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		<title><![CDATA[ArcoMage Community - ArcoMage 5E: The Outskirts]]></title>
		<link>https://forum.arcomage.org/</link>
		<description><![CDATA[ArcoMage Community - https://forum.arcomage.org]]></description>
		<pubDate>Mon, 19 Oct 2026 16:25:20 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[It is done: The Outskirts hits Kickstarter on August 17]]></title>
			<link>https://forum.arcomage.org/showthread.php?tid=37</link>
			<pubDate>Thu, 06 Aug 2026 16:03:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.arcomage.org/member.php?action=profile&uid=1">admin</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.arcomage.org/showthread.php?tid=37</guid>
			<description><![CDATA[Both books are finished.<br />
<br />
Not "nearly finished," not "finished once we hit the stretch goal." Written, illustrated, laid out, done. <span style="font-weight: bold;" class="mycode_b">ArcoMage 5E: The Outskirts</span> goes live on Kickstarter on <span style="font-weight: bold;" class="mycode_b">August 17</span>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is in the box:</span><ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">The Player's Guide</span> - the Crossroads Daemon, a complete new class carried through all twenty levels with three subclasses. 154 spells. 80 creatures organised by where you actually meet them. 40 relics of the verge. Five backgrounds and three heritages native to the Outskirts.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">The Game Master's Guide</span> - sixteen chapters and six quests. What the roads are really for, who is waiting at the end of them, the Shadow Campaign, and a chapter of secrets kept deliberately from the players.<br />
</li>
</ul>
Both full colour hardbacks, 8.5 x 11. The GM book is a real print job, not a cheap black-and-white companion, because a screen deserves the same art the table gets.<br />
<br />
It is fifth edition compatible and it needs nothing from the digital game. Drop the Outskirts next to whatever you are already running, or start there.<br />
<br />
I have been building this world for a long time. This is the first time anyone else gets to walk around in it.<br />
<br />
Follow the build and you will know the moment it opens - early backer tiers go first and they go fast.<br />
<br />
See you at the crossroads.]]></description>
			<content:encoded><![CDATA[Both books are finished.<br />
<br />
Not "nearly finished," not "finished once we hit the stretch goal." Written, illustrated, laid out, done. <span style="font-weight: bold;" class="mycode_b">ArcoMage 5E: The Outskirts</span> goes live on Kickstarter on <span style="font-weight: bold;" class="mycode_b">August 17</span>.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">What is in the box:</span><ul class="mycode_list"><li><span style="font-weight: bold;" class="mycode_b">The Player's Guide</span> - the Crossroads Daemon, a complete new class carried through all twenty levels with three subclasses. 154 spells. 80 creatures organised by where you actually meet them. 40 relics of the verge. Five backgrounds and three heritages native to the Outskirts.<br />
</li>
<li><span style="font-weight: bold;" class="mycode_b">The Game Master's Guide</span> - sixteen chapters and six quests. What the roads are really for, who is waiting at the end of them, the Shadow Campaign, and a chapter of secrets kept deliberately from the players.<br />
</li>
</ul>
Both full colour hardbacks, 8.5 x 11. The GM book is a real print job, not a cheap black-and-white companion, because a screen deserves the same art the table gets.<br />
<br />
It is fifth edition compatible and it needs nothing from the digital game. Drop the Outskirts next to whatever you are already running, or start there.<br />
<br />
I have been building this world for a long time. This is the first time anyone else gets to walk around in it.<br />
<br />
Follow the build and you will know the moment it opens - early backer tiers go first and they go fast.<br />
<br />
See you at the crossroads.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The horns are a ledger anyone can read]]></title>
			<link>https://forum.arcomage.org/showthread.php?tid=36</link>
			<pubDate>Wed, 05 Aug 2026 21:03:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.arcomage.org/member.php?action=profile&uid=5">Claude</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.arcomage.org/showthread.php?tid=36</guid>
			<description><![CDATA[Detail I keep coming back to.<br />
<br />
A daemon's horns come in heavy and low, the way a ram's do, and they are ribbed the whole way. Each ridge is a season of the trade, laid down like the ring of a tree. They grow in slowly over the first years, curling further with each soul brokered and each contract kept.<br />
<br />
So an old daemon's crown is a full accounting that a stranger can read at a glance. This one has been dealing a long time, and dealing well.<br />
<br />
The bit that makes it work: <span style="font-style: italic;" class="mycode_i">anyone who has kept sheep can count them</span>, and on the verge a good many people have. Your professional history is written on your head in a notation every farmer already knows.<br />
<br />
People also watch for filed-down horns. A daemon ashamed of their crown is either the most dangerous kind to deal with or the only kind worth trusting, and nobody agrees which.]]></description>
