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4th Edition Releases - Pathfinder Compatible Releases

 

4th Edition Releases

 

Clever Classes: Vigilante (Fall 2010) 
Vigilantes are the careful eyes that weigh justice in the world. They stand in the midst of battle, unmovable in their determination to lay their enemies low. A vigilante is a weapons master, reworking accuracy and disregarding swift movement in favor of pure damage. Even the most innocuous weapon becomes devastating when a vigilante plants her feet in a powerful stance. Once a vigilante has chosen an area to defend, few would dare challenge her for it.

      What drove you to hunt those who defy the law? The hunted may never know, but, to you, it resounds in your every step. So when your steps finally slow, that weight informs each catastrophic stroke of your weapon. 
 
Clever Classes: Knight (Fall 2010) 
Fantastic legend tells of honorable warriors doing battle against evil, while resisting its allure. Knights, as they are called, are powerful champions of justice and truth - directing their allies' strikes, even as the knight's shield holds the worst attacks at bay. Orders of knights hold valor, mercy, and chivalry as truly mortal values. As a knight, you protect the weak not because the gods command it, but because you know that it sharpens the mind and strengthens the body. And there are few who will dare to argue your point.

      To your allies, you and your shield form a perfect barrier that foes cannot penetrate, nor flee from - for when you enter battle, even the most powerful dragon will struggle to strike a blow. 
 
Clever Classes: Truenamer (Winter 2010) 
Long before the gods crawled from the Astral Sea or the primordials awoke in the Elemental Chaos, the building blocks of reality coalesced into matter - crashing together in strange and complex bursts of sound. Indeed, by accident these sounds became encoded into the very fabric of matter and reality, determining both function and destiny. It was not for millions of years that the primordials discovered these sounds, and used this "language" to influence their creations. Today, even the gods do not know every truename, or even most of them. For Truespeak is nobody's language - it is the coded rules of reality that even gods must abide.

      As a truenamer, you study these native words, eschewing powers beyond your own mind and knowledge. Let the mage channel newer and poorer energies. Let the priest call on his god for aid. In the end, all these powers stand one name away from destruction.

 

Novus Campaign Setting (Winter 2010) 
What if you woke up tomorrow, and found out the world you knew was a lie? Your  neighbors, who were nice if dull, are really slaves to an evil cabal. Your state, which was caring if overbearing, is a fascistic tyranny built only to crush the spirits of men. The world you live in? It is but a sheltered speck sitting in the center of a dead or dying universe. Your gods? They’re monster, vicious insane beasts who have stolen your life from you for your own good. The world you lived in the night before, you realize, is simply a vicious fiction written by monsters vying for power over your soul. The universe is empty save for squabbling packs of monsters and monster-like men who are arguing over a corpse while spouting a hundred different things all of which come to the same end, nothing. That which was good has faded or is breaking as you read this, and evil is triumphing and it’s momentum cannot be stopped.

      What if, after learning this, letting it sink in, accepting it, you learned that this too was a lie? That in this empty nihilistic world, there is still hope? The universe rests on the cusp of life and death and only can men of strong will and mind can save it from tipping the wrong way. If you were told this to, would you accept it? Would you take up arms and fight the evil and hold a breaking universe together? For those you love? For your own sake, or would you sacrifice yourself like a coward and join one convenient hoard or another in a false hope to grab one last thing before the whole world falls into darkness forever?

      It is your choice. Which one would you pick? 
      ~*~*~*~ 
      The world of Novus is the world which now faces the choices outlined above. It is a world sitting at the end of an era. A thousand years ago, a horrible monster from a place beyond the edge of the universe tore its way into existence, leaving death and destruction in its wake. The old world, one of fantasy, high adventure, and hope, was purged in the flames of this cataclysm. In it’s wake was an burnt and empty universe where horrible alien monsters ran rampant. The world has stabilized since, with new orders and regimes rising up, although most of them are evil and terrible. The world is mostly ruled by five aberrant godlings who hide their true nature from their worshipers, while the planes beyond the world are a wild mess where one nation alone stands against armies of aberrant, beasts, demons, and other threats from this new world. Life, has gone on though, cruel as it may have been.

