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The World Below

Created by The World Below RPG by Onyx Path

A tabletop roleplaying game of subterranean fantasy, horror, and exploration.

Latest Updates from Our Project:

More Stretch Goals! More Actual Plays!
about 1 year ago – Sun, Oct 29, 2023 at 06:29:50 AM

Never give in to the consuming Abyss, friend explorers. Just five drops from here you will find an oasis of clean water and rich minerals. Close your eyes and listen. The World Below will guide you.


Hello Diggers!

I've got two fun things to share with you today! The first is one concerns our latest discoveries as we delve further into The World Below - our latest Stretch Goal reward!



ACHIEVED! -At $43,000 in Funding – WORLD BELOW MONSTER CARDS – A set of Monster Cards with illustrations on one side and information on the back will be released as a “Print-and-Play” PDF and added to the rewards list of all backers receiving The World Below PDF as one of their rewards. Backers will receive an option to order a physical version from DriveThruCards at a discounted rate.

A great tool and resource for Storyguides! And another bonus reward which will automatically be added to all appropriate backer pledges!

Shall we continue on our journey? Shall we dig deeper to discover more treasures below?


We'll continue our strategy of having a celebratory goal to mark our progress and help us marshal our resources - our Kalm season, if you will - followed by some new content for the game.



At $46,000 in Funding – WORLD BELOW MOBILE WALLPAPER – Weird and wonderful World Below artwork will be used to create a wallpaper for your mobile device lockscreen. This lockscreen wallpaper will be added to the rewards list of all backers supporting this project.


At $49,000 in Funding – DIGGING DEEPER INTO THE WORLD BELOW – The World Below Adventure Supplement PDF will be expanded to include a follow-up adventure. Our second adventure concerns the building and protection of our settlement, the political maneuvering of the guilds, and the clashes of dogmas that go on behind the so-called "safety" of the settlement walls.

That's right, if we hit this goal the Onyx Path team will be able to expand the supplement we unlocked earlier with some adventure and intrigue back at home. I like the exploration and adventure aspects of The World Below but I'm equally intrigued by the community bits and social interactions, so it'll be great to have this side of the game covered in this supplement as well!

AND if you want to see and hear the game in action, I've got some more Actual Play sessions for you. We looked at some of these last week, and now we've got some new entries and some new chapters of existing stories...



ACTUAL PLAY EPISODES

The Old Ways Podcast explores NEW DEPTHS in The World Below with their adventure into the darkness. Listen in as  three characters come together to locate new food resources for their community before it's too late!



Queen's Court Games begins their exploration of The World Below with The Farthest Gate Episode 1.

When a plague of rats descends upon the underground settlement of Mud Town, four adventurers are tasked with investigating a long-abandoned citadel and securing much-needed supplies. The route is perilous, flush with dangerous monsters and unpredictable Kaos magic, but Mud Town will only survive if our heroes can survive the tunnels, and open The Farthest Gate.

You can <LISTEN HERE>

The Dork Tales team prepares for their delve into The World Below with a Session 0 covering Character Creation before their adventure kicks off in upcoming Episode 1.


So, great job everyone! Let's continue to explore and move deeper into The World Below and see if we can't get that second adventure in our story path unlocked as a reward to all current backers and an incentive for new backers to join in!

Please continue to share this campaign in your social circles and on your social media! Everyone's doing a great job thus far, so let's keep it up! We're just about halfway through our time in this campaign, so let's see if we can make the second half just as amazing!

I'll be back Tuesday morning with our next Manuscript section. All backers of this project will be able to read the entire draft version of the manuscript during the campaign before any pledges are processed or payments collected! Unlike exploring in The World Below, we're trying to make it as risk-free as possible! So check in Tuesday as we learn about Thesis and Synthesis and get the full Kaotic Sorcery rules.

#TheWorldBelow


Preview: Kaotic Sorcery
about 1 year ago – Thu, Oct 26, 2023 at 09:07:09 AM

A Kaos portal! And a big one at that! 

Genrik is exploding with excitement and can barely concentrate to mark his map with the appropriate symbols. The air emerging from the gate is spicy, fetid, and warm. There’s a moistness to it I find discomfiting, but the promise of adventure… It’s inviting.

Joanne wants us to return to the Bura market we found three hours ago, to relative safety. Fyrn wants to step through the portal and find out what’s on the other side.

If we pass through here, we’ll be stepping into the unknown. Maybe to another strata, perhaps to a cave filled with poisonous gases. It could even be another world, if tales are to be believed.

But what might we find on the other side?

I feel the rumbling of something close, boring through the earth or marching through nearby tunnels.



Kaotic Sorcery

Kaos is everywhere in the World Below. It permeates the stone and air, infuses the water and darkness, and is part of every inhabitant whether they be plant, animal, or something stranger. Kaos grows stronger the deeper adventurers travel. The strongest form of raw Kaos known to anyone within the World Below emanates from the Well, but some whisper that even the Well isn’t the source of Kaos, as it’s close to the Well that Kaos and Abyssal energies crackle and crash in their permanent elemental battle. Yet, the Well is as close as living beings can come to pure Kaos without being torn apart and unmade — or worse, made into something alien and unknowable.