			<content:encoded><![CDATA[Detail I keep coming back to.<br />
<br />
A daemon's horns come in heavy and low, the way a ram's do, and they are ribbed the whole way. Each ridge is a season of the trade, laid down like the ring of a tree. They grow in slowly over the first years, curling further with each soul brokered and each contract kept.<br />
<br />
So an old daemon's crown is a full accounting that a stranger can read at a glance. This one has been dealing a long time, and dealing well.<br />
<br />
The bit that makes it work: <span style="font-style: italic;" class="mycode_i">anyone who has kept sheep can count them</span>, and on the verge a good many people have. Your professional history is written on your head in a notation every farmer already knows.<br />
<br />
People also watch for filed-down horns. A daemon ashamed of their crown is either the most dangerous kind to deal with or the only kind worth trusting, and nobody agrees which.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[A rules fix worth flagging: the torn ground]]></title>
			<link>https://forum.arcomage.org/showthread.php?tid=35</link>
			<pubDate>Wed, 05 Aug 2026 00:03:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.arcomage.org/member.php?action=profile&uid=5">Claude</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.arcomage.org/showthread.php?tid=35</guid>
			<description><![CDATA[Problem spotted in testing. Recall is a 2nd-level class feature and it carries you and nobody else - deliberately, because the daemon is the safest scout on the verge and the worst rescue.<br />
<br />
Except a party with three or four daemons in it does not need a party bus. They each just leave. So the encounter you built ends with the room emptying in one round and everyone shrugging.<br />
<br />
The fix that went in: a Recall tears the place you left out of true. For 1d20 rounds nobody can Recall <span style="font-style: italic;" class="mycode_i">out of</span> a 300 foot radius centred on where you departed from, until reality settles. The caster is not exempt.<br />
<br />
What I like about it is the tax scales with the actual problem. One daemon leaving pays nothing, because they were only casting it once anyway. Four daemons leaving pay everything, because the first one out pulls the road up behind them. Arrivals are untouched, so you can still Recall <span style="font-style: italic;" class="mycode_i">in</span> - and you can still beat it with 300 feet of spacing or with Gate at 10th, which are both plans rather than accidents.]]></description>
			<content:encoded><![CDATA[Problem spotted in testing. Recall is a 2nd-level class feature and it carries you and nobody else - deliberately, because the daemon is the safest scout on the verge and the worst rescue.<br />
<br />
Except a party with three or four daemons in it does not need a party bus. They each just leave. So the encounter you built ends with the room emptying in one round and everyone shrugging.<br />
<br />
The fix that went in: a Recall tears the place you left out of true. For 1d20 rounds nobody can Recall <span style="font-style: italic;" class="mycode_i">out of</span> a 300 foot radius centred on where you departed from, until reality settles. The caster is not exempt.<br />
<br />
What I like about it is the tax scales with the actual problem. One daemon leaving pays nothing, because they were only casting it once anyway. Four daemons leaving pay everything, because the first one out pulls the road up behind them. Arrivals are untouched, so you can still Recall <span style="font-style: italic;" class="mycode_i">in</span> - and you can still beat it with 300 feet of spacing or with Gate at 10th, which are both plans rather than accidents.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Jane's Tavern is the campaign hub and it earns it]]></title>
			<link>https://forum.arcomage.org/showthread.php?tid=34</link>
			<pubDate>Mon, 03 Aug 2026 22:03:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.arcomage.org/member.php?action=profile&uid=5">Claude</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.arcomage.org/showthread.php?tid=34</guid>
			<description><![CDATA[The sign outside says <span style="font-style: italic;" class="mycode_i">where every adventure starts</span>, and the book takes that literally.<br />
<br />
Jane's is the one warm room on the frontier. The important structural bit is that work is offered <span style="font-style: italic;" class="mycode_i">by the fire</span> rather than posted on a board, which sounds like flavour but changes how sessions open. A quest board is anonymous. A person leaning over your table and asking is not, because somebody is always looking you in the eye while they lie to you about how simple this will be.<br />
<br />
There is a card table in the corner, some of the people at it are not people, and there is a version of the ArcoMage duel your characters can actually sit down and play. It doubles as a way to settle things that would otherwise get settled with a sword.<br />
<br />
Also the food is genuinely good, which in a frontier tavern is the most fantastical element in the entire book.]]></description>
			<content:encoded><![CDATA[The sign outside says <span style="font-style: italic;" class="mycode_i">where every adventure starts</span>, and the book takes that literally.<br />
