project-image

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:

Look & Listen - World Below Media
about 1 year ago – Sat, Oct 21, 2023 at 08:50:52 AM

We decided on a detour and I still think it was a wise choice, even if Fyrn and Sharpstone voted against it. We had time to spare and Genrik’s map didn’t have this cavern complex mapped. Isn’t this what the Union wants us to do? 

Anyway, we found huge caves and tunnels wide enough to ride a ptera through them, three by three! What’s more, the walls are lined with strips of glowing blue rock. Have we stumbled into the sapphire stratum, or are these the World Below’s veins? Joanne thinks they could be Kaos rocks. 

We’re going to take another vote on what quantity of these minerals to mine once we’ve mapped this place. It’s going to take some doing; hundreds of smaller tunnels branch off from here, with some looping back around to others and others narrowing to thin points. 

Something strikes me though. A cave complex this big being completely uninhabited? Either it only opened up during the last Kalm, or there’s a reason nothing lives in here.


Hello Diggers,

I've got some video and audio bits to share with you today, stuff that goes over interesting things from The World Below: thoughts behind some of the elements that the writers have brought in; how to make characters; actual gameplay; and more. 

I will note that these video links look a lot better on the website, so if you're reading this in your e-mail, it's sometimes worth it to click to come over to the Crowdfunding site and read it there for clarity.

Let's start with a video that is posted to the main page, but worth a re-post for sure! It's the Gentleman Gamer, Matthew Dawkins, introducing The World Below:



Matthew is the originator of many of the concepts used for this game and setting, and wrote and developed the manuscript that backers have been reading since day 1. We'll get more chapters throughout the campaign, and backers will have access to the entire draft of the game before any pledges are processed or payments collected. If you're reading this and curious about the game but haven't joined up yet - pledge now to gain access to the manuscript updates, knowing that you can cancel if this game turns out to not be your thing. But I'm sure once you start reading, you'll get as excited as the rest of us!

This next video is a bit older, a World Below panel from Onyx Path's Virtual Gaming Convention earlier this year. I was already excited about this game knowing that Dawkins and Evans were involved, but as an old gamer myself, seeing Ed Greenwood contributing to this project is almost beyond comprehension!   



And a reminder that one of super premium reward tiers includes a slot in an online game session with the Dawkins and Greenwood superstar combo!

This next one is an amazing discussion about creating and developing roleplaying games and has scope beyond The World Below, but features a lot of thought that went into this setting. M.K. Anderson and Matthew Dawkins discuss whether TTRPGs should be political. Interesting stuff!




Actual Plays

I always say that one of the best ways to learn about a game is to see it in action. While many of the Onyx Path team are able to do that in person at GameHole Con this weekend, we can check out these actual plays available online and get a better idea of how The World Below comes together at the table.

First up, the Lore By Night team plays a World Below one-shot called Tomb of the Spyder!



And the amazing team at Red Moon Roleplaying have an actual play of The World Below called The Serpent God's Fangs. Check out this five-part series here...




And finally for today, you can hear Onyx Path's Actual Play in two episodes now available on the Onyx Pathcast.

  1. Onyx Pathcast Episode 280: The World Below Actual Play I <LINK>
  2. Onyx Pathcast Episode 280: The World Below Actual Play II <LINK>


Finally, after all of that, I'm excited to note that we have smashed our first Stretch Goal target and are on our way towards doing the same to our second!


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.


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.

As you can gather from all of these discussions and play sessions, there's LOTS to explore in The World Below, and plenty of new things to delve deeper into with further Stretch Goals! So let's continue to rally - please share this campaign in your social circle and on your social media, and let's continue to explore The World Below!

#TheWorldBelow


FUNDED! - And Now Stretch Goals
about 1 year ago – Thu, Oct 19, 2023 at 12:27:53 PM

The siege lasted four Kalms and everything between. Thousands died so we might live. Killed in battle, captured and dragged away, enslaved to fight against us. But we endured. The walls stood and the strongest survived to draw breath. Fortress. This is our Fortress. Nobody will lay claim to all we sacrificed for it.

Hello Diggers!

Is explorers the best nickname we can have for backers? Let me know if you've got an idea that's better! The more awful the pun, the more likely I am to adopt it!

But that's sort of a side-chasm to explore. Because the BIG NEWS is...

THIS PROJECT IS FUNDED!


Thanks to your support, The World Below will begin the journey from a draft manuscript to a fully-developed PDF and hardcover release, launching a brand new gameline for Onyx Path! Amazing job!

