The Otherworlds: An Ul-Zaorith RPG
Ul-Zaorith was such an absorbing world that it was only a matter of time before my gamer friends and I wanted to play a tabletop RPG there. So, while still in Beta Testing stage, the Otherworlds RPG was formed. An original system based around the much unloved d8, this system is inspired by games like those of White Wolf and Shadowrun.
Demo games are held in Victoria now and then. If you'd like to learn more about the game or attend a demo session, please contact me.
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The Corebook:
The Crunch: As this is a game version of Ul-Zaorith, the system was built around the people, trying to set up the mechanics to enable the players to do whatever the races can accomplish. There is a lot of freedom because the focus is on roleplay rather than min-maxing. The system uses d8s, (for a standard game roughly 3-6 d8s per player will be sufficient), as well as a system of three Pools that govern experience, source to burn for actions and pools from which specific types fo damage are taken. Races have a set combination of stats that reflects the capabilities of his/her race. Individualization is done through skills, attributes and the style in whicht he player balances out the use of his/her Pools. The three Pools are Intellect (governing the stats of Intelligence and Wisdom), Physical (governing Agility and Strength) and Health (governing Resistance and Recovery). Each Pool's bare minimum is set by one's Level, although one can accumulate as much Pool as one wishes through playing. Each Stat is rated out of 16, with 8 being about par with a human. Each race also has a rating out of 6 for their NMP - or Natural Manna Potential - which tells you how easily and proficiently that race can connect with the Manna Weave and Husklnie of Ul-Zaorith in order to cast magics. Since magic is such a huge part of the world, anyone can learn some type of magical skill, while some races are obviously better suited to it than others. Each player has two Classes: their main Class which is basically their career or current position in society, and their Subclass which is where they came from (which grants certain benefits and augments of skill or knowledge). Each Class or Subclass requires certain skills or attributes, and some can demand or limit certain equipment.
The Fluff: The Fluff aspect of Ul-Zaorith is directly based on the world depicted in the novels, and all general statements are set in modern day Ul-Zaorith. However, it is possible to play in the past, at certain turning points of history or back before the Fall of the Twins when things like epic-level True Heroes are still possible. Regardless of when in history you are playing, a detailed grasp of the world, dynamics, countries, races and antagonists is required to run a game well. This is a game where story telling is crucial, and if ever there is a conflict between story and mechanics, we highly recommend you flow with the story.
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The Tome of Beasts:
There are an entirely different spectrum of plants, animals, monsters and the like that inhabit Ul-Zaorith. Sometimes comparisons are made for ease of explanation - such as the terms of cats, dogs, bears, etc. Keep in mind these are merely the Earth creatures that most closely resemble the beast in question, and a further explanation of habitat, mannerisms, skills, physical description and the rest are required to really paint an accurate image of these unique creatures.
Flora: While the basic types - tree, plant, fungus, flower - still exist, the actual foliage itself is quite unique. It would be rather impossible to catelogue every breed of flora in the world, and many are so similar to things we have here there's not much point. However, there are some flowers, herbs and such that have such an importance to culture, cuisine or poison that they are singled out. Also there are a number of flora that have strong magical properties which makes them useful for magic, alchemy, healing or poisons which have also been recorded. Finally there are those plants which have stigma or social influence, whether from being a country's national flower or sacred to a deity or the secret sign of a specific group; these are well known in the world of Ul-Zaorith and worth documenting.
Fauna: The term 'monster' is not accurate because most of the seemingly fanciful beasts of Ul-Zaorith are quite normal for their people and places. A 'monster' in Ul-Zaorith terms is any beast that does not truly exist. While some people consider some of the creatures of distant realms to be monsters, such as the Padua, or other rarely sighted creatures truly do exist on some plane. Therefore, the creatures contained in this volume are the birds, beasts, reptiles, and fish of Ul-Zaorith's landscapes. These entries include the habitat, organziation, characteristics, mannerisms, and the difficulty to tame or kill one as an idea of their strength as a foe.
Realm Creatures: This Tome also includes the creatures inhabiting other Realms, such as the elementals which can be drawn to the earth plane by Summoners or Witches. There are many of these creatures, some just as sentient and organized as the playable races. Often these Elemental creatures have unique skills that are only possible on their home Realm, though some can carry their skills to other Realms where the Laws of the Realm support their abilities. Obviously an Ębrin wouldn't survive in the Realm of Water, etcetera.
Deities: This section includes the Deities as many of them inhabit the Realms that permeate Ul-Zaorith. Each living deity has two Miracles that it can perform if enough need or worship is ammassed. Keep in mnid, some deities are more apt to respond than others, and many require specific worship or sacrifice to be moved to act. This section details these peculiarties as well as the Realm(s) the Deity inhabits, which religions pray to him/her/it and the qualities that Deity governs.
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The Racial Tomes:
The Racial Tomes are the expansions for those who want to play a more indepth character or want to run a campaign in a specific country. They contain a great deal of fluff and a little additional crunch for specfics that apply only to that race. There is one Racial Tome for each of the 14 playable races of Ul-Zaorith.
Specialty Classes: Each Race has specific classes that are unique to that people, either because of culture, Racial Abilities or history. Some of these special classes like the Speritanian Gypsy can only be played at specific ponit in Ul-Zaorith history. Specialty Classes require a bit more of an understanding of culture for antagonists, stigma, mindsets and the like. However, if one gets nito the character, they can offer some interesting bonuses of modifications, access to specific tools/weapons or gear.
Languages and Scripts: Each Racial Tome includes a print of the alphabet used by that people, information on language, basic vocabulary, basic male and female and family names. Pronunciation guides for the basic place names and terms used for that Race and their unique skills. A brief delve into literacy and education for each race is also covered so that one can understand how much of languages their character would actually be learning.
History and Culture: Aside from being crucial for playing in any time period prior to modern day, history can give you perspective on dynamics between people, countries or families and can help you better understand the quirks and qualms of your character. Culture is crucial to playing something feasible, from class to skills chosen. While a brief word is made in the Corebook, there was not the room or time to really devote too much to specifics. These book feature a great deal more on practices of marriage, fashion, cuisine, families and funerals.
Realm Crafts: While relatively rare, it is interesting to see how the people of Ul-Zaorith respond to the creatures and creations of other Realms than the earth plane. Each of the other Realms have their own methos of crafting, like the creatures of the earth plane rely on Ore Craft - that is to say, smelting and metalwork for their weapons. The crafts of other Realms are revered by some races and abhorred by others, so a brief overview on the stigmas of Realms and their respective artefacts is important not to mention make for interesting story elements.
Religions: Each race has their own philosophies, religion, faith or superstitions. This section deals with any organized religions, deities, pantheons or other celestial worship they may practice as well as the mentality of the people towards these faiths, their tolerance for othe rpeople's beliefs and the type of connections they may with their god(s).
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