Tuesday, May 31, 2011

Sealed Ones

Some texts claim that there are means by which a person can seal themselves, or be sealed, beneath the earth and live for centuries, unable to move, see, hear, touch or taste. These texts claim that when all consciousness of their own existence has been worn away, the sealed one's "other eyes" will open, and they will be able to perceive and effect reality by non-physical means. The texts further say that the sorcerer or victim will be driven almost mad by the thought that their perceptions could be simple dreams or delusions, and this hysteria gives them great power. Thus if they can be truly convinced that they are perceiving the world, then they will instantly lose their power to do so, and will die. The other method of banishing such a creature is by finding and destroying their body.

Monday, May 30, 2011

Mu, or Lemuria

Mu, or Lemuria, refers to a continent which is hypothesised to have once existed in the Pacific Ocean. It is said to have been the origin of the civilisations of ancient India and Tibet, and of the Incas and Mayans, all of whom are said to have been colonies of Mu (indirectly in the case of Tibet, which is said to have been settled via India).

The moai, the carved stone heads of Easter Island, are said to be relics of this culture, just as the Pacific islands are the remains of the continent. Mu is said to have been destroyed by volcanic eruption and earthquake, followed by flooding. Rather implausibly, Mu is said to have been "completely obliterated in almost a single night." Some have suggested that Mu was more advanced than the modern world, and that the destruction was the result of some weapon or technological disaster, such as a nuclear war.

I would suggest that a more realistic theory is that Mu lay in the same land as Teleleli. Perhaps the city itself lay within the boundaries of Mu, perhaps not. It seems likely that Mu itself was not destroyed, but merely the 'bridge' between it and our world. Given my speculations about the link between Teleleli and the Biblical land of Sheba, it may be that this loss occured in pre-Biblical times, and the legend of the expulsion from the Garden of Eden arises from the experience of a distant colony suddenly finding itself cut off from home, trapped in a dismal frontier. Similarly, we might find it profitable to study the ancient Egyptian concept of the afterlife as a distant land, and the ancient Indian Uttarakuru, a fabled continent which is sometimes described as existing in our world, and sometimes in another.

Sunday, May 29, 2011

Magic Swords

In contrast to other sentient weapons, magic swords tend to have grand ambitions: most commonly to kill all of a particular species, or to enable a particular cause to conquer the world.

This may be why magic swords are associated with aristocrats, while magic spears are associated with commoners; because the swords seek out socially powerful people who can better achieve their ends.

Saturday, May 28, 2011

The Worshipful Company of the Veil

This secret society of wizards believes that all things in the material world are imperfect reflections of ideal forms, which exist in a place called the Heaven of Perfect Forms.

They possess spells which create visions, which they claim show the Heaven of Perfect Forms. Thus, they say, their illusions are more real than the reality they obscure. This may account for the rumoured ability of these illusions to do actual harm to those who believe in them.

Friday, May 27, 2011


These bags, filled with a lighter-than-air gas, are attached to sick cows. Since cows lie down with they are sick, forcing them to stay standing up cures their sickness.

Thursday, May 26, 2011

Casting Unmemorized Spells

This is a system I've been using to allow magic-users and clerics to cast multiple spells. It's also designed to make magic more like it is in most fiction. From my reading it's more usual for magic to be useable indefinitely but dangerous. Whereas in the D&D system you can use a certain number of spells without any danger, but none beyond that.

The original version of this had instant death as one of the possible results on the Mishap Table. However I got several complaints that this was too harsh, and so changed it. From my experience in play, it's now too easy. So any suggestions are welcome.

These rules are inspired by articles in Fight On! issues 9 and 11.


Clerics and magic-users may attempt to cast unmemorised spells. The spells must be of a level and type that they could memorise. However level 1 Clerics may attempt to do this with level 1 Cleric spells.
To do so they first roll 1d6. The result depends on how many unmemorised spells they have cast today. Spells that fail and result in a roll on the Mishap Table count towards the total of unmemorized spells cast.

none: 1 roll on the Mishap Table 2-6 spell takes effect.

one or two: 1-2 roll on the Mishap Table 3-6 spell takes effect.

three or more: 1-3 roll on the Mishap Table 4-6 spell takes effect.

