Thursday, August 17, 2017

What does a self-help book and a roleplaying game have in common?

I stumbled upon this video about Ed Latimore's The Four Confidences: I became very excited when I realized this philosophy supports the game mechanics of Golden Oceans.
In Golden Oceans, character creation is primarily focused around the accumilation of special abilities called "Confidences". These confidences unlock areas of expertise for the character. It is Confidence which seperates the heroes from the average people. Without confidence... knowledge and power fall to the wayside.

The following is a summary of Ed Latimore's Four Confidences and how each one relates to the rules of Golden Oceans.

1. Confidence in the Process. Rome wasn't built in a day. Goals come with time. Improvement is a process. Have faith that things will get better. In Golden Oceans, characters recieve Experience just for participating. The Experience they collect furthers them in the game by allowing them to unlock Confidences.
2. Confidence in Instruction. You learn at a quicker pace by relying on trustworthy teachers. You can save valuable time by not having to learn the hard way. In Golden Oceans characters can train, teach, and be taught in order to accelerate the learning of skills. This is much faster than learning on the job.
3. Confidence in the Past. You need to understand where we've been to know where we're going. In Golden Oceans, an emphasis is put on backstory. By choosing the character's Cultural, Occupational, and Motivational Confidences we define what is important to them and why. This makes for stronger roleplaying, by giving the character a starting point and a direction.
4. Confidence in learning. Given enough time, anybody can learn anything. In Golden Oceans there are no class or cross-class skills. Any character can attempt any skill. Every failure is a chance to learn from your mistakes. When your character recieves a Critical Failure on a skill roll, that skill goes up a point. You win or you learn.

In the game of Golden Oceans, Experience leads to Confidence!

Golden Oceans is available here:
Purchase the Four Confidences here:

Sunday, July 2, 2017

The Continent of Delvariah

Delvariah is the smallest continent on the planet Drae. Located in the southern hemisphere, Delvariah is primarily comprised of the coastal Del Floodlands and the mountainous Variah Plateau. Surrounded on the northern coast by the deadly Mara Ocean and to the south by the Black Waters of Delvariah, the continent has historically remained free from conquest due to its deadly coastal waters and distant isolation. In modern times Delvariah is colloquially referred to as "Mara Gem"; being the last remaining "wildlands" yet to be conquered by the numerous empires and industries.

The lowlying Del Floodlands are sparsely populated by native humans, but the Variah Plateau, which contains the vast majority of "wildlands" is dominated by tribes of primal creatures such as the Soth,  Sasquatch, Pigmy, and Haug. Though a few tribes near the Del Floodlands are friendly to humans, the majority of these troglodytes are feral, savage, and even cannibalistic. There are many natural resources in the jungles of Variah, including medicine, rubber, sugar, coffee, tobacco, and even naturally occuring veins of precious metal, such as gold, silver, and draenorium. Settlers from the Goath Empire, Compass Alliance, and Coalition of Free Guilds have swarmed to the Mara Gem in recent years; leading to a renaissance in imperialism in the southern hemisphere.

Delvariah is littered with strange predatory and parasitic creatures. The spanx is the epitomy of brains over brawn. Utilizing vocal mimicry the spanx recreates the mating sounds of local predators, taking beasts three times its size by surprise. Vicious creatures, the spanx always goes for the jugular to insure a swift, quiet kill. Giant leeches are also a terror of Delvariah. Secreting a natural pain-killer, they can drain a person dry in their sleep without ever waking them. There are many perils for those brave explorers who dare to traverse the wildlands, but we depend on them to forge the path through the darkness.

Saturday, July 1, 2017

The Continent of Eastrund

Eastrund is the largest continent on the planet Drae, located in the eastern hemisphere. Its named derives from the Gremmish tongue, literally meaning "Eastern Mounds" (in reference to the numerous mountains and sand dunes). In ancient times, this land was referred to as "Skahiria" and was mostly dominated by shang, trivicks, and giants. The Cahirian River Basin was the first region to support human life on the continent of Eastrund, approximately three hundred years before the first Osarians would migrate down from the mountains. These early Cahirians are categorized by anthropologists into two major groups, the Messick and the Lummick tribes.

The Messick are most notable for being the primary genetic lineage of modern humans in Eastrund. The Lummick would later migrate north, creating their own empire and laying the foundations for the famous Valian Empire; before returning to conquer the Messick peoples. Today the two militaristic super powers controlling the continent are the Cahirian and Goath Empires. The Edumechian Mountains split the continent in half, the north being controlled by the Cahirians and the south by the Goath. The Yru Pass is a wide canyon between the eastern and western stretches of the Edumechian Mountains. Being the easiest route of travel from the north to the south, it is a major trade route and strategic military asset (currently controlled by the Cahirians).

Eastrund is divided into five geographic regions: Cahir (north-western lowlands), Sa'Lam (north-earthern lowlands), Sabra (central desert), Goa (southern lowlands), and Edumechia (eastern and western mountain ranges). Most notably, Sabra is the black heart of the continent, where cults, witches, slavers, and warlords still reign supreme. It is in these inhospitible lands that many foreigners come in search of magical treasures, long lost by the draeick ancients in their buried tombs. Eastrund is a land of great beauty, diverse human culture, and majestic wildlife, but also a violent place controlled by tyrannical empires, packs of vicious beasts, and hordes of monsterous giants.

