I am using the Open Game License from Free League Publishing's Forbidden Lands to make my own fantasy RPG called Chronicles of Ashkara. It's early days yet but I'm pleased with the way things are shaping up. I've adapted some of the core rules and added a few extras to give it a (hopefully) different and exciting feel, unique to my setting.


As well as humans (which have a number of distinct cultures), we have dwarves (creatures hewn from the very mountains themselves), gnomes, goblins, halflings, hobgoblins, kithari (elves that slowly evolve into living trees), kujak (bear folk that are related to the kithari), ogres, raumati (elves that ply the seas of Ashkara), urrok (once the slave soldiers of dwarves) and woffen (wolf-like hunters).

All of these have talents unique to their kin that reflect their origins or life-cycle.


Updated versions of the Forbidden Lands professions have been used, with the Champion, Druid, Fighter, Hunter, Minstrel, Peddler, Rider, Rogue and Sorcerer all being adapted to the Chronicles of Ashkara setting with tweaked Pride, Secrets and Talents. In addition new Blessed, Loremaster and Sailor professions bring more choice to players.

Each profession has access to a different set of contacts, people from your characters past that you can call upon in times of need. Healers, smiths, fences, inside men and others.


Revised magic paths for druids and sorcerers, including the magic disciplines of Awareness, Blood, Healing, Necromancy, Shapeshifting, Stonesinging and Wyrdsign. New magic includes the paths of Galefrond, Illusion, Shadows and The Grandmother. The dwarven craft of Runesmithing allows the children of Nain to inscribe powerful runes on their weapons and armour.

Finally, mages can create magic familiars to help them, storing Wyrd to power their spells or being their eyes and ears.