Monday, August 13, 2012

I thought I would start cross linking my column here, for those of you who are unfamiliar with it. http://www.rpg.net/columns/abitofhistory/abitofhistory40.phtml

Monday, August 6, 2012

Northlands Saga GenCon PCs

Bolla Ulfdottir Female Half-Nuklander (half-elf) Ranger 1

There are not many Half-Nuklanders in the Northlands, and the few that there are tend to be in the northernmost lands such as Estenfird. Your father had a grand adventure in his youth that took him and his brothers far up the Ice River north of Nieuburg. While traveling in the frozen reaches of Nukland, giants attacked them and your father was the only survivor. Left for dead, he was found by a tribe of Nuklanders and nursed back to health. One of that tribe, Jasil, was your mother, and the two fell in love during your father's convalesces and the long winter that followed. The next spring your parents tracked down the giants and brought terrible vengeance upon them. Leaving her people behind, your mother returned to Halfstead and became one of Jarl Olaf Henrickson's best woodsmen, even going so far as to accompany him on several forays into Seagesterland. At her feet you learned of woodlore, and the ways of her people, excelling at the former but often having trouble with the latter. Still, you are one of the best scouts of your generation and should one day take your mother's place as your jarl's premier woodsman. Sadly, marriages between Nuklanders and Northlanders do not always go well. The differences between the cultures, not to mention the races, are often too vast for both parties to handle. His wife often eclipsed your father, and he became jealous of the time she spent off in the woods or on the jarl's journeys. He turned to drink, and his already mayfly human life ended early. Tofa Gormdottir: Your mother's people would stone her as a witch, but this is not Nukland, and so these aberrations must be accepted. Agnar Gormson : A half-giant! In the jarl's household nonetheless! What is this world coming to? Kraki Hallason: You played together as kids, but he has grown into too traditional of a Northlander to ever be a suitable mate. Still, you are good friends to this day. Ingvar Thordson: You have not had much use for your father's gods, and instead call on the spirits of the land as your mother and her people do. Sigvid Arison: A constant irritation and known gossip, being saddled with him is an affront to decency.

People of the Jarl's Hall

Jarl Olaf Henrikson : A good man, a ring giver as his people call him, brave and honorable, but also somewhat reckless when away from home. Jasil the Nuklander: Your mother has always been a great part of your life and you have followed in her footsteps. Halla Gyrdsdottir: Proof that women can be warriors amongst the Northlanders, and good ones at that. Berg Geirson: Can this man complain any more than he already does? One-Eyed Sven: When you were little he was like a kind uncle, if only he would stop and act like a companion and borher in arms. Ljot the Elder: Dour, stern, and bitter. Ljot the Younger: This untested youth is of more danger to his fellows than the enemy. Hauk Arinbjronson: A failed bearsarker, but just as crazy, and deadly. Thord Cnutson: Even more annoying than his son. Skuld the Slave: This girl has strange eyes, she is more than she seems. Hild the Bold: I may leave the Jarl's service and join her crew, if not for her witchy family.

Agnar Gormson Male Giant-Blooded Barbarian 1

You were found alone and naked on the Moors by your adopted father, a hirdman of some standing in Halfstead. As a babe you were large, but not terribly well developed mentally, however Gorm took you in and raised you as his own. To the surprise of Gorm and his wife (not to mention their only other child, Tofa), you grew at a prodigious rate, at least physically. In three years you had gone from a mewling toddler to the size of boy of ten years, though at this point you had only learned a few words. By the time Tofa was thirteen, her brother was larger than most men, but had the intelligence and personality of a ten year old. Your strength and endurance quickly became legendary, and Gorm put his son to work on the farm. At first you were capable of only the simplest tasks, but after a few years you could be trusted to perform more complex variations of lift that or carry this. You have become very popular with those needing to build new structures, as you can carry a fifteen foot beam all on your own, and hold it in place while the pegs and lashings are applied. To all and sundry it has been assumed that you have giant blood, and that most likely you are the product of a giant and a Northlander captive. How you got lost is unknown, but all are impressed by your physical might, attracted to your open and friendly ways, but fearful of your terrible rages. Often you can’t control the anger that flows in your veins, likely a result of your giant heritage. The best thing is to avoid confrontation, something fairly easy to do when you are taller and broader than any other man in Halfstead. Last year you tried to join a bearsarker cult, hoping that by channeling your rage towards a holy purpose you might be able to control it. Sadly, they would not take you because you are suspected of having giant blood, Instead you have entered the jarl's service as one of his warriors. Fighting is not something you enjoy, but it is fun to lift bulls for the jarl's guests. Tofa Gormdottir: Your sweet 'little' sister, you are as protective of her as she is of you, only now you are adults and it is she that needs to be defended from those who would harm her. Her gift is strange and scary, but it is something you have come to accept. Kraki Hallason: A boon companion and good man, if only you could learn to fight with skill like him, instead of brute force as you are inclined to. Ingvar Thordson: He talks to gods! That must be such a strange thing to do. You asked him to explain about the bersarkers and how they worship Odin, but you just didn’t understand. Boll Ulfdottir: She is a bitter face. Sigvid Arison: He knows secrets, and will tell them. Did you know there is a blue skinned dwarf who lives in the jarl's cellars? For thirty pieces of hacksilver Sigvid will show him to you.

People of the Jarl's Hall

Jarl Olaf Henrikson: He is the master of all, obey his words and deeds. Jasil the Nuklander: She is scary, like her daughter. Halla Gyrdsdottir: I once stole a spear from her, she was kind in punishing me herself and not telling mom and dad. Berg Geirson: Berg always say we will all die, but he is never right. One-Eyed Sven: Always has sweets and likes to share. Ljot the Elder: Another bitter face, and never shares his mead. Ljot the Younger: He is even clumsier than me! Hauk Arinbjronson: Scary, and not in the good way. Thord Cnutson: He won’t let me into his godi house, and that is not nice. Skuld the Slave: Why do people fear a tiny little girl? Hild the Bold: Aunt Hild paid me a whole pig to carry some cargo off her ship. Nice lady.

