Future of Deus Vult

We have just released the Sacerdos Custos Training Guide on Drivethru (printed version coming end of November!), the players’ manual for the revised and tweaked Deus Vult setting for the Legend RPG.

This book marks the start of a new wave of one of our favourite settings.  In Deus Vult, players are members of a highly secretive order of the Church at the end of the 12th century, dedicated to fighting supernatural evils that would otherwise corrupt God’s divine plan for humanity. From hunting ghouls and werewolves in the forests of the Holy Roman Empire, from tracking down diabolic cults in Rouen, to quests across the Holy Land for powerful relics that may save humanity, there is much work ahead of them.

Following the Sacerdos Custos Training Guide (next week, all going well!) is the Games Masters Story Guide, a volume packed full of history, background and enough adventure ideas to keep a campaign running for months! As well as all the nasty supernatural beasties and diabolic magicks you would expect, the Story Guide includes a full cult creation system (which can be used to create anything from devil worshippers to covens of witches) and rules that allow you to chart how the cult detects the efforts of the players, and how it reacts to them.

Le Mont St. Michel - Home of the Order

So, what is coming next?

Well, we will be doing the same tweaks and revisions on the Ex Cathedra adventures, bringing them up to current spec, and breaking them down into three seperate, bite-size PDFs, making them cheaper and easier to dip into.

However, there is also a vertiable tome’s worth of brand new material on its way.

Sancturies has already been edited and is just awaiting layout (should be appearing a few days after the Story Guide), and includes a range of different Priories across Christendom – safe houses and bases the players can use when they start to travel across Europe and beyond.

Though the Order’s strength is greatest in northern Europe, its power and influence stretch far beyond the walls of the Mont St. Michel and the borders of France. Across the Holy Roman Empire and the kingdoms of the Mediterranean it maintains priories from which its members may pursue their struggle against the enemies of Christendom. Beyond these, in storied Egypt and mysterious Cyprus, lone outposts guard against the depredations of sorcery and blasphemies of the infidel, for monsters in the night never sleep, and there are but few who can stand against them.

Sanctuaries is a supplement that outlines four of the Order’s outposts to which guardian priests might travel in pursuit of a mission – or fall back to in times of need. Each is unique, offering the chance to encounter new supernatural threats and explore an unfamiliar region and culture.  All four sections are packed with information that Games Masters and players alike can use to enrich their Deus Vult campaign. This includes new creatures, equipment and Preternatural Gifts, information on the local history, inhabitants and culture, and two complete adventures that explore the unique mythology of the local region.

This is a full ‘heavyweight’ supplement that will start to give your camapign a solid foundation, and one of the adventures has a strong tie to the introductory adventure in the Story Guide.

Weapons of the Order

Hot on the heels of Sancturies will be Shadow Societies.

Presented within this book are details of some of the mysterious groups whose activities threaten not just Christendom but the world itself. Many of these organisations are centuries old, with schemes and ambitions set to play out in the years ahead. They can provide even experienced guardian priests with new and diverse challenges – and move the events of a Deus Vult campaign far beyond the relative safety of northern Europe to the Holy Lands and beyond. For, just as the Order is increasingly aware of these shadowy groups, so they too are taking a greater interest in the warriors of the Mont St Michel.

These include Malik Dhukan, the exiled King of the Djinn, strange were-races of the Scions of Zeus, and mysterious eastern sorcerers from far Cathay.

So, we will be taking a trip to the Holy Lands at last!

 

This is a good time to be a Deus Vult fan with all this new material coming out, but we are not resting on our laurels as there are already new books being prepared. We will be taking a trip to Rouen (yes, it is coming!), a hotbed of heresy and dark deeds, and a great place for players to root out evil while getting into trouble with the politics of medieval Europe. Little doubt can be given to the idea that we will be returning to the Holy Lands as well in future supplements…

There are also longer term plans to expand what players themselves can do in Deus Vult – look out for both the Inquisititor’s Training Guide and Witch-Hunter’s Training Guide. Thus far, we have posed these two groups as sometimes allies/mostly rivals/soon to become deadly enemies that come to blows in a three-way power struggle within the Church, but what really makes them tick? It is going to be interesting to see how the other parts of the Church charged with (or self-appointed…) tackling the supernatural deal with what the Order faces.

Finally, Matthew has been promising a revision/re-write of Sister Devout, the novel that kicked off the Deus Vult setting. He has promised a completely different ending, a struggle for the Order to get their hands on a sacred (and very well known) relic before the forces of evil can grab it, and the entire stroy told from a different perspective.

Should be good!

