The Cabal of Eight – Pt.3: Navigating the Necropolis

A light cool, breeze drifted over the irregular crowns of the tombstones, monoliths, and various stone Similar to the one on the tomb at the Necropolis.memorials. The air was strangely fresh having blown from over the ocean, up the Ezmerian cliffs, and onto the foot of the headland. The horizon was dull red with a brilliant yellow white slash in the west.

Excor (Played by Cris): “Man. We don’t wanna be in no graveyard past sundown! Sheesh.”

Excor, Gornix (Played by Gil), and Fauna (Played by Jenn) were making their way across the impressive Ezmerian Necropolis proceeding in a north-easterly direction in search of their quarry: a tomb marked with a golden, grinning demon. They kept their bearing easily using a combination of Clairvoyance (courtesy of Gornix and Excor) and Fauna’s divination skill.

It had taken them almost 2 hours to get to where they were at and they knew they were real close. The strange place posed little hindrance to them in daylight though Fauna had almost stepped on a viper unknowingly. Fortunately Gornix had spotted the creature and warned her in time. He had taken the lead and led the group at a breakneck impatient and nervous pace. Suddenly, they found that they were lost.

Eeriness assailed the minds of the young mages brought to a ringing clamor in their brains now that they had stopped to catch their bearings. The groupings of the graves, the locations of the tumuli, the narrow paths, and wide avenues all bred a vague familiarity within the trio. It was only that they had a brief moment apart from their all-consuming goal that the realization hit them like an icy wave. The layout of the ages old Ezmerian Necropolis was identical to the current layout of the fair bustling metropolis of Ezmer.

Fauna took charge and pulled out a dowsing rod, and easily led them straight to the titular tomb, which was literally just around the bend of a large barrow. The tall age-worn monolithic stone stood among a small tight group of similar albeit shorter stones and was nestled in a sort of alleyway created by the surrounding above-ground sarcophagi and small mausoleums. All covered with heavy tufts of yellow grasses and weeds as well as a thick layer and clumps of stony earth. On the face of the tall stone was a deep carving of a grinning demon with a crown floating above it head inlaid with gold.

The group duly noted that the carven image in the stone resembled, greatly and probably not by coincidence (tee-hee), the banner of the Golden Devil West Company. The Hyvalian trading company, which specialized in slavery and spices, oversaw the Slavers’ Castle in the Slavers’ Quarter of Ezmer.

Excor cast Danger Sense and kept his concentration acting as the group sensor. The great purple moon was quickly fading into a faint shadow as the first stars of the evening began to shine. Fauna inspected the tomb.

At the base of the monolith was a pale coffin-shaped slab of slanted stone. She could see several fresh pry marks all around the presumed edge of the lid but the seal appeared to be intact. Fauna tested the capstone but it seemed immovable. She tapped at the weatherworn stone and contemplated trying to smash her way in but quickly abandoned that idea. They hadn’t the means. All the while the image of the grinning demon seemed to mock her.

Gornix searched around the perimeter of the tomb and found that the lid was a false one. It only appeared that there was a lid; it was a single piece of cleverly carved stone. There was no prying it open.

Gil (Gornix’s Player): “Why didn’t they take hammers to this?”

Cris: “They would assume it was magic if they thought the lid was real. Besides we don’t know what kind of protections this thing has on it.”

None of the mages was able to sense any magic over the tomb but they were picking up some ambient magic about the place.

Stumbling to the east side of the tomb Gornix located a large weed choked sinkhole. He climbed down and found a secret door down into the tomb half covered by the earthen wall of the pit. Recklessly he opened it and peering within found spiral stone steps winding down into the black earth.

Cris (to Gil): “Man! Watch it! You’re gonna get us KILLED!”

A loud groan emitted from a large dugout opening in the tumulus a mere 20 ft. across from them. Fauna immediately cast Invisible to Sight on herself blinking from view. Gornix fell to clearing the remaining debris in the way of the passage into the tomb. The sun fell into the sea and as the last rays of daylight extinguished Excor’s Danger Sense triggered.

The groan turned into a low rumbling growl. The young mages turned to see a pair of jewel-like eyes glaring with a multitude of angry colors as the creature emerged from its lair. It had bronze scales and gnarled claws on its four feet. Excor using his dragon-lore skill was able to discern it as a dragon, specifically a Wher.

Cris (Excor’s Player): “A DRAGON! Man, we’re only first LEVEL! You tryin’ to KILL US! How’re we supposed to fight this THING!?”

The GM (me):  “Who said ya had to fight it?”

Cris: “Yeah, well! Pfft! Whatever. We’re all gonna die.”

The Wher fully emerged from the burrow in which it was squatting and readied to pounce on any one of the three mages. Fauna’s invisibility didn’t seem to hide her from the dragon’s keen senses. Gornix ducked into the tomb entrance and made his way down the first few steps.

Gil (Gornix’s Player): “I stop after the first few to let the others in. Just in case! The steps are trapped. And I wait for those two.”

Excor cast Lightning Bolt at the dragon but dispirited as the bolt of white hot electricity harmlessly skipped off of its glistening hide. The foolish young mage stepped back towards the sinkhole stopping right next to an unseen Fauna. Thinking quickly Fauna snatched hold of Excor’s collar and leapt down into the ditch.

Just as the thing came bounding towards the pit, the druidess and the mage rushed into the stairway. Fortunately, the opening was too narrow for the beast to follow. It stayed for a few seconds testing the stone and earth with its claws. They could here its mighty lungs sniffing the air as it vainly plunged its maw at the opening.

Fauna (Played by Jenn)(to Gornix): “Okay lead the way.”

Gornix stepped carefully down onto each step and in turn tapped the next with the butt of his staff. After several agonizing minutes, they were deep underground having reached the bottom of the spiral steps. Fauna faded back into view her spell expired. The tomb air was stale, musty, and surprisingly dry. Gornix illuminated the crystal at the top of his staff.

Excor pulled out some steel and flint and lit one of his torches. Fauna extracted an oil lamp from her pack and lit it. Before them lay a long stone tunnel its other end shrouded in darkness. The tunnels walls were of chopped stone with monolithic supports. Large flat flagstones made its floor and its ceiling was of large flat stone sat against each other forming an angle creating a peaked ceiling. They were in some sort of vestibule or antechamber with a domed ceiling formed of stacked stone, the only other way to go besides back up into the maw of a hungry dragon was down the throat of the tomb of Dag-Athar.