Many Paths teach their followers how to draw on Kaos in rote ways. Every creature from the World Below can draw on and use the Kaos saturating the world when needed, if they’re willing to accept the risk. Certainly, no one can ever draw on Kaos entirely safely — except perhaps the Well Liches. Sorceries are possessed only among the truly adventurous, who seek to master their world and overcome all adversities.

Playable characters possess Kaotic Sorceries as detailed in Character Creation. These can also be purchased through the expenditure of experience at the close of the Kalm if the character meets the prerequisites. 

All player characters can use Kaos to activate mystical abilities that influence the world and themselves. Sorceries are dramatic manipulations of Kaos that require rolls to activate, with success, failure, and the possibility of Kaotic Retaliation always present.

The practices of Kaos-wielding are divided into Wisdoms, which bring order and structure to the Kaos from which they draw. Practitioners of these Wisdoms can purchase powers for which that they possess sufficient indoctrination into the mysteries of their profession. These powers are often utilitarian where prerequisites are low, allowing characters with that Wisdom to perform the duties expected of them. They become more remarkable and dramatic at higher ratings, and where requirements are stricter.

Each Sorcery belongs to a single Wisdom, but members of multiple Callings can access them at different times. This reflects the sharing of knowledge and Wisdoms among the peoples of the World Below. During character creation and with experience, characters may purchase Sorceries for which they meet the prerequisites. During the Kalm season, where characters are focused on the development of their Calling alone, they can only take a new Sorcery from within their Calling’s Wisdom.

Boh

Devout and faithful believers rely on Boh to enforce their beliefs and edicts through the power of Kaos. The Holy draw on Kaos to pass judgment, enforce edicts, and relieve suffering. Kaos channeled through Boh can elevate the downtrodden and strike down the mighty as the believer funnels Kaos through their faith to work an array of miracles. Healing and purification of the mind, body, even the environment is possible through Boh. However, this faith can also be utilized to punish or rebuke the wicked, driving the unholy away from the pious and inflicting grave and lasting harm to the enemies of the faithful. 


Heliogy

Heliogy taps into Kaos’ ubiquity to sense beyond what is plainly seen, heard, tasted, touched, or smelled. Farsighters draw on Kaos to delve into the past or future, to look through darkness and impenetrable rock, or to hear whispered conversations as if they were plainly spoken. Kaos channeled through Heliogy goes beyond physical senses and enters the realm of the mind, allowing the Farsighter to communicate with strange animals that thrive in the caverns, to understand the needs and wants of others, and to build communities around themselves through this understanding. 

Shykar

Hunters who study and practice Shykar learn to read the traces of Kaos left in the wake of almost all creatures in the World Below. Even the most light-footed creature barely touching the hardest stone leaves a fragment of their spoor for Hunters to follow. Similarly, the mix of Kaos with life’s energies trace understandable paths within the bodies of the Hunters’ prey, pooling and revealing a beast’s weaknesses even through the toughest of armor. The interactions of Kaos mingled with life and unliving stone weave tapestries across locations, revealing which creatures dwell close by, differentiating patterns of movement, and calculating who preys on whom. 

Transmutation

Transmutation empowers Alchemists with command over the inanimate. Through channeling Kaos, Alchemists can safely grasp and manipulate materials that would strip the flesh from other characters and animate the inanimate into something close to living. They understand the elemental makeup of the world around them, the interactions of material, energy, and Kaos that combine to make the stone all around, the air needed to breathe, water to drink, and materials far rarer and with other valuable properties. The Alchemist’s workings can combine these materials in ways impossible for others to achieve, bringing malleability to the immovable, resistance to the immaterial, and combing the properties of different components. 

Umbral

The Umbral Sorceries worked by Silhouettes deliver intimate control of the Kaos infusing their own bodies. Silhouettes channel Kaos to twist and contort their bodies into unnatural shapes and proportions, some believing Umbral Sorceries owe more to the Dark and the Abyss than they do Kaos from the Well. They can jellify their bones to fit through impossible gaps, stretch limbs to grasp at far objects, or dissipate the force of falling from high ledges. Silhouettes intimately understand the effects of poison on the body, allowing themselves a measure of immunity but also knowledge of how to concoct potions that interfere with biochemical functions in ways desired by the Silhouette, either to paralyze or murder, or perhaps simply interfere with the victim’s sight or hearing for a time. Silhouettes can manipulate shadows, drawing them in and cloaking themselves in the absence of light to hide from detection, or even travel through shadows at higher levels of mastery. 