Now, just like the heroes and characters of The World Below, we must continue to explore! The World Below provides... but only if we continue to dig!

So, let me just update my wardrobe...


... and let's set some new goals to tunnel towards.


As we increase the overall funding and support for the project, we’re able to add additional resources to the project, expand the rewards listed, and add in new offers and opportunities. Each Stretch Goal will have a target that, once reached, will add a project to the reward list for backers of the relevant Stretch Goal path. Soon, we'll have some graphics done up for these stretch goals, and we'll update the image as we unlock them!

Our first Stretch Goal will be a regular Onyx Path celebration. This first goal will help us maintain our pace, marshal our resources, and maintain our trajectory. For those who've backed previous Onyx Path projects, it's a familiar option for expanding your wardrobe, though I wish it would utilize a discard carapace or some kind of glowing mushroom.


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.

As we saw in our first manuscript preview, Chapter 3 of The World Below is something of a guide for players to create their characters. Within that chapter, you've got guideposts and checklists and something of a path you can follow to get to your end results.

So, our second goal will be something like that... except maybe for Storyguides? Something to help show the way toward telling their own tale of The World Below. An example, an outline, some kind of path to follow... for their story. A Storypath, if you will.


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.



OK, we've funded the book, now let's see if we can unlock the a starting scenario to help Storyguides build their tales, and then let's see if we can add some more new content with additional goals!

If you've just joined in, don't forget to check out the COMMUNITY tab on the Crowdfunding page. Our first update contains a link to the first preview from our Draft Manuscript, and we'll be sharing the entire manuscript in sections over the course of the campaign. 

#TheWorldBelow

#KeepDigging

Preview: Storypath Ultra - Basics and Tricks
about 1 year ago – Thu, Oct 19, 2023 at 10:00:10 AM

We set forth on our exploration of the Manyways Dark five days past. I think it’s been five days. The Union of Cartographers and Stratigraphers told us we’d be able to mark the days by sunfly patterns, but Joanne seems more interested in ice floes in these freezing caverns than the workings of bugs. We sleep when we’re tired; we walk when we have energy. We try to not fall into the freezing waters.

So far, progress has been solid and Genrik’s map is detailed. We encountered — and avoided — a vermi nest, but were forced into a fight when we entered a cave filled with marmantles. It’s days like that I thank Fortuna for my thickneck cleaver. It ain’t pretty, but it packs a punch when it hits.

After the marmantles, we kept sticking to the cool areas to avoid the magma pools on Genrik’s maps and the infernites the guild warned us about. 

We’ve a good harvest of edibles and clean water. 

By Fyrn’s best guess, we’ll reach Longdeep in two days. Not bad going for our first outing! We’ve been promised a sizable reward if we get there in ten days, and I think we’ll have time to spare.

The World Below provides, and for now, it’s providing us a safe route through the depths.


Hello Diggers,

Today I'm going to have a small preview from our next draft manuscript section, this one covering the system that powers the World Below. The World Below uses the Storypath Ultra system, which enables characters to be competent at what they do, while also presenting challenges with real consequences for both failure and success. I'm also going to insert some video explanations from the Gentleman Gamer himself, Matthew Dawkins.

Playing the Game

The core assumption in The World Below is that your characters are competent at basic tasks. The only reason to pick up the dice and roll is when the result of their actions carry uncertainty, and failure might push the story in a new or different direction.

Any time the outcome of an action is variable, could result in a consequence for failure, or performing the action successfully could set off a chain reaction of unintended consequences, then the player rolls dice to help determine the outcome of the action.

Rolling the Dice

Storypath requires the use of multiple 10-sided dice (d10). Whenever a character is taking an action that comes with risks, the player forms a dice pool for their action using a Skill and an Attribute. Usually, the Storyguide, the person running the game, tells the player which Skill and Attribute to use after describing the action she wants her character to take, but the player may also suggest a Skill and Attribute combination that she feels is appropriate. Players roll dice against a difficulty set by the Storyguide, and must accrue hits equal to or greater than the difficulty for their character to accomplish the action. 

The player collects a number of d10s equal to the number of dots she has in her Skill plus her Attribute combined and rolls. Each die that meets or exceeds the target number of 8 is considered a hit. Any die showing a 10 is considered a double hit, which means the die counts as two hits instead of just one.

