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(+1)

Experiencing what is only the tip of Jewel's proverbial iceberg is a treat deliciously savored – gripping, thought-provoking, and endlessly enticing the reader deeper into the criminal world of the Outlaws below Jewel's Great Game. Delilah is at the vanguard of esoteric aesthetic and occult game design, pushing creative boundaries and narrative splendor with a earnest excitement and finely honed talent for world-building, tension, and the unabashedly bizarre. I cannot think of a better way to onboard a prospective player and induct them into the world of Jewel than the phantasmagorical romp presented here through just a few dice rolls, and I can hardly wait to see what comes next.

(+2)

This is not a D&D-esque lifepath generator that spits out John, Son of John, Vaguely Angry Looking Fighter. This is a flavor-dripping theme park ride through Jewel, one of the most bizarre, gleefully esoteric settings you will ever have the pleasure to read. Every single die roll introduces you to a dozen new intriguing names and concepts, and at every point of the lifepath you want to cling on to something, shake it and yell 'I want to know MORE about this'. Dream-printers and theatre-wrights, gilded hunters and former corporate knights. Pankratiasts and Akashic Cowboys- gamblers, rogues, thieves, magi, humans, non-humans, almost humans, never-humans, and the slight but ever present risk of a Deific Harrowing.

It is a strange and delicious appetizer that will only make you hungry for more.