Kaos

Kaosists wield Kaos in as close to its wild form as they can while still bringing an element of predictability and repeatability. These Kaos powers straddle the line between Structured and Wild Kaos and bring greater inherent risk and uncertainty than those channeled by other Paths. However, the tradeoff that Kaosists happily accept is the potential to create and control even more powerful effects than followers of other Paths — assuming they don’t lose control and the Kaos doesn’t turn and retaliate against the caster. 

Free of being filtered through aspects controlled by other practitioners, Kaos commands power over life and death, including in its purview the ability to heal and harm. Kaosists can also gain the ability to safely hold greater stores of the unpredictable energies within themselves, to channel these to craft powerful Kaos artifacts, open gates to connect far-flung locations, either for travel or to pass elemental energies through the passageways. The Kaosist’s connection to Kaos also allows them to detect and follow Kaos energies in the world, including an unerring sense of direction, as they always know where they are in relation to the Well. 

Although Kaosists have the greatest control and command over this border between channeled and tethered, they don’t play in this space alone. Other Paths access and learn Kaos powers, though they require increased effort and cost, and do so at greater risk of calamity.

Kaosists risk destruction of mind, body, and soul through their tampering with barely restrained energies.



Channeling Structured Kaos

Characters can channel the Kaos surrounding them in structured forms known as the Wisdoms of Boh, Heliogy, Shykar, Transmutation, and Umbral. Using these Sorceries carries less risk than attempting to tether Wild Kaos, though any manipulation of Kaos has the potential to stir its Sorcery in undesired ways. Alchemists, Holies, Silhouettes, Farsighters, and Hunters all channel Kaos to manifest effects they’ve learned though experience and repetition. 

If they meet the prerequisites, characters can gain new Sorceries during the Kalm. 

To channel a Sorcery, players roll their character’s Skill + Attribute noted in the Sorcery’s prerequisites, adding the presence of any controlled Kaos objects or locations in within close range as Enhancement if the roll achieves at least one hit. The base difficulty for this roll is 1, and Complications may come via distracting environments, imminent threats, volatile Kaotic energies, the level of the strata on which the character is situated, or the character carrying injuries.

Kaos Wisdom

Wielding the Wisdom of Kaos follows the basic Sorcery mechanics as described previously, but the effort and concentration required means that Kaos Sorceries are always simple actions, and never reflexive, even where a Sorcery is classed as supplemental. 

Unlike other Sorceries, the Kaos Wisdom doesn’t suffer Complications from the location’s Kaos level, instead gaining Enhancements from it. 

If a non-Kaosist accesses the Kaos Wisdom, they can add no Enhancements, including from the environment. 

Channeling Kaos, even with training and practice, is risky. The degree of severity by which Kaos Sorceries impact the caster can be greater than when casters funnel their Sorcery through other Wisdoms. 

Sorceries

By channeling Kaos with will and wisdom, amazing magical effects are possible. Note that where Sorceries have a range of dots (such as Animate Corpse Minion, which ranges from • to ••••, each dot must be purchased separately, and they must be purchased in sequence). Though the Sorceries are divided into their Wisdom categories, some Sorceries are accessible to Callings not linked to their governing Wisdom, as per the prerequisites of each.

Boh

The Holy Wisdom of Boh concerns itself with healing, protection, blessings, and curses, the wielder’s devotion to their gods or philosophies granting strength of resolve. Strangely, Boh is the only Wisdom locked to a single Calling. This reality lends credence to the theory that Boh is not a product of Kaos, but of divine energies.

Chastise the Unholy (•••)

Wisdom: Boh  Style: Supplemental
Prerequisites: Calling: Holy, Close Combat •••, Presence •••
Dice Pool: Close Combat + Might

This power allows the Holy to unleash divine vengeance on their enemies, ripping the flesh from their bones in a brutal display of righteous anger. The Holy makes a Close Combat attack against a target within close range who currently has the Branded Status Effect and is declared unholy. The target suffers 1 Injury and gains the Bleeding Status Effect. 

Additional Tricks: Additional hits can be spent to increase the brutality of the blow. At a cost of 1 hit, the caster may add the Burning Status Effect to the target. The caster may also spend hits to purchase Melee Tricks or Universal Combat Tricks.


Flames of Judgment (••)

Wisdom: Boh  Style: Supplemental
Prerequisites: Calling: Holy, Close Combat ••, Might •••
Dice Pool: Close Combat + Might

The Holy lashes out against their enemy with a fiery strike. The caster recites a prayer of condemnation and makes a Close Combat attack against a target within close range. If successful, the target gains the Burning Status Effect. 

Additional Tricks: Additional hits can be spent to purchase Melee Tricks or Universal Combat Tricks.

Restore the Flesh (•••)

Wisdom: Boh  Style: Simple
Prerequisites: Calling: Holy, Medicine •••, Composure ••

The Holy selects a target within close range who currently suffers from the Agony, Insensate, Branded, Burning, Liquified, Petrification, or Warped Status Effect, the caster perceives the cause of the Status Effect, and the fastest mundane means to resolve the Status Effect.    