When rolling for actions, players have access to a special mechanic called Enhancement; which are additional hits that are used in the same way as hits from rolling dice. If the result of the die roll comes up with at least one die at the target number or above, the player can apply her Enhancement to the roll as additional hits.

If the player accumulates hits equal to or greater than the difficulty, the character takes the action as described by the player. This is considered a successful result. Afterward, the player may choose to spend extra hits to purchase Tricks, which allow the character to do more with her action than originally intended, such as take an extra action or gain a benefit.

Some actions come with Complications applied, which create unintended consequences of succeeding in the action. When the player nets enough hits to overcome the difficulty, but there are Complications applied, this is a success with consequences. When an action has a Complication, the Complication is noted in parentheses next to the difficulty. (Sneaking into a darkling cave is difficulty 1(2) because it has a Moderate +2 Complication.) The Complication’s number does not factor into the ability for the character to take the action, only to avoid the consequences of succeeding in the action. If the player succeeds and buys off any Complications, then that is considered an extraordinary success. 

A player may choose to accept the consequences of a Complication and instead spend her additional hits to purchase Tricks if she so wishes. If she has enough hits, she may choose to buy off the Complication and purchase one or more Tricks that would apply to the action.



Enhancement

Enhancement comes from either equipment or special abilities, such as Theses and Syntheses, that add hits to an action. Enhancement applies after rolling dice, and only if the player has achieved at least one hit on the roll.

Enhancement is rated, usually from 1 to 5, and applies additional hits to the action equal to the rating of the Enhancement. Enhancement is not universal, meaning that if a character has Enhancement for one action, he won’t necessarily have it on another. All Enhancement lists what kinds of actions it can be applied to when the character gains access to it.

If a character would have multiple appropriate types of Enhancement that would apply to the same action, use the highest rated Enhancement bonus only, unless otherwise noted.

Example: Layla is climbing down a deep shaft with few handholds. To keep her footing, the Storyguide asks her player, Monica, to take an Athletics action against a difficulty of 2. Layla has climbing gear which offers a +1 Enhancement to the action. When Monica rolls her dice, she nets 1 hit. Because she has at least one hit, she adds an additional hit from the Enhancement from the climbing gear, resulting in 2 total hits, which is enough to meet the difficulty and succeed on the action.

Difficulty

Difficulty is set by the Storyguide and implies how difficult a task is to achieve. The difficulty is the base number of hits a player must spend to have her character successfully accomplish the action she’s attempting. Difficulties range from straightforward at 1 to almost impossible at 5. 

Difficulty is either static or opposed. Static difficulty is a number set by the Storyguide and does not change between actions. Use static difficulty for challenges that don’t change regardless of who is involved, usually dealing with inanimate objects or immutable tasks. 

Opposed difficulty is set by an opposing character, often when both characters are attempting to act at the same time. Both players roll for their characters’ actions and each hit generated, as well as appropriate Enhancement, becomes the difficulty for the other person. Because both players are rolling, they simply compare hits and check who has the most wins. The winner subtracts the loser’s hits from her own, and can use leftover hits to purchase Tricks as normal.

Note that opposed difficulty rolls are only Skill + Attribute vs. Skill + Attribute when player characters are competing. Where the opposition is a Storyguide character, that character uses their primary, secondary, or desperation pool as appropriate, as they lack specific Skills and Attributes.

Example: Shar is racing to find the head of a wellspring before her enemy, Darius, does, as he plans to poison it. The Storyguide determines that this is a Survival action. Shar’s player must roll Survival + Dexterity, while Darius (as a Storyguide character with decent ability in running) is using their secondary pool. The player and the Storyguide roll dice to determine who nets the most hits. Shar has a map of the area which grants her +2 Enhancement to her action. Shar’s player nets a total of 3 hits and the Storyguide only nets 2 hits for Darius. Because 3 is higher than 2, Shar finds the wellspring first.

Where a required roll is stated in a text example (such as for activation of an Synthesis or Sorcery) and difficulty isn’t specified, it’s automatically 1 unless outside forces influence its increase.

Level of Difficulty and Challenge Example
  • 0: Routine - Striking something immobile, convincing a friend to share a ration.
  • 1: Straightforward - Hearing footsteps, following a known path.
  • 2: Moderate - Picking out details in little to no light, using Kaos in an unexpected fashion.
  • 3: Challenging - Navigating through the Void, attacking a dangerous enemy.
  • 4: Extreme - Communing with a ghost, squeezing magic from a Kaos rock.
  • 5: Near Impossible - Digging through solid stone with your hands.