Excor: “Well I’m not going first! I’m stayin’ back here at the rear. Go on, you go ahead.”

Gornix took the lead and slowly moved forward over the dusty flagstones tapping at them a little bit before stepping gingerly onto them. Fauna followed closely behind.

Cris (to me): “Oh yeah. I stay about 10 ft. behind her. Just in case.”

To Be Continued…

Arvan – Land of Dragons *Update*

The Bad News…

Unfortunately the Arvan setting will not be released on time due to the art simply not being done. We originally shot for a November 2016 release but a few unforeseen situations cropped up and the month of release kept getting pushed back until December. Of course, by the beginning of October we were out of money, the budget of the book was bust.

The Good News…

The art will be done and the book will be finished. So we have set a specific date of release. The date set is February 15, 2017. We will first release the pdf version through the normal channels and then by the end of March it will be available in its print edition.

The Arvan Setting

Dragons infest the land of Arvan a high-fantasy setting with the dark and brutal overtones of sword & sorcery. Set during the rise of an age of exploration and trade it’s a world fraught with the ruins of former ages inhabited by the folly of the Mad-Mages and dominated by Dragons!

Arvan The Land of Dragons

Player Races include Arboreans, Amazons, Fauns, Hill-Giants, Humans, Naga, and Ratlings!

The Book

This Dice & Glory world book includes a mass of general information on the planet and its peoples. Also a great many details about geography, flora, fauna, natural resources, places of interest, religions, cultural spheres, ethnic groups, and archetypal equipment for each of the 7 main regions of the sub-continent of Ar. There is supplemental and background information on the ancient nations of the eastern side of the continent, called Van. There is also introductory info on the world of Eu on which the continent of Arvan floats and a GM section dealing with time measurement and the multiple Moons of Eu among other GM-Only details!

250+ Pages!

Release Date: February 15, 2017

Written By: Robert A. Neri Jr.

Cover Art By: Jamie Noble <=== Facebook Link

http://thenobleartist.com <=== Website Link

A Quick Word about the Blog

For those of you who read my gaming blogs, the blog will return next week. Due to the Cabal of Eight campaign sessions being a little erratic my material is running up to the current game-play. Fortunately, we have a (hopefully) stable play schedule coming up through the holidays so it should resume weekly as usual. That is, weekly barring any information that may be given away to the players via the blog anyway.

*UPDATE TO THE UPDATE*

Arvan Setting Released!

The Cabal of Eight Pt.2: Wagon Ho!

The monotonous grinding of the wagon wheels going round and round against the yellow dirt had aEzmer City Seal from which the wagon traveled. hypnotic effect on all those riding in the back of the high-sided wagon. Gornix the Ivoran wizard sat silent his body wobbling occasionally with the movement of the wagon over the terrain. Excor, the Ivoran mage in Westlander clothing, lit his pipe and after taking a deep tug at it, tried to start up a conversation with one of the rough looking men they had met outside of the Red Helm at dawn that morning.

The young mages were accompanied and being driven by four toughs presumably hired by Draiga Skullshine. They were all Ezmerian but undoubtedly thugs drawn from the city’s underbelly. They were hulking brutes with deeply scratched and heavily lined features. All were in some sort of dirty and haphazard sort of studded leather armor.

The leader of the four thugs was the eldest, with wintry white hair and beard and a crevasse of a scar diagonal across his face that etched a notch into his punch-flattened nose. He sat next to the second in command the next eldest with peppered black hair and a bristly dagger-hacked beard. They were driving. The young mages and the last two younger thugs were all sitting uncomfortably in the bed of the wagon.

Excor (Played by Cris)(at the thug directly across from him): “So. This necropolis we’re heading to … ya got any info on it … er.”

In response, the ill-tempered bigger man spat a gob of snot at Excor’s feet then looked away towards the sky. The hired ruffians had been hostile to the 3 mages since the start of the trip; they hadn’t even given their names to the trio. Of course, the trip was miserable. All were soaked in greasy sweat. They had left the relief of the fresh gusts of the salty sea breeze far behind as they traveled south away from the cliffs and sea on the western trade road out of Ezmer.

Fauna the rogue-druid was gazing blankly out the back of the wagon at the road behind and the choking cloud of yellow dust thrown up by the wheels. She drifted back to the night before.

After Draiga had met with the trio in the basement of the Red Helm and essentially hired them to retrieve a certain item for him, Fauna took her bindle and left for her regular campsite, the central grove.

The Grove is a large open park consisting of a remnant and very ancient druidic grove with a central great oak. At its head in the north is an open well-manicured field with a central menhir circle. To the west of this circle of standing stones is a permanent executioner’s scaffolding. At the south end of the Grove are the remains of an ancient amphitheater sunk deep into the earth. All this situated as the city center. A dense cluster of shops, taverns, and residences surround this marking the circular border of the Old Market District. The Grove has its resident tender hired to maintain it via the City Council.

Fauna was familiar with the resident tender, he was also a rogue druid and in the habit of calling her “little sister”. His name was Anishi. He was tall, in his mid-thirties, and dark of skin, probably with some Creschan blood, with black hair burned short.

Fauna had just reached an isolated spot in the Grove and just settled down in the grass. She was letting the sounds of the crickets and wind rustled leaves take her into dream when suddenly she heard a noise. It was a small group stealthily creeping towards her position.

Jenn (Fauna’s Player): “I ready my staff! Nobody’s going to touch my stuff.”

Just then, she saw Anishi emerge from the bushes. He was wearing a bright blue robe with a yellow silk noose around his neck. Being especially eagle-eyed for the moment (she Natural 20’d the Spot check) Fauna noticed a line of similarly attired individuals save that they had full hoods over their faces with only the perforations of eyeholes to be seen in lieu of faces.

Fauna (pointing at the other figures): “Who’re they?”

With that Anishi stumbled back quickly to the others and it appeared to Fauna that a brief but excited conversation ensued. He stumbled back and asked Fauna a series of strange questions. She answered each in turn. He smiled and cordially invited to join their druids’ group. She would come again to the Grove, to the amphitheater, on the next full of the White Moon.