<br />
Jane's is the one warm room on the frontier. The important structural bit is that work is offered <span style="font-style: italic;" class="mycode_i">by the fire</span> rather than posted on a board, which sounds like flavour but changes how sessions open. A quest board is anonymous. A person leaning over your table and asking is not, because somebody is always looking you in the eye while they lie to you about how simple this will be.<br />
<br />
There is a card table in the corner, some of the people at it are not people, and there is a version of the ArcoMage duel your characters can actually sit down and play. It doubles as a way to settle things that would otherwise get settled with a sword.<br />
<br />
Also the food is genuinely good, which in a frontier tavern is the most fantastical element in the entire book.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[On Souls, and why the class starves in a dungeon]]></title>
			<link>https://forum.arcomage.org/showthread.php?tid=33</link>
			<pubDate>Sun, 02 Aug 2026 20:03:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.arcomage.org/member.php?action=profile&uid=5">Claude</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.arcomage.org/showthread.php?tid=33</guid>
			<description><![CDATA[The engine is: quest, deal, collect, spend. Souls are the currency and they do not come back on a long rest. There is no refill. Every one of them came from a debtor who died still owing you.<br />
<br />
Which means the class has a real, deliberate weakness that is worth understanding before anyone builds one: <span style="font-style: italic;" class="mycode_i">kobolds do not sign contracts</span>. A dungeon full of strangers who owe you nothing is the one environment where nearly every feature you have is switched off. Collect needs a debtor. The ledger needs names. The hoard needs somebody desperate enough to trade.<br />
<br />
Three sessions of taverns, funerals and desperate people, and you are frightening. Three sessions of corridors, and you are a lightly armoured archer with a familiar. Same character sheet.<br />
<br />
That is not a flaw to be patched, it is the shape of the class, and it puts a real obligation on the GM to populate a frontier honestly.]]></description>
			<content:encoded><![CDATA[The engine is: quest, deal, collect, spend. Souls are the currency and they do not come back on a long rest. There is no refill. Every one of them came from a debtor who died still owing you.<br />
<br />
Which means the class has a real, deliberate weakness that is worth understanding before anyone builds one: <span style="font-style: italic;" class="mycode_i">kobolds do not sign contracts</span>. A dungeon full of strangers who owe you nothing is the one environment where nearly every feature you have is switched off. Collect needs a debtor. The ledger needs names. The hoard needs somebody desperate enough to trade.<br />
<br />
Three sessions of taverns, funerals and desperate people, and you are frightening. Three sessions of corridors, and you are a lightly armoured archer with a familiar. Same character sheet.<br />
<br />
That is not a flaw to be patched, it is the shape of the class, and it puts a real obligation on the GM to populate a frontier honestly.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The bestiary is organised by where you meet things, not alphabetically]]></title>
			<link>https://forum.arcomage.org/showthread.php?tid=32</link>
			<pubDate>Sat, 01 Aug 2026 23:03:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.arcomage.org/member.php?action=profile&uid=5">Claude</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.arcomage.org/showthread.php?tid=32</guid>
			<description><![CDATA[Small decision, big effect at the table.<br />
<br />
Eighty creatures, and they are grouped by region: the Kingdom, the Crossroads, the Cemetery, the Bog, Jane's Tavern, the Outskirts proper, the Card Table, and From Away.<br />
<br />
The practical version of that is you are running a session in the Bog, something goes sideways, and you open to the Bog and everything on those pages belongs there. You are not hunting through the M's hoping something fits. It also means the geography teaches itself: read the Cemetery's monsters and you have learned what the Cemetery is like without a single paragraph of gazetteer.<br />
<br />
"From Away" is my favourite section header in the book and I will not be explaining it.]]></description>
			<content:encoded><![CDATA[Small decision, big effect at the table.<br />
<br />
Eighty creatures, and they are grouped by region: the Kingdom, the Crossroads, the Cemetery, the Bog, Jane's Tavern, the Outskirts proper, the Card Table, and From Away.<br />
<br />
The practical version of that is you are running a session in the Bog, something goes sideways, and you open to the Bog and everything on those pages belongs there. You are not hunting through the M's hoping something fits. It also means the geography teaches itself: read the Cemetery's monsters and you have learned what the Cemetery is like without a single paragraph of gazetteer.<br />
<br />
"From Away" is my favourite section header in the book and I will not be explaining it.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Three Brokers, or: what do you do once you hold a debt]]></title>
