So I played Magic: the Gathering way back when, but I haven’t touched it in years, which is kind of a bummer, because it’s a fun game with so much variety. However, I’m not here to whine about that, and I was ass at it anyways. No, I wanted to talk about the world of Magic, which is something I’ve held with me through the years of playing rpg’s and really any media I consume. The multitude of worlds contained within the Magic universe and the concept of Planeswalkers. Now it’s no secret that I’ve visited a little bit on the concept of the multiverse contained within the Godbound core setting, which, I think, is deliberately left a bit nebulous in the core rulebook as to let GM’s and players have more freedom to come up with their character concepts. Night Roads and where they lead are, what I believe, one of the most interesting parts of the Godbound setting in as much the same way as Planeswalking is to Magic. You can go anywhere and do anything, and within the engine of the game, as an OSR system, it’s relatively simple to convert most any other material out there.

“But Thief,” you say. “We know this shit. Hell, most of us do it already. Get to the point.” I will, dear reader, but in the recent and previous reviews by the Prince of Nothing about The Chaos Gods Come to Meatlandia, a bizarre fleshcrafting, worm-ridden, murder happy gonzo nightmare of a campaign setting, about the two types of campaign settings. Type A settings, which are broad fantasy settings which allow for all manner of play styles with huge amounts of history behind, and type B settings, which are much more narrowly focused, focusing on a much more distinct type of game. E.g. you can do a lot of different things in the Forgotten Realms or Greyhawk, but Ravenloft typically focuses on Gothic Horror or brutal desert survival in Dark Sun.

Now here in lies the true strength of Godbound and the Night Roads. You can do all this shit in one game. You can go to the weird little hyper focused games and campaigns as a one shot or a small stop in your campaign, or even head off to the bigger settings to mess around in, plundering, pillaging, and most importantly changing things as you go. For the GM’s out there who think it would be fucking sweet to go on a plane hopping joy ride, I say more power to you, but keep in mind with Dominion and Influence, the players can and probably will heavily change things about the campaign worlds they go stomping around in, which is what is kind of expected as Demi-Gods. Getting to them may be the hard part, but as I am pedantic and long winded, I thought it might be fun to pick out some of my favorites and maybe a guide or two to light the way

The Cave Girl, High Priestess of the Ancient Ways, mistress of the half-remembered lore, bedecked in savage finery, ever changing, ever twisting. A most powerful and potent Priestess, it is she who knows the dark and secret ways of the Stygian Library and the hidden Gardens of Ynn, and the ever changing nature of both. One of the greatest minds of this or any age, she will reveal the ways to let travelers find the horrors and wonders within in exchange for a secret.

Knight with a duck billed helm, a paragon of poetry and veteran of the mindscape wars, and a lady clad in finery made of detritus and refuse, a summoner who calls forth monsters from cast-off filth, collaborate on their next great quest. If one can bring them the Flame of the Silken Sky, they may tell travelers of the deep paths down to the Veins of the Earth and the Deep Carbon Observatory.

A yellow robed sorcerer, a traveler and master of Hex magic. It is he who knows the ways of Chaos and the secret roads leading to the Isle of Unknown and all its perils, as well as the stargates that lead beyond to the lost planet of Carcosa, where there lay in wait things that may even be more than a match for a God

a bear warrior, great and terrible, Eld scalps upon its belt and bearing a massive axe atop a mighty hydra. The prismatic LSD it offers will take the traveler in a journey across time and space whereupon they awake in the Hill Cantons

The green skinned Za’akier Magister, master of the chaos magics and contender for the G’on’zo Throne. Loved by some, hated by others, few can deny his mastery. A Crimson Dragon Slayer, the Za’akier will happily tear open the fabric between worlds to Cha’alt, or the Islands of the Purple Haunted Putrescence, inviting in those travelers foolish enough to believe they may conquer these worlds. The Demon Worm awaits.

A dungeoneer, explorer extraordinaire and amateur in name only. Within their many packs and volumes of lore are the true secrets of Arcem and beyond.

Within a temple hidden within the belly of a massive Corpse-Worm God is a wound like gateway through universes that leads to the lost world of Meatlandia. A sacrifice of blood, bile, and compassion is needed to fully open the way and cross over.

A Woodsman, a true forward thinker and walker of the Night Roads. He knows the secret paths to Fairie, the ship charts to the Painted Isles, and bears tokens of safe passage in the city of Disorder on the Plane of Anarchy. Tucked about his person are lost treasures of heroes, which he may part with for a worthy cause

an ancient, wizened wizard, cackling and wrathful, its form merely an elaborate costume that hides the black heart of the Demon Lord within. Challenge him and he will discard the flimsy disguise to reveal his terrible might, casting them down onto Urth, in the Shadow of the Demon Lord.

The Harrow-King, the Prince, great and terrible, a great sword of black steel upon his back, armor made from the petrified bones of his foes, and iron boots stained with the tears of broken enemies. Master of esoteric lore, he has walked a thousand worlds before and will offer guidance, but will brook no fools before him. He, and he alone, knows Night Roads that lead to Age of Dusk, of the Rising of the Red Prophet.

A thousand apologies should I have missed a guide to the thousand worlds of the Night Roads. There will most likely be more to come.