Torg Eternity - Aysle Sourcebook

A Review of the Role Playing Game Supplement Torg Eternity – Aysle Sourcebook

Torg Eternity – Aysle Sourcebook is a role playing game supplement published by Ulisses Spiele for use with Torg Eternity.

The supplement is available as a PDF from DriveThruRPG for $19.99 and is also available in printed form from sites such as Amazon. The PDF is the version reviewed although it was purchased at a reduced price as part of a special bundle. The PDF has 146 pages with two being the front and rear covers, one the front matter, one the contents and one the Index.

Welcome to Aysle is an introductory piece of fiction.

One Year Later… looks at which countries were affected by Aysle and the basics of the cosm, with one major factor being the struggle between Darkness and Light. This looks at the current state of the war, Core Earth’s response to Ireland, Great Britain, Norway and Sweden being effectively wiped from the map and a timeline of major events during Year 1.

Storm Knights has new Perks for Storm Knights in Aysle, along with some Beta Clearance perks. Aysle has Light and Darkness Perks that may cancel each other out, as well as Perks specific to elves and dwarves.

Torg Eternity - Aysle SourcebookMagic starts with some sharper definitions of the magic skills compared to those in the core rulebook. This is followed by arcane knowledges, 22 fields of study that cover every object, creature or category of intangibles on which Ayslish spells can operate. These arcane knowledges are divided into four categories; Essences, Principles, Kindreds and Elements. Sidebars look at Ayslish terminology and clarify spellcasting. Spell lists are given for spells, and then there are new spells described that are added to the lists in Torg Eternity. Finally, cantrips are spells that exist everywhere in Aysle that don’t need training in spellcasting but do mostly require the proper magic skill.

Miracles starts by looking at the five pantheons of Ayslish gods by looking at one god that is a representative of that pantheon. Each is described and given their tenets and worship, and it briefly mentions that there are other gods and that most fall into one of those pantheons. A sidebar looks at how those five gods looked at the betrayal of the Akashans by the elves, and another looks at how the deities compare to each other. Miracle lists, incorporating miracles from Torg Eternity and this supplement, for each of the five listed deities are given, then there are new miracles.

Gear looks at the new items to be found in Aysle. Given the cosm’s nature, it has the widest range of magic items for any cosm; some are easy to get hold off whilst others are more difficult. Enchanted items and Arcane items have different Magic Axiom requirements; Artefacts are unique magic items that are sentient and need an even higher Magic Axiom. Holy items and Sacred items again both need different Magic Axioms. A sidebar explains that stacking restrictions apply to magic and holy items; only the highest bonus or lowest penalty counts, no matter where it’s from. They can stack if applied to different stats. The chapter looks at how to use a magic item and how to identify them; the safest way is with a spell. Not all items will work together and various limits are covered. Following this are some general magic enhancements. Next are consumable magic items, including but not limited to potions, scrolls, armour, magical and holy gear, weapons, magic implements and vehicles and mounts, including airborne, land and water. Many of these are magical in nature. Finally, there is a look at spell and miracle casting services, where such can be bought with money.

The Game Master’s Section starts by looking at Aysle Possibility energy and the colour and symbol that represents Possibilities specific to the cosm.

Warzones looks at the lands invaded by Uthorion’s forces. These are the Kingdom, the former UK, Elfame, the former Ireland, Norden, which is the Scandinavian countries, and the Land Between, which are passages and caves running beneath the islands and worlds and which may connect to any cellar, tunnel or subway. Each of these regions are covered, with details on places and groups of importance and different parts of the regions, and common threats that can be encountered in them.

Reality looks at the axioms of Aysle. Magic is its highest axiom and it permeates the cosm, with magic often being a substitute for technology. The social axiom means that the people of Aysle believe in duty, with a code of behaviour and honour. Though there is a class system, the idea of class mobility has emerged, largely due to the emergence of a peasant hero in the wars with the Dark One. Spirit used to be Aysle’s strongest axiom, but Uthorion and his Darkness Device manipulated the legends to subordinate spirit to magic. Tech is its lowest axiom, which means that technology-wise, the cosm is in the 14th century, but the high magic axiom means that there are feats of construction done that match those of technology.

World Laws are the laws of reality which dictate how the axioms are realised. The major laws start with the Law of Magic, which means that magic is everywhere and that spellcasters can infuse their magic with their own life force. The Law of Light & Darkness explains that virtue and immorality are forces in their own right in Aysle. The absence of either Light or Darkness is Balance, and is virtually anathema. Light is adherence to duty and honour, even if it results in suffering, and Darkness is achievement without restrictions. Balance is to use both forces in equal measure. What can be difficult for Core Earthers to understand is that the tenets of both Light and Darkness allow followers to do good and evil. Using Darkness results in the user gaining Dark Marks. The Law of Enchantment explains that magic in Aysle is so powerful it can imbue nearly any object with power in a time of crisis or discovery; rules are given for how this works in-game. The Law of Delving explains that those who explore the Land Below and survive can emerge with great rewards. The Law of Heroes ensures that when innocent lives are at stake, and the situation is dire, a hero will emerge, and these heroes can even be Ords. The Law of Legends is a new law formed by collision with Core Earth’s love of story. Power is granted to those who complete a Quest, which come in three kinds. Examples of different quests are given, with the rewards for completing them, and instructions on how to create new ones.