Ingvar Thordson Male Northlander (human) Godi (cleric) 1

Like many Godi, you inherited your occupation and position from your father, the chief Godi in Halfstead. You grew up in the small cottage that sits behind the shrine, and started helping with services as soon as you were able. When not busy at the shrine, you tended the family's farm alongside your seven older siblings (and later the six younger). When the jarl went on a journey, your father went along, and your oldest brother took over the shrine. It was a good life, and the gods repeatedly blessed you father with fortune and glory. When you came of age, you naturally became a Godi of Thor, but as your brother inherited the shrine and adjacent farmland, you were left with nothing but a name and the promise of a place to sleep. Jarl Olaf doesn't need another Godi, but has agreed to take you into his service as a warrior. How better to serve your patron deity than through glorious battle? In the Northlands, clerics are called Godi and normally don’t dedicate themselves to one patron deity, but lead prayers and worship for the entire pantheon. You have given yourself to Thor, but like all Godi can perform rituals to all the gods of the Pantheon. Being a Godi is a part-time job, and there is no conflict with living a warrior's life at the same time. However, you are still expected to uphold the tenets of the Northlander gods (i.e. honesty, honor, and courage), as well as perform religious services as needed. Tofa Gormdottir: Your father always said the cunning women were our main competition, but Tofa is far too pretty to be a rival. Perhaps if I can make a name for myself I can offer her father some cattle for her hand, and then the cunning blood will be in my family. Agnar Gormson: I am not sure we are supposed to accept giant blooded into our communities, but he does seem all right, at least for now. Kraki Hallason: This is the sort of man that makes Thor proud, tall, strong, and brave, with an open and honest face. Like the jarl, Kraki would be a good man to serve one day, and no doubt will in time become a ring-giver himself. Boll Ulfdottir: I have never seen her at the shrine, or taking part in any of the festivals. This cannot be a good sign. Sigvid Arison: Loki probably fathered this one.

People of the Jarl's Hall

Jarl Olaf Henrikson: A great leader, a ring-giver, filled with mind's worth and firm in the shieldwall. Also, he respects the gods. Jasil the Nuklander: A strange foreigner with strange gods, and not even human! Halla Gyrdsdottir: Kraki's mom gets so angry when he and I make trouble, thankfully we are grown men now and never make trouble. Berg Geirson: The gods are kind, but he still thinks they have picked him out for special cruelties. One-Eyed Sven: Always a kind word from him, but I am a godi of Thor now, not a simpering babe and expect to be treated as such. Ljot the Elder: He needs to hear a sermon about the kindness of community. Ljot the Younger: Once when we were kids, Kraki and I threw Ljot the Younger into a pile of manure. Didn’t fertilize his brains any, did it? Hauk Arinbjronson: I have some doubts about a man who they say failed at joining Odin's sacred bearsarkers. Thord Cnutson: I will make my father, and his patron god, proud. Skuld the Slave: Just as a precaution, we should burn this one. Hild the Bold: Another woman who prefers the path of the sword over the butter churn, not a good thing.

Tofa Gormdottir Female Northlander (human) Cunning Woman (sorcerer) 1

You grew up on a wealthy farm, your father one of Jarl Olaf's hirdsmen, a rich farmer who can report for war with a full array of weapons and followers of his own. As a child you spent most of your time romping through the woods or across the fields, your adopted brother close at your heels. Many a night he carried your small exhausted body back to the farmstead, and some of your fondest memories are of sleeping safe and secure in his arms. Some of your worse memories are of defending him against bullies who preyed on his childlike demeanor, and of keeping him from hurting them (at least too much) when he became filled with rage. Your mother's line is known to produce cunning women, women with the gift of magic. Most of them become midwives and other healers, though some have taken to traveling with bands of warriors and having wild adventures. You mother did not have the gift, and so at the age of thirteen you left your farm and went to live with your aunt, a cunning woman, in her cottage not far from Halfstead. You learned a lot about magic and healing, and were close enough to visit with your parents and your brother, Angar. It was a comfortable life, but not what you wanted. Although your aunt is a kind woman and well respected in the community (though a bit feared for her otherworldly powers), you wanted to be more like your other aunt Hild, a famed warrior-woman who uses her magics to aid a band of wandering warriors in their adventures. Oh the stories Hild would tell when she came home to visit! Far off lands, battles against giants and other monsters, hidden treasures in sunken ruins, not to mention the tales of menfolk she whispered to your mother late at night when the kids were supposed to be asleep. When you came of age, you entered the jarl's service; he is always wiling to give someone a chance (especially someone with bizarre powers). Your mother disapproves of your choice, but is happy that you can remain near Angar and keep him out of trouble. You are certain that aunt Hild would be proud, but she has been missing for the past three years. Agnar Gormson: Oh, poor overgrown child Agnar, let your sister guide you, I am a cunning woman after all. Kraki Hallason: You were out gathering herbs for your magic when you saw him at the hot springs where the people of Halfstead go to bathe. Maybe you were gathering herbs there because you knew he would be at the springs. Anyway, that's one fluster inducing man. Ingvar Thordson: Your aunts always warned you about the Godi, but this one seems less interested in casting dispersions on your abilities, and more interested in something else. Boll Ulfdottir: How can so one so pretty and skilled be so bitter? Sigvid Arison: Prattle on, prattle on, no one of worth is listening.

People of the Jarl's Hall

Jarl Olaf Henrikson: He let your brother live, accepts cunning women as part of his house, and is abrave, honorable, and just man. Jasil the Nuklander: Strange, but not as bitter as her daughter. Halla Gyrdsdottir: A fine warrior who produced a very fine son. Berg Geirson: How can I convince him that there is hope? One-Eyed Sven: He has been like an uncle to you, and you always feel safer when he is around. Ljot the Elder: Bitter, angry, and odd. Ljot the Younger: Like your companions a young man looking to make his way in the world. Hauk Arinbjronson: This man is not right in the head. Thord Cnutson: He always speaks out against cunning women, what is his problem? Skuld the Slave: This one is definitely touched with power, but doomed by the station of her birth. Hild the Bold: Aunt Hild, what wild life you live.

Kraki Hallason Male Northlander (human) Fighter 1

Your mother was a rarity in the Northlands, a woman who not only became a warrior, but rose to the honored position of huscarl. Of your father, there is not much known, and your mother does not speak of him other than to say he died before you were born. You grew up in the jarl's hall, a part of the household since your earliest memories. Like your mother, you showed an early interest in all things martial, and have grown to be a fine example of Northlander warriorhood. One thing has always troubled you, and that is although your mother has dark hair and eyes, you are fair-haired and have blue eyes. As a child you assumed this came from you deceased father, such coloration is more common in the Northlands than your mother's darker colors. However, in facial feature, though definitely not in build, you bear a slight resemblance to Jarl Olaf's eldest daughter, Inga. No one has ever commented on this, but there is often tension between the jarl's wife and your mother, especially when the jarl takes your mother with him on one of his journeys. Tofa Gormdottir: So pretty, too bad she is a cunning woman and thus poison to any man who has her. Agnar Gormson: Well, having a stupid brute can be useful, and at least he is friendly. Ingvar Thordson: Always a good friend and companion, and touched by the gods as well. Boll Ulfdottir: When you were children you were friends but she has become distant of late. Her skill and woodslore is impressive, and she should be respected for that, if nothing else. Sigvid Arison: A skald should sing men into battle, not tell lies behind other's backs.