Tricks 

A player may spend hits to make her normal actions better by purchasing Tricks. Tricks are extra effects the player can apply to her character’s action to make it more effective. 

All actions have a set of general Tricks a player can choose to apply to her action. A player can purchase as many Tricks on an action as she has hits to spend, though each Trick can only be purchased once per action unless stated otherwise. Tricks have either a fixed or variable cost, and the cost for the Trick will be listed next to the Trick’s name. 

Tricks have either a fixed or variable cost, and the cost for the Trick will be listed next to the Trick’s name. In general, Tricks cost between 1-3 hits to purchase. 

Tricks costing 1 hit are small actions in addition to the original action. This may help a subsequent action, or create a small modification to a scene based on the action. A player can introduce a new fact about the scene, create a small opening for herself or others, or enhance her action’s effectiveness with a 1-cost Trick. 

Tricks costing 2 hits add an additional full action to the character’s initial action. The player may apply the same effect of her action to another target, create a whole new effect, provide a larger bonus to a subsequent action, or define a truth about the scene that creates a major benefit to herself or others. 

Tricks costing 3 hits are extraordinary. These make the character’s action defy what would normally be possible. The player may choose to end a fight early, create a truth that completely alters the scene, or remove someone from the scene in one action. 

The following are general Tricks that players can apply to any action: 

  • Assist (2 hits): You may extend your successful action to a single ally, allowing them to overcome the difficulty of the same action without any additional hits. 
  • Bolster (1-3 hits): Add Momentum to the pool equal to the number of hits spent on this Trick. 
  • Complicate (1-3 hits): Create a Complication for the target of your action. One hit creates a Minor Complication, two hits create a Moderate Complication, and three hits create a Major Complication. Failure to buy off the Complication results in your character gaining a benefit, such as dealing the target extra damage, knocking them prone, garnering a piece of personal information about them, or uncovering a secret. 
  • Shockwave (2 hits): You may apply the effect of your action onto another target. If the difficulty to apply that action to your new target is higher than the original (such as an opposed difficulty), you must spend hits to make up the difference. You may purchase this Trick multiple times on the same action. 



Defense 

In combat, characters can take action to defend themselves from an incoming attack. 

A character’s Defense sets the difficulty of the attacker’s roll. A character’s starting Defense against an incoming attack is always 1. When a character is attacked, she may take a defensive action using Stamina (no Skill is added). The difficulty of a defensive action is 0 unless otherwise noted. Each hit garnered from a defensive action can be used to purchase Defense Tricks. After she sets her Defense, the attacker rolls for their attack action. 

A player does not have to roll for Defense unless an attack is declared against her character. Once she is attacked once in a round, the Defense Tricks she purchased persist until the end of that round, meaning she may set her Defense on the first attack and keep it for future attacks if she wishes. 

A character may want to spend her action in the round to take a full Defense. To do this, roll the character’s Defense pool × 2. Each hit increases the difficulty required to inflict Injury or may be split among other Defense Tricks. This is a simple action and may not be part of a mixed action. 

Defense Tricks 

  • Dodge (1-3 hits): Each hit spent on the Dodge Trick adds 1 to the character’s physical Defense. 
  • Dive to Cover (1 hit): In response to a ranged attack, the character moves up to one range band away to reach cover established in the Area. Cover utilized by this Trick absorbs Injuries (p. XX). 
  • Move Away (1-3 hits): Each hit spent on the Move Away Trick increases the difficulty for an opponent to use the Rush movement action against the character. 
  • Roll Away (1 hit): Move one range band away from the attacker after the attack action is completed. 

Attacking 

Characters make attacks using their opponent’s Defense as the difficulty for the action. The most basic result of an attack is to deal a single point of damage to the opponent. Once a player spends enough hits to overcome the difficulty, she may inflict a single point of damage to the opponent for free. 

Any other maneuver a character may wish to take while in combat is a Trick she can apply to her attack. A player may choose not to deal any damage to her opponent and instead gain one hit to spend on a combat Trick. Each combat Trick can only be purchased once per attack. 

Universal Combat Tricks 

The following are Tricks a player may spend hits on for any type of attack action she makes. 