Mishap Table:
Roll 1d8. This table could also be used for failed attempts by thieves to read scrolls.

1. The spell-caster takes Xd4 damage, where X is the level of the spell.

2. The spell-caster falls unconscious for 10 minutes times the level of the spell.

3. If the chosen spell is one that affects creatures, every PC and NPC in the area, including the caster, rolls 1d6. Any that roll a 1 are affected by this spell.

If the chosen spell is one that affects an area, it is cast on an area centered on the caster, unless the caster intended it to be. In that case it is cast on an area centered on a randomly chosen character in the vicinity other than the caster.

4. As for 3 above, but randomly choose a spell of the same level. 50/50 cleric/magic-user. If reversible, 50% chance of being reversed. The result can be the same as the original spell.

5. The spell's effect is reversed. If the spell is not reversible, roll again.

6. The caster's movement rate is halved for as many hours as the level of the spell.

7. The caster is unable to benefit from magic healing, and their natural healing is halved (1 HP per 2 days), for as many days as the level of the spell.

8. The entire party takes X damage, where X is the level of the spell.

Wednesday, May 25, 2011

The Wizard's Tower II

As detailed last time, a tower appeared overnight in a vacant lot in the merchant district of the city of Yan. Taller than any other building in Yan, it was roofless, green, and in general disquieting and unnatural, though no visible threat issued from it. The Emira's city guard were reluctant to storm the place, and thus it was necessary for her to look for mercenaries.

Alas, the orc and wizard that she chose for the job did not return. Thus she hired a new band: the barbarian Paxa Black, and the elvish wizards Earwen and Marion. The three quickly engaged the services of the down-on-her-luck Buddhist nun Xanthippe (Yan is nothing if not varied, and the religions of a dozen worlds may easily be found there).

The four made their way to the vacant lot where the tower sat. They interrogated a crowd of onlookers, whose information was ample, if not necessarily informed. Seeing no door, the barbarian boldly decided to climb the vines which covered the tower. Alas, he fell, necessitating a prayer for intervention from the nun. The wizards, meanwhile, investigated the outside of the tower, finding an open doorway, and learning by way of Abelard's Insightful Eye that the tower was not covered in vines, but made of them.

The barbarian being somewhat revived, the adventurers made their way within. A mysterious property of the entrance hall, wherein the room seemed to be neighboured by a smaller and a larger version of itself, provoked some interest, but was declared superfluous to the main mission. Thus the adventurers made their way upwards.

The reverse medusa detailed last time appeared to have been recaptured, for he was again bound and blindfolded when our heroes found him (if indeed the creature was male). After some interrogation they released him, and he decided to make his way out of the tower and attempt to find his way home. He gave his thanks, and the information that he had been captured by the owner of the tower, a wicked creature named Yara.

A storeroom full of barrels, marked in an alien tongue as containing 'Lightweight Flaming Oil', did not tempt the adventurers, for they felt the danger of carrying the objects outweighed their likely benefit. Thus they continued upwards, encountering a sleeping group of sugar cubes, whose opinion of Yara was entirely positive.

The opinion of the next group they encountered, two blue men who appeared to suffer no damage from the weapons that skewered their bodies, is not known, since they shared no language in common with our heroes.

The band made their way to a room wherein a group of (apparently) human skeletons were displayed, as if they were drinking and gambling. A plaque informed any who read it that they would spring to life once anyone set foot near them. There being no way to progress other than going past the skeletons, it was decided that Paxa would advance, and that once the creatures sprang to 'life' the party would trust in the accumulated chi of the nun to disperse them. This worked perfectly: the sound of Xanthippe's mantra was like a tidal wave, before which the skeletons fled in panic. The adventurers quickly took another route, stopping only to pile up some tables before the staircase to act as a barrier and an alarm when the undead creatures returned (as Xanthippe averred they would).