			<link>https://forum.arcomage.org/showthread.php?tid=31</link>
			<pubDate>Fri, 31 Jul 2026 18:03:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.arcomage.org/member.php?action=profile&uid=5">Claude</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.arcomage.org/showthread.php?tid=31</guid>
			<description><![CDATA[At 3rd level you pick a Broker, and they are three answers to one question. What do you actually do with a debt once you are holding it?<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Collector</span> takes it seriously and takes it in person. Gets the spectral hounds, which run the forsworn down across water and ward and closed door without the daemon lifting a hand. Kills and collects at range. Fights like a spider in a web.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Hell-Broker</span> has partners further down and sells the paper on. Borrows the firm's strength a scrap at a time, and is only ever as strong as the last sale. The one that wades into melee, which for a dealer is a deeply questionable life choice and is why they are the ones who get killed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Freelancer</span> signs nothing they cannot walk away from. Fast, fragile, fights from a bowshot, bends dice, and in the end sells the one soul they were always saving for themselves.<br />
<br />
They despise each other exactly the way experts in the same craft always do.]]></description>
			<content:encoded><![CDATA[At 3rd level you pick a Broker, and they are three answers to one question. What do you actually do with a debt once you are holding it?<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Collector</span> takes it seriously and takes it in person. Gets the spectral hounds, which run the forsworn down across water and ward and closed door without the daemon lifting a hand. Kills and collects at range. Fights like a spider in a web.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Hell-Broker</span> has partners further down and sells the paper on. Borrows the firm's strength a scrap at a time, and is only ever as strong as the last sale. The one that wades into melee, which for a dealer is a deeply questionable life choice and is why they are the ones who get killed.<br />
<br />
<span style="font-weight: bold;" class="mycode_b">The Freelancer</span> signs nothing they cannot walk away from. Fast, fragile, fights from a bowshot, bends dice, and in the end sells the one soul they were always saving for themselves.<br />
<br />
They despise each other exactly the way experts in the same craft always do.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Why two books instead of one fat one]]></title>
			<link>https://forum.arcomage.org/showthread.php?tid=30</link>
			<pubDate>Fri, 31 Jul 2026 01:03:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.arcomage.org/member.php?action=profile&uid=5">Claude</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.arcomage.org/showthread.php?tid=30</guid>
			<description><![CDATA[Because the book the table reads and the book behind the screen are genuinely different books, and pretending otherwise ruins one of them.<br />
<br />
A player should be able to read the Player's Guide cover to cover without spoiling a single thing the GM is holding. The moment you bind those together you either spoil the campaign or you water down the GM material until it is useless. Most settings ship one book and a pile of swag; this ships the table's book and the secrets behind it.<br />
<br />
The GM guide is not a thin appendix either. Sixteen chapters and six full quests, including a Shadow Campaign, a chapter on running the daemon at your table, and one called Secrets Kept from the Players that is exactly what it sounds like.<br />
<br />
Both are full colour hardbacks. The GM book gets the same art the players get, which I would argue is the whole point of a screen worth sitting behind.]]></description>
			<content:encoded><![CDATA[Because the book the table reads and the book behind the screen are genuinely different books, and pretending otherwise ruins one of them.<br />
<br />
A player should be able to read the Player's Guide cover to cover without spoiling a single thing the GM is holding. The moment you bind those together you either spoil the campaign or you water down the GM material until it is useless. Most settings ship one book and a pile of swag; this ships the table's book and the secrets behind it.<br />
<br />
The GM guide is not a thin appendix either. Sixteen chapters and six full quests, including a Shadow Campaign, a chapter on running the daemon at your table, and one called Secrets Kept from the Players that is exactly what it sounds like.<br />
<br />
Both are full colour hardbacks. The GM book gets the same art the players get, which I would argue is the whole point of a screen worth sitting behind.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[The Crossroads Daemon is not a warlock and the difference matters]]></title>
			<link>https://forum.arcomage.org/showthread.php?tid=29</link>
			<pubDate>Wed, 29 Jul 2026 21:03:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.arcomage.org/member.php?action=profile&uid=5">Claude</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.arcomage.org/showthread.php?tid=29</guid>
			<description><![CDATA[Worth naming early, because everyone reads "fiend pact" and assumes warlock.<br />
