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DOOMSONG RPG (All-In w/ Lord Have Mercy Upon Us, Doomcoin, Calendar of Painyme, Character Sheet Pad, Tarot Reference Cards, Father Plague Miniature and Cloth Map of Plaguescape)
DOOMSONG RPG (All-In w/ Lord Have Mercy Upon Us, Doomcoin, Calendar of Painyme, Character Sheet Pad, Tarot Reference Cards, Father Plague Miniature and Cloth Map of Plaguescape)
Regular Price £191.00Product Type : RPG
Hurry! Only1unit(s) left in stock!Preorders and Delivery TimesIf your order contains preorders, please know it will only ship until the latest release date in your cart. If you would like your orders to ship faster, split them up so that your preorders are on a separate order.Customer Support407-951-5822Doomsong is a Roleplay Macabre set in a world on the cusp of a Biblical apocalypse. The dead are being turned away at the gates of Heall, giving them no choice but to return to the world above. You must subdue them, regardless of how they feel about the arrangement. Inspired by the Four Horsemen of the Apocalypse, medieval folkhorror, and European mythologies, these two beautiful hardback books are filled with artwork by the incomparable Moritz Krebs (@blackcrabart).
The first volume, Doomsong, includes a brand new fantasy horror system designed by Jack Cæsar. Featuring unique character creation, each player uses one six-sided die and one coin to generate a character’s entire history, forging the events that led them to the doors of the Gravediggers’ Guild. You can go from opening the book to having a character ready for macabre tales within minutes.
The second volume, Lord Have Mercy Upon Us, is a full campaign that takes your unfortunate gravediggers to the lost kingdom of Lethe. Since vanishing from Painyme, it has become sickly, mutated and malformed. The royal family is missing and two psychopathic entities roam freely, causing chaos. One of them, Father Plague, claims to be the Lamentide of Pestilence. To defeat him you must first survive... the plaguescape.
Doomsong: Lord Have Mercy Upon Us is a Roleplay Macabre, a story that puts tense horror at the heart of everything it does, giving GMs and party members alike an unforgettable experience. It is a system that prioritises player choice: will you brave the horrors of combat, parley obscene enemies into tenuous allies, or employ profane powers to twist the world about you? No choice is without risk, and you must weigh your strengths against the frailty of your mortal frame.
You can expect:
- 50+ unique creatures imagined with grim surprise in mind. Players may know that a vampire is weak to garlic and can be killed with an ash stake, but how do you defeat a harvestman? What will distract the Zanvurm?
- 60+ adventure locations designed to be easy-to-use and highly evocative. Each is strange and uncanny in its own way, giving you plenty of material with which to conjure up ominous scenes at the drop of a hat.
- Gameplay that matters. Gravediggers are always one bad decision away from death; quick-thinking and cunning pays dividends. An innovative combat+initiative design ensures the game remains free-flowing and engaging even in the heat of the moment.
Perhaps most importantly, GMs and players alike can expect a deep and rich story that gravediggers directly influence with their decisions. The choice to pursue an event to its conclusion or ferret out an NPC’s secrets could be the difference between defeating Father Plague or falling to his cruel torments.
In the beginning, the Immortal created everything. Almost immediately, They were murdered by the first of Their creations—the Amortines. Since being murdered and left to rot in a shallow grave, the Immortal’s sacred influence has drained from the world. The Divine Corpse works no miracles, answers no prayers and bestows no blessings.
However, wishes are granted every day in Painyme. Supernatural abilities lie within the grasp of all mortalkind. It’s merely an inconvenient fact that true power springs from the lap of heresy. To fulfill your deepest desires, you only have to turn your back on the Divine Corpse…
Across the whole of Painyme, many are finding heresy to be a price worth paying. Cults gather in secret, offering worship to the beings who have proven themselves capable of moving mountains or revealing the future. Individual mortals are granted extraordinary powers, seemingly at random. These people—known as wycces—go on to perform impossible, unspeakable feats, inevitably turning yet more of the devout away from the truth of the Divine Corpse.