  • Attention (2 hits): Your blow draws the victim’s attention, meaning they’ll target you in the next combat round unless combat ends before then, or someone hits them with this Trick after you. 
  • Distraction (1 hit): The target suffers a +1 difficulty on all Ranged Combat and Athletics attacks until the end of your next turn. 
  • Critical (3 hits): Deal an additional damage to your target. 
  • Feint (1-3 hits): For every hit spent on Feint you generate Enhancement on your or an ally’s next attack against the opponent you’re attacking. You must designate the ally gaining the Enhancement bonus when you purchase this Trick. 
  • Pull Your Punch (0 hits): You choose not to deal damage to the target and instead gain 1 hit to spend on another combat Trick. 

Close Combat 

The following are Tricks a character can make when attacking with the Close Combat Skill. 
Close Combat Attack: Close Combat + Might or Dexterity 

Melee Tricks 

  • Break-up Grapple (1 hit): When targeting a character who is part of a grapple (that you are not in), you may use this Trick to end the Grappled Status Effect. 
  • Disarm (2 hits): You use your weapon as leverage, pulling or twisting your opponent’s weapon or item out of their hand. You may spend an additional hit to knock the item to a range band away from the owner. 
  • Establish Grapple (1 hit): You force your opponent into a grapple. Apply the Grappled Status Effect to your opponent. You may purchase any normal Close Combat Tricks on your attacks against them. 
  • Knockdown/Trip (1 hit): Knock your opponent prone where they stand. 
  • Seize (2 hits): You take an object held by (but not strapped or attached to) your opponent. You must have a free hand to use this Trick. 
  • Shove (1 or 2 hits): For one hit, you may push your opponent back a single range band. For two hits, you may push your opponent two range bands instead. 
  • Sunder (2 or 3 hits): You use your weapon to damage your opponent’s gear (weapon, armor, or otherwise), making it useless for the rest of the scene. Sunder costs 3 hits when used against items with a Kaos Touched, Kaos Forged, or Kaos Bound tag. 
  • Throw Person (2 hits): You may only purchase this Trick against someone to whom you’ve applied the Grappled Status Effect. You throw your opponent one ranged band in any direction. 

Ranged Combat 

The following are Tricks characters can purchase when attacking at range. 
Shooting Attack: Ranged Combat + Dexterity 
Thrown Attack: Ranged Combat + Might 

Ranged Tricks 

  • Destroy Object (2 hits): Destroy an object in the Area, such as light cover or a barrier. 
  • Pin Down (Variable): Pin Down applies a Minor Complication to the character’s next attack. If they choose not to buy off this Complication, then they receive one automatic Injury. A character can spend additional hits on this Trick to increase the Complication level on a one-for-one basis. 
  • Trip (2 hits): You spend hits to knock your opponent prone where they stand. 




Backers will have access to the full Storypath Ultra system chapter on Tuesday, along with a chapter that covers all of the Survival Systems used within the game. The World Below Provides... but only to the Worthy!

We're *very close* to funding this project. Please continue to spread the word on your social media and in your social circles and let's see if we can't cross that threshold in the next few days!

#TheWorldBelow



Manuscript Review: Paths into the World Below - DAWN
about 1 year ago – Wed, Oct 18, 2023 at 08:41:31 AM

The surface is a lie. There is no surface. It’s caves all the way down and all the way up.



Good Day, Diggers!

It hasn't quite been a full day since we launched, but we're already at 80% of our funding target and closing in on 400 backers! Please continue to spread the word about this project and let's see if we can't hit our funding target before my next update tomorrow!

Besides the launch yesterday, one of the best things about the campaign was getting access to the first three chapters from the book! Backers can access that first draft manuscript preview in our Welcome Aboard Update or by clicking <HERE>

Today, I want to review our first manuscript preview a little bit, look at some of the "Paths" into The World Below and maybe have a poll about what our favorites are so far? 

BACKER FEEDBACK


But I also want to help out the team by gathering any feedback for the writers and developers based on what you've read so far. 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>

PATHS

The World Below is a place where a person needs a purpose. Without one, the world will consume you one way or another. These purposes are named “Paths.”

Paths are sometimes referred to as adaptations, backgrounds, professions, philosophies, or religions. But whichever way you cut it, “path” is the common noun for a character’s skillset (“I see you follow the Hunter’s path”), the common verb for a character’s actions when following their ambitions (“Alaryck’s pathing his way to the Obscura, I hear”), and the common adjective for describing a character’s dedication, obsession, or faltering attachment to the same (“You’re so damn path-struck you don’t know if you’re breathing or drowning.”)

