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[MTE] Faith & Demons: The Rising is Now Available

 
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mte-aaron
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Joined: 14 Apr 2011
Posts: 108
Location: http://mysticalthrone-ent.com/

PostPosted: Mon Apr 16, 2012 9:49 pm    Post subject: [MTE] Faith & Demons: The Rising is Now Available Reply with quote

The core setting guide and Player's Guide for the new Savage Worlds plot point setting Faith & Demons: The Rising are available in PDF format. Print-on-Demand version of the core setting guide will become available in the upcoming weeks.

Core Setting Guide: http://rpg.drivethrustuff.com/product/101404/Faith-%26-Demons%3A-The-Rising
Player's Guide: http://rpg.drivethrustuff.com/product/101405/Faith-%26-Demons%3A-The-Rising-Player%27s-Guide

As if the power vacuum created by Rome’s fall isn’t enough, the survivors are fighting against multiple forces. Religious persecution has reared its head with claims of heresy against those who are just worshiping as they always have. Tribal conflicts threaten to tear asunder tenuous allegiances. The land is suffering from the fall-out of it all making nomadic life more difficult than typical. The undead armies, horrific demons, and a host of once mythological creatures stalking the landscape create tension from shore to shore. Someone needs to do something. And the lords have decided your party counts as ‘someone.’

Your characters have it in them to be more than a survivor. Lead your nomadic tribe’s defense against all sides to become a legendary warrior. Best a demon lord. Quell the lich’s vampire army. Call down the angels of heaven to fight at your side. Or maybe call upon the denizens of hell to tear apart your foes.

FAITH & DEMONS: THE RISING is a Dark Ages, gothic fantasy plot point setting for Savage Worlds where united lords have brought the world’s warriors together to prevent the armies of chaos from enslaving their people.

The FAITH & DEMONS: THE RISING core setting guide includes:
● 9 templates to tie your character to their home nation.
● Over 90 new Edges.
● 4 new Arcane Backgrounds.
● Weapons and armor straight out of the Dark Ages.
● Religion and Mythology found during the Dark Ages.
● Over 45 new creatures from folklore, mythology, and gothic horror.
● A complete plot point campaign from Novice to Heroic.
● 16 Savage Tales from Novice to Veteran
● … and much more

Join the battle and defeat the armies of chaos!
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Ryhope Wood
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Joined: 03 Nov 2008
Posts: 10

PostPosted: Tue Apr 17, 2012 3:59 am    Post subject: Reply with quote

Quick question. Do I need both books to play?
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Dracones
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Joined: 26 Aug 2011
Posts: 155
Location: Fort Pierce, Fl

PostPosted: Tue Apr 17, 2012 8:42 am    Post subject: Reply with quote

Doubt it. A lot of releases for Savage Worlds have the full rules with a player and GM section and then a cheaper cut down version with just the player part.

That way people who are playing but not GMing can just buy the cheaper book. I've always been curious if those sold well at all though. I always buy the full version since it's still cheap and I may want to GM it later on.
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Sadric
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Joined: 10 Jul 2003
Posts: 1003

PostPosted: Thu Apr 19, 2012 7:57 am    Post subject: Reply with quote

Could someone tell more about this setting, please?
90 Edges seems a lot.
A plot point campaign?

Is this a good setting?
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Enno
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Joined: 29 May 2006
Posts: 532
Location: Ulm, Germany

PostPosted: Thu Apr 19, 2012 8:13 am    Post subject: Reply with quote


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mte-aaron
Seasoned


Joined: 14 Apr 2011
Posts: 108
Location: http://mysticalthrone-ent.com/

PostPosted: Sat Apr 21, 2012 9:35 pm    Post subject: Reply with quote

Ryhope Wood wrote:
Quick question. Do I need both books to play?


The core setting guide is the full book while the Player's Guide is the player's-only section of the core setting guide. You do not need both books. The Player's Guide is available for those who do not need the full book but will be a player within the campaign.

Here's the previously published, "official" description:

Faith & Demons is a Dark Ages, gothic fantasy setting where united lords have brought the world’s warriors together to prevent undead armies and demons from enslaving their people.

Faith & Demons lays out a setting characterized by religious conflict as traditional beliefs become targets for Christianity, a time often referred to as the Dark Ages. Rome has fallen and new nations are rising from the ashes. But unlike genuine history, those struggling for their faith and place in the world face armies of dark creatures that don’t care what anyone’s beliefs are. Mix in magic and you’re sure you’re in an alternate history.

As if the power vacuum created by Rome’s fall isn’t enough, the survivors are fighting against multiple forces. Religious persecution has reared its head with claims of heresy against those who are just worshiping as they always have. Tribal conflicts threaten to tear asunder tenuous allegiances. The land is suffering from the fall-out of it all making nomadic life more difficult than typical. The undead armies, horrific demons, and a host of once mythological creatures stalking the landscape create tension from shore to shore. Someone needs to do something. And the lords have decided your party counts as ‘someone.’

Your characters have it in them to be more than a survivor. Lead your nomadic tribe’s defense against all sides to become a legendary warrior. Best a demon lord. Quell the lich’s vampire army. Call down the angels of heaven to fight at your side. Or maybe call upon the denizens of hell to tear apart your foes.

If playing historically-oriented warriors appeals to you, you might find the added variables of a time of theological and societal transition and unholy conquest to be irresistible lures.

We’ve added Edges, Hindrances, weapons, armor, a list of deities and their religions, and a gothic fantasy bestiary to support the pre-1000 AD setting. Your table might see the likes of Vikings, samurai, thegn, feudal lords, monastery monks, statesmen, and spellcasting shamans, druids, and necromancers – all in the same setting.

In keeping with Savage Worlds supplements, character creation is augmented by options to simulate some of the historical aspects. This encourages choosing identities for your character that exemplify differences between the peoples of various nations.

We’ve added a mechanic to deal with literacy and the complexity of commonly available knowledge to address the cultural differences present. Along with using the Fantasy Companion, we’ve fully utilized the given mechanics for Ethereal, Undead, and Demons.

In the big picture though, rather than changing how Savage Worlds works for Faith & Demons, we’ve taken advantage of its flexibility and modularity.

The high number of new Edges is partially due to allow players to distinguish their characters from those of another nation. It's a flavor thing designed to recreate warriors from the Dark Ages.
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mte-aaron
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Joined: 14 Apr 2011
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Location: http://mysticalthrone-ent.com/

PostPosted: Sat Apr 21, 2012 9:39 pm    Post subject: Reply with quote

Dracones wrote:
Doubt it. A lot of releases for Savage Worlds have the full rules with a player and GM section and then a cheaper cut down version with just the player part.

That way people who are playing but not GMing can just buy the cheaper book. I've always been curious if those sold well at all though. I always buy the full version since it's still cheap and I may want to GM it later on.


Another benefit is that if a GM typically purchases the books for the players, they don't have to invest as much as they can purchase the less expensive Player's Guide and distribute it to their players. It also prevents players from memorizing bestiary stats, plot points, and savage tales, allowing for too much metagame knowledge.
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