Additional Tricks: Additional hits can be spent to immediately end one identified Status Effect on the target at a cost of 2 hits per Status Effect resolved. The caster may also extend the effective range of this power by one range band per 2 hits spent on increasing the range.


Heliogy

The Farsighter Wisdom of Heliogy draws power all the way from the surface to the depths of the World Below, to grant divine insight and a druidic connection to the Vast Underneath.

Call Animal (•)

Wisdom: Heliogy         Style: Simple
Prerequisites: Calling: Farsighter, Leadership ••, Presence ••; or Calling: Hunter, Survival ••, Manipulation ••; or Calling: Kaosist, Esoterica ••, Composure ••

The caster reaches out into the Kaos connecting all things and calls out for an animal to come to their aid. An animal using the Pest minion template arrives at the beginning of the caster’s next turn. The animal is friendly and follows the caster’s verbal instructions, acting on its own initiative. The animal remains until the end of the scene or until destroyed; whichever comes first. The caster may extend this duration by an additional scene by feeding the animal their blood, taking 1 Injury for each scene. If this effect’s duration is extended for a number of scenes equal to the animal’s desperation pool, the minion becomes hostile to the caster and their bondmates at the end of that scene. Otherwise, the animal runs away at the end of the story. Extending control in this fashion irritates the creature. While it remains obedient, the animal becomes aggressive, growling or nipping at the caster and their bondmates whenever not actively engaging another combatant.

Additional Tricks: Additional hits can be used to increase the minion template of the summoned animal. Each 2 hits spent in this fashion increases the template of the minion summoned by one step. The caster may also spend 2 hits to forge an unspoken bond with the creature. If they do, the animal gains the Branded Status Effect. While this effect persists, the animal follows unspoken commands and acts on its own initiative in the fashion dictated by the summoner. 




Kaos

The wild and diverse Wisdom of Kaos is no true Wisdom. It’s the ability Kaosists call upon to channel that rawest of powers in the World Below: fundamental Kaos. The consequences for doing so can be dire. The vast majority of Kaos Sorceries utilize the Esoterica Skill.

Aegis (•)

Wisdom: Kaos Style: Supplemental
Prerequisites: Calling: Kaosist, Esoterica •, Resolve ••
Dice Pool: Esoterica + Resolve

One of the earliest effects a Kaosist learns is the art of channeling Kaos defensively. This Sorcery can be activated when using a defensive action, allowing the player to roll to purchase Defense Tricks as they mold ambient Kaos into protective forms, shields, or fields which appear with a dull indigo glow.  

Additional Tricks: The caster can spend 1 hit to gain 1 dot of armor. The caster may also spend hits from this roll to purchase Defense Tricks. The wielder may spend 3 hits to add the Kaos Locked Status Effect. If purchased, the Kaos Locked Status Effect ends when the armor reaches 0 Health Levels or when the scene ends; whichever comes sooner.

Kaos Spear (•••)

Wisdom: Kaos Style: Simple
Prerequisites: Calling: Kaosist, Esoterica •••, Might ••••

With this Sorcery, the wielder summons a spear of raw Kaos in physical form. Flecks of every color of the rainbow dance along the spear’s length. The summoned spear is a weapon with the Reach tag. When the caster deals 1 Injury with this weapon, they may choose to inflict the Taxed Status Effect on the target. If they do, the Kaos Spear disappears. 

Additional Tricks: Additional hits can be spent to add weapon tags to the Kaos Spear. The Brutal, Deadly, Piercing, and Versatile tags can be purchased for 1 hit each. For 2 hits, the caster can cause the spear to impart the Branded Status Effect when imparting the Taxed Status Effect on the target. 

Umbral

The Silhouette Wisdom of Umbral empowers its casters’ desire to manipulate shadows, strike with deadly precision, and warp their own appearances to better disguise their motives.

Body of Sand (••••)

Wisdom: Umbral         Style: Simple
Prerequisites: Calling: Kaosist, Esoterica •••, Dexterity •••; or; Calling: Silhouette, Athletics •••, Stamina •••

Upon activating this Sorcery, the caster gains the Liquified Status Effect for 2 rounds as their body transforms into a collection of animated grains of sand. This allows the Kaosist to squeeze through tight spaces, hide on a dirt floor, or avoid damaging effects.

Additional Tricks: The wielder may add rounds to the duration of this Sorcery at a rate of 1 round per hit. They may purchase the Kaos Locked Status Effect for 3 hits. If the caster has the Kaos Locked Status Effect already, they may spend 2 hits to add this Sorcery’s duration to the existing Kaos Locked Status Effect.