People of the Jarl's Hall

Jarl Olaf Henrikson: The best of men, a great leader, ring-giver, and warrior. Jasil the Nuklander: Too foreign to talk to, and much more like a creature of the wild than anything else. Halla Gyrdsdottir: I wish I could be half the warrior my mother is. Berg Geirson: Lighten up, you are ruining the morale of everybody for no purpose. One-Eyed Sven: The second best tutor in the arts of a warrior than any could have, and a fine fellow to have in the shield wall. Ljot the Elder: Best axe-thrower I ever met. Ljot the Younger: This callow youth needs more time practicing before he is ready for battle. Hauk Arinbjronson: A warrior should keep his wits about him at all times, not like this one. Thord Cnutson: You spent half your youth at his house with his younger son Ingvar, and Thord has been like the father you never had. Skuld the Slave: Who? Hild the Bold: She has forsaken the first duty of a warrior, to defend hearth and home, to become a noted viking and pillager.

Sigvid Arison Male Northlander (human) Skald (bard) 1

Oh the tales to tell! From your first memory your head has been full of tales, legends, and gossip. You came by it naturally, your father is the jarl's herald and chief skald, and your mother is the head cook (and lead gossip of the hall, why, even of all of Halfstead). As a child of the household, you were always underfoot and often overlooked. As a result you have heard things you were not supposed to, some of which you told to your mother for further dissemination, others you kept to yourself. You know that Asgeir the stable master skims off some of the cream from the jarl's cows and eats it himself. Gorm, the hirdsman didn't find his giant blooded adopted son, he bought him from a giantess for a kiss and three goats. Frothi the thatcher is in love with Osk the miller's daughter, but is three times her age and so won’t do anything about it. When he was nine, Ingvar stole some butter from the jarl's pantry while on a visit with his father. There is a blue skinned dwarf who lives in a secret room in the cellar. Tofa's aunt Hild was seen with her ship, Dragon Eyes, off the coast of Monrovia last spring. Sibbe the Unkempt, a wild witch woman, haunts the forest west of Halfstead. Kraki Hallason is the jarl's bastard child, as is Skuld the slave girl. There is an outlaw who lives in the woods behind the hall, his lover is a washerwoman named Thora, and she brings him meat and mead from the jarl's table. Ulf, father of Boll, didn’t drink himself to death, his Nuklander wife poisoned him out of despair and shame at what he had become. You also know tales of heroics and of the gods. The usual stuff any skald knows, but the gossip is what interests you the most, that and finding your own tales to tell. You can sing, play the harp, and roar men into battle, like any good skald, but these small stories of daily life, these are the songs you wish to sing. Tofa Gormdottir: Wonder what this pretty one has been doing, spying on a certain blond warrior? Agnar Gormson: How will his story play out, giant blood tells and he becomes a tragic villain, or a hero who overcomes his heritage? Kraki Hallason: Picture a hero from an ancient tale, now look at Kraki, yep, same person. Ingvar Thordson: Godi rises from obscurity to greatness? Or falls from grace? Boll Ulfdottir: Her mother's tales are many, and if the daughter is the same her tales will be, interesting.

People of the Jarl's Hall

Jarl Olaf Henrikson: Tales have already been sung about this great man, but none about his, shall we say indelicacies with the ladies? Jasil the Nuklander: A great warrior and hunter, but she won’t share her people's tales with me. I wonder why? Halla Gyrdsdottir: Kraki's mother is as accomplished as the Jarl, and just as sneaky in the dark. Berg Geirson: Just shut up already. One-Eyed Sven: He lost his eye to a Southlander in a drunken street fight in Halfstead. Ljot the Elder: He once kept three thralls as his personal harem, until they all died of the pox three years ago. Ljot the Younger: Picture a fool from an ancient tale, now look at Ljot the Younger. Yep. Same person. Hauk Arinbjronson: His tale will end badly. Thord Cnutson: Despite his great protestations to virtue and honor, he once bedded Hild the Bold while on a mission for the Jarl. Skuld the Slave: That one, he, he, she will have some degree of power and madness one day. How much for the Jarl's bastard daughter, and how to get the hacksilver? Hild the Bold: Naughty Hild, what have you been doing?

Interplanetary PCs for GenCon 2012

Lance Corporal Carlos Xavier Casablanco

Lance Corporal Casablanco was born in a small fishing village on Nuevo Mexico. There he grew up as the son of an artisan lobster fishermen, an occupation that harvested select lobsters for high-end markets. Carlos took to his duties as one of the fourteen children in the Casablanco family, proving to have a knack for both operating and maintaining anything with an engine. His oldest sister was slated to take over the lucrative lobster contracts and license, and most of his other siblings either married and moved to the edge of the colony or got into a Terra-side college. Left to his own devices, Carlos fell in with a group of street racers in the colony's capital, Leon. At sixteen, Carlos was involved in a multiple car pile up, and sent to the colony's work farm for two years. When he returned home, his father and oldest sister marched him off to the USMSC recruiting center and brow beat him into enlisting. The experience awakened a savage curiosity to see the stars. Carlos lives hard and drives fast, rather it is in his squad's M134 Warthog or GSDS-836 Valkyrie. He has become infatuated with Old Earth classic movies, and when off duty affects a style he calls 'outlaw biker'. First Lt. Anthony Wong: Yes sit, right away sir. Stuck up ring knocking Earther. Pfc. Sally XXII: You could learn so much about life baby. Let's take a walk in the woods next R&R, hmm? Pfc. Elizabeth Cartwright: Big beautiful and deadly. Lance Corporal Lisa Stevens: Hello, miss techie, I've got a busted, uh, something or other in my bunk. HM3 Johnny Kraken: Ick, he may be the best doc in the fleet, and I'll kick the ass of anyone who says otherwise, but he is one weird dude.

First Lt. Anthony Wong

The Wongs are a wealthy San Francisco family with a hand in industry and politics. Anthony grew up one of the privileged elite on Terra, and even toured the inner colonies after graduating from preparatory school. With an eye towards a political career, he was encouraged to enlist in the US armed forces, and an appointment to the USSN academy at Aldrin Station, Luna was arranged. To his family's dismay, instead of a safe tour in the USSN (most likely on a Sol System fleet cruiser), Anthony instead opted to join the USMSC and serve on the Frontier. Lt. Wong is a by the book officer, though he is flexible enough to throw it out when it conflicts with the mission. He is an honorable and honest person, one who has internalized the martial disciplines taught him in the academy. Once Wong saw the state of affairs on the Frontier, he decided that a short tour and then back home to run for city council was not right for him. He can do better work and help more people here, where civilization ends and the wilderness begins. Lance Corporal Carlos Xavier Casablanco: Professional, resilient, but far too independent minded to make an excellent marine. Pfc. Sally XXII: The model of the brave and loyal marine. Pfc. Elizabeth Cartwright: Mars makes big woman and the best enlisted in Exlpored Space, and Cartwright is a fine example of that. Lance Corporal Lisa Stevens: Stevens is a gifted technician, but too much of her between mission time is spent on personal grooming. HM3 Johnny Kraken: Efficient, but frequently intrusive.

