**Now shipping to US, EU, CAN, and AUS!**
Welcome to some of the last islands of dry land on the planet. What were once massive continents, full of forests, plains, swamps, and jungles with mountains towering above them are now just dots in a sea of blue. Each of these different biomes is ruled by ancient spirits; a mountain might have a spiritual sculptor, a grassland will be protected by a wandering spirit guardian and a forest a gardener. One of the most powerful spirits is the Deep Lady she ruled over the eastern sea and upon her head was a crown of coral, seaweed, and driftwood. This crown was said to have the power to call rains and storms that wouldn't stop until the wearer told them to.
Generations ago your ancestors had just founded a village next to a small forest. The only issue was that there wasn't a good source of fresh water. Every well they dug smelled of sulfur. So they heard of the location of this crown and stole it from the Deep Lady's Throne, a temple to her. They used the power of the crown to call unrelenting rains and created a new lake. Unfortunately for them, it worked, they flooded the nearby forest and created a deep lake drowning the forest and its caretaker the Green Prince. Realizing her crown was missing the Deep Lady went looking for it and to her horror saw that a small group of humans had taken it and used it to drown her son, the Green Prince. In her rage at humanity for taking her son and her crown from her, the Deep Lady flooded the planet and caused a near extinction of humanity and other life. She swore that she would finish the job if you and the other families didn't collectively sacrifice one family member every 25 years, or return the crown.
For generations, the families of the village would take turns sending a member of their family to be sacrificed on the island of The Deep Lay's Throne. All while sending volunteers into the Depths of the Deep Lady's Temple to return the crown. After a century of doing this, they realized they were getting nowhere. So they went over her demands again. She only demanded a person die on her island, not how. So they came up with a plan. They would all send an Heir down into the depths of her temple every 25 years as a group and they were to take the crown with them and make it as far as possible. Once one member of a family perished they were to return to the village with the crown and the Sand of the member who died. You are the villages first group of heirs to go down all at once. You may perish but you will learn and pass that knowledge on to your descendants. Who might make it further, and who hopefully will be able to fulfill the Deep Lady's demands and fix the great wrong your ancestors committed.
A Rasp of Sand (AROS) is a tabletop RPG love letter to Roguelite games. Included is an introduction to the world of AROS, over fifty monsters, a multitude of rooms, an armory of magical items and mechanics for the "Sand" legacy system. A Rasp of Sand is compatible with all of your favorite OSR games but was made specifically with Knave by Questing Beast in mind (incorporating morale, inventory and many of the character generation tables into AROS).
Features of A Rasp of Sand
- Simple rules for survival and experience that plug directly into Knave (or practically any other OSR game).
- Over 50 terrestrial oceanic monsters both plants and animals to fit into any OSR game. The bestiary is designed to function as a standalone ecosystem. Most of which come with their own traits that can be gained by the Heirs you play as. Become a horrible ocean mutant!
- A multitude of unique rooms full of trap, tricks, events and unique NPCs. All themed after areas of the ocean.
- A system for randomly generating your own dungeon complete with variations based on what floor you are on. Watch as things get deadlier and weirder the further down you go.
- A system for randomly generating Heirs that can have traits from their parents passed on to them.
- Secrets that you will learn and be able to take advantage of on the next delve once your Heir retires or perishes. Pass knowledge from one generation to the next!
- A rasp of Sand is not a standalone system, it requires Knave or another OSR-like game to run.
AROS is a game about sacrifice and patience. In AROS you play as a family more than a single adventurer. You don't roll for knowledge checks you as a player are learning as your characters gain knowledge. This is explained in-game by Sand. Sand is the conscience made physical. Each pearlescent grain is a memory and when a creature ingests the Sand they experience those memories gaining insight and skills in the process. Sometimes your heirs will even gain physical traits from the beasts of the deep that they slay. Gain the magic-sensing vision of the Rainbow Shrimp, the ever-changing skin of the Cuttlers, or the hard outer covering of the Coral Golem. When your character dies you don't start from nothing, you randomly roll-up a new heir then pass on some of your experience and skills onto the next generation.
You will be adventuring in the Deep Lady's Throne. A temple built into an island with ever-changing room set-ups and a menagerie of life. The Deep Lady is a sea goddess and her creations mirror this, but she wants to make returning the crown possible (definitely painful and difficult but possible) so she created a terrestrial mirror of her domain. Each of the seven floors in the depths of her Throne is reminiscent of a level and/or environment in the ocean.
I pride myself on creating interesting role-playing experiences with a professional coat of paint to make understanding and using the book a pleasure. Featuring gorgeous cover art by ma-ko (hopefully more if the campaign does well) that will take your breath away and professional interior layout, design and illustration by yours truly.
Risks and challenges
I am in the middle of doing the writing, layout and interior art myself but I've specifically given myself until April to make sure there are no issues delivering A Rasp of Sand on-time.Learn about accountability on Kickstarter
- (23 days)