Introducing Shadow of the Demon
Lord
This month I revealed what has been occupying my attention
for the last 10 months at Nashville’s Geek Media Expo, a fun little show that
celebrates all things geek. By now, you have seen the website and the awesome
cover by Svetoslav Petrov, seen
the various updates on here, Twitter, and Facebook. I am, however, certain you
have some questions. This is the first installment of several updates about my
new game, Shadow of the Demon Lord, and
what you can expect from it.
Why?
Over my decade plus career, I have had the privilege of
designing or developing over 200 products, from transmuting the fantastic
novels of George R. R. Martin’s A Song of
Ice and Fire into a stand-alone RPG to working with and updating older
games in my role as Warhammer Fantasy
Roleplay developer and member of the design team for 5th Edition Dungeons & Dragons. I have worked on
several established game systems and in several established worlds, from the
gloom of Midnight to the grittiness
of the Glen Cook’s Black Company novels.
Over all this time, I have been thinking about what I would do given the chance
to spawn a roleplaying game from the birth canal of my imagination, both in
terms of system design and story design. So when design needs for D&D began
to wind down at the end of 2013 and with my contract with Wizards of the Coast expiring,
I decided to take all those thoughts and put them on paper.
So What’s This All About?
One thing that seems largely common to fantasy campaigns
is the apocalyptic event that marks the end of the campaign—the dark lord
attacks with his armies, some fool opens the gate to Hell, a death world drifts
too close to the planet after drifting out from some remote corner of space,
the undead wizard seals the gates to the Underworld, and so on. These events
almost always occur at the campaign’s end and the stories and adventures through
which the players play lead to this epic conclusion. For me, this “epic conclusion”
is the most interesting part. It’s the time and place when the story is most
exciting. Shadow of the Demon Lord embraces
the cataclysm and makes it the backdrop against which the characters’ lives
unfold.
The core idea is that the world is one of many realities,
each of which is separated by a yawning gulf of darkness called the Void. In
the murky depths of this infinite expanse lurk entities of malevolent will,
formless, inscrutable beings that have no physical form until called forth into
a world, where they become demons. The greatest of these entities is the Demon
Lord, a being of vast and incalculable power. The Demon Lord hungers. It craves
destruction, to feast on mortal souls, to unravel creation. And over the march
of eons, the Demon Lord has broken free from the Void to drag one of many
realities screaming into its darkness. In the game, the Demon Lord has drawn
near to the world and its shadow creeps across the landscape like ink spilled
on a map.
The Demon Lord’s shadow instigates cataclysmic events as
it spreads across the world. Wherever it falls, it foments discord and
upheaval, altering the fundamental laws of reality through the individuals it
corrupts. When the game starts, the shadow has fallen upon the Orc King, a
former subject of the Empire who had been sworn to serve the Alabaster Throne
through ancient and magical compacts set down in another age. The shadow has
contaminated these peoples, turning them into savage killers, brutes without
compassion and driven by their most basic impulses. As a result, they have
risen up across the Empire they were bound to protect sparking upheaval and war
everywhere. Travelers whisper the capital is in flames, the emperor dead,
strangled by the Orc King who now sits upon the throne and gathers his armies
to march against the imperial provinces that have declared their independence
in the wake of this event.
While this is the assumed catalyst for the story’s start,
the rules include other calamities that might befall the world from the Demon
Lord’s fell influence. The shadow may fall upon the Dark Lady, the greatest of
all the necromancers to have ever lived and, if so, she might be compelled to
seal the gates to the Underworld. This act would upset the cycle of
life-death-rebirth. Souls would be trapped in their corpses and rise up as
undead. Or, the shadow could fall upon the Archmage and warp magic, causing all
spells cast to have wild and unpredictable effects. Organizations, such the
Inquisition, House of Healing, or Hierarchy of the Old Faith, could all come
under the shadow, sparking terrible crusades, loosing virulent plagues to
decimate populations, or a spark a series of natural disasters to topple the
pillars of civilization. Where the shadow falls is entirely up to the Game
Master and may change based on the actions of the players or developments in
the story so that the PCs might face war, terrifying plagues, a zombie
apocalypse, and the awakening of some titanic monstrosity all in the same
campaign or as the basis of several different campaigns. Most important, the
degree to which these global events intrude on the story is up to the gaming
group. The orc uprising might be a distant threat, as the game suggests for the
start, or it could be the setting in which the characters find themselves,
trapped in the ruins of the imperial capital and struggling to escape the mobs
of bloodthirsty orcs for safer lands beyond their control.
So that’s the idea behind Shadow of the Demon Lord and it’s one, I believe, that sets this game
apart from other fantasy roleplaying games. I’ve mentioned plagues, wars,
natural disasters, cosmic threats, and magical distortions. What other ways
would you destroy your world?
Sounds fantastic.
ReplyDeleteSounds awesome Robert!! I really want to see and play it!!!! What's about the system?
ReplyDelete