The First Year of Our REIGN
The First Year of Our REIGN is a compilation of the first six supplements in one full color file.
The Second Year of Our REIGN
The Second Year of Our REIGN is an integrated, color document containing another year of REIGN expansions.
The Third Year of Our REIGN
The Third Year of Our REIGN brings the collections of REIGN material fully up to date.
Supplement Sixteen: Grab Bag
Grab Bag is just what it sounds like: A disparate collection of new nifty bits. Want to know how to resolve an unkillable monster attacking an entire army? It has those rules. Need some new creepy cults, complete with confounding agendas and real occult effects? It has those too. It also contains the notorious " Path of the Crazy Motherfucker." Something for everyone.
Supplement Fifteen: Out of the Violent Planet
Out of the Violent Planet. This mini-setting takes present-day Earth and posits its discovery by alien empires whose typical diplomatic style is to use telepathy to break new races into brain-synched slavery. They have no idea how to deal with an independent and psi-blind species that has spoken language and gunpowder weapons. Does tragedy ensue, or comedy? That"s up to your players and their rag-tag group of gundaddies, criminal psychics and rogue xenthropologists.
Supplement Fourteen: Ardwin
The Land of Ardwin is another REIGN mini-setting for use with the REIGN rules. More, though, it gives you a toolkit for the traditional fantasy races. Ardwin is home to orcs, elves, dwarves and more, ready to step into their traditional roles. At the same time, it can serve to examine why they occupy those roles, and what the impact of biology and society are on orcish bloodlust and elfin hauteur.
Supplement Thirteen: Nain
The Kingdom of Nain is an entirely new setting for use with the REIGN rules. An isolated land of wizards, monsters and mysterious schemes, Nain presents a uniquely flexible magic system... for those with the natural gift to seize it.
The Ussient Forest
Supplement 12 has what you need to run adventures in a Helusan forest you never knew existed. Lying across the trade routes between the Ironbone Theocracy and mainland Heluso, the Ussient Forest contains trees the size of mountains, birds the size of horses, and egos as big as all outdoors.
Did someone ask for crunchy, techy rules-stuff? Supplement 11 has nothing but. An alternate combat system lets you script events after seeing how good your hit was. Moreover, the guts of Esoteric Disciplines are laid bare for potential players and game moderators to rummage through, like Roman priests searching for the future in sheep intestines. Um. By which I mean you can build (or randomize) your own Esoteric Disciplines. Potentially, there are 100,000 paths for each Skill. Naturally, advice for implementation comes along with this dizzying power.
Pirates, Harlots and Storms
If you want ideas for your next REIGN game, open up Supplement 10. It contains three very different campaign frameworks, appropriate for courtly worldshakers, lecherous pirates, or cunning criminals. In addition to player handouts for those aforementioned world-shakers, Supplement 10 also has rules for modeling desperate man against nature conflicts aboard storm-wracked ships.
Full of Secrets
Everyone has something to hide, from sorcerers seeking perfect bodies (and the destruction of The Empire), to Opetkan mirror mages, to commonplace thieves and adulterers running away with a set of dedicated, tactical chase rules. Also, some handy reference sheets. Also, coins. All in Supplement 9.
The Eastern War
The Empire's most obvious threat is the Maemeck Matriarchy, described here in detail, including the despised Quellers. Though the nation's security depends on them, these anti-mages are held in low regard within their homeland as without. In contrast, the notorious Crimson Guard are showered with rewards, and all that's asked in exchange is their faces, their lives, and their absolute loyalty. Other bagatelles, such as maps that conform to 'traditional' physics and an insight into Upunzi math, are also to be found in Supplement 8.
Original Character Sheet
8.5" x 11"
Revised Character Sheet
8.5" x 11" | A4
Revised Character Sheet, with Blank Spaces
8.5" x 11" | A4
Company Reference Sheet
Nothing in this world is perfect, and that’s particularly true
of a book that has the note “See page 98” on page 98. Thanks
to the vigilance of the fan community, a number of mistakes, contradictions
and plain ol’ perplexities have been spotted in REIGN, and in the
file below, they’re addressed.
the REIGN errata
That didn’t take too long, now did it? Just click the link in the
header and you can enjoy Assets, Black Thirst and creepy shadow warlocks
in your REIGN game.
Supplement Two: People of the Blade
People of the Blade adds details to two of Heluso’s most warlike
cultures -- Dindavara and the Western Marches. It contains…
Two complete sets of Martial Techniques, one for hellishly
huge battle-swords, one for paired short swords.
Smoke Sculpting, the Marchers' magic of creating instant
buildings and tools out of nothing more than common smoke.
One Roll Dindavarans, another addition to the popular
one-roll character generation charts.
Stoneheart Guardians, a Dindavaran order of sorcerer
monks who sacrifice their dreams, feelings and weaknesses on the altar
of their god's will.
The Doom of Swords
Doom of Swords is a short story tied in to Supplement #2,
explaining the history of a pair of sword fighting styles. Between deception,
adultery and war, there's plenty of sword fight motivation in it.
Supplement Three: Secrets of Sorcery
Ransomed in under a week, this supplement includes the following material.
Do-It-Yourself Magic. Guidelines to adding new spells
to the existing Helusan and Milondese styles.
School Building. Step-by-step instructions on creating
entirely new systems of REIGN magic.
The Conjoining Priests of Setekesh. An example build,
complete with giants, human sacrifice and the ready possibility of flying
Creatures. Hey, everyone loves new monsters, right?
Supplement Four: Owners of the Seas
If you missed it on the frontpage — another REIGN supplement is
for download right now.
° A discussion of Ob-lob culture, values, religion
° Two sets of their martial secrets, both for unarmed
fighting and for using wickedly sharp 'hell hooks.'
° Aqueous Divination, a system of magical fortune-telling,
along with discussion of just how to handle foreknowledge in your game.
° One-Roll Ob-lob character generation.
This REIGN supplement fleshes out the continent of Milonda, specifically
Desert. It's home to eye-eating immortal oligarchs, religious prudes
living side-by-side with lewd criminals, alligators, wind boats, incense
and the world's most effective magical healing. Have fun.
By Popular Demand
I polled the fans about the order in which they wanted to see some of
my completed mat
erial, and the r
esult was Supplement
Six. New Advantages, new Esoteric Disciplines (including at least
one for every Skill that lacked one in the main rule book) and riding
mounts based on the Cambrian super-predator Anomalocaris.
By Additional Popular Demand
More feedback from fans indicated that one-roll Ulds and Truils should find a home in Supplement 7. Also included: Unit-based tactical combat and an adorable little short story.
There's been discussion about port cities in REIGN's unusually-shaped
setting continents. Since I'm just now starting a game based around a
boat, I’ve created some handouts for my players, which I'm also
putting here. Remember, I'm a writer, not an artist: Judge accordingly.
Muhulc, a city
Darkport, the northernmost
Confederate port of consequence.