Shadow Wall (••••)

Wisdom: Umbral         Style: Simple
Prerequisites: Calling: Silhouette, Larceny ••••, Resolve ••••

With this Sorcery, the wielder crystallizes the shadows in an area into a massive wall, large enough to surround everything within short range. The wall acts as heavy cover (10 Health), reaching up to a medium range height in an open cavern but stops when it contacts earth or stone in any direction, and has 2 armor to reflect its ability to withstand damage. Once reduced to 0 Health, the wall disappears. The wall can be placed anywhere within medium range of the caster or may be used to surround the caster and their companions within short range but is stationary once placed and remains until the end of the scene. The wielder may dismiss the wall at any time as a reflexive action, pulling the shadowy material into themselves and healing 1 Injury.

Additional Tricks: Additional hits from this roll may be spent to purchase armor tags for the wall, for 1 hit each. The caster may add the Kaos Locked Status Effect to the wall for 2 hits.


This is a tiny tiny excerpt from the Kaotic Sorcery chapter, which will be available to backers next Tuesday! If you haven't backed yet, join in and you'll have access to the entire draft manuscript before any pledges are processed or payments collected. We've released two sections so far, and have another three to go!

Plus backers can submit comments and questions in the Feedback Form, which will be used by editors and developers as they shepherd the manuscript through the next stages of editing and development!

Until then, let's continue to work our Kaos ritual and summon more and more backers to join our cause down in the deep!

#TheWorldBelow

Manuscript Review: The Kalm Season
about 1 year ago – Wed, Oct 25, 2023 at 06:42:03 AM

We’re lost. Genrik was sure this was the way, but I don’t remember this chasm. We crossed a fissure on our way to the tenebral caves, but it was no wider than a jump. This one requires a bridge. Unless the stratum changed around us outside the Kalm season, we’ve taken a wrong passage somewhere.

To their credit, Genrik and Fyrn remain optimistic. Genrik is already at work amending his map. Joanne is sullen. She thinks we’ll struggle to reach Longdeep in time for our reward.

I think we just need to find a local or better, a community. We passed a caravan of Chlzyl, but they kept themselves to themselves, even when Fyrn offered to speak on our behalf.

The question is whether to double back or cross this chasm and get even more lost. 

In the meantime, I’m admiring my surroundings. I should be scared right now, but taking in the luminescent fungi, the diamonds scattered across the vaulted ceiling, and down in the chasm the glow of a molten silver river… It’s impossible to not admire the beauty. It’s dangerous, but it’s beautiful. And it needs exploring.



Hello Diggers,

Before we have a brief review from our latest manuscript section, I wanna share some Stretch Goal updates! First, a major victory, and one I'm very excited about!


ACHIEVED! -At $39,000 in Funding – ED GREENWOOD’S MOUNSTROUS ECOLOGY – A PDF supplement detailing some of the strange and unique creatures that dwell in the World Below. The intrepid Ed Greenwood delves into some of the common colossal bugs, monstrous entities, and carnivorous beasts dwelling in the World Below with the first part of our ecology book.  This PDF supplement will be added to the rewards list of all backers receiving The World Below PDF as one of their rewards.

That's right, Ed Greenwood will be writing about bugs and creepy crawlies for The World Below! Already a part of the writing team for this book, it'll be great to get more words and wisdom from the legend. And we're calling this "Part One" because we'd love to keep funding and eventually be able to come back with a "Part Two" Stretch Goal option! Let's keep at it!

Before that, though, we'll have a few other options. Keeping with our routine so far, we'll have a celebration target to help us keep up our energy and pace, and then a new content goal right after. Let's check 'em out!



At $41,000 in Funding – WORLD BELOW DIGITAL WALLPAPER – Weird and wonderful World Below artwork will be used to create a wallpaper for your computer desktop. This digital wallpaper will be added to the rewards list of all backers supporting this project.


At $43,0000 in Funding – WORLD BELOW MONSTER CARDS – A set of Monster Cards with illustrations on one side and information on the back will be released as a “Print-and-Play” PDF and added to the rewards list of all backers receiving The World Below PDF as one of their rewards. Backers will receive an option to order a physical version from DriveThruCards at a discounted rate.

I love having visual aids to show players, especially as you get into some of the odder elements of The World Below! A handy resource, to be sure! Love it, let's keep this ride going and unlock these two new Stretch Goals!

With those new goals in place, it's time to review a bit from our latest manuscript section, which was made available to backers yesterday <in this update>.

For me, one of the most interesting bits from yesterday's systems chapters is that stuff that happens *between* adventures! I love seeing stuff like this, which really shows how your actions affect the ecosystem, and also how you characters are a part of a greater whole. Maybe the story you're creating is but a chapter in a much larger tale.

The Kalm season allows gives time for the characters to get new gear and provisions, and for players to spend XP and grow their abilities, but it also allows the game to impact the world around the characters. Neat stuff here!



Kalm

Stories carry hopeful tones of what it was like to live in a light-filled world without a care or problem in sight. In these stories, people had time to stay still, enjoy their homes, and build elaborate and illustrious cities. Pining for this world in part fuels the Farsighter Heliogy, but the World Above now is no place to live, and certainly no place to stay.

