"To see a world in a grain of sand
And a heaven in a wild flower,
Hold infinity in the palm of your hand,
And eternity in an hour."
Auguries of Innocence, William Blake
I've created so many worlds for role playing games that they are like grains of sand. And I will create many more before I'm done I s'pose. I've got so much stuff lying around that I've decided to put a bunch of it out there for anyone that's interested.
And a heaven in a wild flower,
Hold infinity in the palm of your hand,
And eternity in an hour."
Auguries of Innocence, William Blake
I've created so many worlds for role playing games that they are like grains of sand. And I will create many more before I'm done I s'pose. I've got so much stuff lying around that I've decided to put a bunch of it out there for anyone that's interested.
Tuesday, March 31, 2015
Saturday, March 28, 2015
How to Overdo it, McCavour Style
So, I just put up some notes from an old campaign. That campaign drew to a close about 2 years ago. It ran pretty steadily for about three years. I created a huge campaign world with way too much detail i.e. this:
Every intelligent race in the 3.5 edition MMs has at least one nation. I had originally intended that the campaign would take place down in the human empire of Tusk but wound up using Tegel Manor for our first series of adventures, and set it in the far north, in the semi-ruinous neglected Barony of Tegel in the Kingdom of Kymricia. The Empire of Tusk in the south is heavily Romano-Greek, Kymricia is based on celtic myths and society, though advanced to high medieval technology & culture. Anyway, predictably I mapped out this giant world and we wound up only playing in this one tiny corner of this kingdom:
And this little territory, Tegel near the right-top, was only ventured out of once when the players used a magic mirror to go to Caerbrennin and warn the king of an impending invasion (which the players handled long before the royal forces ever showed up).
And, as if that isn't enough, check out the stuff in this folder:
https://drive.google.com/open?id=0B9PweY4wbxVrfldCVXdQUzBuSXJqeW5GdWQ1TllwWWRTTFNzSGRJaTMxdWNIWEw5eWRGSzA&authuser=0
More Fluff from old notebooks
The twenty noble clans of Kymricia a country from my campaign that was based around Tegel Manor. Part of the map is the backround pic on this blog. Kymricia is far to the north of that map. The names are mostly based on beings from Irish and Welsh celtic mythology.
Deliberations over the main villains name, also from the same campaign. Chulgurd, the Half-Orc Wizard, actually a series of clones each one more powerful than the last. In his youth Chulgurd received a prophecy foretelling that he would father The Half-Orc Messiah who would lead the Orcs and Half-orcs of Keme (the name of the world) to their great and glorious Golden Age. He assumed it would be a son. It turned out to be a girl, who the players managed to secure and start to raise themselves. They had defeated and killed Chulgurd #13, but Chulgurd Prime escaped back to the Orcish realm to rebuild his forces. Chulgurd never knew that his son was a daughter, indeed doesn't know that the child is still alive. The child is being raised by the Baron of Tegel (one of the players) who has married the child's mother (daughter of a neighboring Baron). The Baron and his wife are also raising 6 half-fae children from his previous encounter with a Dryad. He actually has 24 half-fae children but only 6 are so "human" that they need to be raised by human parents. The rest matured much faster and have become guardians of Tegel Forest.
The twenty noble clans of Kymricia a country from my campaign that was based around Tegel Manor. Part of the map is the backround pic on this blog. Kymricia is far to the north of that map. The names are mostly based on beings from Irish and Welsh celtic mythology.
Deliberations over the main villains name, also from the same campaign. Chulgurd, the Half-Orc Wizard, actually a series of clones each one more powerful than the last. In his youth Chulgurd received a prophecy foretelling that he would father The Half-Orc Messiah who would lead the Orcs and Half-orcs of Keme (the name of the world) to their great and glorious Golden Age. He assumed it would be a son. It turned out to be a girl, who the players managed to secure and start to raise themselves. They had defeated and killed Chulgurd #13, but Chulgurd Prime escaped back to the Orcish realm to rebuild his forces. Chulgurd never knew that his son was a daughter, indeed doesn't know that the child is still alive. The child is being raised by the Baron of Tegel (one of the players) who has married the child's mother (daughter of a neighboring Baron). The Baron and his wife are also raising 6 half-fae children from his previous encounter with a Dryad. He actually has 24 half-fae children but only 6 are so "human" that they need to be raised by human parents. The rest matured much faster and have become guardians of Tegel Forest.
Monday, March 23, 2015
My favorite monster manuals:
Although I am fond of the 1st edition Fiend Folio,
Although I am fond of the 1st edition Fiend Folio,
my all-time favorites are the Hacklopedia of Beasts series put out for Hackmaster IV by Kenzerco. The covers alone are worth getting the set for, but I also love the depictions of the monsters inside where most of them are demonstrating their hilarious lethality against hapless adventurers. It really captures the danger of Old School RPGs for me. Also, Hackmaster IV being a parody, the books contain a weath of humourus monsters like the Dire Armadillo, the Attention Getter, the Speckled and the Spoted Arvenger, the Augerlisk, the Bandy Tailed Fighting Cock, teh Great Red Marauding Beaver, the Carrion or Dire Camel, the Grunge Elf, the Hedley Kow, the Latrine Ambusher, the various Monkeys - Blind, Flying, Ice, Musk, Poison and Six-Ribbed Skink. The War Moose, the Fetid Mummy, Samaurai Jackals, Carnivorous Sheep, the Shirkmare, Simian Orcs, the Slapping Durkin, the Slobgoblin and legions more.
The other great thing about the HOBs are the Yield sections in each monster description that lists the uses of the creature's various parts, including what is useful for spell components. I've used the creatures in the HOBs for a wide variety of games including D&D Gamma World, Rifts, Traveller Star Wars and Hawkmoon. I have found the HOBs to be a very useful tool as well as an amusing read and I would recommend them highly to any GM.
Thursday, March 12, 2015
aaaand back to hordlings. The next 50 are generated using my "tweaked" hordlings generator. They will tend to be more classiclly Chimeric in nature than the previous ones. Also the tables include a lot more options in this version. So on to numbers 51 - 54
That's one lopsided looking demonic Kit Fox. Note to self: work on drawing canines.
Guzezul, being gargantuan, causes a lot of collateral damage as he humps his blubbery carcass across the landscape.
That's one lopsided looking demonic Kit Fox. Note to self: work on drawing canines.
Guzezul, being gargantuan, causes a lot of collateral damage as he humps his blubbery carcass across the landscape.
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