Fauna: “Um. What if I don’t. Agree.”

Anishi: “Oh then we’ll have to kill you. Track you down no matter where you are in the city or beyond its walls. And kill you.”

She agreed to their terms and the mysterious group shuffled on towards the old amphitheater.

Of course, she followed, stealthily enough to remain inconspicuous, all the way to the old amphitheater and down the parodos into the orchestra. She saw the lead figure walk to the lichen-spotted stone altar at the center of the orchestra ground. The figure chanted some arcane words and gestured over the elderly stone. Miraculously the altar moved to one side revealing a secret stair down into the earth under the old amphitheater. It was down this that all of the members of this strange group, Anishi included, disappeared.

Fauna had briefly contemplated chasing after them but the altar-stone immediately slid back into place as soon as the last blue-hooded head dipped below ground level. She spent a few minutes inspecting the stone and found some very faint inscriptions around it though weatherworn to near invisibility.

Several hours later at dawn, she found herself in the back of an old rickety wagon driven by the city’s worst crossing through the metropolitan bulwarks headed south. The wagon trundled through the titanic stone gatehouse that served as the city-gates onto the exceedingly long drawbridge that spanned the moat.

Land-side a network of stone-faced adobe and packed-earth bulwarks armed with state-of-art repeating torsion ballistae defend the city. In front of the stone-faced defense wall and at the foot of its crenelated palisades is a spiked trench that runs the length of the defenses. In front of that, is a packed earth berm and in front of that a deep and wide stone-lined dry moat open to the sea cliffs in the west and connected to the drain-works of the Tanners & Dyers Complex in the east to prevent flooding.

A sudden bump in the road shocked her back to the present in the sun beaten wagon and flying yellow road dust. The wagon had left the trade road behind and was now passing under the towering arch of one of the several aqueducts that fed the city. It was already mid-day and in view of this Excor was getting restless. The wagon continued west towards the river Wira. It wasn’t long before the wagon had turned completely around north to follow the river back towards the sea.

Cris (Excor’s Player): “C’mon! How far away is this Necropolis? They still use it right!? C’mon! It’s gotta be closer than this! It can’t be more than half a day from the @#$%*^& city! C’mon! People need to get back before dark after a funeral!”

The wagon began to slow to a stop and all could again smell the cool sea breeze flavoring the hot, dry overland air. Without warning, a massive shadow passed over them sending Excor into a panic. He had spotted the full-grown Brown-Fang dragon just before its shadow fell over the wagon.

The Elder Thug: “Oh. That. Don’t worry your pretty little heads. That’s just Gristle-Talon.”

Excor: “What! Who?”

The Elder Thug (champing down on his pipe): “Gristle-Talon, he guards the Slavers’ Quarter, the castle back in the city. He’s a mercenary. Paid really well from what I hear.”

The dragon’s mirror polished breast-plate blasted the on-lookers with reflected sunlight. As the flew the glare dimmed so that they could see the city emblem, an acorn and oak leaves, emblazoned on the chest as it passed swiftly over. The mages watched in awe as the dragon disappeared into the endless blue distance.

The thugs began unpacking some supplies. They were passing out wooden bowls, pouring a ration of ale, and a wad of bread-mash to each member of the expedition. Thus the thugs began to soften the mash into an oatmeal-like consistency with the ale and slurping it down. So, the three mages followed suit.

After taking a brief break for lunch the wagon continued a little farther finally reaching their destination sometime after mid-day. The mages and the thugs disembarked. The trio could see a massive tombstone crowded cemetery across the well-rutted wheel-ground dirt road.

The Elder Thug (pointing to the north-east of the massive cemetery): “Over there. The far side, err, second rung.”

Excor: “Where? Do ya know …”

The Elder Thug: “That’s all I was supposed to tell ya.”

The other three toughs were setting up a makeshift camp by the wagon. The elder thug turned and walked away towards them leaving the mages to their own devices.

Cris: “They better not leave us all the way the @*#$ out here.”

The young mages already knew what to look for in the Necropolis. The entrance to the tomb would be marked with a 10 ft. tall monolith on which was carved the gold inlaid countenance of a laughing demon with a crown floating above its horned visage.

To Be Continued…

The Cabal of Eight Pt.1: Amber & Gold

In one of the rented clubrooms in the back of the Red Helm Inn, a cabal of young mages meets to The Red Helm Taverndiscuss its mission and commit its member’s signatures to its binding charter. At its center, around the worn and marked mahogany table sit the seven mages, all known to one another for quite some time, colleagues, maybe even friends.

The foremost of these is Belrae Crokosa, an Ivoran of Creschan descent his purple robes bearing his chosen heraldic symbol, a green frog. Likewise, the second officer of this secret cabal is Riahm Iziani in patterned blue silks with a bright yellow waist and neck sash after the Hyvalian fashion, an Ivoran Bard/Sorcerer and the group’s link to a choice few contacts in the college as displayed by his half brown, half green cloak.

The clubroom itself was a small octagonal affair paneled in old dark stained wood decrepit with craquelure. Additionally, he small and sparse shelves were overrun with the detritus of past guests, empty inkbottles, scraps of rotting paper, multitudinous candle stumps, and decomposing ink quills. All peppered with a fine sheet of pale dust. The old moth-eaten red curtains were thrown back letting in the light of early evening which wandered into the small chamber from over the tops of much taller buildings and houses. Two windows lay to the southeast and northeast, a small stone wood-fronted built-in fireplace in the north wall, and the door, currently shut and locked, lay in the west wall.

Another of the group was Ilna of Nezorik or “Bumble” as the other members nicknamed her. A native Ezmerian, she’s the eldest daughter of a prominent merchant in Ezmer, her membership in the cabal doubtlessly due to her family’s resources. She’s short, overweight, and wearing a patterned yellow silk robe with a black silk cord belt fixed with a jade clasp. Her cloak and apron bear a pattern of alternating black and yellow chevrons. Her painful shyness is apparent, as is her uncommon clumsiness.

Next, the secretary of the cabal, Jirek the Scribe of Arebas, is a lifelong scholar with access to the College Library where he works as a librarian. He has no life experience outside of it. He wears a simple brown tunic and pants secured with a black leather belt. With him is his portable writing desk and writing kit as he is also a scrivener.