Now, the only reason people stay in one place for any length of time is Kalm. 

Kalm’s a subterranean season for folk to hole up in their caves and corners and dig in against the trials of the World Below. People exchange exploration and the pressure to migrate downward for building, creating, and defending what’s theirs. Despite the name implying a time of peace, the World Below becomes intensely hostile during Kalm, forcing its inhabitants to shelter from the storm. The outer dangers include raging storms of Kaos that somehow leave the Vast Underneath’s monstrous inhabitants unaffected and able to assault and invade the territories of others. The phrase “Kalm and Kaos go claw in claw” becomes a mantra during the Kalm season. Few but the mightiest adventurers venture out at this time.

In game terms, Kalm happens after every adventure. It’s not sustainable for a group of characters to spend their whole lives fighting and hunting: they need time to rest and heal. They’re also expected to participate in their community: mending walls, training guards, and making sure the settlement doesn’t starve. Sometimes Kalm’s planned, as when every member of the community’s needed to bring in the seed pod harvest. Other times it’s forced on a community, as when swarming insects trap people in their homes for protracted periods of time. Ideally Kalm would be a quiet period during which the player characters shut out the Vast Underneath from their homes and families, but it rarely is. Something always happens to stir up interest, whether it’s something terrible or a happy event like a discovery that makes life easier or a wedding that brings the settlement together for a moment of happiness.

For clarity’s sake, while Kalm applies to communities, settlements, and even tiny habitats, any reference to one is a reference to all in this section.

Five things happen during Kalm. 

  1. Check if the settlement achieved its last Kalm Aspiration. The settlement forms a new Kalm Aspiration.
  2. Kalm Events: things that happen to the settlement, outside the characters’ control. 
  3. Kalm Developments: goals the characters set out to achieve — improving their community, bolstering defenses, etc. 
  4. Kalm Crafting: the characters can choose to focus on crafting mundane or magical items during Kalm.
  5. Characters spend the experience they’ve earned, if they wish.

These activities resolve in the same order every Kalm, even though they’re abstractions of many things happening at the same time. 

1. Party and Kalm Aspirations

Completed party Aspirations pay dividends during Kalm. They speed up relevant developments or steer the community toward more positive Kalm Events. 

The completed Aspiration might materially affect the status quo, for example getting rid of a corrupt, lazy leader, or it might just give the community members a much-needed boost of confidence and resilience. If the characters completed a party Aspiration in the previous adventuring season, move down two rows from the rolled result on the Kalm Events table. 

Communities and settlements form their own Aspiration every Kalm season, to be agreed upon between the players and Storyguide. If they achieved the last season’s Kalm Aspiration, move down four rows. 

If both party Aspiration and Kalm Aspirations apply, choose whichever result you prefer. 

Kalm Aspirations also lead directly to positive Developments. A completed Kalm Aspiration should deliver one breakthrough. 

2. Kalm Events

Each Kalm season becomes known for one occurrence. It’s not the only thing that happens during those weeks or months, but it’s the event that goes down in history. Successes have a way of making people forget minor setbacks, and disasters make everything else feel trivial. Some settlements name Kalm seasons after their memorable event: Swarm Season, or When We Murdered All Those Raiding Bura. 

While Kalm Events are designed to be random, if you’ve spent several sessions setting up the threat of raiders from a nearby settlement, it’s fine to have that happen during Kalm instead of rolling. 

Every Kalm Event has three components:
  • A short summary. 
  • A description of what happens if the settlement successfully Resists or Exploits the event.
  • Another description of what happens if it doesn’t. 

Some Sample Kalm Events

Kaos Storm
Kaos rages outside the settlement, contaminating everything with surging energy. 
  • Resist: Attempts to wield Kaos near the settlement have +1 Enhancement and bear a Major Complication, which if not bought off causes a Major Kaotic Retaliation. This effect lasts until the next Kalm season.
  • Fail: The effect is permanent. 

Abyssal Incursion
Awful things from voidward storm the settlement. 
  • Resist: The Abyssal forces either destroy a Feature or abduct a Specialist (players’ choice).
  • Fail: The settlement gains the Overstimulating Area Effect to reflect the lingering fear and paranoia. 

Rockfall/Collapse
A section of rock collapses above or below the settlement.  
  • Resist: Remove one of the settlement’s Features. 
  • Fail: As Resist and remove one Industry. 

Dragon
A dragon makes its new lair nearby. 
  • Resist: The dragon requires a one-off tithe to ensure the community’s safety. Reduce primary dice pools by one until next Kalm.
  • Fail: The tithe is ongoing (and the primary dice pool reduced) as long as the dragon stays. 


3. Kalm Developments

Kalm Developments are the result of the players’ efforts to guide and improve their settlement. They’re long-term projects that can take several Kalm periods to complete. 

Characters can work on Kalm Developments independently or together, using the normal rules for Working Together. A character can have more than one Development underway but can only roll to advance one of them in each Kalm season. 