Tragedy now enters our story. For the next creature encountered was a savage thing of stone, which eschewed all discourse and attacked, fatally wounding Marion with one blow of its oversized fists. A mighty blow of the barbarian's sword, which would have cleaved flesh in twain, seemed to barely hurt the thing, and the warrior too was struck, thankfully not fatally. The two adventurers left standing decided to leave, dragging the unconscious barbarian with them. Mercifully the creature was too slow to catch them, and too small to fit through the door.

Our heroes talked their way past a giant and living cup, apparently containing black coffee, who told them the way to the office of Yara. Following its advice, they met the sorcerer at last. He explained that he was the proprieter of a zoo, and travelled around gathering interesting creatures to appear as exhibits. The heroes declined his suggestion that they should appear in the zoo, despite his promise of more gold than was offered by the Emira of Yan.

After lengthy negotiation, the adventurers gained a promise from Yara to depart, with his tower, at sunset. He also declared that he had taken no creatures from Yan save cats and rats. Upon leaving the office, the adventurers wondered if they had been tricked - not least because Yara seemingly began to relax back into his true form as the door was closed. They decided to cast a spell to divine evil intentions, should Yara have any. Knocking on the door and offering the excuse that they were seeking the toilets, it became obvious that Yara (now apparently human again) was as full of evil thoughts as an anthill is full of ants.

What could be done? Another whispered conference in the corridor settled upon a spell to put Yara in a slumber. They opened the door again. The wizard was waiting for them, but the spell was successful, and he fell to the floor in unwilling repose - a repose which did not end the illusion of his human form, if illusion it was.

Tying up the sorcerer, the heroes took left the tower with him in tow, intending to present him to Yasmina. On the way out they passed an elephant-headed, four-armed man, Yag-Kosha by name (who, like the reverse medusa, was freed by the initial party to enter the tower, but apparently was recaptured in whatever disaster ended their expedition). Yara insisted that Yag-Kosha was a dangerous and cunning creature, not to be freed. Yag-Kosha himself insisted that he was harmless, and indeed the victim of Yara. The heroes freed him, but kept a wary eye on him as they made their way to the palace.

Here the session ends, with our heroes victorious and expectant of reward, yet still wary of the two creatures taken from the tower, and ignorant as to the fate of the reverse medusa.

Tuesday, May 24, 2011

Mummies' Bandages

In lands where mummification is practiced, the bandages of mummies are believed to have healing properties. They are used in medicine as follows:

First the patient must procure a bandage that is exactly as tall as themselves.  This bandage must then be inscribed with calligraphy and paintings of a religious and magical nature. The patient wears the bandages, not removing them even to bathe, for a period of several days. Lastly, the bandages are wrapped around a goat, pig or similar creature, which is driven into the wilderness.

The sickness is believed to be transferred to the animal. However, somewhat paradoxically, the bandages are also believed to become highly toxic, so that even to touch them can cause death. Some believe that they become poisonous snakes. Demons and sorcerers of these lands are often depicted as wearing such bandages, either in their original form or turned into snakes, around their necks.

Monday, May 23, 2011

The Wizard's Tower

Soon after the Emira of Yan sent a group of bold mercenaries to fetch back her magically-stolen necklace (the details of which are here), another strange event disturbed the tranquility of the city.

Overnight, in a vacant lot in the merchant district, a tower appeared. Higher than any other building in Yan, it was roofless, green, and in general disquieting and unnatural, though no visible threat issued from it. The Emira's city guard were reluctant to storm the place, and thus it was necessary for her to look for more mercenaries. She chose the bold orc Beast Morac, and the puissant wizard Huw ap Arddur.

These two made their way to the tower without delay. They interrogated a crowd that had gathered to gawp, but found little more than tavern rumour and gossip. It was said that people had gone in and never come out, and that animals were drawn to the place by a mysterious force. Yet in the manner of such talk, no one would say that they directly observed these phenomena, only that they had heard from someone else who heard it from another.

Thus they turned their attentions to the tower itself. Huw bravely cast Abelard's Insightful Eye - bravely, for this was not a spell he was entirely familiar with. The spell worked, however, a circuit of the place revealed no hidden doors, magical illusions, or other occult attributes. It did, however, become apparent that the place was not (as they at first thought) stone over which vines had grown thickly; rather, the entire structure was made of vines (or, at least, some substance which appeared identical to vines).