In The World Below, each character starts their journey with three Paths. These Paths are summarized as: 

Dawn (the product of their settlement or community, guild, dogma, and ancestry). Settlements and communities exist everywhere in the World Below, populated by people of varying dogmas, ancestries, and guilds. Despite this, all its denizens share one cause: survival and protecting one’s own. Everyone has their own origin and aim, and they call these their Dawns. Characters may possess many as they grow in experience.

Dialectic (the way in which their spirit, mind, and body attune to the World Below). Adventurers interacting with the phenomena of the World Below find their spirits and minds changing through a development known as the Dialectic, where a character’s attunement to and understanding of an energy or element allows them to work wonders. 

Calling (their profession, the role they occupy in their settlement or party, the way they carry themselves, or the fate to which they’re most dedicated). Characters have a destined role, their Callings. Whether a Hunter riding grand insects into battle or scouting safe tunnels for their family, a Silhouette creeping through the caves to deliver a lethal shot to a target, or a Kaosist manipulating raw magic through their body and mind, all Callings have their place.

Today, let's look at the first of these Paths and review some of a character's Dawn options.



DAWN - ANCESTRY


Ancestry is an important element of character creation to consider when thinking of how a character might view traditions, what their familial relationships are, and how they might appear. A character’s ancestry has no direct bearing on their Skills, Attributes, or Aspirations, as it’s not the case that all people of a certain heritage share a predisposition toward physicality, the sciences, or similar.

Ancestry: Darv
Few peoples in the World Below are so committed to celebrating their ancestry and trying to follow the ideals their predecessors laid down as the darvs. They sing the songs of their grandparents and have their family trees tattooed or engraved into their skins, with family crests often prominently stenciled into their foreheads. For all their perceived insularity, however, darvs have traditions relating to giving aid to those in need, especially when an injured traveler or wandering orphan stumbles into their care.

Ancestry: Elv
Of all the cultural traditions passed down from elv to elv, the most prominent one is their curiosity. Elvkin often repeat the mantra that “we buried the secrets of the world; it’s up to us to unearth them.” This sense of curiosity encourages a strong tradition of exploration and sharing their findings with others. Many elvkin believe in a utopian glade of immense size, buried somewhere in the World Below, waiting for them. They call this place Pan and ascribe it a religious and cultural importance.

Ancestry: Entissia
Entissia group more tightly into family units than most peoples in the World Below. While they possess no predisposition for species-based hostility, they’re aware that among the people who embarked upon the Great Descent, they alone are egg-laying, cold-blooded reptilians. Therefore, they know long-term, safe habitats are vital for their survival and have little understanding for those who feel happier as nomads. This, in turn, leads to their being some of the most reliable keepers of static troves of knowledge and comfortable inhabitants of ancient ruins, provided those ruins can be made secure.

Ancestry: Hobgob
A numerous and varied group, the only cultural commonality that joins the hobgobs is a firm sense of irony, sarcasm, and with it, mischief. The development of this trait is perhaps due to the adversity their ancestors experienced (and they now live with) in the World Below. Since taking their freedom, hobgobs celebrate it with Kaos rocks and deep stones formed into jewelry, not because they think they look good or are even appropriate for their surroundings, but because they identify the Great Descent — and therefore proximity to the Well (or more rarely, the Abyss) as symbolic of their freedom. Hobgobs make up the bulk of Well Keepers for this reason. They enthusiastically adorn clothing with as many pieces of Kaotic ore as they can locate on their adventures.

Ancestry: Human
Humans are stereotypically known for their technological and magical innovations and their energy in the face of dire threat. Humans are writers of stories, inventors of machines, and exploiters of Kaos. This doesn’t mark them out as particularly different from other ancestries, except for the successes they enjoy in such practices. Humans are far from the most populous ancestry in the World Below, and it’s a common refrain from one human to another that “we are not long for this world.” Whether born from a place of hope that escape from the World Below is within reach or a dire sense of stoicism that the fight is already lost, humans tend to see everything as temporary, migrating more in communities than fixed settlements.

Ancestry: Makiru
If the makiru are typified by one ancestral tradition (aside from their pessimistic view of the world to come), it’s their absolute devotion to children, or “pups.” Makiru are born as rats, and as they grow, they develop into their humanoid forms, retaining claws and a rodent’s features but otherwise reaching the average body proportions of a human or elv. Makiru possess an instinctive drive to sacrifice everything for their offspring, even when those pups are adopted or found and don’t bear the same genetic signatures. As far as makiru are concerned, the world may have ended for those in adulthood, but children are destined to build a future on the ashes of the past. They’ll put everything on hold to patch up an injured child.

