The Pensula Sun-Times

Volume viij

March 27, 1803

3rd Edition

 

The Infamous “Hawk” Strikes Again

 

By Gregory Hawke

That’s “Hawke” with an “e.”  No!  Don’t write that!  Don’t write this either!  The chief will kill me!

     Last night, the criminal mastermind known only as “the Hawk” burglarized another manor house, leaving behind no evidence other than a small calling-card.  The home robbed was that of one Lord Belliantica, who had recently added to his collection several artifacts from the First Ecadian War.  As you may well know, the Hawk is the most intelligent, gifted, and good-looking thief in all of Pensula City... well, the last part is speculation on account of the fact that no one has ever seen him.  He’s just too good.

      The thief apparently snuck past the inept guards that patrolled the grounds.  He then entered the building through a balcony.  He attempted to pick the lock, but it had apparently been jammed before he got there.  So, the thief merely took the door off its hinges with the utmost skill (elapsed time: 35 minutes).  Then he ventured down the halls, knocking out guards with his sap in a fashion akin to poetry.  Upon reaching the Lord’s safe, he disabled the electric security alarm (elapsed time: 25 minutes) and systematically removed the complex tripwire traps (elapsed time: 65 minutes) in order to obtain a valuable war-era vase (estimated value: £750,000).

 
 

     A guard who was at the scene of the crime commented on the robbery: “He came out of nowhere... it was as if a ghost bird-of-prey had been stalking us.  Before I knew what happened, I was on the ground, unconscious.”  Clearly, this criminal is a threat to all members of society.  It is the opinion of this reporter that the City Protectorate must find this “Hawk” and take care of him as quickly and efficiently as possible.

      I’m finished, Roxy.  You can stop taking my dictation.  Why are you still writing?  You’re the worst secretary I’ve ever had!  Yes, I know we’re engaged, but that’s not why I hired you!  Stop typing!

 

 

Dr. Zephyrus Perfects Flying Machine

 

Those of you who are familiar with the Royal Inventor’s famous Zephyrus Zamboni, the world’s first steam-powered carriage designed for travel in icy terrain, will not be surprised by the latest scientific triumph of the good doctor.  The brand-new model of the long-awaited Zephyrus Zeppelin, a steam-powered helium balloon capable of achieving speeds in excess of forty miles per hour, is set to be unveiled two weeks from now at his workshop in Medii, Southshire, Pensula.

      Dr. Xander Zephyrus himself was not available for comment, but one of his assistants, Gnomish inventor Zook Titandium, was.  He had this to say: (Continued on page 4) 

 

 

 

Relative

Entropy

 


Being a
role-playing game of

scientific romance,

ſet in a world of magic, swashbuckling, and steamWORKS

 

 

Written by:

John “Jack Daniel” Higgins

& Curtis “Old Jack” Congreve

 

Illustrations by Ben Dieck & Anders Bjonback

 

 

Old Jack’s Guild of Rogues

© MMII 

 

 



What's Required

In order to play Relative Entropy, you'll of course need the three core rulebooks for the D&D® game – the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual.  It also helps to have the Psionics Handbook, if you intend to keep psionics in the setting.

 

Because of the setting's steampunk nature, it might help you to take a look at Fantasy Flight Games' Sorcery & Steam, Mongoose Publishing's OGL Steampunk, and even WotC's d20 Past.

 

Though they’re not required, Oriental Adventures (WotC) and Swashbuckling Adventures (AEG) are excellent resources that can be used to flesh out the world of Færith, and Unearthed Arcana is a good book to have if you want to know where many of the rules particular to this game setting come from. 

 


 

Introduction

Greetings, and welcome to Relative Entropy, the new d20 System role-playing setting for use with the Dungeons & Dragons® 3rd edition game rules.  Thanks to that fantastic Open Gaming License, innumerable settings compliant with the single best role-playing system out there can be produced for your enjoyment -- and we here at Old Jack’s Guild of Rogues certainly hope you enjoy them! (That’s the plug, folks.)

 

About the OGL                     

First thing’s first: the Open Gaming License.   This license is put out by Wizards of the Coast ® and allows us to publish material for use with d20 Game System games, like Dungeons & Dragons®, all of which I must apparently point out are registered trademarks of Wizards of the Coast, and that our mentioning these names in no way constitutes challenge of ownership. 

 

The OGL requires a work to distinguish between “Open Game Content,” which is stuff you can copy out of this book and put in something you write, and “Product Identity,” which is our stuff.  This is outlined at the end, along with a full copy of the OGL.