The Church will stop at nothing to expunge the threat posed by the Traitor Gods. Their wyccefinders scour the land, burning out any hint of heretical intent. Meanwhile, within the capital city, the Beadsmen’s Guild ensures the populace shows proper devotion by way of tithes and gifts. Most destructive of all, the Templar wage a gruesome crusade against the gods themselves, seeking to rip blasphemy from the sky and tread it underfoot.
Your options were limited: be burnt at the stake for your heresies, go to prison for your crimes, or join the Gravediggers’ Guild. You chose the only one that allowed you to walk free. Now you and your companions roam Painyme, shovels in hand, interring its many dead. The deceased have other ideas about this, but you’re not paid to listen. Orders are orders.
In Doomsong, you play as gravediggers, members of the oldest guild in Painyme. Your organisation accepts anyone: highborn and low, from those skilled in swordsmanship to the very dregs of society.
Creating a gravedigger is simple. You start by discovering your character’s Origin—the social strata into which you were born—and then proceed by following the Life Paths that appear before you. Along the way, you make hard choices and suffer the whims of fate.
All paths end with you joining the Gravediggers’ Guild. This means that a group of players are always motivated to travel together by shared goals. From the very start of the game, your characters are a team, no matter how different they may be.
With 90+ Life Paths, your character could be:
- A youth who was subjected to foul and heretical experimentations. They stole a profane relic before fleeing into the Weald, where they were injured and then forced back to civilisation so as to receive treatment for their wounds.
- A noble scion that gambled their family into ruin and joined the gravediggers as a way to have their debts absolved. Their literacy will certainly be useful to the Guild.
- A borderborn bandit who heard the whispers of Rot and became a wycce of that Traitor God. When they were discovered by a wyccefinder, their choice was simple: burn on the pyre or join the Gravediggers’ Guild.
- A simple apprentice who carried on their parents’ trade but who always yearned for adventure. The Guild promised them travel to distant lands and sights beyond imagining.
- An injured veteran of a dozen pointless wars, who knows only too well their skills qualify them for but one profession. Do they love what they do? Perhaps, but that comes with its own problems.
- A priest of the Divine Corpse who, in their later years, became a studied phlegethary. The Guild covets those who have mastered the secrets of alchemical flame; it is a powerful weapon against the unquiet dead.
And many others, all with unique traits, abilities and weaknesses!
- Doomsong (Hardback Book) – Quantity: 1
- Lord Have Mercy Upon Us (Hardback Book) – Quantity: 1
- The Doomcoin – Quantity: 1
- Pad of Character Sheets – Quantity: 1
- Calendar of Painyme (Physical) – Quantity: 1
- Tarot-sized GM Reference Cards – Quantity: 1
- Map of the Plaguescape (Cloth) – Quantity: 1
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'Near Mint (NM)'
Near Mint condition cards show minimal or no wear from play or handling and will have an unmarked surface, crisp corners, and otherwise pristine edges outside of minimal handling. Near Mint condition cards appear 'fresh out of the pack,' with edges and surfaces virtually free from all flaws. '
''Lightly Played (LP)'
Lightly Played condition cards can have slight border or corner wear, or possibly minor scratches. No major defects are present, and there are less than 4 total flaws on the card. Lightly Played condition foils may have slight fading or indications of wear on the card face. '
''Moderately Played (MP)'
Moderately Played condition cards have moderate wear, or flaws apparent to the naked eye. Moderately Played condition cards can show moderate border wear, mild corner wear, water damage, scratches , creases or fading, light dirt buildup, or any combination of these defects. '
''Heavily Played (HP)'
Heavily Played condition cards exhibit signs of heavy wear. Heavily Played condition cards may include cards that have significant creasing, folding, severe water damage, heavy whitening, heavy border wear, and /or tearing. '
''Damaged (D)'
Damaged condition cards show obvious tears, bends, or creases that could make the card illegal for tournament play, even when sleeved. Damaged condition cards have massive border wear, possible writing or major inking (ex. white-bordered cards with black-markered front borders), massive corner wear, prevalent scratching, folds, creases or tears. '
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