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 adventure can take place in a slightly shifted reality, where everybody has a totem (an animal guardian). The totem should be chosen randomly and not by the player, it is ok if "Gorflin the Large," a gigantic and aggressive barbarian, has a mouse for a totem.
These totems will assist the characters in small way. It is up to the characters to determine how to get the assistance; the animals won't solve mysteries for the characters only supply the clues. The character may even have a dream where his or her totem actually speaks to them and reveals some sort of clue.