Opposite these were Fauna the rogue druid (played by Jenn), Gornix the Ivoran wizard (played by Gil), and Excor the mage (played by Cris). Excor being the last member to sign the cabal’s charter slid the parchment to Jirek after he had finished scratching his name. With that, Belrae brought the first official meeting of the unnamed cabal to order. However, after deciding there was no business as of yet to bring to the table the members brought up random points of interest.

Jirek: “There’s a funded expedition going for a 7-day south of the city into the Red Lowlands to some ruins. It’ll be under the oversight of a cloaked Surveyor and Curator. Might last a while though.”

Bumble (snorting and bouncing in her seat as she pulled it out): “Ooh! Ooh! Here’s something! I think it might be magic. I sensed something weird from it onetime.”

Nearly spilling the open bottle of wine in the process, she revealed a palm sized piece of polished amber with what appeared to be a golden bee caught at its center.

Bumble: “My master uses it as a paperweight.”

Accordingly, the PCs grunted as they had already guessed as to whom her master was and it figured he would do something like that.

Excor (played by Cris): “So. Who exactly is your master? His name?”

Bumble: “Xanto, a master mage from Skullhead.”

That elicited a collective groan from the players.

Excor (pointing his pipe at Riahm): “Well! What about you! Got any bardic knowledge for us?”

Riahm: “Well, I know a shipment of naphtha is coming by ship from the Hill-Lands within the month or so. Something going on concerning ‘Creschan Fire’ around the harbor district. There’s an alchemist there leasing a warehouse guarded by Bortorro mercs and a Creschan Captain with a ship. Don’t have any names yet. The Hyvalians and the Ivorans are lurking; something’s gonna go down.”

Gornix (played by Gil): “Interesting.”

Belrae: “There’s also a black ship from the Deadlands docked at Slavers’ Wharf. The Silver Owl is the name I think. A famous fight manager came in on it with his fighter Skullsmash, a half-giant. The manager’s name was Xinn. Their working the fighting pits in the Slavers’ Quarter.”

His tone shifted to a humorous one though it still seemed that he was only half joking.

Belrae (smiling): “Maybe we should buy a zombie from the ship eh! Eh? *ahem*”

Gornix fake laughed as a result of Belrae’s weak attempt at humor and engaged him in “small talk”. The white wizard poured some wine from the dusty bottle delivered from downstairs, compliments of the publican. The bottle was a good vintage though not very expensive.

Excor: “So. Anyone know where to get some Yellow Lotus? No? Hmm.” He then realized he had a contact which could “hook him up”. He made a note to visit her when he had the chance. He lit his freshly packed pipe with a prestidigitation spell.

In due time, Gornix and Excor spent an hour copying down a spell from the other’s grimoire (these being Neutralize Poison and Ghost Form respectively). After finishing this task, Gornix tried to engage the bard for a beer downstairs but Riahm said that post-meeting him and Belrae had some “business” with which to attend.

The gang sat chatting for only a few more minutes and when the chatter died down Belrae adjourned the first meeting of the as-of-yet unnamed cabal. He mentioned that meetings would be end-weekly at dusk. Each member in turn took a small brass key that opened the simple iron lock on the clubroom door for his or her own. The librarian and part-time scribe packed up his writing equipment after recording the last hour of the meeting and headed out the door answering an invite from the PC’s with a terse “I have a scribing job after”.

So the remainders decided to go down into the tavern. Without delay on the way out Excor snatched up the wine bottle. Fauna noticed that Bumble was lingering behind with a bowed head seemingly disappointed they didn’t invite her.

Jenn (Fauna’s player): “Awww. I feel bad for her. I invite her!”

The young mages began to depart their meeting as the orange-gold light of dusk fell through the leaded diamond pane windows . In time the purple moon in the eastern sky would fade as night slowly rose. The cabal room overlooked the corner of Silver Circle and Western Avenue the streets of which were teaming with people of all stripes. The Red Helm Tavern itself sits on this corner straddling the edge of the West Quarter with the start of the Shop District just across Silver Circle street to the northeast, these being only two districts of the many comprising the whole of the ancient city of Ezmer.

The ancient city survived the Druid Schism from which the Bardic College of Ezmer arose and a shift of faith from that of the founding Druids to that of the Brighthouse imported from Crescent Moon by Creschan sailors and missionaries. When the verminous hordes (savage ratlings) raged across the west of Arvan the city itself was at the very edge of its ravening only suffering through the short threat of the hordes final phase, the Red Horde. But all that was 600 years ago.

The gang tumbled down the narrow wooden stair onto the ground floor of the tavern walking around from behind the bar into the taproom. They found the place was jumping and crowded with the usual clientele; laborers, clerks, and shopkeepers. A white but fragrant stratum of smoke hung in the air. Floating over that layer of pipe-smoke, they could hear the sweet music of the songstress from the small theater at the other end of the place.

Thereupon Draiga Skullshine, the publican of the Red Helm glided over the well-worn floorboards to accost them.

Draiga: “Ah! My young friends! Come, come. Did you like the wine I sent up to you? Good, I’m happy. Here let’s all chat a little the drinks are on me!” The gaudy costume jewelry on his fingers clinked as he put his left hand to his chest.

Draiga was a tall heavy-set man with a clean bald pate. He was in his early to mid-forties and spoke with a Poisonwood accent. His clothing was of fine patterned black silks with a broad crimson waist sash. He was a charming fellow and always curious about and eager to talk to his “young friends” whenever he saw them. Of course, he didn’t occupy the apartment traditionally reserved for the publican in the tavern, Draiga lived in the well-to-do Western Cliffs District.

Gornix, Fauna, and Bumble take Draiga up on his offer. Excor on the other hand simply kept on walking eventually settling into an open table in the theater. Those at the bar with the publican chatted some until Draiga revealed that he had the inside skinny on the pit fights. His contact was the newly arrived manager of Skullsmash, if anyone should want to make some bets. He was also a bookie.

The young mages raucously drank ale for a couple of more hours until Fauna made a comment about Bumble chowing down on a big plate of Bittles (balls of ale-soaked bread drizzled in honey) and how much it might cost.