 

In general, follow these guidelines: proper names, textual descriptions, and pictures are our property and copyrighted (©) by Old Jack’s Guild of Rogues.  Anything that deals with game mechanics, such as a class or a feat, is probably Open Game Content-- but its name may still be Product Identity, so watch your bacon!

 

This Setting is Science Fantasy (Not Steampunk)            

The Relative Entropy setting takes place in a time well removed from your typical medieval fantasy world.  "Science fantasy" is typically described a fantasy genre that asks “what if” about science and history.  What if some technologies had been invented earlier, and others later?  What if history were changed by the premature appearance of airships or analytical engines?  Steampunk asks many of the same questions, but it's important to remember that science fantasy lacks the "punk" attitude that characterizes that genre -- the player characters are not melancholy rebels without causes, nor are they heroic defenders of magic and nature, fighting against the evils of progress and technology.  Science fantasy is about the optimism of progress.

 

Relative Entropy asks its own questions: what would a typical fantasy world be like as it left its swashbuckling era and entered its steam-powered era?  How would elves and monsters and magic affect a dying Renaissance and a growing Age of Reason?  Would wizardry speed the Industrial Revolution?  And above all, what sort of world can we help you explore?  You see, the planet Færith is in many ways much more like Earth than any old fantasy world.  I suppose that leads to the theme question of our brand of fantasy: what if you could explore a world that is like no other you’ve ever played a game in or read a book about– and yet so like the world you know best by living there – what if you could explore a fantastic alternate reality?

 

This Setting is Fairy Tale (Not Mythology)             

The vast majority of fantasy settings are myth.  Mythologies worldwide tell stories of gods and monsters, of heroes with the blood of deities, of quests that seek some ancient artifact.  Pantheons squabble over creation in their attempts to lord over one another and over mortals.  The world is a dark place filled with magic and devoid of learning.  Such is the stuff of legends, but it is not the stuff of Relative Entropy.  Instead of taking after the myths of the Greeks and the Norse, the typical sources for fantasy worlds, Færith‘s inspiration is drawn from other sources: the speculative fiction of such authors as H.G. Wells and Jules Verne offer the “scientific romance” backdrop.   Romantic swashbuckling tales of past and modern action form the basis of the game’s stylistic combat. 

       

But where does the fantasy come from?  What makes the world of Færith seem magical?  In short, the so-called “modern fairy tales” of authors like C.S. Lewis and L. Frank Baum contribute to the fantastic inspiration for this game.  C.S. Lewis, in his Narnia books, whisked us off to a world of fantasy that was much like the mythical world of J.R.R. Tolkien’s books, but where Tolkien drew on Norse legend, Lewis’ books were based on later fairy stories and woven together as a sort of Christian metaphor.  L. Frank Baum, whose Oz stories were heralded as the first “modern American fairy tales,” is especially appropriate: he did away with giants and elves and dwarves and made a magical land filled with the dreams of the age of progress: mechanical men, wireless telegraphy, and other scientific wonders of the dawning 20th century.  Now Faerith will take you to another magic land, one that still has the fairies of old, one that draws upon the same religion that Lewis did in Narnia, one that has only begun to see its age of progress…

 

This Setting is Cinematic!                             

The last time you watched an Indiana Jones movie, did you think about how similar his adventures were to most fantasy games?  Go into some tomb, take all the treasure, escape from the booby-traps and some supernatural threat with your life… it’s no coincidence that the scientific archaeology of the late 19th and early 20th centuries had its roots in the earlier arts of grave-digging and tomb-robbing.  Fantasy tends to call it “dungeon-delving” when the heroes are the ones searching for treasure, but the difference is aesthetic.  What if you played a scholarly character who meticulously documented every detail he found in a dungeon?  Well, it wouldn’t be much fun; it would make for a boring movie, and a boring game.  In a cinematic setting, one dispenses with the details just enough to say that “the good guy hunting the treasure can be an archaeologist, but the bad guy is a tomb robber!”

       

What about everyone’s favorite part of action movies: the fight scenes?  When two reserved gentlemen draw rapiers and pistols and then suddenly try to kill each other in an elegant dance of death, that’s the makings of a great movie!  When two combatants are done bantering and showing off their fighting stances, and finally explode into a flurry of traded punches and kicks, all the while shouting things like “chop suey fist!” and “pinky finger of death!” that’s a really great movie!  And who could ever forget the classic shoot out scene at the end of any film involving gunslingers, where two fighters duck behind their respective choices of cover and try to blow each other’s heads off until the hero finally hits the villain?  You can have all of that and more in this world – what can I say?  Færith can be a dangerous place…

 


 

Main Contents

Forward to Chapter I

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