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The Fifth Season RPG Pre-Order Store

Created by Green Ronin Publishing

N.K. Jemisin’s multiple Hugo Award-winning Broken Earth Trilogy comes to tabletop RPGs in The Fifth Season Roleplaying Game!

Latest Updates from Our Project:

October Update: New Layout Previews
22 days ago – Wed, Oct 30, 2024 at 11:43:34 AM

Hello backers!

Things are proceeding apace with the Fifth Season RPG. We've gotten the second draft of the setting map in and that will be going over to N.K. Jemisin for approval before the cartographer finalizes it. More art is also rolling in. We were delighted to bring Brazilian artist Claudio Pozas in on the project. We've been friends with Claudio for over 20 years now—since the early d20 days of the company—and in recent years he's done a lot of work for WotC on D&D. His work so far has been superb. 

Today I've got three more layout spreads of the game to show you, courtesy of graphic design maestro Hal Mangold. You can see some of Claudio's art in these (I love his emerald obelisk piece). Finishing the game is Hal's number 1 priority. We want to get the PDF out to you and send it to print as soon as we can, although we don't have a specific timeline for release just yet.

Have a fun Halloween, everyone!
Chris Pramas


September Update: Poster Map Preview!
about 2 months ago – Mon, Sep 30, 2024 at 12:28:41 PM

Greetings, Fifth Season fans!

Hiromi Cota here with a guest update. For folks who don’t know me, I’m one of the co-developers for the Fifth Season Roleplaying Game core book and the developer for a few of the stretch goals.

Speaking of stretch goals, we’ve received the rough draft of the poster map! And it is gorgeous!



I didn’t make it easy for the cartographer; my brief for them was 14 pages long! I laid out huge amounts of vital information, as well as additional information that they could add if they had room to do so. They delivered in a big way! I love how the map looks ready to use in a game and how the features feel geologically-sensible and book-accurate. For example, Palela and Brevard, the first two towns we saw in Damaya’s tale, are about 40 miles apart or “a hard [day’s] ride” apart, which is reflected in the map.

A little behind the scenes for a portion of my process:
I scoured through the books, looking for any mentions of what roads connected which cities and how far apart the cities were. For many connections, miles weren’t given, so I had to take my best guess, based on how many days it took to complete the trek and whether the characters were on horse, wagon, or foot, and what kind of terrain they were traveling over. Not all city-to-city travel sequences mentioned days, so I had to read through and take my best guess, based on temporal clues in the prose (e.g. sunrise, meals, nightfall).

Why would I go through that much effort?

Well, 4 reasons:
  1. I care.
  2. I have AuDHD.
  3. I know there are superfans who will be looking for precise, accurate details, and I didn’t want to let them down (or risk their wrath).
  4. Green Ronin doesn’t own the copyright to the map that appeared in the novels, which means we couldn’t use it, and we couldn’t base the new map off of it. Since we had to start from scratch, I wanted to make sure that the cartographer had all the data they needed to make the absolute best map that we could deliver to you.

A few additional fun facts about the map:

  • The geometric elements of the inset map are of Corepoint, while the organic shape ‘infecting’ the center is Warrant. It’s both metaphorical and a possible depiction of how the corridors of Warrant were “beaten and clawed out of the shield volcano over a period of days or weeks—hurriedly…” (The Stone Sky, p. 186).
  • I didn’t actually specify what kind of geometric shape, but the cartographer selected one of the most appropriate ones, as Corepoint has a rectangular motif!
  • If you look to the Western Coastals, you’ll see Deejna is just west of supervolcano. That’s “Madness,” the one that caused the Madness Season.

~Hiromi Cota, The Fifth Season RPG co-developer

August Update
3 months ago – Fri, Aug 30, 2024 at 09:46:31 AM

It’s something of an understatement to say that August did not go as planned. We kicked it off with Gen Con, which as our biggest show of the year sucked up a lot of time and resources. The show was good, but the aftermath was not. Half the team came home with Covid, a real danger when you get 71,000 people in one place and very few take precautions. This was a particularly bad variant, and we had people sick in bed and quarantining for up to two weeks. Then our graphic designer on Fifth Season got food poisoning. So, I am sad to report this cursed month was not very productive.

As a mea culpa, we’re sending a $10 coupon for our online store to all backers who pledged at least $30. You can get a nice discount on a book or take advantage of our many PDFs under $10 at no cost to you. Recent PDF releases include Trades of the Expanse: Trader/Smuggler for you sci-fi fans, the Fantasy AGE adventure Return to the Valley of the Whispering Titans, and Engine #1. The latter is a magazine in support of all our games that are powered by Adventure Game Engine. That, of course, includes the Fifth Season.

Here's to a better September.
Chris Pramas



Check your email inbox (or spam folder) for a message from Backerkit containing the code for the Green Ronin Online Store. Or check the "Digital Downloads" section on your backer survey for this project. The code is being distributed after this update goes live, so it may take a little time for it to reach everyone.

