The Bladestorm Sourcebook details the continent of Folenn, one of the many continents of the world of Kulthea. (This world, also known as the Shadow World, is the setting for a series of role-playing supplements produced by Iron Crown Enterprises. These supplements are intended for use with any role-playing system.)
A storm barrier separates Folenn from the rest of its world, but the recent discovery of Jewel Wells (molten ponds of jewels) there has stimulated new interest in this distant land. The continent is studded with more than 50 rival nations -- new colonies (some are trading nations, others are aspiring empires), ancient lands (ranging from the Elven seafarers of Lycoodur to the impotent scholars known as the Longreaders of Roarc), and assorted communities of interest (Demons rule in several states, sometimes disguised in other forms, and a clan of vampires holds mastery over a chain of plantations). There are also many forms of barbarians, a few tribes of were-creatures, and the malevolent lands of the minions of Unlife.
Each nation on the continent is described in brief, including notes on the organization, equipment, and colors of their military. For instance, at the end of the article on the land of Paia (a nation ruled by a female warrior caste), the Sourcebook provides this military summary:
Unit Size | 9 |
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Standard | 10' (3m) long Polehammer with Streamer |
Unit Type | Light Infantry |
Insignia | Blue Warhammer on Red Field |
Experience Level | 4 |
Decoration | Insignia on Breastplate, Shield |
Morale | High |
Armor | Breastplate and Shield |
Demeanor | Boisterous |
Arms | Composite Bow, Warhammer |
Tactical Approach | Very Aggressive |
Strategic Approach | Aggressive |
Cavan | The largest of the holds is made up of three fiefs, and is ruled by a triumvirate known as the Three Voices. Eastern mines provide the ore from which the local smiths produce Red Steel. |
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Harro | A great naval power, Harro is also the wealthiest of the Holds. The merchants have investments in many of the other Holds, and will send their mercenaries to protect their trading partners if profits so demand. |
Kulm | Here dwell a proud warlike people, whose motto is "Friend to None, Feared By All." King Skera must constantly scheme against the machinations of his rival, Lord Roku. |
Soluthurn | The ancestors of these fishermen were brought here through a magical accident, and their descendants have not stopped longing for home. This prosperous, peaceful nation could not survive without the protection of its trading partner, Harro. |
Marl | The citizens of this upland state consider themselves brothers of the wolves, and are reknowned for their weaponsmiths and mages. The land is currently torn by open rebellion, led by Master Cabur, Lord of the Wolfherds. |
Ekeren | A sovereign and xenophobic people, the Highlanders of the Land Nearest The Sun are surrounded by enemies, but unwilling to make an alliance lest it be interpreted as a sign of weakness. |
Urda | A primitive society, Urda is ruled by a High-Priest and his allied War-Priests, holy men, and shamans. Their diplomacy is based upon the omens, as interpreted by their spiritual leader. Women are highly prized, and in times of famine are eaten first. |
Yolmer | This Hold lies astride two major trade routes, but King Vire is a weak potentate plagued by raiders and bandits. |
Abdera | Also known as the Spice Land, Abdera is a producer of cherished spices as well as tobacco. Her prosperity is not matched by her military power, for Abdera's armies are viewed as weak and inexperienced. |
Rukon | This rocky land is inhabited by shepherds, raiders, and hunters, and ruled by warlord-priests known as the High Clan. Their primary exports are horses...and slaves. |
Military organizations and troop type data are provided for each of the Warring Holds, plus those nations which adjoin them. The Sourcebook's 22-page appendix also provides completed troop forms which can be photocopied for use as record cards.
The Sourcebook provides enough information about the Warring Holds so that players can design scenarios for that setting, or so that a role-playing campaign could be played in which large-scale fighting is a feature (to be resolved using the Bladestorm rules system).
Oh, about those Bladestorms...This game takes its name from the magical storms which provide a barrier between the continent of Folenn and the rest of its world. The storms are sometimes attracted inland, apparently by the emotions of men in combat. The storms have in the past borne away entire armies, and the blades of those now-dead warriors are still carried in the winds of these mighty gales. During any game of Bladestorm set in Folenn, there is a chance that the game will be brought to a premature close by the coming of one of these storms.
Last Updates | |
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21 June 1996 | reorganized |
24 April 1996 | reformatted |
Comments or corrections? |