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…

Bizarre Beasties #9 – Gorvil

The Gorvil, a pre-generated monster for Dice & Glory that can add unpredictability to any summoner’s repertoire. They are horrible lizard-bats, creatures of the dark and lurkers of shadow! The Gorvil are unnatural enemies of light and often fight to the death. As such, summoners favor the near-mindless creature.

This time the monsters are inspired by those described in the notorious satanic-panic masterpiece of mediocrity, Mazes and Monsters by Rona Jaffe. I have read this and the other two in what can best be called the terrible 80’s-panic trilogy: Dungeon Master by William Dear and Hobgoblin by John Coyne. Frankly, Jaffe’s novel is the worst. At best it’s a chemistry-less romance with fantasy roleplaying tossed in as a shallow gimmick. Also it uses mental illness as a cheap story device. However, the few details about the RPG they’re playing are interesting. But there are very few of these details in the novel. The only idea given any elaboration is the Gorvil monster. Of what little service Gorvils are given anyway.

Bizarre Beasties can be used at the discretion of Game-Masters to add variety to their game worlds easily and quickly. So that GM’s can drop the fully fleshed Gorvil into game-sessions immediately without any prep-work beyond reading the document. Finally, the Gorvil are a great addition to any GM’s bestiary.

Bizarre Beasties #9 – 621k

One-eyed bat-lizard-monsters that skulk in shadow!

Note that the other two novels that I mentioned above are almost as bad as Mazes & Monsters. I cannot recommend any of these three books. Although there are flashes of interest or a little suspense sprinkled in. However, the work it takes to get to these tidbits isn’t worth it.

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.

Blog, Arvan, and Articles Update

About the BlogWizard-Skull_web.jpg

So, blog entries will be slowing down a great deal here since the current campaign (the one started after A Giant in Xuun ended so anti-climatically) has somewhat stalled out and we’ve lost a player due to work schedule. So it is uncertain as to when I will begin to post another campaign blog the next may be the campaign I will be mastering but that may be a few months in the coming.

New Articles

However, I will be releasing a new article here and there as I get time to edit and post them, the next article will be a Tabletop Meditations #11: Elves, and should be posted around Weds or Thurs next week on this site.

Progress on the Arvan Setting

Work on the campaign setting book – Arvan: Land of Dragons – continues as the illustrations are being mostly by me at this point with that kind of work load everything else is going to have to suffer. Who would’ve guessed a World Spanning work take so much illustration? <:)

The actual release date for Arvan is unknown right now due to the bog down on the artwork but I’ll try to keep everyone updated as work progresses.

Attention Artists/Illustrators

Sales have been better this quarter, thanks to all those who’ve supported us, so I am fielding for 1 or 2 illustrators and in particular we are looking for a Cartographic Artist. If any of you are interested email us with an approximate rate for full page, 1/2 page, and 1/4 page pieces. Please note are project budgets are always really small.

Other New Releases

As the work on Arvan is taking alot longer than we had originally thought and scheduled for any new releases for this year will have to be pushed back even possibly into next year. These releases being: The Monster Magnus Vol. II, The Great Grimoire Vol. II, and the Complete Character Codex (print only).

Sincerely,

Robert A. Neri Jr.

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The Dragonslayers III Pt. 28: Follow that Wasp!

The slayers had gathered together the booty they looted from the corpses of the Sons of the Dragon including the unfortunate Archer. After Vor shot a few arrows to dispel the shield around the enemy bowman Grom had flown in above the half-dragon and cut his throat. Before the coup-de-grace they had agonized for a while over that decision. Vorwulf checked the juggernaut’s corpse, Maggi was searching the charred remains of Nose Bone, and Grom stripped the gear from the dead archer and flew it down to his companions. Their take comprised of a black lacquered composite shortbow probably with the True Strike ability on it, a large jade bracelet from the juggernaut which Vor was determined to wear as an arm torque, a superior quality spear that was magic but what it did they didn’t know, 4 superior quality throwing glaives which were also magical, a mithral arrow with red fletching definitely magical, 2 potions of Heal, a gold ring with a large emerald, and a pearl ring. They knew the massive mace that the juggernaut had wielded had the Thunderblast ability on it since it dealt quite a bit of damage to Maggs but that they left. They also left the gold medallions bearing the mark of the dragon that each of their enemies had also worn. They didn’t care about the bits of armor and none seemed to be holding any money or jewels. They packed their near gear away and readied to get back on the move.