Each Kalm Development has: 
  • A goal. 
  • One or more breakthroughs, each requiring a number of hits to complete. 
  • A clearly defined impact on the settlement. 

Developments have between 1 and 3 breakthroughs, depending on complexity. Building a storehouse in a community with plenty of space and building materials would only need 1 breakthrough. The same project in a cramped warren of passages, where the only plentiful material is fungus, would require 3 breakthroughs: one to find a location, another to find materials, and finally the last to build the storehouse. 

Unlike regular actions, Development rolls don’t fail. They just contribute no hits toward the breakthrough. The player keeps rolling each Kalm until they achieve the breakthrough or abandon the project. 

Breakthroughs generally involve research and development, preparation, and activity. The settlement’s status or the goal’s simplicity might let the character skip one of these breakthroughs. Characters might reduce the hits needed for a breakthrough during a story, such as by finding a piece of technology to reverse engineer or making a trade agreement with another community. 

A Development can’t achieve more than one breakthrough per Kalm season. If actions during a story complete a breakthrough, move on to the next breakthrough when Kalm starts. If those actions finish the Development the community benefits from it immediately.  

Developments are limited only by the players’ imaginations, but the list provided here is a sample. Replace goals with more specific ones that suit the player’s intentions and adjust the breakthroughs and Skill + Attribute combinations as appropriate. 

Some Sample Goals and Breakthroughs

Develop Industry/Agriculture
Goal: Improve, or initiate, a way of producing food or resources for the community. 

Breakthroughs
  • Survey settlement — Survival or Science + Intellect (1 to 3 hits)
  • Develop production techniques or obtain livestock/raw materials — Technology + Intellect or Persuasion + Manipulation (1 to 3 hits)
  • Implement new techniques — Leadership + Presence (1 to 3 hits) 
Impact: Either roll two extra dice to resist the effects of Scarcity or add an additional Industry to the settlement’s traits.

Change Leadership
Goal: Replace the community’s leader(s) with someone who shares the character’s vision — or with one of the characters themselves. 

Breakthroughs
  • Determine what the community wants — Empathy + Composure (1 to 2 hits)
  • Craft compelling arguments — Persuasion + Cunning (1 to 3 hits)
  • Lobby for change — Persuasion + Presence or Manipulation (1 to 3 hits) 
Impact: The community exposes itself to hardship to help the characters. They willingly give up resources or divert people from community industries to support the characters’ goals. This loyalty won’t last if the characters don’t repay it. 

Bolster Defenses
Goal: Build fortifications: defenses walls, traps, alarm systems and the like. 

Breakthroughs
  • Plan defenses — Close or Ranged Combat + Intellect (1 to 3 hits)
  • Obtain materials — Technology + Might or Persuasion + Manipulation (1 to 3 hits)
  • Build defenses — Technology + Intellect or Leadership + Presence (1 to 3 hits)
Impact: Increase the settlement’s Defense rating by one. 


4. Kalm Crafting

The Kalm season is the optimal time to create new weapons, armor, and tools to prepare for explorations and adventures to come. Your characters may approach artisans and Moths in the local settlement to procure new gear, or may choose to build such items themselves. 

5. Experience Expenditure

Once the Kalm period concludes, players may spend the experience they gained during their previous period of activity. This represents time spent studying, training, or stumbling over discoveries, and the rest they’ve enjoyed (with any luck) allowing them to become stronger in their chosen fields. 



OK, we've got some new Stretch Goals! We've got a new system to help us navigate our downtime between adventures! Let's use our Kalm time this week to continue to spread the word in our social circles and on our social media and let other backers know about this game and this campaign!

Tomorrow, I'll be back with a preview of Sorcery from the game!!


#TheWorldBelow


Backers Draft Manuscript Part 2 - Systems!
about 1 year ago – Tue, Oct 24, 2023 at 04:17:35 AM

We made a mistake. We’re resting for just a couple of hours before moving further. Joanne says she doesn’t know how far the tenebrals will follow us. They’re creatures of darkness, we think, but does that mean they’re attracted to light — to snuff it out — or they’ll only prey on us in the gloom?

I don’t know, but they got Sharpstone. He swung his void sickle for dear life, but I think it strengthened the shadows… I saw them wrap around him, pry his armor open, and just like that, he was a shadow… 

It was an error to pry out so many of those blue jewels. They were locking something in the walls, and as we secured our findings, the place filled with living darkness. Or unliving? I don’t know. 

I don’t know.

Genrik can still lead us back to where we were on the Manyways Dark. We may have lost our Alchemist, but there’s still four of us. We can make it.



Hello Diggers!

Are you ready for Systems? Because today we're getting two chapters from The World Below draft manuscript, with the Storypath Ultra system chapter and a chapter covering all of the survival systems in the game.