Bumble: “But he, he said it was free! *sputter* Why’re you laughing? … I’m going home!” She leapt off her stool and nearly tripped before leaving in a sudden huff pushing past an approaching Excor.

Excor (wine drunk and with a belly full of fish and fish sauce): “What’s her problem?”

Jenn (Fauna’s player): “Aww. I feel so sorry for her. *gasp* Oh no! Her master’s gonna be mad at her!”

Fauna picked up Bumble’s paperweight from the ale-soaked bar. She put it in her robes with every intention of returning it to her later. Meanwhile Excor, unconcerned, turned the conversation between Fauna and Gornix towards the question of finance. Suddenly, Draiga who had buzzed away quite a while ago appeared out of nowhere.

Draiga: “Well, my young friends I might have a happy solution for you.”

Thus, he quickly gathered them up and hurried them down to the basement after signaling the bar-back. He sat them down at a small table after lighting an oil lamp and began to talk.

Draiga: “So. Let’s talk business, shall we.”

To Be Continued…

The Cabal of Eight: Intro

Well, work on the Arvan setting continues and I am still exercising the material in the games that I GM. This new campaign has had a few stops and starts but now on its way to clear and open road. Hence, I’ll begin to blog it as I have the others in the past.

This campaign I call The Cabal of Eight. It takes place in the city of Ezmer at the tip of the Ezmerian headland extending into the Silverset Sea. This sphere collectively named Ezmeria. All characters are mages and involved in a secret cabal with the mission of enriching members and gaining influence.

The Player Characters are Gornix a Level 1 Wizard played by Gil, Fauna a level 1 Druid played by Jenn, and Excor a level 1 Mage played by Cris. Gornix is young Ivoran Wizard in white robes with a grey cloak, the emblem its back, a salt-water lotus on a starfish. He wields a wood staff with a quartz crystal in its head. Fauna, a young Southlander woman, dark-skinned, red-haired, with violet eyes has a tendency towards hotheadedness. Excor is a young Ivoran mage but dresses and tries to speak as a Westlander. He’s a schemer and a gambler. It has also become evident as well that he has other secrets as Gornix has realized that Westlander wannabe is of noble blood just as himself.

They find themselves at a table in a small, leased clubroom in the second story of the Red Helm Tavern in the West Quarter of the city of Ezmer. Across from them are four other mages…

Weird Races #6 – The Okisibuso

Okisibuso, a strange race of para-elemental humanoids where one-half of their bodies is solid stone. The PDF contains stats for the base race itself, a warrior and Stone-Walker NPCs. Also a brief description of their culture and ethnicity, and mass combat unit stats. The package also includes a unique racial class, the Stone-Walker, and a form of stylized martial arts, Stone Fist Wrestling.

Weird Races are pre-generated fantasy races for Dice & Glory. At the discretion of Game-Masters (GMs) Weird Races can add richness and variety to their game worlds easily and quickly. Because the Okisibuso are fleshed out enough GM’s can drop them into game-sessions using them immediately without any prep-work beyond reading the document.

Weird Races #6 – 760k

Earth worshiping half-stone Men!

Design Motives behind Dice & Glory

This is somewhat of a ramble about the design decisions that I made with Dice & Glory, both the Hands of Designsystem and the books themselves. And how choice and circumstance shaped and continue to shape them.

Initial Design Motives

I first wanted to write a ttRPG sometime in 1998. I decided on a generic system design early on. Preferably, I wanted a system where I could build a world through improvisation. The early drafts of what would become Dice & Glory are not worth mentioning other than the first two drafts both exceeded 1,000 pages in length.

My mistake with those first drafts: I included the core rule-set with chapters containing the concrete components for the game. These components that were built with those rules. Components being such things as monsters, spells, skills etc. To correct this, I split the unnecessary game crunch from the core rules and those of character creation.

It took a few years to refine the rules and switch out certain systems. Especially those that were either too rules-heavy or clunky. All through what was essentially, play testing. The names of many of the character attributes in the game were somewhat different from the current. Due to the confusion of players at the time, I decided to use names that would be more recognizable. At about this time I also realized many other RPG systems used identical attributes but all had their own names for them. I thought it best to use the most popular and recognizable of these for the equivalent attributes in my system.

This eliminated the potential for confusion. Any players with a moderate amount of experience could recognize the base attributes for what they were.

Characters & Crunch

When it came to the player characters, I decided on Character Classes. It was the ease of identifying a character’s in-game role by their class. However, I decided to strip them to the bone to create the general classes. This design would allow maximum malleability and customization potential. Stripping the classes generated the bare-bones classes of Adventurer, Brick, Clergy, Fighter, Mage, Psychic, and Mage. Upon these skeletons, all the Specialist classes are fleshed. I strove for a fully customizable system so I included rules on how to build any such Specialist Class. These being the classic form of character classes found across ttRPGs.

This led to chapters that included rules on how to generate all sorts of bits found in a roleplaying game. These being things such as equipment (particularly weapons and armor), monsters, other races, and spells. This in turn led to the writing of other components such as psionics, which I wanted to discern from magic. I also created a basic outline for how the universe as a whole functioned. I also included ideas for building in-game technology.

It took until 2006 to release the first edition and a cut-down free edition. There was a preliminary release of a pre-first edition. Fortunately, not many people noticed or purchased these. The problem with the first edition aside from several editing snafus was that certain abilities repeated throughout having duplicates in most of the subsystems. Not to mention the amount of crunch was a level above overdose.

Versions & Aesthetics

I’ve re-edited the game multiple times, refined it in a revised edition, and then a second edition since then. I have no plans for a third edition but I will continue to write the resource manuals. These manuals consist of the bits that I couldn’t fit into the Core Rulebook. The bits and crunch not core to the game but necessary to populate it. These accessory manuals arose from the initial need to split the crunch from the core in the first place.

Essentially, I wanted a rule-set that I could use for any genre of game. And have it fully customizable for both players and the Game-master. I wanted rules that could easily generate any crazy thing that I could imagine and throw it at my players. The aesthetics of the books however are born mostly out of budgetary constraints and lack of personal talent. However that said, I don’t much care for the highly polished, artificial, and impractical look of most contemporary fantasy art.