The Continent of Pan Valia

Pan Valia is a collection of landmasses and large islands in the northern hemisphere of Drae. Renowned for its luscious grass, majestic rolling hills, and seas of jagged ice; Pan Valia is colloquially referred to as the "Greenlands" by the citizens of the Compass Alliance. Extremely mountainous, the majority of the Valian mainland is high in altitude; over ten-thousand feet above sea-level. The low-lying boglands are prized realestate, easily turning a profit from the highly traversed waterways. Areas of dense woodlands are common in Valia, however the majority of the outlying islands can only sustain grass, moss, and lichen.

Originally the homeland of the formidable Valians, today the descendants of that once noble empire exist in the various incarnations which took control after the collapse. From the Valian power vacuum, the Gremmish Empire would be the first to organize, developing into a global empire of industrial and economic superiority. It was the Gremmish who first circumnavigated the planet, giving us the modern names for the oceans and continents.Gremmish has since grown to become one of the most prominent languages on the planet Drae. Other prominent nations of Pan Valia include the Kingdom of Sylvania, the Republic of Linder, the Na'lan Empire, and the Confederation of Quezal (which is techniquely a disputed territory of the Gremmish Empire).

Due to its location in the northern hemisphere, Pan Valia has strange seasonal occurances such as extremely long days or nights, and the ever bizarre "Northern Lights". During the summer months the icy oceans surrounding Valia break down into icebergs, however during the frigid winters, the oceans freeze solid, often connecting landmasses which would otherwise be seperate. Indeed, the Sylvanian Penninsula is surrounded on three sides by water, but freezes over during the winter to create a fully land-locked country. For obvious reasons, icebreaker ships are common in these waters. The undesputed epitomy of this is the self-healing Drasil Ship, plated with Draenorium Armor.

Thursday, June 29, 2017

The Continent of Westrich

Westrich is an arid continent in the western hemisphere of the planet Drae. Its name derives from the Gremmish tongue, whose early explorers called the continent "Westrich", literally meaning "western riches". Commonly referred to as the "Red Continent" due to the large accumilation of oxidized iron in the soil, this landmass is dissected into four sections by the Drunin Mountains. The four major regions are Vyspia (the northern highlands), Osaria (the furtile lowlands), Slyph (the western magelands), and the Kura Penninsula (a strategic military asset, which includes the "Dead Lands").

One of the earliest human civilizations was founded in the Osarian Valley by humans who descended into the lowlands from Drunnish caves; where they fled persecution from their Durilick masters. This land was once arid and barren, like the rest of Westrich, but was fertilized over centuries by the super volcano, Drudravuli. Today, the land of Osar is the home to the Compass Alliance, whose lineage can be directly traced to the influx of Gremmish settlers during the Age of High Imperialism. Growing from small individual colonies into a modern conglomerate with global influence, the Compass Alliance was founded on the ideals of democracy, but has since been corrupted into a vicious empire.

Westrich is also the home of the Drunnish Capitol, Duhkur, known as the "International City of Magic". Duhkur is the heart of the Drunnish Empire but remains under the control of the Weizish Aristocracy. A strange irony exists in the peaceful relationship between the Compass Alliance (who traditionally have outlawed magic within their territory) and the Drunnish Empire (who have built an entire society on the ideals of Feyish magic). Many call attention to the Hydration Industry to explain the bizarre political hypocracy between these two states. Indeed, if you follow the money, you find that the Compass Alliance depends on the large influx of water from the Drunnish Ice Mines in order to create the vast quantities of steel required to build the weapons required to maintain their vast global empire.

Sunday, April 16, 2017

The Drunnish Redlands

               The Drunnish Redlands are north of the Drunin Mountains along Naxia’s western border. Most famously, the super volcano Drudaravuli (also known as Dra’Ar Avola or The Red Mountain) is located in the Redlands, ejecting molten lava on a regular basis. The legendary Red Elf is rumored to live in these lands, though no conclusive evidence has ever been gathered on the subject. This region is also known to be the hideout of the infamous outlaws Webear and Gruuf.

Saturday, April 8, 2017

Sunday, February 12, 2017

Digital Download NOW AVAILABLE!!!

Digital Downloads of Golden Oceans: Book One 
are now available on and!

          Featuring THREE HUNDRED special abilities called Confidences, the game of Golden Oceans maximizes character customization, putting control into the player's hand with its revolutionary Destiny mechanic. Also includes a dozen unique cultures from eight different nations, eighteen  character motivations, ninety  occupations, and  extensive descriptions of equipment, consumables, weapons,  armor,  vehicles,  animals,  and  more!

Saturday, February 11, 2017

The World of Drae

                   The game of Golden Oceans is set on the exotic world of Drae, a dangerous wasteland distinguished by its oceans of abrasive silt.  These sandy oceans, which sparkle in the light of the setting sun, were first explored by the Draeicks, the founders of science and magic. They were the first to conquer the globe but eventually destroyed themselves during an epic conflict which destabilized their society.

                   The dark ages have passed but the ruins of the Draeicks still remain scattered in the wilderness. Riding on their shoulders, humanity has advanced from primitive hunters to a diverse web of industrial societies fighting for global supremacy. Though modern inventions promote human prosperity in an inhospitable world, today's poltical climate is one of fierce rivalry, as  legions of brutish giants, hordes of insidious feys, and packs of legendary beasts fight for survival.

                   Sail across the Golden Oceans! Fight against a vast conspiracy of corrupt bankers or prevent an evil cult from summoning an elder demon.  Retrieve the bounty on an outlaw or save the local villagers from malicious bandits. Prevent a world war with your diplomacy or accompany a scientific expedition. In the game of Golden Oceans you will rely on your equipment for survival, but most importantly you will require creativity and confidence to persevere against all odds!

The Drasil Tree