BACKER FEEDBACK

We crowdfund these projects because Backers Make It Better, and sharing the draft manuscript sections allow us to note errata or point out parts that need clarification. Onyx Path has created a special The World Below Feedback Form that you can use to submit any corrections or comments directly to the development and writing team so they can have some guidance during the next rounds of development and editing.

To submit Feedback directly to the writers and developers, please use this form, which you can access here <THE WORLD BELOW MANUSCRIPT FEEDBACK FORM>



DRAFT MANUSCRIPT PREVIEWS - BACKERS ONLY

Remember, thanks to BackerKit magic, these download links are visible to Backers only - you must be logged in and reading this on the website to have access to the manuscript preview links. So, if you're reading this via e-mail, click that "Read The Update" link on the bottom and I'll see you below the title treatment...

Sunday Stretching - New Stretch Goals!
about 1 year ago – Sun, Oct 22, 2023 at 08:27:13 AM

There’s a rumor I heard. Maybe you’d like to hear it too. There’s enough information out there to confirm exactly what happened to the World Above and when it happened. It’s out there all right. The guilds have got it. But not in one place, no. There’s a reason the guild headquarters are spread across the World Below, their archives and vaults deep and buried. Each one has a piece of information, but unless you can put it all in one place, it means nothing. How do I know? I’ve broken into two vaults. And now I’m going for number three…


Hello Diggers!

First up, if there are any Darv fans out there, let's hear it! Because they're not getting love in our Ancestry poll! Right now, it's tied between Entissia and Makiru, with Elvs close behind. There are no big repercussions from the poll, it's just for fun, but you've got one more day to vote if you wanna jump in! Scroll on down to the bottom to make your pick!

Secondly, and much more important to our campaign, we've now achieved both of our posted Stretch Goals!



ACHIEVED! - At $32,000 in Funding – WORLD BELOW T-SHIRT ON REDBUBBLE – A World Below-themed Backer shirt will be hosted on Onyx Path’s Redbubble store for a limited time. Only backers will be notified when the shirt becomes available for purchase.


ACHIEVED! - At $34,000 in Funding – DELVING DEEP INTO THE WORLD BELOW – A starting scenario to play or serve as an example for a World Below Storyguide. Our first adventure concerns the most common field of play: venturing from the safety of one's settlement to explore, face dangers, and hopefully return with resources to strengthen one's communities. Expect some surprises in this one! This World Below Adventure Supplement PDF will be added to the rewards list of all backers receiving The World Below PDF as one of their rewards.

That means all backers who have pledged to a tier that includes The World Below PDF will have the Delving Deep adventure PDF automatically added to their rewards list as a bonus and will receive it for FREE once it's available! All new content, in addition to your The World Below PDF!

That's great... but we've still got more than three weeks to go in our campaign. So... more Stretch Goals?

We're gonna mirror our first two targets, first listing a new possible option and then a bonus reward with new content. So let's see what we've got...



At $36,000 in Funding – ALTERNATE EXPLORER’S BAG ADD ON OPTION – An alternate version of the Explorer’s Bag will be made available as an Add On option. Backers pledged to the Explorer reward tier will be able to select which bag they wish to receive in the Pledge Manager after the campaign.

I've got a few messenger bags from other campaigns now and make pretty good use of them. They do seem to be the just the right size for my game books and dice and pens and a notebook or two. With this campaign, just like you've got options for your Ancestry (remember to vote in the poll below!), you'll now have options for the messenger bag - or you can add one of each via the Add On options!

The new bag will take inspiration from the deluxe cover and have the bright green dragon image on a green and black bag! If we hit this Stretch Goal, we'll add a mock up to the Add On menu so you can get an idea of what it'll look like. And any pledge tiers that include the messenger bag will have the option of which one to receive when the Pledge Manager opens.

And for our bonus new content goal... well, this one is pretty exciting to me. As an old gamer from the dark ages of the hobby, I'm pretty excited to see Ed Greenwood working on The World Below. I first encountered Mr. Greenwood's work in the old Monster Ecology articles in those early Dragon magazines. So it's my absolute pleasure to see this next Stretch Goal reward.



At $39,000 in Funding – ED GREENWOOD’S MONSTROUS ECOLOGY – A PDF supplement detailing some of the strange and unique creatures that dwell in the World Below. The intrepid Ed Greenwood delves into some of the common colossal bugs, monstrous entities, and carnivorous beasts dwelling in the World Below with this ecology book.  This PDF supplement will be added to the rewards list of all backers receiving The World Below PDF as one of their rewards.

I know I'm a bit of a cheerleader and seem to be excited about every development with these projects (it's my job!), but I can't overstate how excited I am for this one! Seeing this goal pressed buttons deep in my memory center that I didn't even know existed. Fun stuff!



OK, I'll calm down now. But let's not calm this campaign - we're doing great, and let's see if we can keep our pace through these next Stretch Goals! Please continue to share news of this project in your social circles and on your social media and let's see if we can't get Ed Greenwood to start writing about bugs and beasts!

#TheWorldBelow