The tower, unusually, had a large, open doorway, through which the adventurers travelled. There Huw looked through a tiny door, which appeared to lead to a miniature version of the very room in which they stood - including a miniature Huw, looking through a similar door, perchance to an even smaller room - and so on to infinity? Opposite this doorway was another doorway - this time huge, and apparently leading to a huge copy of the room with gigantic Huw.

These mysteries, while diverting, were declared distractions from the main quest. Thus the party traveled upwards - a spiral staircase leading in that direction. After some time, they heard voices below. They shouted down, and after some mutual distrust found that a group of elves had come to the tower, seeking the same reward as our heroes. Huw pointed out that the two groups could either fight each other, to the potential ruin of both; split up, with each running the risk of being beaten to the punch by the other and gaining nothing; or work together. This argument was declared sound by the elves. Thus it was that five adventurers ascended the stairs. The newcomers were named Earwen and Finwion, two wizards - and Enelwe, a warrior. After some discreet study it was clear that Finwion was male and the other two female.

Arriving on a higher level of the tower, the group explored. They first found a strange creature: a four-armed man, with the head of an elephant. Beast in particular was astonished, since the legends of his people spoke of such a creature, named Yag-Kosha, imprisoned in a tower by an evil wizard named Yara. And this creature declared himself to be none other than Yag-Kosha, and his jailer to be Yara! The creature declared that Yag-Kosha had imprisoned him in order to use his heart as the power source for the tower (a strange concept on many levels). In accordance with orcish legend, the creature offered his heart which, when presented to Yara with a short incantation, would surely destroy the sorcerer. The heart turned out to be a huge jewel, which Yag-Kosha regurgitated, then swallowed again when the party offered to admit him to the company.

The party then found another prisoner. A blindfolded creature with the appearance of a huge snake, save for some fungal-like growths sprouting from his head. These growths turned out to look like tiny, naked humans.

"Tis a Reverse Medusa," declared Beast, after some discussion of the nature of the snake-creature.

"Of course I am," it replied.

It transpired that the creature, one Bluebird Eye, had been captured by Yara - although he believed Yara to be one of his species, whereas Yag-Kosha declared Yara a human.

At that moment the party were interrupted yet more glory-seekers. They hid from them (the cell of Bluebird Eye having several large piles of meat within), but revealed themselves in order to parlay with the newcomers (two grizzled, elderly men, one a human warrior and the other an elvish wizard). The newcomers were most suspicious of our heroes, and declined even to tell what they had found for one gold piece (though they hinted that a higher price would have loosened their tongues).

Bluebird Eye had no confidence in his ability to find his way home alone. Especially when, as the party's interrogation seemed to indicate, that home was a different planet entirely. Thus he too joined the group, with the avowed aim of forcing the sorcerer to return him (and Yag-Kosha) to their respective homes.

The band ascended another spiral stairway (it appeared that the tower, though wonderous in its existence and its contents, was yet somewhat lacking in architectural variety, in the sense that all rooms and staircases seemed basically identical). Yag-Kosha and Bluebird Eye engaged in learned conversation which, from what Huw could gather, was concerned with various methods of natural philosophy by which they could divine the relative locations of their respective homes. This discourse ended as the party came upon a door in the wall, leading to what appeared to be a storeroom. The barrels within were inscribed in an alien language. Huw again risked all manner of magical comeuppance, casting Abelard's Insightful Eye to read the script. Perchance this was a wise decision, since it read 'Lightweight Exploding Oil: Danger!'

The stairway ending, the group found a trapdoor above them. They forced it open, and found that this room had been lined with dirt, and planted with trees to create a pleasant grove. In this grove there slept a dozen creatures, who (after Huw yet again risked the arcane dangers of Abelard's Insightful Eye), turned out to be a species of living sugar cube.