I like the more individualistic art and too much polish tends to deter me. Don’t get me wrong I like a lot of professionally produced art. However, it’s never attracted me to RPG material as more identifiable and amateurish work has. Of course, due to budgetary constraints the responsibility to complete most of the illustrative work falls on my shoulders on many of the books.

World Settings & Dragons

The game has remained world-less for the simple reason that its designed as a generic/universal system. In addition, I’ve needed the time, always at a premium, to create a cohesive fantasy world. I wrote the titular world setting Arvan as a sword & sorcery & sandal in mind. Some of it inspired by the fiction that I read. Note that I tend to read in manic insatiable bursts consuming several books in a row then suddenly slowing down (or stopping altogether) until the next spree. I’ve tried my best to get away from overused tropes of the genre. Especially its well-known trappings like dwarves and elves.  I’ve also striven to include uncommon races and creatures, aside from the dragons.

The dragons of Arvan take after very specific literary references with a lot of my own creativity going into them to give them depth in nature and character. Their design was to give them a place in nature as well as in super-nature. The kernel of my Draco-lore built and outlined in a splat-book, a monster manual, called the Monster Magnus Vol. I.

In collecting certain types of game information in several books, I intended that the core rules be modular. All one needs to play and to create whatever else necessary for a game being the core rules. In other words, just the Core Rulebook is required.

Explore Imagination

Budgetary and time constraints have shaped and colored the core rule design, all of the published material, as well as the tons of stuff yet to see the light of day. The real trouble is in collating, structuring, and editing the masses of info and ideas I can generate. The only part of Dice & Glory that a GM and Player group would require is the Core Rulebook. The crunch books for Dice & Glory are different, I hope, from the typical disposable splat-book in that; they contain the pregenerated concrete components needed to populate games. Allowing groups to mix and match to their hearts’ desires when they have the blocks to build with as well as the ability to shape and carve blocks of their own. Hopefully striving for the outer limits of their imaginations with increased ease. At least I hope so.

 

Announcements & Arvan

Blog entries and new articles will be slowing down to a crawl for the remainder of the year due to simply life getting in the way and due to work on Arvan.

Blog Entries

The gaming blogs will be slowing down due to a redoubled effort on Arvan and members moving and work. I have been mastering a game which is barely past its ninth session since June. So I won’t be posting what I have any time soon. I typically don’t start posting till after around session 12. The campaign is in the city of Ezmer concerning a player group of mages.

The Arvan Setting

The Arvan setting has shifted into high gear with the last pass of editing and me struggling to finish the illustrations. For budgetary reasons I am unable to hire on any illustrators for the remainder of this project. The maps have reached their rough draft stage and the larger frontispieces have been completed but as it stands today only the intro, TOC, and Chapters 1 & 2 have been fully illustrated. Unfortunately, this makes a November release date highly unlikely. We have not given up on a December release however.

Future Plans

We have been planning and continue to amass material for 3 projects for next year concerning dwarves, monsters, and more magic! If all goes to plan these 3 projects will follow by some months the release of the Arvan setting. Hopefully in rapid succession.

Necromancing Xuun Pt.12: Funny Little Death Games Pt.3

That evening half-hill-giant Skull-Smash whom the odds favored would be the opponent to Skull BashBludbaer as finale to the Pit Games. The official gladiatorial games would kick off with a fair the next day. Then the crowds and their money would flock to the bigger venues.

Jíen the necromancer greeted the morning sun with little enthusiasm. He stared out over the walled courtyard from the second story bedroom window. There were throngs of people trailing brightly colored streamers and waving flags everywhere. It made no difference to the dark mage. Through his eyes all was insubstantial. The sun drenched sky was a dull grey and an ethereal cloud obscured the distance even on the clearest day. The throngs of the living were as transparent as an army of colorful ghosts.

There were also bands of paladins and guardsmen on patrol among them. The young Deadlander thought it best if he stayed inside until he was to take his fighter to the match. He occupied himself by brewing potion (Aura of the Dead) using the adobe villa’s kitchen and a few secret ingredients. Later he stored it in one of the empty potion bottles he had been carrying on his person. The potion was of the highest quality.

The rest of the day he spent repairing, mostly stitching and channeling negative energy, the massive damage Bludbaer the mindless Dread Guard had sustained the previous day. It was nearly sundown when Jíen had finished his work almost restoring the creature to full capacity.

Evening came and the young necromancer brought his fighter/creature to the arena with no incidents on the way. There were a few prize matches beforehand then came the main event, Bludbaer versus Skull-Smash. All proceeded as before and soon the large heavily muscled opponents were facing off against each other in the ring. Bludbaer though huge was dwarfed by the half-giant who was wielding a heavy wooden great club.

The bell for the first round rang and Skull-Smash came out swinging landing two massive bone-crunching blows on Bludbaer one after the other dropping him. Immediately Jíen played it up doing the pantomime of a bereaved and ruined manager imploring the crowd to cheer for the miraculous rise of the fallen gladiator. It actually worked, the crowd roared for Bludbaer. So, the necromancer had the fallen fighter rise again. (Out-of-Game I did it to steal away Skull-Smash’s crowd bonus against my guy which Gladiators can get when being cheered on.)

It wasn’t long before Bludbaer was again smashed down without landing a single blow. However, Jíen playing his part as flamboyant fight manager worked his crowd-magic again and once again Bludbaer slowly, and what appeared to all, painfully rose to his feet. The look of disbelief on the half-giant’s face was priceless (unfortunately he didn’t suffer any morale penalties). Jíen however knew that if his creation dropped once more it would be the last.

Skull-Smash landed another horrid blow onto the battered corpse of Bludbaer but on the backswing the Dread Guard parried with his great sword catching the half-giant in a clinch. The crowd went wild. Suddenly, Bludbaer broke free and chopped into the giant, the crowd began to flip completely over to Bludbaer. Skull-Smash nearly silenced the crowd with a mighty roar and put all of his power behind a horrifyingly powerful finishing blow.

The crowd gasped and was silent for the instant before they let loose a deafening roaring cheer. The boneless mess of a corpse in the dirt of the arena that used to be Bludbaer lay at the feet of the triumphant Skull-Smash. Jíen stood wide-eyed and stunned. He was out of a lot of money. Then horror struck him and he rushed into the ring to salvage the corpse before the Disguise Undead rune branded on its forehead faded in its power.

