Unlocked Reign: Realities

The Newborn World, By Jose Garcia. The Newborn World is a prehistoric fantasy setting where you and your friends play inhabitants of the Tabula Rasa, a literal island of stability in the chaos of the Endless Ocean. Life on the island is harsh, but you are more than just a group of hardy survivors. You are Kin, a band of individuals united by purpose and one of the very first societies. With the power of Shaping and Naming at your disposal, you can remake the land as you see fit. With enough strength and power, you will transform the island into a setting ripe for future campaigns…if the other Kin on the island don’t do it first.

Gifts of Starlight, Gifts of Stone, By Rabbit and Brandes Stoddard. Click here for descriptions of all unlocked Reign: Realities. There is a place in the world where the gods speak directly to those who are willing to hear them. In their wisdom, they grant their blessings to those who best embody their will, to implement in the world. In this place, the Courts of the Fey and the Parliament of Giants compete in works of creation and curation in the living world. They strive to prove for their factions, or just for themselves, that they will put the gods’ gifts to best use. Other factions seek to form a union of these two peoples, while some seek to claim the Gods’ gifts for themselves alone, defying the will of the courts. Still others wish to destroy the Sacred Domain altogether, forever shattering the link between the Gods and the world.

And finally, what of the mortals, thus far denied entry to the Sacred Domain?

December Revolution, By Lochlan Sudarshan. The year is 1984. Since the end of WW1, the United States and Russian empire have been on peaceful terms. The Bolshevik Revolution is little more than another unsuccessful coup relegated to the footnotes of history. For decades, both countries’ best and brightest minds have been working alongside one another instead of at each others’ throats, pushing mankind to unimagined technological heights. This has come at a cost. With increased progress, there is increased consumption. Without the creeping specter of the other guy making something first, conservation has largely gone out the window. There may be fewer barriers to making the latest and greatest people-mover or bigger, thinner flat screen, but resources are growing scarcer every day. People are always designing bigger and better rockets and don’t need to use them to blow each other up anymore. Soon, the day will come when the US-Russo coalition weeps for new worlds to conquer. What are you going to do about it?

Leviathan, By Greg Stolze and Patrick O’Duffy Down Under is under siege. As the leaders of a government conspiracy keeping a lid on strange happenings, you’re tasked with investigating an outbreak of UFO sightings, strange illnesses, and dangerous cryptofauna. But how can you organise a response when your agents keep dying or going insane, and when your political rivals steal your budget? Welcome to Leviathan, a Company-focused campaign about bureaucracy and ontological horror set in the exotic land of modern-day Australia.

Age of Sail and Cogs, By John Snead This supplement for Reign, Second Edition brings the continents of Heluso and Milonda into an age of muskets, pirates, cannon, printing presses clockwork, and hot air balloons, similar to the Napoleonic Era on Earth. In this era, empires are expanding, literacy and agricultural productivity are both increasing, wars are becoming deadlier, increasingly advanced technology is being created in workshops by skilled crafters, and social change is in the air. This supplement transforms the setting of Reign into a world of clockwork magic and naval battles between oceangoing vessels and hot air airships.”

Silver Pavilion, By Allan Goodall Fifteenth century Japan is a country embroiled in civil war. Kyoto is in ruins. Powerful lords strike from fortified manors separated by labyrinthine trench lines. In distant provinces lesser nobles clash as they expand their domains and settle old scores. Neglected peasants join warrior monks in revolt. In dark forests and on lonely mountains, spirits and demons stalk the unwary. As player characters guide their clan to victory during the vicious quagmire of the Ōnin War, the opportunities are as great as the dangers, for this is a time of gekokujō, when “the low overcome the high”.