The party woke one of the creatures, and it confirmed that they, too, had met Yara. Although their interaction with him seemed to have been more pleasant than that of Yag-Kosha or Bluebird Eye, one of the cubes, named Deer Running Downhill, conveyed the unpleasant information that Yara "looked like you, but he had extra stuff growing out the bottom of his body. He was, oh, 20 or 30 times your height I'd say."

At this point the chapter ends, with our heroes parlaying with Deer Running Downhill.

Sunday, May 22, 2011

Swearing and Insults in Teleleli

Since religious oaths run the risk of attracting the wrathful attention of gods or demons, foul language in Teleleli is mostly sexual or scatalogical rather than blasphemous. Statements such as "by Ginnafort" or "by Father" (the latter indicating Father-on-the-Mountain) are not considered impolite.

An exception is the somewhat formal "may the Crone turn the water of your bowels to ice." This is known not to draw the attention of the Crone, goddess of winter and natural death, since it is her nature to act only in her own good time.

Those who swear by the Lady of Charity should be careful to say "by Charity" rather than "by the Lady", for fear of Beautiful Lady Sebastienne, the consort of the God of Unnatural Death.

A common insult is "go hock your box", or "go hock your box at the Cross", referring to a dockside district of the city. It is particularly used for those who have much to say, but are considered wearisome. It indicates that the target has no other way of compelling attention.

Saturday, May 21, 2011

The Emira's Necklace

I've been running some games of D&D recently. This is my writeup of the first session. Please let me know whether or not you'd be interested in hearing more. I could also post the actual dungeon.

The Emira of Yan was walking through her palace when a gigantic arm, with an equally gigantic hand at the end of it, reached from a doorway, snatched her favourite necklace, and disappeared. When she ran after it neither arm, hand nor necklace were anywhere to be seen.

The court sorcerer divined that the necklace was now located a short journey from Yan, somewhere in the thick forest that covers most of the world. Alas, the site in question is believed to be the location of a city of the Great Race, an extinct but still feared civilisation of ancient times. Her soldiers, in superstitious terror of the place, refused to venture forth.

The Emira thus posted a reward of 800 gold pieces for anyone who would return her necklace. The only three to answer her call were the warriors Zeph and Sarkozy (the latter a dwarf), and Marion, an elvish wizard.

The three set forth, only to be confronted by four bandits. Marion offered them a gold piece each to let them pass, which offer they accepted. However Zeph would not accept this insult to the party, and stealthily followed the villains, killing two. The survivors, named Log and Bog, bought their lives by handing over their ill-gotten gains: 78 gold pieces, plus the four recently taken. Zeph demanded that the two accompany them on their expedition, promising some reward should they do so. Log and Bog saw no option but to comply.

Our heroes found that there was no city, nor even a building, but only a single stone wall, with stairs leading down into darkness. Commanding Log and Bog to head the expedition as torch-bearers they followed the stairs down to a long tunnel, which they followed until they found a side-chamber wherein they surprised a group of evil cultists, in the process of sacrificing an aristocratic young man. Marion quickly sent most of the cultists into a magical slumber, but the apparent priest of the group ran out of the room, Zeph and Sarkozy's weapons merely scratching him.

Zeph was again unminded to let an enemy escape. He bounded up the stairs, reluctantly accompanied by the two bandits. The priest, seeing no prospect of outrunning the warrior, nor of peaceful surrender, raised the two-handed sword with which he had hoped to perform sacrifice. Zeph charged - but the cultist's blade found his flesh, and Zeph fell dead.

It seems that Log and Bog convinced the priest that they were no enemies of his. When Sarkozy and Marion investigated they found only Zeph's corpse.

The dwarf and the elf interrogated the victim of the cultists, one Borg. He turned out to be an aristocrat of the city of Yan, kidnapped by these cultists as he was out riding. Since all four cultists had left horses tied up in the forest clearing, Borg expected to find three horses left with which to pursue the priest. Pausing only for Borg to slay the sleeping cultists, the three headed to the surface.

To their surprise they found no horses - nor even any evidence that horses had ever been there, not so much as a hoofprint. Marion decided to risk drawing too deeply upon her magic: she cast Abelard's Insightful Eye, a spell which reveals all hidden things. The spell was cast, and revealed no tracks - but behold! Borg appeared to her eyes as a shrivelled and ancient mummy, not the young man he appeared to be, even to himself.

