“You all
meet at an inn.…”
Pen and paper
role-playing games have been a tremendous influence in my life
since my formative years. My parents bought me the magenta
D&D boxed set back in 1982, along with the Player's
Handbook, Dungeon Master’s Guide, and Monster Manual. My
lifelong passion for fantasy, science fiction, war games, and
mythology was well-channeled through RPGs, and I credit playing
D&D with helping me sustain my imagination and sense of
wonder through adulthood.
I played with one
particular group through the bulk of my late teens and early 20s,
and this series — along with the
atmosphere tools that Black Phoenix Trading Post has
introduced — was inspired, specifically, by the time
that we spent campaigning together. Our group was somewhat
prop-driven in our gaming: we felt that setting a mood was
conducive to our style of gameplay. Little things like changes in
lighting, minor sound effects, and music made a world of
difference, and we found that utilizing miniatures, model
railroad scenery, and other tools in order to physically
illustrate strategies and provide visual cues was tremendously
useful. How much more immersive would it have been if we’d
been able to smell the crypt we were crawling through? Or the
stench of steel and blood that permeates a warrior’s cloak?
What do the wizard’s spell components smell like? What does
winter in the desert smell like? Or spring in a druid’s
sanctuary?
Pen and paper
role playing games are, to me, dynamic stories that are propelled
by the active participation of many individuals. You can’t
have a strong storyline without creating characters of some
depth. When you create a character, you generally have their
personalities, priorities, and history in mind, along with a
clear vision of what your character looks and sounds like. But
how does she smell? What does the world around her smell
like?
In most pen and
paper fantasy RPGs, three of the primary attributes that you must
choose for your character are race, class, and alignment. Black
Phoenix Alchemy Lab’s RPG scent series was designed to
emulate the character creation process, and are meant to be
layered in order to create a character concept. In short: you
layer your class, race, and the two fragrances that compose your
alignment to construct your character scent. RPGs in all their
myriad forms — CRPGs, MMOs, and old school pen and paper
— have brought me immeasurable joy. This is my homage. This
series is dedicated to my first DMs — my parents —
for laughing off the nutter-perpetuated AD&D Satan Scare of
the 80’s. Thanks for taking the time to play with your
little girl. I miss you, and I love you.
In gaming terms, choosing your character’s race means
you will select which sentient species you would like to belong
to.
DWARF
Iron filings and
chips of stone, Styrian Golding hops, and soot-covered
leather.
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the dice.
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ELF
Pale golden musk,
honeycomb, amber, parma violet, hawthorne bark, aspen leaf,
forest lily, life everlasting, white moss, and a hint of wild
berry.
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the dice.
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GNOME
An explosive blend
of effervescent golden ginger and black peppercorn with
sarsaparilla, gurjum balsam, nutmeg, gear lubricant, and
smoke.
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HALF-ELF
White sandalwood,
beeswax, white tea leaf, oud, and a hint of sophisticated urban
musk.
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HALFLING
Porridge, kukui
nuts, and pastry crumbs.
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ORC
Field grey courgette
musk, roughly cured leather, and vetiver.
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Class refers to your character’s choice of adventuring profession.
BARD
A ridiculously charismatic blend of bay rum, honey, and white musk mingling with the scent of harp wood and lute strings and the twang of horn brass.
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CLERIC
Rose amber,
frankincense, myrrh, champaca flower, Peru balsam, cistus,
palisander, cananga, hyssop, and narcissus absolute.
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DRUID
A woolen robe infused with the scent of a vast, primordial forest: ancient trees, fertile soil, wild herbs, spring grasses, and burgundy pitch incense.
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FIGHTER
Leather, musk,
blood, and steel.
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MAGE
All mystique and
thrumming power: gurjum balsam, Sumatran dragon's blood
resin, olibanum, galangal, oleo gum resin, and frankincense.
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the dice.
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PALADIN
Immaculate white
musk, sweet frankincense, bourbon vanilla, white leather, and
shining armor.
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RANGER
Untamed wilderness:
buckskin accord with Terebinth pine, Russian birch, black
ironwood, elder bark, hay, armoise, juniper, patchouli, galangal
root, Spanish moss, and cabreuva.
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the dice.
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ROGUE
Soft, well-worn
black leather, hemp, and rosin.
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Alignment refers to your character’s ethics: which way
does his or her moral compass point? There are two aspects to
alignment: law vs. chaos, and good vs. evil. Does your character
respect authority and venerate tradition? She’s likely
Lawful. Does she value personal freedom above all else? Chaotic.
Does your character give alms to the poor and protect the
innocent? He’s Good. Is your character of a mercenary bend,
willing and eager to step on others to get ahead? Evil. A
character that is Neutral (or any combination of Neutral) either
finds perfect balance in their worldview, or is apathetic towards
the constraints of either good and evil or law and chaos. A
lawful neutral character values the letter of the law above any
concern for good or evil, and the chaotic neutral character is,
generally, driven completely by a desire for absolute freedom.
Sometimes they’re just
nuts.
NEUTRAL
A flawless skin musk.
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LAWFUL
Rigid oak, blue chamomile, rhubarb, and fig leaf.
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CHAOTIC
A whirling
mélange of multicolored musks with wasabi, rooibos,
heliotrope, and mastic.
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GOOD
Shimmering celestial
musk with vanilla, white honey, acacia, and sugar cane.
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EVIL
Smouldering opium
tar, tobacco absolute, green tea, black plum, kush, ambergris
accord, ambrette seed, and costus root.
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the dice.
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A growing selection of adventuring gear, character-specific items, and dungeoneering accessories to further personalize your character!
DWARVEN ALE
Brewed with fermented mushrooms, pumpkin rind, honey, and apple rootstock.
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THIEVES' ROSIN
Increases the chance of successfully picking pockets by 25%.
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VIAL OF HOLY WATER
The gleaming, indescribably clean scent of purified, ritually consecrated holy water.
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