All would see that Bludbaer was really a mass of rotted meat pilfered from the grave if that should happen. In fact, that’s what the potion of Aura of the Dead was for. He would shout that it was a vial of poison to his accusers, drink it, and then feign death. Fortunately a cloaked and hooded stranger helped him with his frantic work of hauling the broken but still very heavy body away on a cart that the stranger had conveniently helped the necromancer procure.

The Stranger: “It’s me.”

Jíen (Played by Me): “What?”

The Stranger lifted up his hood revealing himself to be Trantox the assassin.

Trantox (Played by Jenn): “It’s me. You tried to get me killed!”

Jíen: “What me? No! No I did not!”

Trantox (with a Yeah-Right scowl on his face): “I was there about 5 ft. away when you talked to that Naga. Hiding.”

Jíen: “Oh. Um. I thought I’d get paid more. He ripped me off.”

Trantox: “You know I should totally kill you right now.”

Jíen: “Um, uh. Hmmm. Don’t you have bigger problems right now? Like the Shakai.”

Trantox: “That’s why I found you. Um, huh what?”

The necromancer looked at the assassin like he was crazy before realizing his attentions had diverted to talking to the intelligent dagger. Jíen shuddered.

Trantox: “Naw we won’t kill him yet. We won’t kill you yet but the dagger wants bloooood, so don’t cross us again.”

Jenn was wagging her finger at me. Sheesh.

The necromancer and the assassin delivered the mutilated, rotten pile of meat and shattered bone to the charnel house. The pair decided to walk back to the Troll and wait for whatever would come besides Jíen had a debt to pay off. On their way out of the charnel house a street rat stopped them and passed them a message that Dravor (played by Gil) had skipped town with the dark priest Exvorum (Gil couldn’t continue the campaign as his work schedule had changed). The pair shrugged and continued on.

The dark duo made it to the Whiskey Troll Tavern later that night very near the middle of the night. The place was mostly empty save for those huddled at a table in the corner. These were the Half-giant Skull-Smash, his manager the faun, a human fighter in chainmail (probably a bodyguard), and a saloon bum. All were fairly drunk and the table was packed with mostly empty vessels and half-eaten food.

Jíen settled his debts with the faun and while doing so had noticed the bulging sack of gold at the faunic manager’s side. Skull-Smash’s winnings were substantial. The necromancer returned to his coconspirator’s side and together they hatched a plan. They ordered drinks for the whole place and before the waitress took the pitcher to Skull-Smash’s table the assassin dropped some paralysis toxin into it. Then the villains sat back and waited.

After an hour it was apparent that the poison had only affected the faunic manager and the fighter. The giant, though extremely drunk, showed absolutely no sign of the toxic effect. The saloon bum on the other hand seemed a bit stiff in the joints but otherwise he was okay as well. Trantox began mumbling to his dagger again and was preparing for a fight by oiling its blade with poison. Jíen was getting nervous.

Suddenly, a naga in a black-dragon hide cloak wearing a golden snake mask with emerald & onyx scales appeared right in front of the dark duo’s table. The creature pointed at Trantox and then his dagger shouting, “Thief! Return what you have stolen now!”

Another naga slithered from behind a pillar equipped with a naginata, there were undoubtedly more slithering about in the shadows of the musty tavern. Trantox stood and seemed to want to give up the dagger but simply could not bring himself to do it.

Cris (the GM): “Its not gonna let you do that. It’s want blood.”

Jenn (after failing the dagger’s ego check): “Awe man. I guess I’ll attack the cloaked guy then.”

Trantox (gnashing his teeth and sneering at the Cloaked Naga): “You’re gonna have to pry it from my cold dead hands!”

The assassin lunged at the cloaked naga but the one with the polearm leapt in front of the blow taking the point and the poison. The cloaked naga, recognizable as a mage, cast a spell that Jíen recognized as Bone Blast. The assassin’s left arm went limp as the bone shattered. The necromancer, while no one was paying him any mind, calmly but quickly moved over to the half-giant’s table.

Skull-Smash was completely embroiled in the fight before him. The necromancer eased over to the side of his unconscious manager and drew out a black pearl from his robe. The naga mage cast another spell and Trantox froze in place as another naga fighter slid from the shadows over to him.

Jíen noticed on closer inspection that the body guard was actually dead ( rolled a Natural 1 on his save) so the necromancer cast Animate the Dead and shoved the black gem into the corpse’s gaping mouth with orders to attack the drugged and sleeping manager. It immediately rose and coup de graced Skull-Smash’s manager. But the giant hadn’t noticed as at that same moment another naga fighter used his curved sword to decapitate Trantox.

So harnessing his experience as a gladiator manager, Jíen shot up and shouted, “Look! That evil wizard has cursed your companion and he’s killed your manager!”

The howl of anguish that escaped the mighty lungs of Skull-Smash rattled the bones of everyone in the place and froze the naga mage in his place his hand inches from plucking the prized dagger from the assassin’s headless corpse. The table splintered and flew as the half-giant kicked it away and charged the naga assassins wielding his great club. Jíen absconded with the sack of gold just before the carnage began.

Later, safe back at the villa, Jíen found that the sack held 20 gold talons stamped with unfamiliar hill-lander brands, 600 platinum pieces, and 1,000 gold pieces. Combined with his stash he was pretty well off. However, his companions were either dead or fled away. There were paladins patrolling the street and the city was probably going to carry out a no tolerance policy for the 7-day while the games were taking place.

Jíen the Deadlands necromancer thought hard about the direction his life had taken and quickly decided on what he would do with the rest of it. After all, managing fighters was very profitable and he knew where to get a real champ in need of a manager. Even if the champ didn’t survive the fight with the nagas Jíen could always fix that.

The End

Campaign Played between February and May 2016

Afterword: Skull-Smash did survive that fight by the way and Jíen was able to talk his way into becoming his manager. Go figure.

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Necromancing Xuun Pt.11: Funny Little Death Games Pt.2

Game day, the morning the pit-games were to begin. The pit-games functioned as an amateur Weapons fit for a fighterfighter-league apart from the formal and in some respects over regulated official gladiatorial circuit. The fighters matched according to general size and weight with some attention paid to their respective physical prowess and strength. Armor restricted to the arms, legs, and the center of the chest. Other bits legal if both opponents are equipped similarly. Weapons were similarly regulated and rigorously inspected more so than the fighters.