One way or another, the future looks bright for Deus Vult, which perhaps cannot be said for the Guardian Priests of the Order…

Legendary News

It is about time we revealed our plans for the new Legend RPG, the new fantasy game utilising the mechanics of RuneQuest II!

We commissioned Gareth Hanrahan to plough through the original RuneQuest II manuscript with an eye to tightening up the rules, explaining things clearer where clarity was needed, and generally make sure that the new game can support a wealth of supplements and settings (and a veritable tide of those we have planned over the next few months!).  This he has done, and the core Legend rulebook is now awaiting editing and layout.

Release Schedule

Legend will appear in mid-October, and will be quickly followed by all sorts of goodies to whet your fantasy appetite;

October: The core rulebook is released (with a choice of covers!), alongside Monsters of Legend, a bestiary of all sorts of gribbly creatures to threaten your players with (or, with this game system, to use as player characters!).

November: Rouen (a brand new sourcebook for Deus Vult, exploring the famous city and the darkness that lurks beneath its surface).

December: The Spider God’s Bride (a classic Howard/Conan-esque adventure brought to the Legend system for the first time).

January: Arms of Legend (all the tools a healthy adventurer needs to battle the worst enemies of the wild).

February: Vikings of Legend (the fan-acclaimed Vikings, tuned for Legend and released in the new ‘digest’ format).

March: An as yet unamed adventure for Deus Vult which sees the players following in the footsteps of one of the masters of the Order.

April: Blood Magic (a brand new magic system for Legend).

May: Secrets of the Steppe (a new sourcebook for Elric, exploring a vast wilderness), Historia Rodentia (a brand new setting, produced in conjunction with On The Lamb Games – extremely well-written with some cracking ideas, this is one to watch).

June: Talons of Winter (a true sandbox campaign for Elric, designed to be used alongside Secrets of the Steppe), Pirates of Legend (argh – need we say more?).

July: Samurai of Legend (joining Vikings and Pirates of Legend as part of our historical/fantasy-historical line).

There will be some other bits and bobs mixed in with all of this but, I think you will agree, a fine start to the new system!

Licensing

The new Legend game will use the OGL to allow fans and other comapnies to use the mechanics and produce their own gaming material freely.  There will also be a logo licence available so such products can be marked as Legend Compatible on their front covers and in marketing.

However, we are going to make things exceptionally easy for licensees!

The logo licence will require just one form to be signed and sent in to us and, aside from placement on the books, will have very few rules attached to it.

With regards to an SRD, the entire rulebook (minus artwork) will be declared an SRD and Open Content.  No need to download anything – simply pick up the rulebook and you have a complete Open Content reference manual.

But we are not stopping there – oh, no!  We will be declaring the entire ‘core line,’ (that is, any book with a title including ‘of Legend’) as Open Content SRDs.  This means you will be able to freely use not only Monsters and Arms of Legend, but our core historical range as the basis of products as well, allowing you to design supplements, adventures and campaigns for Pirates, Vikings and Samurai of Legend, secure in the knowledge that all players will be using the same core rules.
We have lots more planned for Legend (more historical settings, further expanding Deus Vult and Historia Rodentia, more for the Eternal Champion and Wraith Recon), and this is just our initial line up. All books are planned to be priced at £9.99 or $19.99, making them superb value – one of the greatest fantasy RPGs at the best possible price!

 

Blood of Orlanth for RQII – Free Download

Again, with special thanks to Bruce Mason, we have just posted the entire Blood of Orlanth epic, fully updated for the RuneQuest II rules, for free download on our site. You can grab a copy now at;

http://www.mongoosepublishing.com/home/detail.php?qsID=1777

It starts as a journey down the Solthi river in search of a thief. Orlanthi barbarians, imperialistic Wyrmfriends, and even the mysterious and power-hungry sorcerers of the God Learner empire clash in their search for a mystic artifact, and the Player Characters are thrust into the middle of a sudden and ferocius war.

The Legend of Orlanth the Martyr, almost completely forgotten, offers a pivotal stepping stone between the myths of men and the myths of dragons. To the Orlanthi it is holy. To the empire of Wyrm’s Friends it is blasphemous. To the God Learners it is power. Each faction struggles for the ultimate prize: the Blood of Orlanth.

Suitable for Player Characters of any faction, Blood of Orlanth immerses players in the unique world of Glorantha. This adventure shows off everything that makes Glorantha great, culminating in a full HeroQuest.

A man fights for his home. A dragon fights with fire. A sorcerer does not fight, but poisons with lies and spells. How will you fight for the Blood of Orlanth?