Grom cast Restoration II on Magiia, she had been hit by one of the Draconian’s envenomed glaives. The shaman also decided to take the time to cast Impervious to Elements (Fire) on both himself and Vorwulf as it had served Maggi well in the battle. They took a look around mainly trying to locate Xanto the Wasp if he was anywhere near. He jumped out from behind a crumbling archway enwrapped in very dry vines.

The Wasp: “Guys! Hey! Over HERE! Let’s go its opening! It’s opening!”

He gestured to the darkening evening sky they could see the green moon was filling the sky with strange, green light and they now noticed that everything had a sickly green pallor cast over it. The Wasp extracted a small crystal sphere with a gold bee trapped at its center. He mumbled a quick spell over the orb and it disappeared with a pop leaving behind the gold be which immediately began to buzz and flew swiftly ahead the Wasp burst after it with his own blurring buzzing wings.

“C’mon Fellas!”

The Blackwings jaunted after the mischievous mage. Vorwulf took the opportunity to down his brand new Heal potion restoring himself to near full health. They proceeded through the weed & vine choked twists and turns of the maze-like ruins at a brisk pace leaping over sudden piles of dirt and stone and jerked to dodge unexpected obstructions and large fallen lichen patched blocks. All the while they were moving towards the pillars of black smoke which were all the more visible and appeared as hideous black pillars against the weird shimmering green sky that crackled with the blue-white bolts of magic energy from the active leyline which ran through the dead-center of the ancient city. They noticed the red-orange glow which began to bow over the shattered battlements more and more, tell-tale dragon-sign or at least the obvious light of a very large fire or fires.

The Wasp rounded a corner through a narrow but very tall archway and suddenly dodged to the side buzzing crookedly through barely avoiding the blade of a fairly large bipennis axe. He had nearly been cut in two by the surprise blow (at least in his retelling of it). Before the slayers stood near identical creature to the juggernaut but more lithe and wearing a polished steel helmet with a red-dyed horsetail tassel at its crown with large deer antlers mounted on either temple. The only differences besides the scant difference in build form the first juggernaut this one also had a jade bracelet on his left wrist and was wielding a long superior quality double-ended heavy bipennis axe. He ignored the Wasp whose buzzing was barely audible and was out of sight and turned towards the 3 slayers and took a fighting stance.

Cris (Vorwulf’s Player): “Ahh! I wondered where this guy was. Let’s do this.”

Gil (Grom’s Player): “Oh yeah, the guy the hunter told me about.”

Magiia charged and power-attacked with her axe but her blow was batted to the side with an unnatural ease and she suffered the very effective counter-attack wounding her badly in the very first exchange of the fight. Vorwulf lunged in simultaneously drawing his paired weapons and struck, the big-guy kicked a blast of dirt into his face but to no effect and he landed his double blows dispelling the magic shield, the half-dragon’s medallion burst with a golden glow. Grom stayed back and used his Rod of Magic Missiles which again hit the medallion’s shield. The half-dragon took a step back and slung one-end of his double-ended weapon at Maggi’s ankle trying to trip her nearly succeeding but ultimately failing to throw her on her back. He struck out with the other end at Vorwulf hacking into his armor and dealing a fair blow to the ranger/dragon-slayer.

Maggi struck out again but was again easily parried. Vorwulf followed with his paired swords and hit wounding the 10 ft.-tall brute and Grom sent another blast of magic missiles dealing no damage. The dragon-son swung at Maggi again but this she successfully parried the end aimed at her and struck back with a counter-attack smashing he axe into him unleashing a gout of red-hot dragon blood. With a roar the monster lashed the other end of his weapon at Vorwulf hitting him again. Maggi struck again wounding her enemy mortally but he was still on his feet. Vor followed up a second later dropping the half-dragon in a shower of gore. They made a quick check for the Wasp but he was nowhere to be seen. What they couldn’t know was that he was heedlessly buzzing along urging on companions who had ceased to follow quite some time ago.