Most disturbed, our heroes again descended into the depths (Borg having pledged to help them on their quest, out of gratitude for his rescue). They arrived again at the chamber, finding the door closed, though none remembered doing so. They opened the door, and saw the same scene as before - an identical priest about to sacrifice an identical Borg, and identical cultists in attendance.

Sarkozy quickly challenged the priest, asking him why he was about to perform such a foul deed. The priest claimed innocence, in no way convincing our heroes. Sarkozy then spun a tale of a great army coming to kill them. The cultists urged our heroes to enter the room and close the door, which they did.

Marion's spell was still in effect. And the cultists, priest, and Borg's apparent double all appeared to her as ancient mummies, just as did Borg himself.

Thus the first chapter ends, with the cultists, or mummies, backed against the chamber walls in apparent terror of our heroes.

Friday, May 20, 2011

The Perils of Sleeping In A Dungeon

Some theorists hold that the monsters in dungeons are all adventurers who went to sleep and, when they woke up, found themselves transformed.

This is said to explain why more powerful monsters tend to live on the deeper dungeon levels, when one would expect them to seek the sunlight. Greater heroes, the theory says, will tend to explore deeper, and become more dangerous monsters.

(Author's Note: I have misplaced my notes, and cannot recall where I saw the initial research that inspired this post. Can anyone help?)

Thursday, May 19, 2011

Orcs, Half-Orcs, Ogres, Minotaurs, Trolls etc as Player Characters

These creatures must be Fighters.

They have no level limit. Since they tend to be outcasts, they will not retire to become leaders of their kind.

They get +2 to hit with hand to hand weapons, and can't use armour other than leather. They can use shields.

Human barbarians should be treated the same way.

Wednesday, May 18, 2011

Shield Designs

It is the custom in Teleleli and surrounding areas to decorate shields with images of leering faces.

It is said by some that this is the remnant of an ancient custom, which may still be practiced in its original form other lands, of stretching the actual faces of one's defeated enemies across a shield.

Others claim that it is an imitation of the sorcery of the Great Race, who were able to trap demons within their shields.

Tuesday, May 17, 2011

The Isle of Orphans

This island was settled by a group of refugees from the Isle of Wives. Attempting to escape the Isle of Wives is punished by death, and if escape is successful the lives of the escapee's family are forfeit.

Monday, May 16, 2011

Some Writing Blogs That Have Helped Me Out

Enchanted Conversation is a website that publishes retellings of traditional fairy tales. They've been good enough to run a couple of my stories.

Glows Novel Addiction is a book review site, that recently gave me a guest post to talk about Two-Fisted Tweets.

Tic Toc is another book review site, which has done a review of Two-Fisted Tweets.

What Book Is That? did a review of Two-Fisted Tweets, as well as a giveaway (which is now closed, sorry).

Sunday, May 15, 2011

Sioned's Cylinder of Simian Storage

This artifact appears to be an ordinary barrel. However any number of primates (including humans and halflings, but not including dwarves or elves) may be placed inside. If a sufficiently large number are placed within, and are fed enough to sustain life, they will produce plays and poems of great literary value.

Saturday, May 14, 2011

Shallow Ones for the 1970s version of D&D.

In the distant past, a group of the frog-like Finfolk rose from the depths of the sea to corrupt and destroy the surface world. However after spending some time in Teleleli they found that the shopping was fantastic and some of the cafes were to die for, and decided to stay. The Shallow Ones are their descendents.

Shallow Ones are subject to the moon (specifically, to the tides: the 'breath of Numen Mari' as they sometimes poetically refer to it) in the same way as elves. Player-character Shallow Ones alternate adventuring as Fighters and Clerics, in the same way that elves alternate Fighters and Magic-Users. They must cast reversed spells, even if they're not Chaotic.

They cannot turn undead. Instead, when adventuring as Clerics, they can attempt to turn unintelligent water-dwelling creatures.