Just before dawn Jíen got his fighter to the arena. It was a large stone building with coliseum seating covered by an awning-like ceiling under which lay the vault-ceilinged galleries. The wounded tended to and fighters vetted and equipped within. Also under the stone step-seats was the entry gallery where vendors sold their wares and bets tendered. The ring was a dirt floor surrounded by a shallow moat meant for the handlers, referees, and judges. On opposite sides of the arena were the gates through which the fighters would enter the ring.

Jíen’s fighter Bludbaer was to face off against one Zurat, a Westlander savage armed with a double-sword. The place was bristling with flags, banners, and ribbons of every color imaginable. The fight doctor cleared Zurat, his face painted with evil blue designs. The doctor moved over to Bludbaer as Zurat jaunted out of sight to await the match behind his assigned gate. The doctor cleared Bludbaer after a cursory glance. Jíen let out a relieved breath.

The Swampers’ Guild was backing Zurat and Jíen couldn’t resist making a gentleman’s bet that his fighter would win. Pit fights continued until one of the competitors couldn’t. They were almost always a death-match. The bookies gave Bludbaer 2-to-1-odds in his favor. Jíen took that bet.

It wasn’t long before Jíen collected 290 gp from the swampers but Bludbaer had taken a fair amount of damage (a whopping 20 Hit Points). Fortunately the wine-blood gambit had proven believable to all onlookers. So much so that White Star healers kept approaching and offering their services for a small charge. So the necromancer quickly shuffled his fighter into a quiet corner of the hospital gallery and repaired the undead thing’s damage the best he could using his Necrology (and spell slots).

The next match and the last of the day for Jíen’s creature would be against a double-axe wielding fighter named Scarnor but the odds were again on Bludbaer’s side. Again, it was a short bout and the necromancer took 2,075 gp in winnings. At the end of a very bloody day the fighters left in competition were Baenox Blood-Axe, Zarcar the faun (Rantcor’s “guy”), Skull-Smasher a half-hill-giant, and Bludbaer. After some of the officials began making off-hand comments that Bludbaer had an uncanny resemblance to another fighter, one who had come in second place last year Jíen took that as a sign to get out of there quick. He was long gone when they remembered the second place fighter’s name, Baercor.

Later at the Troll packed and noisy with fight fans, Jíen fed Bludbaer red wine which several fans were also sending over to the table. It was soon crowded with bottles, tin goblets, and wood cups by the time the necromancer retreated with his fighter back to the tomb.

The next day at midday, Bludbaer was again in the arena facing off with Zarcor the Rockhollow faun armed with a trident and gladius. The odds were 10 to 1 in favor of Zarcor. Jíen bet 2,000 gp on Bludbaer. Emboldened by his observation of the pit doctor, Jíen had cast Invigoration of Unlife into his creation just before leaving the tomb that morning heightening his fighter’s abilities a few notches.

The fight was a desperate one nonetheless. Bludbaer fell quickly and Jíen mentally controlling the undead fighter from the sidelines put his charisma to use. He howled and pulled at his hair and actually got the crowd to begin chanting Bludbaer’s name. That’s when he allowed the creature to rise again to wild cheers from the bloodthirsty throng. Though as a result it’s Negative Aura (the animating force behind the undead and their abilities) diminished (permanent -1).

The second round was brief. Bludbaer chopped down the unbelieving faunic warrior. The arena was erupting with chants of Bludbaer! Jíen’s take on that fight was a respectable 18,000 gp. Only 8,000 of it was given in coinage however, the rest was in a Writ. The matches concluded with Skull-Smash wining his match in quite the messy fashion. The other fighters were either dead or too wounded to continue progressing through the ranks. It would be Bludbaer versus Skull-Smash the next day with 5 to 1 odds in Skull-Smash’s favor. Jíen was hoping for a massive payday as he had a plan forming in his wicked little brain.

Jíen with his bandaged fighter in tow (just to keep the healers away) went straight to the betting tables to make a 10,000 gp wager. A grizzled faun introducing himself as Skull-Smash’s manager approached the young necromancer and the two began a bragging contest which the faun won. After a little more verbal sparring the young necromancer became flustered and ended the conversation with “oh yeah”! He then went on to place the 10,000 gp on Bludbaer to win on the morrow because “that’s how unsure” he was about his own fighter. The young necromancer walked hurriedly away back towards the tavern eager to leave the arena behind when he stopped suddenly in his tracks as a sudden realization smashed into his brain.

Me (Jíen’s Player): “$#!*”

Cris (the GM): “Ahahah! That’s right! You were supposed to bet AGAINST yer guy! Nope! You already made the bet! Ah-hahaha!”

Later at the Troll the necromancer again found himself talking to the faunic manager of Skull-Smash. After a few rounds, on the faun of course, they decided to wager a little side bet; 2,000 gp each winner take all. After that Jíen sat back, drank, and ate a little more.

Later in the night, the necromancer saw some Scael Nagas surround a peasant in a dark corner of the tavern as they harassed the poor man with questions about the theft of a certain star metal dagger. He also spotted the mark of the Shakai tattooed on their arms. After they dealt with the peasant he approached the one that appeared to be the leader and was paid 150 gp in exchange for some information about Rantcor and the Broken String. The necromancer was disappointed as he thought that the information provided was worth more but he shrugged and left the Troll with Bludbaer following.

Instead of retreating to his familiar old tomb this night though, Jíen decided to crash at the haunted villa instead for safety’s sake. He simply had the resident wraiths open the locked gates to him. During the night before going to sleep the necromancer had a conversation of sorts with the “boss” wraith. At least as much, a conversation a mindless undead creature can provide. Wraiths only retain a few negative emotions and the thoughts tied to what they used to be both of which replay like broken records in random combinations.

They do harbor some of the knowledge and secrets they knew in life though that can be brought out through careful and clever manipulation granted the thing isn’t trying to kill its interrogator. The withered-horror revealed to the necromancer a long undisturbed cubbyhole, unfortunately empty, in the bedroom wall. So Jíen used it to stash a small horde of 8,520 gp.

To Be Concluded…

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