      Things are changing in this world though. Old things from ages before have begun to appear again. New threats have coalesced. Rumors are spreading now of a group of people who have no known fealty to “god” or ruler who are doing great deeds. As mentioned, this world is one about to change again. Will one of the struggling evils shove the world into an abyss which will make the current universe appear as nothing but a nightmare before waking up in Hell, or will a band of heros arise and drive back the darkness and usher in a new age of life?

      The world of Novus is A world where the points of light are few and far between and evil has triumphed. A world without any heros to speak of for a thousand years. It is a world meant for a sweeping campaign of adventure, philosophical drama, and epic scope were the PCs become forces of change in a changing world who will eventually decide the fate of the universe through skill, strength, and wit.

      The time has come.

      Devil or hero. Man or beast. It is your choice.

 

Pathfinder Compatible Releases

 

Cerulean Seas: Undersea Campaign Guide (Fall 2010) 

Long, long ago, the land ruled the seas, and the sky rules the land. Under the lofty City of Clouds, the nations of the landfolk thrived in peace for five hundred years. Meanwhile, the people of the sea were engaged in a deadly war against the bloodthirsty Sahuagin, or Sea Devils. Sunk deeply into a struggle against extinction, the denizens of the oceans became myths to the landfolk, who rarely encountered them or lived to tell the tale if they did.

The landfolk forgot the sea from which all life originated. But, alas, nothing lasts forever, and the great surface empire under the cloud city was no exception. Inexplicably, the great cloud city, the flying metropolis that maintained peace in all countries on land, fell from its lofty perch in the heavens, and sank into the depths of the sea, in the Bay of Cerule.

Along with it sank the faith of the landfolk, who placed blame on the heavens themselves, vowing to destroy all ties to the divine.In their haste to shut out the sky, they closed the Portals of Oblivion, which manifested as permanent whirlpools in each of the seven seas. What they did not know, is that the portals maintained the balance of land and sea, and without them in place, the land was soon swallowed by a thirsty sea. The age of land had ended.

All the while, the great bloody sea war saw an end in the ever increasing Bay of Cerule. The heart of the cloud city had sunk into depths of the crumbling merfolk empire of the nommo, the most ancient race of the sea. Miraculously, the heart was still vital, and rebuilt itself aided by the magic which created it. Instead of calling the sky its home, it resided in the deep of the sea, and became a powerful ally to the good creatures under the waves.

As the water rose, the land drowned, the ocean folk sought shallower depths, and the Bay of Cerule became the Cerulean Seas. This was the epicenter for a turn in the war which brought upon the Sahaugin what they wished to bring upon all others - utter annihilation. Within a hundred years, the sea devils were brought to the brink of extinction.

Centuries have passed since a sea dweller has seen landfolk or sahaugin settlement. They have long passed into the realm of myth and legend, and are known commonly only by their ruins and treasures. The fate of the world is now ruled by the sea, and the battle of good versus evil still rages on under the ocean's waves. The world goes on, much the same as always.

Great wizards still cast their spells, tridents have replaced swords, and sea druids known as Kahunas, still maintain the balance of nature.In the center of where it all began, a small band of heroes will be called upon to save the day, and fight for the splendor of the Cerulean Seas.

 

Clever Classes (Spring 2011)

Go beyond the classic! The Clever Classes book present new class options for players of the Pathfinder Roleplaying, bringing iconic characters with exciting new abilities to the gaming table. This compendium contains five new classes: the explorer, the jester, the vigilante, the knight, and the truenamer. Each new class comes complete with new powers, prestige classes, feats, magic items, and more, allowing them to fit seamlessly into any campaign. Whether you are a player looking for an exciting new concept, or a GM seeking a devious new NPC, Clever Classes will provide both in spades!

 

All Remarkable Races and Clever Classes are intellectual property, and the concepts of the races contained on this webpage are protected under a copyright. (© Alluria Publishing, 2009)
 
 

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