Shelandra looks the part of a powerful Necromantic Sorceress. She is tall, pale, and coldly beautiful. She has a castle that always seems to have a storm over it. She has pet monsters. She has a small personal army of Skeletons. She scares the peasants and makes the local nobles uneasy. However, if pressed, nobody can actually recall her doing anything really Evil.
Awhile ago I started a small list of random villages…I think many turned out to be plots, but thought I would throw them out here for fun.
Everyone has their own take on what roleplaying games truly are. This is mine.
Falconry or Hawking is the sport of hunting with a trained bird of prey, usually a hawk or falcon. It has been practiced by a number of cultures through out the centuries.
Within the chest of a wizardly tool, there beats a Shard heart, deeming the master a fool.
This is the tale of how Princess Amber liberated Vallermoore from it’s mad Queen.
History is full of interesting and exotic people who can help to populate your world. They can help illuminate the range of what people think is possible for your world (or you can consider them PCs run by players not in your game).
You can talk the talk, but can you walk the walk?
The little things matter.
Whether in pencil-and-paper, or on the computer (Baldur’s Gate, Icewind Dale), we’ve been plagued by the gnome stereotype of foolish inventor and chaotic law-infringing businessman. I guess it’s time to change that. I’ve decided to throw a bone: help me make the gnomes a race worth featuring in an RPG.
Steamery is a type of learning, like Magery and Lettery (Magic of Written words, Scholarly works), akin to Alchemy which combined elements of the two. It is considered a type of magic, the use of the four basic elements to produce “magical” power.
On Zetacron, the nature goddess Gaia did not create the elves, but wished to claim them as Her own (it seemed fitting to her, somehow, that elves should be bound to Nature). Thus, she used her divine powers to create a bond between Herself and the elves.
Magic is a strange power, that can be harnessed (or not?), but never fully understood. Magic should be unique. Magic could be REALLY unique on this one world…
It is said that dwarves have problems with using magic (maybe they cannot cast spells at all). This is an attempt to create a distinctly dwarwen school of magic. The way you use it is of course yours.
Did you, like me, sit in the cinema thinking “Now this is what I want to achieve for my campaign climax”? Did you sit around afterwords trying to figure out how? Well I did, and here it is.
Taverns are the love of my life. This post is a compendium of around 100 tavern names, from fine dining to coarse fighting, to use in your campaign or world.
Every kind of gamer has the dark potential to disrupt the game if they take their natural interests to extremes. Roleplaying, taken to extremes, can destroy a campaign for a troupe just as easily as any power gamer, rules lawyer, or munchkin.
A very short piece
Although it can be a distraction, it can also add atmosphere to an adventure to have music playing in the background. Here are some pieces I’d recommend for different situations.
The eyes of the all seeing are never ending. The truth can only be revealed to those willing to bear the burden.
His eyes opened in disbelief, the battered spectacles rising slightly on his brow. To everyone around him, everything was normal. As it should be. To his eyes, the light was nearly unbearable. An aura of energy filled his vision completely. He knew what it was he saw, what the others could not. He knew he saw the impossible, and he wanted it all for himself.
Basq doesn't exist. He occupies a point in space--a single X,Y,Z point in the Cartesian plane, but he's not made of anything. People looking at him see whatever they want to see. Or what he wants you to see. Usually a mix. Just the same, he cannot be hurt swords or arrows. Only things that deal damage to an area (fireballs, gases) can damage him. Or weapons that can cut through an infinitely small point.