As usual, please reach out to us at [email protected] if you run into any issues using or receiving the coupon code.



July Update: Release Estimate and Gen Con
4 months ago – Wed, Jul 31, 2024 at 10:02:32 AM

I know the primary thing you want to know is when you can expect the finished game, so I’m going to give you an estimate. If everything goes well, we will release the PDF in October and then send it to print. While we had considered printing the game in China, we will not be doing that so we can save time. Chinese printers have the best prices on hardbacks, but it can take up to four months. We’re going to spend a little more money printing elsewhere so it will only take two months. With the disruptions of the holiday season in December, this means a ship date of January.

Now let me explain why this is an estimate. Once everything is finished, we need to send the completed game to N.K. Jemisin for final approval. She’s already seen and given feedback on much of the material, but we need her sign off before we release the PDF to you. We’ve done a lot of licensed games in our 24 years in business and there is no standard answer for how long this takes. Really, it will depend on how busy she is when she gets the files. It could take 2 days, 2 weeks, or one month but final approval is a necessary step. In a month I will have a substantial update to share about the game. We will have both new art and a more refined layout to share.

Today, we are off to Gen Con, which is always our biggest show of the year. Come see us at Booth 101 in the exhibit hall! We will be debuting the Sol System sourcebook for The Expanse RPG. We’ll also be offering Condition Decks for Fantasy AGE and Cthulhu Awakens at a convention for the first time (they are also available print on demand through DriveThru RPG). Condition decks are super handy at the table. If your character becomes fatigued or stunned, for example, the GM hands you the appropriate card. That gives you the rules you need and serves as a visual reminder that you have the condition. 

Let us know in the comments if you’d like to see a Condition Deck for the Fifth Season RPG.


Until next time.
Chris Pramas

June Update: Creating Nuveen
5 months ago – Thu, Jun 13, 2024 at 10:46:32 AM

Hey folks,

This month's update is brought to you by Steve Kenson, detailing how a Comm is set up and created for the game, and using Nuveen from the Quickstart as an example.

Before we get into the meat of the update however, we wanted to inform everyone that unfortunately, we are unable to realize our goal of shipping the book by July, as Chris had pushed for earlier this year. We will have a revised timeline for you soon. We truly appreciate your continued patience as we work to get this project completed and in your hands.

Here's Steve Kenson.




In our last update, we previewed the Comm Record Sheet as well as the Fifth Season Character Sheet. Now we put that comm sheet to work with a preview of the creation of Nuveen, the sample comm from the Fifth Season Quickstart, and what its traits look like on the sheet.

The game group creates the comm together before creating their individual characters. This provides a good basis for character ideas and concepts, ensuring they fit with the comm and the overall direction of the campaign. That said, players may have certain character ideas in mind while creating the comm, and it’s perfectly valid to guide comm creation in the direction of those concepts. So a player who wants to play a geneer character, for example, may want to ensure the comm is hospitable to someone with that sort of training, possibly with some mining or geothermal connections where geneers might work.

The process of creating the comm in Fifth Season uses the following series of steps:

  1. Concept: The group comes up with an initial concept of the comm, where it is, and what it is like.
  2. Traits: The group assigns points to the comm’s primary traits. The group then assigns two starting focuses to those traits.
  3. Qualities: The group fills in details about what the comm is like, what’s nearby, and so forth.
  4. The Year Before: The group plays through a year of the comm’s life prior to creating the player characters

Concept

The group gathers to create the comm for their new Fifth Season chronicle. They’re thinking of a comm in the Midlats, and the Game Moderator is interested in there being a significant body of water nearby, based on some ideas she has for the campaign, although it doesn’t mean the comm necessarily has to be coastal. Rather than go into any further detail, the group decides to forge ahead with creating the comm based on that very basic concept, seeing what emerges from the process.


Traits

The Game Moderator and five players are creating Nuveen. The GM asks the players to each secretly note their most important trait for the comm, and to choose one trait focus. Once that is done, the players all roll to determine their allocation order. The GM places the five players in order from highest roll to lowest. Two of the rolls are 11, a tie, but one has a Drama Die result of 3 and the other a 5, so the one with the higher Drama Die goes first.

Starting with the highest roll, the players each assign 1 point to one of the comm’s traits. They choose: Innovation, Resistance, Strength, Leadership, and Innovation again.

The GM then randomly chooses three of the player’s hidden trait choices. They are: Leadership, Innovation, and Resilience. Adding up the choices gives the comm the trait scores of: Strength 1, Resistance 1, Innovation 3, Leadership 2, Resilience 1. Clearly, this is an innovative comm!

