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Posted: May 16th, 2010 | Author: | Filed under: Introduction | Comments Off on Presentation

The Lost Roads of Lociam is a fantasy roleplaying game set in the fictitious world of Lociam, where the forces of Order can Chaos battle for supremacy.
The mortal races, championed by the numerous human peoples, are constantly struggling to survive as these diametrically opposed forces clash all around them. Neither Order nor Chaos can directly act upon Lociam, so they influence the mortal races to fight for them. Seas churn and skies burn as the champions and armies of Order or Chaos engage in war after war. When the world was created Order had the upper hand, but as time has worn on, so has the defenses of Lociam eroded under the relentless assault of Chaos, and Chaos can now project and make manifest demons, mortal projections of its power, into the world.

The struggle has had a magnificent by-product; magic seeps through everything, and nearly all living things can use magic in one form or another, ranging from a scholarly wizard able to transform his (or someone else’s) physical form as he wishes, or hurl streams of fire from his fingertips, all the way down to a carpenter able to mend his tools with a simple touch and a focused thought. Even plants and rocks contain a small measure of magic, and carefully studied, craftsmen and alchemists can extract this magic into wondrous things.

The creators of the mortal races have not abandoned them in their struggle to survive. The gods are part of everyday life for the devout, and they can pray to their deity for advice, support or a miracle. Some are even elevated to higher standings, able to make manifest the will of the god they champion.

The humans of Lociam are divided into nine races, spread across all of the known world, and they have taken it from the older races that used to rule it. The humans now number greater than most other sentient creatures combined, and their many kingdoms reach across entire continents. They form communities, realms and congregations, expand and explore, invent and toil, war and marvel at the world they inhabit.


Bound into kingdoms modeled on the First Kingdom founded now almost fifteen hundred years ago, humans now strive to uphold a higher standard then they once did. Gone are the darker ages of slavery and oppression, and now, under the guidance of their churches and rules, human kingdoms flourish and grow more powerful with each passing year.

Nearly all humans have an active faith, and while some practice it with a greater devoutness than others, the powers of the gods are not to be denied on Lociam. They are very real indeed, and their influence reaches far. The most powerful religious organizations among humans is the Salvation-church, founded by a near-mythical human over thirteen centuries ago, walking the land to stop an all-consuming war which was raging at that time. This church has formed cathedrals and congregations everywhere, and one of the mightiest cities known to man is formed around the very mausoleum of the fallen savior.

Not all of the older races are gone from the world of Lociam. Hidden away in their secret realms can still be found elves; immortal keepers of nature, dwarves; tempered fury with cunning crafts, and the animal-peoples; half form of each realm. Trolls still wander the back roads, and giants can be found in the high hills. Rumors of dragons stirring mingle with tales of new horrors; demons of chaos, walking dead and giant beasts that would feast on a human should they encounter them. The vigil of the humans of Lociam is never ending.

Lociam is a world of a million opportunities, if one is cunning, courageous, crafty or conniving enough. Groups of adventurers seeks their fortune in far-away lands, and bring home both riches uncounted and stories almost too impossible to believe. Some study their entire lives to perform a task for their church or king, while others just leave their homely hearth to seek glory or gold in foreign lands. Some are strong of arms, others carry magic to blast or smooth out opposition. Epic tales of adventurers are handed down generation to generation, inspiring many young folk to seek their fortune away from their homelands.

This, is the world of Lociam, where the Lost Roads are found, and traveled.

The Lost Roads of Lociam is a fantasy-roleplaying game built on a sturdy and very flexible rules-engine using the hundred-sided dice (D100). It has been scaled back to be as small as possible, and not get in the way of play, while still able to handle diverse situations that player-characters can get into.

The Core Rulebook contains everything you need to start playing, and this Core set is then possible to expand with later publications, including adventures, background-material, new rules and epic campaigns.

Character creation is large and varied, where random chance is combined with choices to let you form an interesting character. Parts of the character creation can be done a few different ways, to give you more or less control over how the character forms. It is all up to the players and gamemaster. The skills-chapter details all the normal skills of the game, ranging from the mundane searching and climbing, stabbing and sneaking, to the exotic, such as the age-old magical language and higher magic, as well as meditation, the ability to foretell the future, and lots more.

The next chapter is on game mechanics, detailing the rule-engine for the game, movement, spotting hidden things, breaking open doors, persuading people, getting scared, all the good things that can happen to you during the course of the game.

We then get to the combat-chapter, which handles timing-issues, how to land a punch, how to evade one, damage, armor, healing and a lot more. The entire system is designed and built to be quick enough to not take up the entire evening’s of play, but still deadly enough for players not to get into combat lightly.

Magic comes next, and it contains the general rules for magic, as well as a listing of the so-called “Lower Magic” learned as many other professional skills, depending on your chosen path of education. Then follows the five first Spheres of Higher Magic, used by those that devote real studies to the use of magic. There are more spheres in later publications as well.

Then we are at religions and gods. This chapter contains rules for prayers, offerings and such, and then a listing and description of the nine most common human faiths on Lociam. Each description comes with a chapter from the religious text, a sermon or lesson from that religion as well.

This is followed by a chapter on the human races of Lociam, known as “The Second People”. The chapter contains some of their history, their differences and their similarities. The human races of Lociam are diverse, even though they all stem from the same ancestry, they gain strength from their diversity, as the races band together.

Once the humans have gotten their time in the spotlight there is a chapter on the the other creatures of Lociam; a collection of monsters that can be encountered in the wild. More monsters will follow in later publications as well, along with articles about other sentient creatures like the elves, dwarves and animal-people as well as the mortal half-demons. This chapter also details a lot of gear, weapons, armor, services, and a lot of other equipment, everything an adventurer could ever need. This is accompanied by some rules on carrying heavy loads and how money works.

The rulebook is richly illustrated by a diverse collection of artists and contains several optional rules to make the game more interesting, without being vital to running the game itself.

The game has been playtested by hundreds of players worldwide, and while the rules work, there is always room for improvements, and in later publications the game will expand, including more races, more magic, more monsters and more adventure. For a start the first adventure; “Lights in Old Houses”, is available on the page right now, for free.

Welcome to the Lost Roads of Lociam.


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