Pfc. Sally XXII

Sally was designed to be the latest generation synthetic trooper nearly fifty years ago, but the program was terminated and the fertilized embryos placed in cryogenic storage. Three years ago this 'over sight' on the part of the Department of Defense was reveled, and at the insistence of pro-synthetic political groups, the embryos were thawed out and brought to term. Sadly, most did not survive decades in storage, but a few proved viable. Sally was one of the lucky ones, and a near-perfect clone of the others of her model. After undergoing a crash indoctrination program, Sally was given three hundred dollars, a suit of clothes, and a ticket to any planet she wanted. Instead, she walked out of the indoctrination center, took a left, and enlisted in the USMSC. She still doesn’t know why, but something in her compelled her to join the US military. Her surname was what the instructors at the indoctrination program called her, numbering each 'Sally' in order to make their own lives easier. Lance Corporal Carlos Xavier Casablanco: This is what freedom gives to people, clear head, strong body, and, well, freedom. First Lt. Anthony Wong: Friendly but aloof, you often feel he thinks of you as piece to be moved around the board. Pfc. Elizabeth Cartwright: My only friend in this squad. Lance Corporal Lisa Stevens: What have I done to her to deserve such regular disdain? HM3 Johnny Kraken: What went wrong with his batch?

Pfc. Elizabeth Cartwright

Elizabeth grew up on Mars hearing stories of that famed hero of the USMSC, Elizabeth Lang, having been named after the women called the Savior of Mars, St. Elizabeth, or the Battle Valkyrie of the Red Planet (Martians are known for their hyperbole). It was no wonder that young miss Cartwright joined the USMSC as soon as her apprenticeship as a miner was over. As a native of Mars, Cartwright has what has become known as the 'Mars Look'. Her features are a blend of Asian and European genes, and her physique hints at the early stages of the colony's settlement when massive genetic manipulation programs were attempted in order to create humans better suited to living and working underground on an alien planet. Sure she won’t win any beauty contests, but she is more than capable of winning hearts with her warm personality, cheery demeanor, and firm grip on her M46 SAW. Lance Corporal Carlos Xavier Casablanco: How weird it must have been to grow up with clear skies and next to an ocean. He's cute too. First Lt. Anthony Wong: A strong leader and a good officer, like the Corps always produces. Pfc. Sally XXII: She's really only a child, you know, but it’s not her fault. Lance Corporal Lisa Stevens: This little thing keeps rubbing her nose in my business. She knows her job well, but seems to think being a marine is about looking good while fixing a tank. HM3 Johnny Kraken: His hands are as cold as his heart.

Lance Corporal Lisa Stevens

The child of freelance computer technicians, Lisa grew up in the shadows of the big corporate arcologies. Her parents refused to work for the corps, and instead set up their own repair shop on the edge of the slums. Never wealthy, they were able to pay the dependant tax for one child, and poured all their love and support into raising Lisa. They were also able to afford to set aside a small amount of money so she could go to college, not a Terran one, but a fine school in the inner colonies. Unfortunately, United Technical Support opened up a shop in the neighborhood, and soon undercut the Stevens. One day, a man in a suit came into the shop and commented on how it would be a bad thing if anything happened to it, or to the Stevens. The family took the hint, and Lisa's college fund was needed to pay for the family to immigrate to the Frontier where their skills would be needed and they could avoid corporate harassment. As her parents left for Franklin, Lisa left for the USMSC, finding it a viable place to get the advanced training she needed to strike out on her own. She is a complete professional, focused on the job above all else and not prone to fraternizing with her squadmates. In truth, Lisa has never gotten the hang of social interaction, preferring to spend her time with computers and other technical hardware. Lance Corporal Carlos Xavier Casablanco: He spends so much time alone, and when he's not he's with Cartwright. What a shame. First Lt. Anthony Wong: Like the people who ran your family off of Terra he gives orders, but at least he is competent. Pfc. Sally XXII: Synthetics should have been discontinued years ago, we don’t need them taking our jobs. Pfc. Elizabeth Cartwright: What a brute of a woman, and not too bright as well. HM3 Johnny Kraken: I think he has the bedside manner of a welding robot, and the personality as well. Shame he's TriVid star hot.

HM3 Johnny Kraken

According to Federal Law, Johnny should never have been born. His was an illegal synthetic batch, grown in violation of the US Constitution to serve as the personal nurses and playthings of a well respected conservative Senator. When the existence of Johnny and his six cloned siblings (the batch was half male and half female) they were freed and the Senator was sentenced to life at the penal colony on Franklin. Johnny was sent to an indoctrination center and released. His designation as a service model prevented any respectable hospital from hiring him, and he lacked the funds to immigrate and start a new life. Seeking a way to avoid a life in porn or brothels, Johnny enlisted in the USSN. Figuring that sailors were called 'squids' Johnny decided he would be a Kraken. Needless to say, no one is amused. Although a figure of perfect physical beauty, HM3 Kraken does not posses much of a personality, being somewhat aloof and awkward. He tends to treat people, especially patients, as inanimate objects he is forced to deal with. He does not have a bedside manner at all, but is one of the most technically proficient medics on the Frontier. Lance Corporal Carlos Xavier Casablanco: Good health, suffers from some minor self-inflicted injuries due to promiscuity and alcohol consumption. The unit has been treated with broad range antibiotics and anitvirals, as well as counseling. First Lt. Anthony Wong: Maintains adequate fitness levels, but has occasional bouts of depression, though he denies it. Does not respond to counseling. Pfc. Sally XXII: Excellent combat model that suffers only from psychological defects concerning her role in the world as a synthetic. Pfc. Elizabeth Cartwright: If this unit does not perform routine maintenance, she will lose muscle tone and gain excess adipose tissue. Advised unit, but received a rather passive-aggressive response. Lance Corporal Lisa Stevens: Similar to Lance Corporal Casablanco, this unit indulges in recreational activities that are counter to good health and hygenie. Unit also spends a lot of time on personal maintenance beyond need for adequate physical and mental conditioning.

Tuesday, March 27, 2012

What is Pulp?