On slight acquaintance they seem to be just another type of talking animal, such as are common in the city. However after a while, a subtle 'wrongness' will be evident. Because of this, the number of hirelings they can engage is two less than it would be for other characters. They might be able to avoid this by engaging only other Shallow Ones (Shallow Ones will only be found in coastal cities, and in a very few coastal villages). However, these hirelings will have -3 Morale.

When they have 3 total levels they gain the same keen sight as elves. When they have 5 they have true dark-vision (remember that, in this edition, dwarves and elves don't).

When they reach level 2 in either Fighter or Cleric they develop the ability to hold their breath for up to an hour. When they reach level 4 in either Fighter or Cleric they become truly amphibious, able to breathe either air or water.

For Hit Points they roll Xd6, where X is their total levels, and discard the lowest. Thus a beginning Shallow One character, with 1 level each of Fighter and Cleric, would roll 2d6 and take the higher.

Their maximum levels are 4 as a Fighter and 8 as a Cleric.

This race is inspired by the Sea Blood racial class found in Goblinoid Games' Realms of Crawling Chaos. The original inspiration is the Deep One hybrids in HP Lovecraft's The Shadow Over Innsmouth.

Friday, May 13, 2011

A Question For The Readers of This Blog

Would you be interested in me posting Dungeons & Dragons material for the world of Teleleli? For example I have a Shallow One race.

Everything I posted would be for Original D&D / Swords & Wizardry.

Wednesday, May 11, 2011


Unlike the Angels of Poetic Injustice, true angels claim to be the messengers between mortals and the benevolent gods. There are two major types. Both reject the other as imposters.

The first type appears as a wheel within another wheel, both rimmed with eyes.

The second appears as a human shape made of fire, with six wings, which they must fold over themselves to avoid burning those to whom they appear.

Tuesday, May 10, 2011

from Papa Won't Leave You, Henry.

It's the rainy season where I'm living.
Death comes creeping out of every doorway.


I didn't make any posts yesterday. This was because blogger wasn't working properly.

Sunday, May 8, 2011


It is said that the Moon created moths, in imitation of the butterflies created by the Sun.

Others say that moths come from the Moon, and fly into open flames because, with their dim sight, they believe it is the Moon to whom they long to return.

Saturday, May 7, 2011

Michael's Bane

This spell prevents explosions in the general area of the caster. It also counteracts any effect which would slow the caster's movement.

Friday, May 6, 2011

from History of England

The ambassador and the grandees who accompanied him were so gorgeous that all London crowded to stare at them, and so filthy that nobody dared to touch them. They came to the court balls dropping pearls and vermin.

Thomas Babington Macaulay.

Thursday, May 5, 2011


Bondor is a district of the town of Sidnarin, in the Downunderworld. It is said to be the home of halflings from a place called Cloudland (so named because it is almost completely covered in sheep) who fled that country due to poor wages.

Wednesday, May 4, 2011


I recently finished programming a free online game called Westward! It's based on an early version of Oregon Trail. The link is in 'My Other Projects', on the right-hand side of the page. Let me know what you think of it.

Tuesday, May 3, 2011

Engraved Arrows

It is a common practice of criminals, the guildless and other persons who lead insecure lives, to carry an arrow engraved with its owner's name. This is a reaction to the superstition that each person has an arrow 'with their name on it'; that is, one which is destined to end their life. Since there is only one such arrow in the world, by possessing it a person ensures that it can never be shot at them. It is also believed that by stealing an enemy's arrow, one may have a weapon which is certain to end their life. The arrows themselves are believed to 'want' to be stolen and used, so that they may fulfill their destiny.

Monday, May 2, 2011

Frothing Water

This waterfall is so loud that, it is said, the gods themselves sometimes come here to speak without being overheard.

Sunday, May 1, 2011

from medieval books

If anyone take away this book, let him die the death; let him be fried in a pan; let the falling sickness and fever seize him; let him be broken on the wheel, and hanged.


Should anyone by craft of any device whatever abstract this book from this place may his soul suffer, in retribution for what he has done, and may his name be erased from the book of the living and not recorded among the Blessed.
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