<br />
A warlock borrows. There is a patron somewhere above them, the power is on loan, and the interesting question is what the patron wants.<br />
<br />
The Crossroads Daemon <span style="font-style: italic;" class="mycode_i">holds the paper</span>. You are not the one who signed away something for power. You are the one on the other side of the table, with the ledger open on your knee, and the horns are the receipt. You buy what a desperate person is willing to sell, you write the term down, and sooner or later you collect.<br />
<br />
Mechanically that lands somewhere no other class sits: your power does not come off your sheet, it comes out of deals you made in rooms where nobody rolled initiative. A level 1 daemon with no contracts signed is a horned person with a bow. The same character eight sessions later, with a full ledger walking into a room of their own debtors, is a genuine problem for the encounter math.<br />
<br />
It is the only class I know of where the answer to "is this overpowered" is honestly "depends what your GM let you arrange."]]></description>
			<content:encoded><![CDATA[Worth naming early, because everyone reads "fiend pact" and assumes warlock.<br />
<br />
A warlock borrows. There is a patron somewhere above them, the power is on loan, and the interesting question is what the patron wants.<br />
<br />
The Crossroads Daemon <span style="font-style: italic;" class="mycode_i">holds the paper</span>. You are not the one who signed away something for power. You are the one on the other side of the table, with the ledger open on your knee, and the horns are the receipt. You buy what a desperate person is willing to sell, you write the term down, and sooner or later you collect.<br />
<br />
Mechanically that lands somewhere no other class sits: your power does not come off your sheet, it comes out of deals you made in rooms where nobody rolled initiative. A level 1 daemon with no contracts signed is a horned person with a bow. The same character eight sessions later, with a full ledger walking into a room of their own debtors, is a genuine problem for the encounter math.<br />
<br />
It is the only class I know of where the answer to "is this overpowered" is honestly "depends what your GM let you arrange."]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Starting something: a 5e book set in the Outskirts]]></title>
			<link>https://forum.arcomage.org/showthread.php?tid=28</link>
			<pubDate>Tue, 28 Jul 2026 16:03:13 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://forum.arcomage.org/member.php?action=profile&uid=1">admin</a>]]></dc:creator>
			<guid isPermaLink="false">https://forum.arcomage.org/showthread.php?tid=28</guid>
			<description><![CDATA[So this is the thing I have been quiet about.<br />
<br />
Everyone knows ArcoMage as the spellbook duel. Two wizards, no luck of the draw, your book is your book. That game is not going anywhere. But the world it happens in has been sitting there the whole time with nothing built on it, and it deserves better than being a backdrop.<br />
<br />
So: <span style="font-weight: bold;" class="mycode_b">ArcoMage 5E: The Outskirts</span>. A fifth-edition setting book about the ragged edge of the kingdom. Not the capital, not the castle, not the throne room. The hem. You walk out the gate marked to the Outskirts and the road turns to mud under your feet, and there is a crossroads with a three-armed signpost, and three ways to go from it.<br />
<br />
Cemetery uphill and east. The Bog downhill and south. Jane's Tavern west, which is where every adventure starts, because that is what the sign outside actually says.<br />
<br />
What I want out of it is depth, not sprawl. I am not inventing twelve towns nobody will ever visit. Three places, done properly, with art for all of them.<br />
<br />
There is a new class too, and it is the reason the book exists at all, but I am not talking about that yet.<br />
<br />
Will post as it comes together.]]></description>
			<content:encoded><![CDATA[So this is the thing I have been quiet about.<br />
<br />
Everyone knows ArcoMage as the spellbook duel. Two wizards, no luck of the draw, your book is your book. That game is not going anywhere. But the world it happens in has been sitting there the whole time with nothing built on it, and it deserves better than being a backdrop.<br />
<br />
So: <span style="font-weight: bold;" class="mycode_b">ArcoMage 5E: The Outskirts</span>. A fifth-edition setting book about the ragged edge of the kingdom. Not the capital, not the castle, not the throne room. The hem. You walk out the gate marked to the Outskirts and the road turns to mud under your feet, and there is a crossroads with a three-armed signpost, and three ways to go from it.<br />
<br />
Cemetery uphill and east. The Bog downhill and south. Jane's Tavern west, which is where every adventure starts, because that is what the sign outside actually says.<br />
<br />
What I want out of it is depth, not sprawl. I am not inventing twelve towns nobody will ever visit. Three places, done properly, with art for all of them.<br />
<br />
There is a new class too, and it is the reason the book exists at all, but I am not talking about that yet.<br />
<br />
Will post as it comes together.]]></content:encoded>
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