Every couple of years 'pulp' becomes the popular genre in the gaming community, and then is cycled out of favor to be replaced by something else (I think super heroes is the current popular genre). Now, some may call me an elitist or a snob, but I am a firm believer in using literary genre labels to describe RPGs of differing genres. To this end, I am afraid to tell you gentle readers that there is no such thing as a 'pulp' genre. Still, the tag seems to be used by nearly everyone in the industry to describe any game set in the 1920's and '30's. In a sense, it has become shorthand for high action adventure, often with some nod to a historical period, set before WWII yet after WWI. Sometimes the decades are expanded to include the latter part of the Victorian period, and often conflated with both that era and the following Edwardian era.
So, what does pulp actually mean? In short, it is a type of paper, a low grade and thus cheap paper that was used for popular fiction magazines from the 1890's to the 1950's. These magazines were themselves often genre specific; there were detective pulps, western pulps, horror pulps, fantasy and science fiction pulps, even romance or true crime pulps. These magazines were aimed at the working classes amongst whom there was a growing literacy rate, and prior to the advent of radio and TV, provided a much-needed form of entertainment. They were not something that 'proper' people read (though they did, like most things 'proper' people don’t do). The quality of the writing was generally poor, the illustrations pushed the limits of the decency laws of the time, and the stories themselves were lurid, sensationalist, often violent, nearly always fairly far-fetched, and in general considered at the time to be of little literary value. However, it is out of these pulps that some of the greatest writers of the age came, most notably Bradbury, Chandler, Heinlein, Howard, L'Amour, Leiber, London, Lovecraft, Wells, and even Vance. Notice any names on that list that had a large and positive influence on fantasy, sci-fi, horror, and RPG's? Yes, the literary critics of the day were shortsighted in their view of the pulps, neglecting to see that amongst the rough there were pearls. We should all learn a lesson, especially those of us who are elitists, that being a snob is the antithesis of elitism, for we must always strive for and seek the best, no matter what rags it may wear.
Thus, pulp is not a true genre, but a style of publishing and writing. How then is it a genre of RPG's? Ignorance would be my best guess, but partially through the means by which a language grows and changes. It is quite normal for words to take on different meanings, though it can be very annoying when one is speaking of technical terms, and those who use pulp as a means of defining a genre should not be chastised for it (at least not too much or too frequently).
A pulp game should be high on the action, short on the plot, and thoroughly done for the fun of it. It should tend towards sensationalist and over the top behavior by the PCs and NPCs, and most of all should keep the action flowing. Character development should follow a relatively shallow track, we're not doing Masterpiece Theatre here, and emotionally responses should be played up almost to ridiculous heights. The Rule of Cool needs to be in effect, and a large amount of suspension of disbelief on the part of all involved is not just expected, but required. In this way you are holding true to the pulp magazines of yore, and to the style they put forth. Sex was often a selling point of the pulps, at least on the magazine covers, and although your game needn't be explicit, it should have some titillation. Fur and chainmail bikinis are optional, but both genders should receive a fair amount of 'cake' if you know what I mean. Why, there was even a 'caged heat' genre aimed at heterosexuals and homosexuals of both sexes (though it should be noted that these and other highly sexual pulps were rare and sold under the counter).
By treating pulp as a style and not a genre, you can then apply it to any genre you desire, thus emulating the magazines (and the crappy paper) that yielded the name. Considering that the pulps were the birthplace of many of the genres we now enjoy, from Sword and Sorcery to Super Heroes, this is not just appropriate, but nearly a requirement. Looking at gaming this way, I can safely say my current Barbarians of Lemuria game is a pulp fantasy (and made more so by the introduction of the PC named Sexy Fat Man). Many of the games I have ran in the past are pulp styled, and that's fine, it’s a style I love and love to see more of. It's just not a genre per se.

Tuesday, March 20, 2012

Evil PCs

Every couple of years this topic seems to come up in one of my games, namely someone wants to play a member of the party that is an evil PC. Most of the time I simply will not allow it, but occasionally a good concept comes my way and the evil PC enters the campaign. The question always is, what do you do with that character? Evil PCs have different motivations than good aligned heroes, and are not always moved by wealth or fame like other PCs. Usually when someone decides they want to play evil, its not just to be a money-grubbing villain or anti-hero, they want to do bad stuff, or at least work for an evil agency of some type.
Once you have allowed an evil PC into the campaign, the next question is what to do with it. You don’t have to do anything special, you can just let the evil PC develop and play out as any other character, however you would then be missing out on some great opportunities for storytelling, not to mention letting less than pleasant things into the game without some form of payback for the extra work and headache. Four good options are to play out a plot arc based on redemption, descent into madness, betrayal, or just retribution.
A redemptive storyline is the most positive option to play, but requires a good role-player to pull off. Basically, you should sit down with the player of the evil PC and determine why he is evil and what will turn him towards the light. This can either be a long process where the cause of the character's evil inclinations is slowly worked away, or possibly a face turn situation. In a face turn situation, the PC has a moment of revelation where he is forced to confront his evil and decides to turn away from it. However the decision to become one of the good guys happens, the road to redemption should be a long one fraught with temptation and peril. Eventually the PC faces his demons (possibly literally), makes good the damage he has done (or learns to live with the guilt and shame) and becomes a good guy in the campaign. Just keep in mind that one good act of redemption does not make, no matter how big that act (unless it is self-sacrificing, the redemption in death trope is a good one), a good aligned hero.
One of the most difficult story lines to play out, but one that can be a lot of fun, is to have the evil PC descend into madness. This is a classic in some genres; the bad deeds and horrible acts wear away at the character's sanity until the inevitable break with reality occurs. At this point the PC is thoroughly evil, but may not be entirely responsible for his actions as he is now insane. Be careful not to creep out the other people at the table, but make sure it is obvious to the other characters that one of their own is now bat-shit crazy. This sets up a couple of story lines, such as the other PCs having to put down their rapid-dog companion, seek out a cure, or possibly the evil PC finds redemption through madness.
Betrayal is a dangerous plot arc to follow, and can lead to bad feelings amongst the players. Basically, set it up before hand that the evil PC will at some point betray the party to their enemies. This should be something big, not a petty turning them over to the local tribe of orcs, but instead something along the lines of handing the artifact they have been questing for to the campaign's big bad guy. This should lead to the other PCs hunting down and brining the evil PC to justice, or if they fail some other force for good within the campaign will do the dirty work for them.
Finally, the evil PC can be allowed to run amok with the understanding that at some point law and order will catch up to him. This might be in the form of another PC, or it may be the local authorities, but some how, some way just retribution for his evil acts will come down upon him. Playing a character who it is predetermined will be taken down is not for everyone's liking, but it does set up a nice plot arc. Consider what the reaction of the other characters will be when one of their number is imprisoned, charged with a crime, or pursued by bounty hunters. Will they defend their companion, or turn him over? This sort of situation is one that good drama, and good role-playing, is made of.