A character's Dawn also takes root in their settlement or community, guild, or dogma.

DAWN - COMMUNITIES and SETTLEMENTS

Communities and settlements create the pulse of life the World Below so sorely needs to stave off the encroaching Dark. The different between the two is slight, but exists in the eyes of most guilders, who identify as community as “a nomadic or small group, often of a monoculture or monodogma, and unfriendly to the guilds,” while settlements are “population centers, typically unmoving and pluralistic, supporting more than one dogma and guildhouse.” Exceptions exist, but the Moths guild isn’t far off the truth of it. Another way of viewing the difference is that while settlements fortify against dangers, communities would prefer to flee or advance in the face of danger. A character’s community or settlement is the place they call their sanctuary, though they may not visit there as much as they like.

Some Communities and Settlements include:

Community: Bura
This prowling community of intoxicated brewers are the most well-known raiders of the Vast Underneath, and in their chaotic way, reinforce the hegemony of power around the Well. They’re a hodgepodge band of misfits and outcasts, many of whom have fully embraced their Synthesis, making them a form of elemental hazard wherever they choose to roam.

Community: Zilenz
This nomadic monastery’s people spend their lives diligently mapping the World Below, contributing huge volumes of knowledge to the cartographers’ collective libraries and universities. They revere the element of ice, and traditionally clad themselves with armor imbued with elemental properties. Their heavy, studded gauntlets mark them out for their pugilistic hobbies.

Settlement: Oracaster
Few settlements ring so rich and warm as Oracaster. It’s a mainstay settlement, demolished and rebuilt many times over in its capacious caverns and halls, and situated over a closed magma tunnel. Loyalists to the power of the Well have often targeted it, but each time it rebuilds bigger and stronger.

DAWN - DOGMA

A character’s dogma need not be faith. The important thing is, it’s the part of their Dawn that always drives them forward, to believe there’s hope, or to give them an obstacle to overcome. Dogmas may come in the form of an organized religion, such as the charitable Church of Golthon, or the inquisitorial, World Below-revering Temple of the Benevolent Earth. Alternatively, they might adhere to a loosely bound faith such as the Fortuna-worshiping Casters, who deliver poetic justice to the deserving and good luck to the unfortunate. The Kaos-struck worship the Well as a place of great spiritual significance. Meanwhile, the Hades Tract is a school of philosophy that posits all the World Below’s inhabitants are dead and working through an afterlife. On the face of it, it’s an odd belief; but the Hadeans are convinced of their truth. More still have their own dogmas, codes by which they must follow, or actions they take as holy, unholy, blessed, or cursed. At the far end of the spectrum, are the worshipers of the Lords and Ladies of Rot, known as the Vrot, who devote their existences to furthering Antitheses in league with the many monstrous inhabitants of the World Below.

The dogma aspect of the Dawn Path is deeply personal to each character. Some find cause in communal worship, polemics, or study, while others seek the enlightenment of the solo pilgrimage. Just because every character has a dogma doesn’t imply every character is a fanatic. Some are fair-weather believers in their path and shift the lines whenever they fail to suit. Others are, however, ardent faithful, and many of them find homes in the Temple of the Benevolent Earth or the Well, with all the rhetoric and magical wisdom that comes with it.



DAWN- GUILD

The Vast Underneath contains five major guilds. The Union of Cartographers and Stratigraphers is well known throughout the World Below for enlisting brave adventurers in the task of mapping geological strata and discovering safe passages through them. The Company of Artificers are dedicated to crafting everything from the simplest tools and warmest jerkins to extravagant devices and vessels that can sail beyond seaward. The Excavators and Explorers Collective sometimes clash with the Union, but where the latter map, the former dig and put themselves on the line to build safe, long-lasting tunnels between settlements, along with mines for the purpose of unearthing valuable minerals including Kaos rocks. The Kitchen is a culinary guild, to which members pledge fealty in exchange for rare ingredients, insight into the locations of unusual forms of sustenance, and a deep knowledge of poisons. Finally, the Moths are a mercantile enterprise who at one point were a community known as the Nurene, but have since become a nomadic guild of traders, outpost builders, and appraisers.

