games are all the worse for the gross oversimplification of this popular food stuff. That is why we have created a brand new supplement to add more realism and crunch (no pun intended) to your RPG bread.
 
Ladies and Gentlemen, I give you Rollmaster for Rolemaster!
 
This supplement includes:
 

  • A look at the different varieties of bread
  • Different bread selling establishments and their various prices
  • The nutritional value of different types of bread
  • A formula for working out the benefits for consuming various types of bread

The best thing about the supplement? It is absolutely free! You can download it HERE. It may take some time, it’s pretty big
 

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