Tuesday, March 13, 2012

XP=GP

I have begun experimenting with a little old school style gaming with my weekly Pathfinder game. First of all, the campaign is set in the Forgotten Realms in the year 1368 DR, basically the AD&D Second Edition era. Second, the factor that is a true experiment is that I am handing out experience points for gold pieces. That's right folks, I am putting my campaign into the way-back machine and giving one experience point for each gold point worth of loot the PCs manage to pick up. Extreme? Maybe, but we'll see how it goes.
I am doing this because I feel that one of the things lost in recent editions is the encouragement to explore and to find non-combat related means of resolving issues. True, the GM has some leeway in how XP is handed out, and can reward the type of game play the campaign encourages, but often this is a rather fuzzy metric and not clearly defined in the rules, or at the table. BY giving the PCs a definite bonus that they know ahead of time, they can calculate the risks and rewards better when deciding their character's actions.
There are a few issues that are apparent with this experimental XP award system. First, there is already a built in reward for finding treasure, and that ties directly into the magic item economy inherent in Pathfinder. Since we are playing in the Forgotten Realms, magic item shops are rare, but still present in a few cities. In effect, the characters are getting rewarded twice for loot, once as XP and a second time as what that loot can purchase (or in the case of found magical items, once for the GP/ XP value of the item and once for its utility). This is Ok, as what I am trying to do is encourage exploration and, for lack of a better word, 'lateral thinking'. Finding ways around the problems brought about by the plot that are not tied to the 'kill them and take their stuff' mentality. Another issue is that this increases the amount of XP a party receives, but this can be compensated for by using the slow progression column on the level table.
If you get more XP, and thus faster level progression and thus more cool powers by looting than by killing, it changes the game play. Caution becomes more important than simply charging in and attacking. Stealth and good planning replace amount of damage dealt per round as the primary means of success. Finally, since the set up for the campaign is work as caravan guards, and the PCs are allowed to do some trading of their own on the side, this double reward means that attention paid to the mercantile side of the campaign gains greater importance.

Monday, March 5, 2012

Who's Yer Con 2012 Wrap Up

This past weekend, Con Team Alpha attended Who's Yer Con in Indianapolis, a free local convention put on by Who's Yer Gamers. We ran games to promote Northlands Saga and Interplanetary, and although we had poor attendance on Friday; Saturday and Sunday picked up and we got to show off our games to several people, and meet some great gamers at the same time. In short, a good time was had by all.
Who's Yer Con is small, I don’t have the attendance figures for this year but would guess at less than five hundred attendees. The Pathfinder Society games were packed, and some of the other venues saw a fair number of people at tables. The exhibitors' hall was tiny, but had five exhibitors plus the convention's raffle table. This is one feature I really liked, as they raffled off hundreds of prizes throughout the con. I won a copy of Atlas Games' Cults of Cthulhu, but as I am not a boardgamer I traded it at the Arsenal Game Room and CafĂ© booth for some old Forgotten Realms titles. The convention had several other nice features, a large open play area, a game library, and several ongoing free demo events (in addition to ours). There was a film hall, LARPs, and costume contest, the usual things one expects at any decent gaming convention. The convention staff was generally friendly and helpful, and even the ones who were less than helpful were still friendly. We will be back next year, but most likely only for Saturday, the cost in time and dollars is too much to warrant a full weekend.

Games at Who's Yer Con


We ran three sessions of two events, Spring Rites for Northlands Saga and Terror on New Cumberland for Interplanetary. Sadly, Spring Rites ended up being at bad times, Friday (a day of low attendance) and early Saturday (again, few people at the con at 9am). At a larger con the numbers would have been better, but there simply was not enough people to be able to attract a decent table size. We did have better luck Sunday morning, and had a full table for Spring Rites. This group did very well, rescuing the three daughters of Jarl Olaf without loss of any PC. I was introduced by one of the participants to the Viking themed metal band Amon Amaruth, and will have to check these guys out. The session ended with everyone having a good time, and lots of interest in Northlands Saga.
Of our three Interplanetary events, we had full tables at two and a half table at one. In all cases it was a fun time as the marines of the USSN corvette Ira Hayes dropped on the tiny mining colony of New Cumberland and proceeded to investigate the causes behind a garbled distress call. Aliens were met and vanquished, mysteries were (sometimes) resolved, and colonists were rescued to varying degrees (one session only took away two survivors of the hundred and fifty trapped on the colony). This led one player to rename the site of the colony "The Valley of Bad Decisions". In nearly every event the dam was blown and the colony flooded, putting an end (hopefully) to the alien menace.
A few new contacts were made, especially with the Arsenal Game Room and CafĂ© and the IUPUI Gamers' Guild. Con Team Alpha will have a presence at their events in April, more on that in the weeks to come. If you missed Spring Rites and Terror on New Cumberland at Who's Yer Con, both events, as well as the Northlands Saga event Spears in the Ice and The Archangel Incident for Interplanetary will be ran at Gen Con 2012. Don’t forget, this year we are introducing Con Team Alpha Character Upgrade Tokens. Attend one Con Team Alpha event and get a wooden token you can keep. Bring it back to another event, and get an upgrade to your character. Your tokens carry over from convention to convention, so hoard them up and show them to your friends!

What is Con Team Alpha?


Con Team Alpha is a group of genetically engineered elite gamemasters who escaped from a federal penitentiary for crimes they wanted to commit. They escaped to the RPG underground and now travel the Midwest promoting games written by their dark master, Ken Spencer.
OK, maybe not, but we are highly experienced gamers who love to run games at conventions and promote Ken Spencer Freelancing. Currently, Con Team Alpha consists of Ken Spencer, Matt Carlson, Jeremy Hedge, and Ted Snider.

Monday, February 27, 2012

One Setting to Rule Them All

There is something special about starting a new campaign, the opening of possibilities, the nearly limitless directions it can go, and the chance to try something new. Unfortunately, I have had far too many campaign starts in recent years. Part of this is because of GM ADD, part just the way things play out. I am a tough GM who doesn't shirk from killing a PC, or a whole party if that's how it falls out. Still, I have seen lots of campaigns come crashing down, and its time to have at least one keep going.
One way to break this chain is to learn to focus, not just in what campaigns I run, but what I purchase. Partially it’s a problem with being in the RPG industry, I get exposed to so many new games, and I want to play them all. There are games I have to buy and read for work, there are ones I am sent for review, and there are ones I hear about because I need to keep my ear to the ground and look for trends in the industry. This is a lot of exposure, and it should be no wonder that I dream up at least the seed of a new campaign about every two to three days. On top of this, when I have spare cash, or it’s a gift receiving event (like my upcoming birthday), those who are close to me know I want games.
I have tried a variety of techniques to push myself to focus, ranging from trying to stick to one system to choosing campaigns that can branch across multiple genres (usually through world hopping). In the end, none of them have worked. The next game book shows up and I'm off on a new campaign. Really, it's just a matter of willpower, of telling myself to keep on task. The real hard part is I feel like I have disappointed my players by pulling the rug out form under them. It should be no wonder that many of those who regularly play with me have stopped putting a lot of effort into creating well-rounded PCs with back-stories and plot hooks. Why should they when the campaign will only last a few sessions?
To aid in keeping things on the straight and narrow, and building a long-term campaign, I am focusing this year on one setting, the Forgotten Realms. It is a huge setting, one of the largest in the hobby, with plenty of room to run several campaigns in. Plus, it spans several editions of Dungeons and Dragons, and between that and my general disregard for system, there is plenty of options available. I could use BRP, Barbarians of Lemuria, Labyrinth Lord, OSRIC, Swords and Wizardry, or even XDM.
Weekly Pathfinder is now going to be set in the Realms a few years after the Time of Troubles. We are going to be joining a caravan running from the Dales to Waterdeep, and passing through Sembia, Cormyr, the Western Heartlands, and up the Sword Coast. Lots of adventure there, and the PCs may drop out of the caravan at anytime (though this may cause some problems with the caravan master). My monthly game is already in the Realms, and the PCs are oWoD splats trapped in the Literary Realm of the Umbra. All they have to do to get out is finish the story, which considering they are in the AD&D 2e version of the Realms means they need to do the whole adventurer to ruler path. Encounters this season is also based in the Realms, though it’s the 4e iteration, which I know little about (I may pick up the books, but I doubt it, 2e is the Realms for me and frankly, I have a hard time with settings changing).
In addition to the various FR game books, I have two other outlets for my year of the Realms. First, there are a ton of FR novels, some at the library, some on my bookshelf, and more that I can cheaply purchase at used bookstores. I don’t often read fiction, but when I get the urge I can go Realms, which is good because fiction tends to strongly color my gaming choices. Finally, FR ties in with Spelljammer, so there is always that to add in. Unless I want them to wander into Ravenloft.