A Clash of Axioms looks at Mixed Zones, which always cause problems, but in London this has created a new class of creature, the clanker, technological conglomerations animated with magic. The Tharkold mixed zones between Aysle and Tharkold have drawn many renegade Technodemons due to the high Magic Axiom, but they are unpleasant areas and only the ability for Core Earth technology and faith to function has prevented them from slipping entirely into chaos.

Uthorion and the Dread Covenant looks at the High Lord and his allies or minions. It gives some details on Uthorion, who takes bodies and wears them as his own, and entered personal combat during the invasion, using the Vikings’ leader’s body. It looks at his relations with the other High Lords, which are generally poor, and gives Uthorion’s stats. How he rules his invaded land is covered, and the fact that he doesn’t look at Storm Knights as a threat, unlike the other High Lords. Given his nature, Storm Knights are potential hosts, can be corrupted into allies or harvested for their Possibilities.

Uthorion’s Darkness Device is covered, and it thinks it has been too long with Uthorion and that, though he’s entertaining, he doesn’t fully deserve it anyway. It is looking at potential replacements. The stelae and their protections are covered next.

Following this the Dread Covenant itself is detailed, with several of the more powerful members described in detail, as well as various forces used by Uthorion. The relationship with the dragons is also looked at; the dragons themselves have their own goals and aims and pretty much ignore anyone trying to get them on side. Abomination Engines are quasi-living creation that can turn out one of Uthorion’s troops, the lurks. Finally, the Mad Duke is a dwarf who isn’t really loyal to anyone these days.

The Delphi Council starts by explaining that the Delphi Council has recruited many people to help cope with Aysle’s lower Tech Axiom, and its most pressing problem is maintaining supply lines and intelligence outlets.

The Aysle Agenda explains that, unlike other realms, the Delphi Council has a strong foothold in Aysle, with bases in many different places and the backing of what remains of the UK government. However, the Court of Ardinay could fracture, which would cause problems. Iceland has taken offence to the Ayslish Vikings and have joined to defeat them. With it being now clear that Core Earth used to have a higher Magic Axiom, more than a little effort is being spent on myths and legends related to King Arthur.

Details are then given on some important figures for the Delphi Council in Aysle, as well as various resources and bases. Finally, there are details on three current ongoing operations in the region the council is carrying out.

Adventure Tools starts by explaining that Aysle can be one of the most familiar cosms, because it has much in common with other fantasy settings, but as it is part of an ongoing war, there is more to Aysle than that. Following this are some details on designing missions for Aysle, with a notable point being that Ayslish monsters are more varied than those of other cosms, as their motivations can vary a lot compared to others. Missions in Aysle incorporate one or more of five themes, and some advice on theme mixing with some examples of mixed theme missions.

This is followed by an expanded magical treasure table, as there are more magic items in this supplement than in the Core Rules. There are also curses and quirks to make magic items have their own idiosyncrasies. Following this are d20 lists of underground encounters and marks of darkness.

Threats explains that not every creature is guided by Darkness, and not every creature that is is necessarily a foe, though they frequently are. First is a section on the gospog of Aysle, which is followed by a variety of different creatures. Finally, there is a section on foes, which are threats that are not monsters.

Eternity Shards has details on a few Eternity Shards, which are rich with Possibilities and provide special bonuses, that can be found in Aysle.

Torg Eternity – Aysle Sourcebook in Review

The PDF is bookmarked with the major and minor sections linked, though not to the level of depth they could be. The contents are to a similar level of depth. The Index isn’t as thorough as it could be. Navigation could be better. The text maintains a two-column format and appeared to be almost free of errors. There are a variety of colour illustrations, up to about a half page in size. Presentation is decent.

This isn’t a complete game, but an expansion for Torg Eternity, and the core rulebook is needed to play. The purpose of the supplement is to cover a new area affected by the Possibility Wars, and gives new game options for that region, as well as new equipment and abilities that may or may not work well outside of it. Aysle has the highest magical axiom and the second lowest tech axiom, so there is probably less overlap in magic and technology than any other area.

The different regions of the Possibility Wars have settings that are different from each other. In this particular case, it is a setting that is closest to standard fantasy than any other, though the Light and Darkness divide does add an extra element. However, other than that, this is a setting that anyone who’s played a standard fantasy RPG should be familiar with; it even defaults to the Western, and especially British, standard fantasy setting, given where much of the region covers. Torg Eternity – Aysle Sourcebook can be found by clicking here.


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