While adventurers need not claim membership in a guild, it’s highly likely a guild has recruited your character, or perhaps you know of them through someone in your ancestry or community. They’ve trained your character to perform specific tasks, such as survival in the wilderness, the procurement of strange food and drink, or the excavation of deep stones. Guilds are present in every settlement and keep eyes open on the young folk likely to survive into adolescence, as with every up-and-coming adventurer is a means of furthering their influence and knowledge of the World Below. They monitor abilities youths put on display, because every guild is watching for certain sets of attributes.

Guild: The Kitchen
Gastrevores explore sustenance and healthy needs, largely by creating detailed accounts of edible and poisonous substances, work that has given them the moniker “the Kitchen.” They examine the life cycles of slimes, worms, and molds, determine what such things eat themselves and where the most abundant supplies of them are to be found, and what medicines can be derived from them. They also explore sanitation, and the disposal and recycling of wastes (diseases spread by improper disposal, and what lifeforms of the World Below are attracted to large deposits of fresh waste).




Of course, this is only a tiny review of the much larger list of Dawn options and inspirations found in our first manuscript preview. And a character's Dawn is only one of the Paths that they walk in The World Below.

Let me know what your favorite Ancestry is in today's poll! And share your favorite community or guild or Dialectic (and why it's Myceli!) or Calling in the comments for this post! Or debate around the web! Onyx Path's Discord is pretty lively with The World Below chat! Come and join in or start your own thread or post in any discussion zone!



And please continue to spread the word about this campaign! A brand new game from Onyx Path that combines so many different topics and approaches, there's bound to be something for everyone!

Let's keep working towards hitting our funding target, and I'll be back tomorrow with a glimpse at our next manuscript preview section, which contains the rules for the Storypath Ultra system!

#TheWorldBelowProvides













Welcome Aboard - Manuscript Preview #1
about 1 year ago – Tue, Oct 17, 2023 at 11:01:44 AM

The Kaos runs through these caves like blood through veins. Crack a rock and watch it gush. Let the Kaos wash over you. Weave it like a spider with silk!



Hello Explorers!

My name is James, and I’ll be your Onyx Path Crowdfunding Concierge for this new Earthbane Cycle project. Earthbane Cycle - that's the fancy name given to the overall setting and game line introduced by this project - The World Below. I’ll be updating the campaign as we go, hopefully adding Stretch Goals, answering questions, and providing support wherever needed as best I can.

I’ll note that I’m not part of the creative team on this project – so I won’t be able to immediately answer some of the more intricate rules or design inquiries – but having me manage this Crowdfunding campaign allows Matthew and the whole team of developers and writers to keep their focus on the awesome projects that they’ve got in the works.

That said, feel free to make me your point person for any questions or issues you may have. I'll make sure to dig up answers as quickly as possible and clear up any issues that arise. Mostly, I'm just looking forward to an exciting ride along with all of you on this (and future) projects.

This comment section is for all members of this community – united by our shared desire to see this project fund and develop – to cheerlead the project and figure out how best to spread the word about what we’re building here. If you’ve started a thread on whatever social media platform exists today or a Discord conversation about the game or this campaign – let me know about it so we can share that info. If you’ve discussed the game on a blog or podcast, let’s hear about it! If you’ve got funny ideas for social media hashtags, well we can do those too!

I will also be the person who gets to share the updates and previews with you! As noted on the main page and in the pledge descriptions, I also get to share an exciting treat – The World Below Draft Manuscript previews, so you can start reading the book immediately! Scroll down to the bottom of this post on the website to see the first BACKERS-ONLY update for a download link.

So, welcome to Crowdfunding by BackerKit! Welcome to The World Below! And now let’s see what lurks ahead in the deep darkness…


International Shipping – Collected in the Pledge Manager

One quick note about Shipping before we get into the manuscript previews. 

First up, it's amazingly expensive to ship, especially from Onyx Path's home base in the US. We get that, but there's not much we can do at this time. Onyx Path is in a difficult space where the company is big enough that they're not saving money by fulfilling out of Rich's garage, but small enough that they can't really set up international partners to handle portions of the fulfillment. So we are where we are - for now. 

The best we can do at this point is to plan carefully, advise everyone up front that international shipping will likely be expensive (see our projections on the main page) and only charge what it costs us when the time comes. We’ll be charging for shipping in the Pledge Manager once the books are being printed and we can deal with the actual shipping charges rather than using our best-guesses this far out. If you live outside the US and aren't sure you want the hardcover or other physical items, you can pledge to the PDF tier now and upgrade your pledge in the Pledge Manager once we know the final shipping costs.

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...