top of page

Spelldancer

Spelldancer is a Fantasy RPG written by B F Irving and set on Elizium, a mythicla land dominated by beast-men (anthropomorphic descendants of various races of animal, including the "Ape-Son's, or "Humans" as they prefer to call themselves), Spirits (Such as Elves, Goblins and Trolls), Undead, Giants and Wyrms (Dragon's, Wyverns and Hydra).

Elizium is a detailed, rich, fantasy setting, that is both familiar enough to let players jump right in and strange enough to devlop thier sense of wonder.

​

The Spelldancer line is well suported with adventure modules and detailed optional suppliment books and the range is constantly expanding.

Spelldancer: Rules

Spelldancer brings to life a dark fantasy world where beast-men races vie for their place in the world, amongst the ancient spirit races and the forlorn giants.

​

In the beginning, Elizium was the home of giants. The spirit world looked upon Elizium with interest, and some of their number descended from the Umbra to walk upon its face. The spirit races watched as some of the beasts grew and walked upon two legs instead of four.

​

Now the races of the beast-spawn have spread their influence to almost all of he world, driving the giants to the edge of extinction, and shunning the dark, dangerous places beloved of the Spirits.

​

Dark magic and panoramic cultures bring this alien world to life and open never-ending possibilities for adventure.

​

* Flexible character generation.

*Customisable magic items.

*A variety of playable races from beastmen (descended from the animal life of Elizium) to corporeal spirits (spirit creatures from the umbra that have anchored themselves to Elizium by constructing mortal bodies).

*Rules for curses, illness and misadventure.

*Fully supported with its own facebook group and free resource section on our website.

*Believable cultures.

 *Tactical combat manoeuvres that can make a significant difference to the outcome

Adventure Modules

Our adventure modules for Spelldancer provide you with ready to play adventures for your tabletop, Ideal for when you need a senario in a hurry, or you can  modify and expand them if you wish.

Born In Flames Book #1: Fire and Destiny

Ancient evil, born again from the flames...

​

A simple housefire has unleashed an undead fiend on the village of Longstaff.

 

Beseiged by strange occurences, a brave band of villagers undertake a quest for knowledge, to end the horrors which plague their village.

​

To find the knowledge they seek, they must brave the Wild Woods and treat with the legendary Witch of the Wild Woods.

From this will come a prophecy, which will set their feet on the path to greatness, or death.

​

This adventure is designed to be used with Spelldancer and can be used for new, inexperienced or moderately experienced characters. It is intended for parties of 3-6 players.

​

(Part #2 Comming soon)

Secret of Serpent Tor

The ruin had been there since the time of my grandfather's grandfather. No-one knew cared what it had once been.  What it had become to us was a source of dressed stone for our homes and granaries and for the walls that we built about the fields.

​

Within the hillside, through what was left of the dilapidated ruin stood a plaster statue of what we assumed was some long-forgotten hero, or deity perhaps.  Plaster.  For generations we had thought the statue to be worthless plaster, and we had left it untouched, perhaps out of reverence for those who had once felt the subject worthy of a statue.

​

Then, one day, I found a block of stone had fallen from the roof and cracked the plaster away from the statue's shoulder.  What I found beneath was the first surprise, but not the last, for what I found beneath the plaster was gold. 

​

Who had hidden it thus and why I knew not, but there it was, a king's ransom in a damp, dingey chamber within the hill.  Nothing but the ancient, crumbling ruins outside to watch over it.  Or so we thought… Not until we tried to move it did we uncover the true, and dreadful, Secret of Serpent Tor.  A secret that cost me an eye and the lives of so many old friends.  A secret that wakes me screaming in the night still to this day.

​

The Secret of Serpent Tor is a an adventure for the Spelldancer fantasy RPG by Gethsemane Games. Intended for a small group of of moderately experienced or a larger group of inexperienced characters, the adventure pitches the party headlong into a desperate struggle to contain an ancient evil, a cult of demonic serpent folk, unleashed after centuries of imprisonment and bent on once again subduing all around them.

​

Fabulous wealth and terrible danger await those that would learn The Secret of Serpent Tor.

Sulphur Pits of Nathezda

An adventure for the Spelldancer RPG, intended for experienced characters. (New players can create experianced characters ussing the Spelldancer; Revised flexible character generation system).