They quickly looted the half-dragon’s corpse with Vorwulf putting on the jade bracelet as an arm-torque. They followed the path they though the Wasp had taken and soon could see his yellow and black striped form buzzing under an archway into a large high-walled courtyard where the ominous columns of black smoke were visible floating above the disintegrating battlements. It was fully dark now save for the weird lights of the green moon and the crackling leyline. The Wasp motioned for them to follow and he buzzed through the arch into the courtyard.

Cris: “Damned Wasp!”

Vorwulf: “HEY! WAIT UP!”

Vorwulf with the other two in tow moved swiftly to follow the Wasp through the tall archway between two half-ruined square towers. The group found themselves in a large triangular courtyard blocked on one side by a high hill of rubble and bush where several ruined buildings were scattered about. There were a few large gaping holes where the ground had fallen in and up ahead the group could see another archway between a pair of capped towers a large but badly defaced statue of white stone stood in front of each representing, possibly, wizard-like figures. Through that arch lay a larger courtyard where the dragon obviously lay as the red glow was shedding a bloody light over the triangular courtyard and a steady rain of fine black soot was raining down. The path under the arch was choked with two very large pieces of pale stone blocks.

The Wasp suddenly turned sharply to the east and buzzed through a large breach in the larger courtyard’s wall. Vorwulf sighed probably tinged with exhaustion more than frustration. He decided to try stealthily creep through the archway into the large courtyard hoping in vain to gain any kind of advantage. He moved around the last block in the path and saw before him a mostly barren courtyard bounded by mostly ruined 20 ft. battlemented walls. There several massive piles of burning coals and wood burning hotly placed at three corners around the place and several large cave-in holes in the ground and between all these at the center lay the dragon with its face peering at a small pale object that had a blinding crackling aura about it. It was the mushroom which seemed to increase in size as he looked on. He shot his eyes ot the east trying to spot for the Wasp. He caught sight of a yellow and black blur through the smoke of a smoldering coal field shooting across a short span of the courtyard and down into a nearby hole.

Vorwulf [more mumbling than anything else]: “Damned Wasp.”

He looked back as the rest of the group caught up with him being only a step behind. Suddenly the bone-white stalk of the millennial mushroom shot up and grew to at least 10 ft. in height in a second and its aura burst with white energy and the crackling energy of the leyline suddenly collapsed in on itself falling into the mushroom and disappearing all the while all sound seemed to just stop and everything seemed to freeze dead still for just a moment. The sky was a uniform dull green dominated now solely by the light of the weird green moon with only the pinholes of stars with which to share the night sky. The gigantic red dragon turned its horn-crowned head, the 3 dragon skulls slung around its neck clunking with strange music, its evil green eyes meeting those of Vorwulf. This was an ancient dragon.

It was also a dragonlord and a hybrid, its blood a mix of a Great Horned and a Chromatic Red dragon. Just as he realized this he heard Maggi’s war-cry echo out from behind him the frantic beating of her feet against the ground as she charged followed. The dragon, which still looked uninterested in them as it believed them no threat, waved a claw casually. Three large Red Drakes appeared near it and with a single beat of their wings they were roaring at the slayers through the air.

Vorwulf knocked a dragonbone arrow.

To Be Continued…

Character Codex IV RELEASED!

Cover Art by Brian Brinlee
Cover Art by Brian Brinlee

The Character Codex IV: Book of Unconventional Character Classes is now available in pdf format via RPGNOW.com and DriveThruRPG.com!

A new Character Codex containing specialist fantasy character classes that are strange and unconventional adding new flair to any Dice & Glory campaign! This book is a great resource for both Players and Game Masters wishing to introduce some eastern flavor into their game! Among those classes that can be found within the new Character Codex’s pages are the Dragon-Blood Warrior, the Leatherneck, the Leopard-man, Skull-Cleavers, Bookworms, High Sages, and Zombie Creepers!

Requires the Dice & Glory Core Rulebook

This book contains:

  • Over 76 Fantasy Specialist Classes with full descriptions of class abilities and level progression tables!
  • Of these, there are 5 Brick classes, 12 Fighter classes, 11 Adventurer classes, 6 Rogue classes, 9 Psychic classes, 22 mage classes, 6 Clergy classes and 11 NPC classes!
  • NPC tables which can be applied to NPC’s to easily apply specialist class levels!
  • 6 forms of stylized Martial Arts forms!
  • …Plus information on Specialist Class Variants along with 15 variants.