Friday, February 17, 2012

What is Your Favorite Edition of D&D?

With a new edition of Dungeons and Dragons coming, a lot of talk has been floating around about people's favorite edition of the world's most popular fantasy role-playing game. My answer is unequivocally AD&D 2nd Edition, for a lot of reasons. First of all, I feel it had the best presentation and artwork of any editions. I am sorry, but the art for 3rd era, Pathfinder, and especially 4e doesn’t do it for me. I look at the illustrations and I don’t feel the urge to play out the scene depicted, it doesn’t tell me a story, and frankly the proportions of the bodies, both male and female, are completely unrealistic. They don’t say 'fantasy' to me as much as anime, but WotC's target audience has never been old grognards like me.
Barring the rather subjective issue of artwork (or maybe not, someone explain to my why dragonborn and wildlings have breasts), What really sits 2e apart in my mind is the strength of the system and the richness of the settings. This is a system that could take a lot of beating and still produce a fun game, and wow did TSR beat it apart. Unlike AD&D 1e or even the old Basic Set, 2e was more flexible, possessed the concept of optional rules right in the Player's Handbook, and provided a varied game play. When you consider all the options added by the Complete Handbooks series and the Player's Options series, you have a system that even the designers were willing to admit didn't suit everyone's purpose, but could be altered to taste.
Not to say the system is perfect, there were glaring issues that were fixed in later editions. Racial level limits always seemed silly to me, and I never enforced them in games I ran. The proficiency system needed some paring down and rationalization, I am sorry but fire building is part of basic survival and doesn’t need to be a separate expenditure of those rare non-proficiency slots. A lot of people did not like THACO, but for them all I have to say is learn some basic math you slacker.
One of the things about 2e that really resonated with me was the kits. I think this was possibly the best idea to come out of the edition, and I wish they had made it into 3e (4e has its themes, which are close, but are often too over the top for the types of games I normally enjoy). Instead of playing a fighter, you could be a swashbuckler, myrmidon, or even peasant hero. Here was a game mechanic that aided in the creation of character back story and personality, you know, role-playing, as well as granting a small mechanical bonus. For the most part the kits were well balanced, though some of the racial books got a little too far beyond what I would consider fantasy and entered the realm of super-heroics.
The settings, this is where 2e shines, and the best part is these can always be used with any edition. Forgotten Realms, Dark Sun, Dragonlance, Ravenloft, Greyhawk, Planescape, Birthright, Council of Wyrms, and especially Spelljammer, if you want to see me nerdgasm get a Spelljammer game going! The sheer amount of source material in these is amazing, and far better than what happened with setting material in 3e and 4e. As D&D became more mechanic driven, the fluff started to disappear (or worse, became horribly dry), giving way to new feats, new prestige classes, and new spells.
Balance and character optimization were not design features, and this was good. There was little you could do to 'optimize' your character, other than choosing a race. Class, kit combo, but even then your basic ability scores needed to be good enough to qualify for these. Some things were unbalanced, and that was fine, we didn’t expect them to be. There was also no formula for a balanced encounter, like you see in 4e and Pathfinder. GM skill was important, just as important as player skill.
This brings us to one of the big pluses of older editions of Dungeons and Dragons. There was less of an emphasis on character power and more on player skill, as well as a different power dynamic between the DM and the rules. It began in character creation, even with a kit, you had to develop your character's personality based off of only a handful of numerical sources, this encouraged role-playing in a way that I have rarely seen in games that feature a lot of mechanical character personality and background options. Once play began, you were a fragile little adventurer on his way up in the world, but one who would only survive through good decision making, not the use of powers and feats, or other special abilities. You were encouraged as a player to innovate, use strategy and tactics, and to not make every fight one to the death; running for it was a reasonable option.
So much of the rules of older editions were left to DM discretion, whereas today there is a rule and stat line for everything, including how to design adventures. This takes the power, and a lot of the fun, out of the DM's hands and places them in the rules. I think this development over the past decade is what has led to the growth (in fringe parts of the hobby at least) of GM-less games. When you take away a lot of what makes a DM special, of course you find out you don’t need him. Go right ahead if that's your thing, I won’t tell you how to have fun, but for me that's akin to decaffeinated coffee, missing the whole point.
All this is not to say that I don't like Pathfinder or 4e, I do. I run a weekly Pathfinder game and write for Frog God Games in their Pathfinder adventure series (Northlands Saga for those of you unfamiliar with my work). Golarion is like a throwback to the great settings of 2e, lots of fluff, imaginative settings, and well written. 4e falls short on the setting department, but does give two great settings, the updated Dark Sun (which I love) and the Points of Light/ Nentir Vale mini-setting. I also greatly enjoy the planes in 4e, and I may be the only grognard who never liked the Great Wheel cosmology. Of course having spelljammers in it helped. I also like the Feywild and Shadowfell, in fact I will be playing in a 4e Feywild game that starts in March, and my only concern is what class for my pixie PC.

Sunday, January 15, 2012

DM Boot Camp 1: D&D 4e Encounters

DM Boot Camp: Running D&D 4e Combat Encounters

What is an Encounter?
• Think of an encounter as a scene in a movie or play.
• Every encounter is a story in and of itself, with a beginning, middle, and an end.
• Encounters are the building blocks of adventures; string them together to create a larger story line.
• Each encounter should have a problem the PCs need to resolve.

Types of Encounters
• Combat encounters use violence to solve the problem.
• Skill Challenges use PCs' skills to solve the problem, they can stand alone or be part of combat or role-playing encounters
• Role-playing encounters require the players to act in character to resolve the problem. Like skill challenges they can be combined with other types of encounters.