​

Deep within the bowels of the earth, an ancient evil lies hidden. Beneath the ruins of a village so accursed that its very name can no longer be spoken, a terrible secret waits to be uncovered.  A secret that the Malmori lords would prefer remained lost.

​

​

Trouble at the Troubadours Rest

​

It's a dark and stormy night. A lone carriage makes its way across the Twin Kingdoms, buffetted by the storm. The coachman, desperate to reach a safe haven before the flash floods sweep him and his passengers away to a watery grave, drives onwards through the night.

​

A safe haven, like the renowned Troubadours Rest, where the inn-wife's stew is as good as any in the Twin Kingdoms, and the beds are dry and warm. But all is not well in the Troubadours Rest. Where has everyone gone? And what are those lights in the forest beyond? And just who is the mysterious stranger who seems to appear from nowhere?

​

These are all questions which will be answered when your players become embroiled in 'Trouble at the Troubadours Rest', a Spelldance adventure for inexperienced to moderately experienced characters (with notes on how to adapt for a more experienced group of adventurers.)

​

Will they survive the horrors that have come to the coaching inn?

​

​

Supplements and Gazetteers

Supplements and Gazetteers add more detail to parts of the world of Elizium than I could include in the rules.  Each one takes a region, city, religion or society and expands upon it with more indepth information, NPCs and advventure ideas for the GM

Secrets of the Sea Kingdoms

Off the coast of Continental Eroon, beyond the island kingdom of Colosh lies an unassuming archipelago, home to a mysterious Theocracy who's very existence has done more to shape the cultural and historical development of the world of Elizium than any other since the mage wars.

 

Pirates and raiders from the Sea Kingdoms have terrorized the Islands of the Ocryst ocean for generations, and their raids against the west coast of Eroon lead to the rise of Gothman I, who forged the west coast aliance that would become the Eroonian Empire.

​

The savage elemental Gods of the Sea Kingdoms and tier Priest Kings have shaped the modern world from the great Ziugrat in the bay of the sared city of Ral Ardoor, and now, thier serets are laid bare for the GM.

 

Secretes of the Sea Kingdoms is a supplement for the “Spelldancer” Fantasy RPG by Gethsemane Games. An in-depth gazetteer detailing the rich culture of the Theocratic Sea Kingdoms, their history, religion and society. The book also covers rules for building and sailing ships, engaging in ship to ship combat and creating adventures on the high seas for your Spelldancer characters. With a section on new creatures that dwell in the seas and oceans of Elizium, “Secrets of the Sea Kingdoms” will expand your avenues for adventure and brings to life a rich culture.

City Book #1: The City of Vor-Laran

The first in my "City Books" line, which will each detail a single city in he Elizium setting in great depth and deail, City Book #1: The City of Vor-Laran can be used with any fantasy RPG setting.

​

In the Elizium setting, the city stands on the Southern border of the Empire and is the jewel of the south.  Home of Duke Ateran, the city is the site of the Imperial University and stands as a bulwalk against the hostile lands to the south.  Its formidable defences include a large imperial garrison, and a naval base. Within these pages, you will find places of interest within the city, adventure ideas, the feared Tower of Screams, and the prestigious Imperial University, where the Empire's finest minds study.

"Vor-Laran is an interesting city, systemless and open to be adapted for any fantasy world, it does have its own character. If you have need for a city, or ideas for a city, this inexpensive product is a good resource." - Sean H, Feature reviewer at One Book Shelf.

City Book #1: The City of Vor-Laran

Port Apek, one of the founding cities of the Empire, stands upon the northern bank of the Great River Apek where it meets the Orcryst. A bulwark against the dangerous wildlands south of the river, Port Apek is one of the most cosmopolitan cities in the Hinterlands, where people from all over the world come to ply their trade in the summer or enjoy the famous "Freeswords Festival" in the winter.

​

The Freeswords Festival, where the best (and the worst) mercenaries from across the Empire and beyond come to compete and demonstrate their martial prowess.

​

Meanwhile, beneath the city, in the mysterious tunnels of the Undercity, where the ratmen serve the city by maintaining its sewers, many dark and terrible secrets lurk unseen by the eyes of the Imperial authorities.

​

Port Apek, where all across the city strange things occur when the Blue Moon is full and bathes the city in its eerie glow.

​

City Guide 2 is a supplement for the Spelldancer RPG by Gethsemane Games, but can easily be used to provide a fascinating city setting in any fantasy RPG.

bottom of page