The landscape is a product of nature’s own processes and humanoid activities troughout centuries or millenia.
How can we capture this in our stories, and deliver vivid and semi authentic descriptions?
In the vast oceans of the world is a being that strikes terror in the heart of every sailor, the Angthang. Incontestably the largest Sea monster in the world
A foreigner is being chased through the streets of the town by a mob with murder in their hearts.
The adventurers are approached in some public yet semi-private place by a lean dwarf, wearing a colorful cape with black feathers rim wrapped tightly around him. What will come of this?
A foreign ship drifts into the harbor.
Two local merchants were found dead last night, both seemingly poisoned. Everebody is clueless as to what happened. Will the Heroes uncover the truth?
30 villages ready at the disposal of the Gamemaster.
Spots of perfect green. The Ankorillian Islands. Jewels of the Blue.
The Nurglur stand taller than a man, though they are stooped and hunched so their faces lie at a height similar to ours. Their bodies are slim with a muscled, wiry strenght and their feet are turned with three bird like talons.
A small piece about roleplaying seen trough philosophical glasses. Might inspire something in your way of GMing or might remind you of something you allready knew.
What is required of a weapon before it can be considered magic? This article uses a few "old school" guidelines to hopefully provide us with a fresh look on the question.
Tobbacos, ingridients and mind altering herbs etc.
A collection of plants that could present a challenge for the PCs.
This strange tobacco mixture that natives of Ankorill use
for both traditional ceremonies and everyday events.
Plagues and other great diseases are important parts of history and some settings. They defy man and may even defy God in their swift and terrible punishment upon the body of society.
In the vast Sun-Ocean lies spots of perfect green. The Ankorillian Islands. The “Jewels of the Blue”.
The natives there are strange and wild looking.
Here is the only existing work on how they live, their customs, beliefs and rituals.
Deep in the Ankorillian jungles grows the Corpse Flower. A dreaded plant that can entangle and poison you silently.
Hours later your companions notice your absence,
turn and search for you.
As they backtrack they unknowingly pass your last resting place.
A rather smelly, orange plant.
The weapons of the Ankorill Warriors and their uses.
Pu-Da are called Clubs in the rest of the world. Among the Ankorillian weaponry are different types of clubs for use in close combat.
Ankorillian warriors carries, on a regular basis, Na-ha (spears) and many different types of Pahas (daggers). However, these are not daggers as most people think of them.
The old clock tower stands tall, but the bulk of the uppermost storey is crumbling and unsafe, with gaping cracks in the walls. The metal struts and girders supporting the great bronze bells are still intact, though, and the bells survive. The grotesque gargoyles and arabesques which decorated the original design have either fallen into the street (once or twice a year more bricks fall from the tower, prompting calls for its demolition) or have been defaced, but the main doors to the clock tower are still intact and show signs of being kept in working order. This is the home of The Captains, clad in raggedy clothes, with sooty faces, and perpetually runny noses. But behind each set of eyes is the look of a survivor. They live to stick together and make it through each day. Older than their years in many ways, the friendship they share with each other and Wims ghost keeps the core of a childs innocence and hope alive in each. But they are still very suspicious of outsiders. They are a group of street children who live in the clock tower. Some are orphans, some runaways, and some nomads who occasionally return to their homes. But they’re all poor, dirty and perpetually hungry, as well as being wily, unscrupulous and mischievous in a fairly brutal way. Enough of them have suffered at the hands of adults for all of them to be wary of any grown-ups, particularly ones who ask too many questions, although with hard work and a lot of food it might be possible to win the confidence or even the trust of a few of them.