The GM then takes the remaining two players’ hidden focus choices, which are Innovation (Geomestry) and Leadership (Diplomacy) and randomly chooses one of the others, which is Resistance (Survival). The GM notes the comm’s Size is 1 and their Cache is 3 (for their high Innovation). There are five player characters, so Nuveen’s Stability is 24 (Resistance 1, Resilience 1, and Leadership 2, plus 5 player characters, plus 15). A picture of Nuveen as a comm of thinkers and diplomats is starting to emerge.


Qualities

The Game Moderator has each of the five players roll a d6 and a d6 on the Comm Qualities table to determine a quality. They get: 3/1 (Status), 5/2 (Geography), 5/3 (History), 4/1 (Status), and 2/5 (Culture), for the following questions and qualities:

Who is the highest status family in the comm? What is the reason for their high status?

The highest status family in the comm is made up of the descendants of the Innovator who founded the comm. Ironically, many of them have changed their caste to Leadership to maintain their influence, although they’re still known as quite intelligent.

What is the nearest other comm to this comm? What is it like and how are relations between the two comms?

The next nearest comm is Savyn, which trades with Nuveen and is at least a day’s travel away. Savyn is a bit of brawn to Nuveen’s brains, higher in Strength and Resilience. The Breeder caste members of the two comms encourage some intermarriage but there’s also rivalry in terms of who lives where.

Who is the most revered person in the comm’s history? Describe them and why they are so revered.

Yullen Innovator Nuveen was the “founding mother” of the comm, a brilliant Innovator and University educated. She particularly encouraged diversification in the comm’s knowledge-base and studies.

Is there any use-caste more respected in the comm than the others? Which one and why?

Unsurprisingly, the player suggests Innovators are particularly well-respected in Nuveen. Breeders often pick them for their intelligence and creativity, and there’s a tendency for bright young people to want to change castes to become Innovators. This has created a bit of friction with the other castes, who sometimes think Nuveen neglects the practicalities of their roles over the Innovators’ flights of imagination.

What is the most popular event or time of year in the comm? Describe it.

Nuveen holds an annual “Idea Market” where anyone in the comm can present their new ideas to Leadership. It is dominated by Innovators, of course, but open to all, and some comm members end up joining the Innovator caste because of it. Nuveen Leadership believes the Idea Market encourages growth and innovation within the comm.

The group could go on to define other qualities, if they wanted, but decide what they have is enough for the moment.


The Year Before

The Game Moderator wants to start the campaign in the Spring, and so suggests doing the same for the Year Before:


Spring

Starting in the Spring season, the GM rolls for a seasonal event, getting Strangers Appear – Traveler. The Game Moderator describes how a traveling Lorist arrives at Nuveen in the springtime, visiting for a time and paying for hospitality with a variety of stories. The GM has a player roll an Innovation test for the comm’s prosperity: It comes up a 10, just shy of TN 11. They get lucky on the misfortune roll and the comm only loses 2 Stability. The players suggest a Recovery activity for the season. They roll a TN 11 Resilience test, getting a 13, so they restore the comm’s lost Stability. The GM suggests Nuveen suffered some minor losses over the prior winter, but recovered quickly in springtime.


Summer

In the Summer season, the GM rolls the event Disaster Strikes – Bad Weather. This is a misfortune, and the comm loses 2d6 or 7 Stability, bringing Nuveen down to 17. The GM describes it as an overly hot and dry summer, leading to a drought and the failure of some crops. The Innovation test for prosperity comes up 12, a success there, and once again the group suggests a Recovery activity over the summer to make up for losses. They roll a TN 10 Resilience test, getting a 13 result again, and restore 5 of the lost 7 Stability.


Fall

In the Fall, the event Disputes Arise – Departure comes up. The recent difficulties have encouraged a newly widowed father to move with his children to the neighboring comm in order to move in with his new partner and her family. The players roll a TN 11 Resilience test for the comm, getting an 11, just enough to avoid any further loss. The players debate whether or not to take up another Recovery activity for this season, but they decide 22 Stability is sufficient for the moment and instead embark on a Preparation activity for the coming winter, harvesting all they can. This applies a +2 bonus to the comm’s next prosperity test.


Winter

In the Winter season, the event rolled is Aggressors Attack – Predators. The drought affected more than just the comm’s crops and lean and hungry predators stalk the walls, pick off livestock, and even attack comm members and lone travelers. The players roll a TN 11 Strength test for the comm, but only get a 9. Nuveen loses 2 more Stability over the winter, bringing them down to 20. The prosperity test is at a total +5 bonus (Innovation 3, +2 for the fall season’s Preparation activity): it is a 17 total, which easily succeeds.

With the comm down to 20 Stability, players debate another Recovery activity, but decide it is more important to initiate Conflict against the aggressors to ensure they don’t continue to be a problem. They roll a Strength test, getting a 12, while the GM rolls for the predators, only getting an 8. Nuveen’s Strongbacks eliminate or chase off the remaining beasts, and the comm emerges a bit battered from a difficult winter, looking to see what new spring may hold.

Here’s a look at what Nuveen’s comm sheet looks like at the start of the chronicle.