A Mighty House

Rich and Powerful House Draax influence the world of Naalrinnon by sea. Draax, Dragon God of the Boiling Seas cultivated her army of priests and marines into a powerful force. This House plots the total domination of the world of Naalrinnon. Their dream is to see every species, and god bow low to their might. With twisting plots and nefarious schemes, Draax and her three Merchant Queens seek to subjugate all life. New Gods of Mankind and Anointed Heroes must reckon with this power.

Salamanders of House Draax introduce this pugnacious and boisterous culture to the world of Naalrinnon. Within the pages of this book game masters and players will find.

Salamanders of House Draax Richard Leon

  • Salamanders of House Draax introduce this pugnacious and boisterous culture to the world of Naalrinnon. Within the pages of this book game masters and players will find. Details on the cultural, religious and political structure of House Draax Every Salamander Port with each district described How to create a Salamander of House Draax Player Character Add some unique villains to your next table-top role-playing game.
  • Dark Skull Studios
  • 101 pages
  • Details on the cultural, religious and political structure of House Draax
  • Every Salamander Port with each district described
  • How to create a Salamander of House Draax Player Character
  • New Anointed Powers for House Draax
  • New Anointed Skills for House Draax
  • Weapons and Equipment for House Draax
  • Ideas and Plot Hooks for New Gods of Mankind and Anointed games
  • Stats for Shimmering Fang Marines

Add some unique villains to your next table-top role-playing game.

Get the Book on Drive Thru RPG Here or RPGnow Here.

Or buy it from our website direct here!

How to Use This Book

A New Flavor to Anointed/New Gods of Mankind

Within the New Gods of Mankind universe a player will first experience the environment she creates with her fellow players. Playing in the world of Naalrinnon takes imagination and work. In character creation, players form tribes, with just a couple of thoughts or background such as Nautical in Anointed. Over time players flesh out their tribes and territories with each player creating villages, buildings and a unique culture. This microcosm is the heart and soul of the game and we encourage players to develop their own unique place in the world. It’s when you step away from the familiar and go on a quest; you should know what the world of Naalrinnon has in store for you.

Salamanders of House Draax adds a much needed cultural flavor to this world. House Draax dominates the seas of Naalrinnon and every god will run into a representative of this house at one point in their brief history. To dominate such a vast area requires an organization deep in discipline and martial prowess. Combined with the ruthless, seductive ways of Draax, Dragon God of the Boiling Seas this culture influences a lot of other ports in this world. Despite the ugly use of slaves, this naval empire with its fortified ports and fleets of ships runs the coastal waters of this world. Even their great rival, Celudynn and the Undines do their best not engage her large fleet.

This book introduces every Salamander Port of call with details about each district of the port. If you need to travel to Xila in Sssnamon to visit the Burning Moon Spice market you can do so. A price guide to purchase food, drink, goods, and services sits in its own section in the back. The food and drink menus show some of the culture as well.

House Draax is a Matriarch Theocracy built on organized trade of slaves. This theocracy believes salamander lives are superior to other life. House Draax views females to be superior to males. And Draax, Dragon Goddess of the Boiling Seas to be the prime creator of all life on Naalrinnon. It is this arrogance which leads them to believe salamanders are first, above all others. Slavery is a gift, cruel but needed to show the other races what civilization looks like.

When using this book, as a game master, made sure to understand how Draax thinks. She truly is a goddess of chaos and order combined. Creating an environment of tension within her priesthood is her main goal. Draax wants to control her minions to ensure only she holds power. Draax constantly puts in motion several plots such as assassinations, seductions, exiled embarrassments and more, to check one of her three queens. Her goal is not to win at the game but keep her minions’ ambitions ruled in until it is time to act on one of her other plans.

The Shimmering Fangs, a military order of Marines form the backbone of her naval power. Many other armies try and imitate their style. Their fighting style is one of swift attacks and retreats to counter attack. They love to ambush beach heads at night and take towns slaughtering the males and capturing females and young. Several young human nations including the navy of the human god Morgis uses these tactics. Shimmering Fangs should serve as one of several bad guys for any game in New Gods of Mankind. Use Salamander Marines like Storm Troopers in Star Wars. The Anointed Stat blocks are in the back.

Full descriptions of Powers for Bravery, Fire, Storms, Seduction, Water, and Wind stand in their own section.

We introduce the idea of Elemental spirits as part of the New Gods of Mankind World.

New Skills added like Astronomy, Navigation, Cartography, Lore (Elemental Spirits), Geometry, Minerology, several different Lore Skills, Seduction and a new Salamander unarmed fighting style.

A whole section detailing the size of each type of ship in House Draax is there for you to use in your game.

And…

If you wish to make your own Salamander Player Character, the rules are in their own section. Playing an exile in the world of Naalrinnon gives an exciting twist to playing this game. Also if you as a game master want to make powerful salamander non-playing character for you gods or heroes to face, please do so.

Gods can fight more than their rivals or a few Leviathans. The villains define what the story is about. Humanity is only 600 years old. But now more than ever Mankind needs to strive towards their place in the world of Naalrinnon.

New God's Handbook Richard Leon

  • New Gods of Mankind: New God’s Handbook 1st Edition is a core rulebook created for the player and the GM alike to get started in the world of gods. Assume the roles of ancient warriors or magicians, spirits or even demons that have gathered followers to your cause, ascending to the Celestial Gardens and to godhood. Your very being personifies major and minor aspects of the world and mortal life: War, Death, Birth, or the Sun itself is yours to become. Create miracles, command your followers, and smite your enemies at your whim.
  • Dark Skull Studios
  • 162 pages

Get the New Gods of Mankind book here. Get the Anointed Heroes Supplement here.

Anointed: Mantle of the Gods Darrell Hardy

  • Anointed: Mantle of the Gods is a Table-Top, Pen and Paper Role-Playing Game made for casual, narrative storytelling with simple, easy-to-follow rules for miniatures. You will need a standard dice set from die 4 to die 12 (the die 20, 30 and 100 is saved for high powered miracles in the New Gods of Mankind Ruleset).  This book serves as a heroes supplement to New Gods of Mankind. It can be played by itself.
  • Dark Skull Studios
  • 124 pages
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