Combat Encounters
• By far the easiest to build and run, but can be boring if all you have is combat.
• First, imagine the story the encounter is trying to tell, who are the villains, who are the heroes, and who are the victims?
• Before you get into designing the encounter, picture the scene, what is the terrain like, what special features will be present, and don’t forget to add the fantasy!
• Step 1: Set the level for the encounter (no more than APL -1 to APL +3)
• Step 2: Calculate the xp budget for the encounter (encounter level multiplier X the number of characters)
• Step 3: Spend your budget on monsters, hazards, and traps. It is OK to go over or under a little, not more than +/- 10%. DO not choose monsters more than three levels above the APL, or two levels below it. Also, beware of minion and lower level monster swarms.
• Step 4: Place the monsters, traps, hazards, and features on your battle grid.
• Step 5: Tell the story, at least in your mind, paying close attention to what you can expect the PCs to do.
• Combat can be challenging, but by adding description to the die rolls, it can also be a lot of fun.

Terrain
• Terrain makes the combat more exciting.
• Difficult and blocking terrain can be restrictive, use it sparingly.
• Decide the effects of any terrain on your grid.
• Provide terrain that the PCs and the monsters can use to their advantage, and make sure to use the terrain against the party.
• Good ideas: trees, walls, water, mud, and special effects.
• Special effects do not cause damage directly, but can be used to shift the flow of battle or be triggered to inflict conditions.

Hazards
• Hazards are terrain features that cause direct damage to anyone who interacts with them.
• Hazards should give a risk and reward, they are easier to perceive than traps but harder to defuse.
• Be sparing in the use of hazards, they are in effect hindering terrain that can cause the PCs and the monsters a lot of trouble.

Traps
• Traps are features that cause direct damage to those who trigger them.
• Traps yield no reward, and often the monsters know about them in advance and can trigger them.
• Traps are harder to perceive than hazards, but easier to defuse.
• Limit yourself to only a handful of traps in a combat, more than two is too many (unless it’s a room full of traps).

Choosing Monsters
• Use some reason in choosing your monsters, think about whom they are, their motivations, and their goals.
• Try to stick to a theme when choosing monsters, such a goblinoids, an orc warband, or a group of bandits, do not randomly mix monsters.
• Each monster has a role, and the monsters should have a broad mix of roles. Not every role needs to be present, but the greater diversity the greater the challenge and the fun.
• Controllers affect the space of the battle, creating zones and area effect powers. Use them sparingly or they become moving blockages to the flow of combat.
• Lurkers should stay hidden from the PCs until they act or attack, do not place them on the grid until then.
• Soldiers are skilled warriors and can deal a moderate amount of damage; most of your monsters should be soldiers.
• Brutes are the big baddies that can lay out the hurt, but are generally fragile. One or two is enough.
• Skirmishers are light and fast, be wary of using too many as they often can evade attacks, and this can be very frustrating for the players.
• Artillery can really lay on the hurt, and often in a large area and at great range. Like controllers. One or two is a good idea.
• Minions can be a lot of fun, but don’t tell the players which monsters are minions. Also, don’t over use minions, five is a good number, too many and the PCs can be swarmed.

Running the Combat
• Never, ever, just let the dice roll and not give a description.
• Each attack should include some sort of descriptive result; the foe is staggered and falling backwards, knocked to the ground, bleeding form a cut, etc…
• Keep the combat flowing; do not be afraid to skip a player if they are taking too long in deciding their actions. Hesitation is the bane of combatants.
• Remember that the monsters are not cardstock counters; they have feelings and motivations as well. Allow them to act irrationally, selfishly, and realistically.
• Do not give the players an even break, but also do not get too bloodthirsty.

Sunday, September 11, 2011

Kaltan

Behold, for to the Seven Shining Cities of the South there came a band of reavers, warriors, thieves, and sorcerers. They wandered the Eastern Lands of the Sea of Gold, from the Gates of Mordt to the Iscini Hills in the tree-covered north. These brave foolhardy adventurers thrust themselves into the haunted ruins of Old Iosia, coming forth with gold, jewels, wondrous magics, and forgotten tomes. Grave were the dangers they faced, and great were their foes, for in the course of their delvings they awoke the wrath of the cults of the Old Ones, challenged necromancers and sorcerers, and brought the villainous low.

From Lystraka the Beautiful in the north to Makeen the Debauched above the Gates of Mordt they tread the Seven Cities, carrying their sharp swords and eager hands into danger and death. Their many deeds are tales of mighty heroics, but it all began one dark and storm wracked night along the Old Imperial Road north of Lystraka but still far south of Fort Recall in the Iscini Hills. The night was cool for early autumn, and the rains had come in harsh sheets as lightning broke the sky. Lo! In the distance some shelter, a ruin of a watchtower of long dead Iosia, respite from the wind and rain, and protection from the raging Keltos, God of Storms. Let us join our heroes there as they meet for the first time and forge their long remembered brotherhood…

Wednesday, August 3, 2011

Northlands Saga Preview

The Northlands
The Northlands are divided into petty kingdoms and city-states ruled more by the hereditary nobility than by the various monarchies. The people are largely human, though a fair number of dwarves have found their way into Northlander society. The land itself is mostly wild and untamed swamps and forests, broken by mountains in the north and east. The summers are cool and wet, and the winters are long, cold, and see heavy snowfalls.
Northlanders themselves as an independent people who often see need to rebel against their lords and kings. Part of this independence is the Thing, a combination of legislative and judicial body that passes laws and rules in criminal cases affecting a specific locality. The Thing has no power to enforce these laws, and leaves that up to the individuals affected, especially the nobility. However, the law binds all, from the lowliest thrall (serf) to the mightiest jarl (baron). This has resulted in a constant state of near lawlessness, as much of the duty of keeping society together falls to society as a whole. The upside is that the Northlanders take contracts and oaths very seriously, as well as loyalty and friendship.
The Northlanders themselves are tall, big-boned, and fair-skinned people, with hair ranging from platinum blond to dark brown, and eye color tending towards blue or hazel. In many ways they are like the people of the southern lands, though the harsh winters and short summers of the Northlands have bred a hardy and independent people. Warfare and raiding is endemic in the nearly lawless north, as are generational blood feuds between clans. Hard work and honesty are held in high regard, as are courage and honor.
Trade and raiding are the most famous of activities that the Northlanders engage in, and these two are sure routes to fame and fortune. It is these two activities that often bring the Northlanders to foreign lands, and the difference between a trading and raiding expedition is usually one of opportunity. A jarl or other wealthy personage owns the ships, and the crews are often his most loyal followers. It is considered proper for a ship's captain to be generous with his crew, and the appellation of 'ring-giver' — a giver of valuable gifts — is one sought by all honorable men of means. However, the majority of Northlanders are farmers, craftsmen, and townsfolk who live prosaic lives of toil and common joys.
The inspirations for the Northlands Saga come from a variety of sources. Naturally, the sagas are a flowing fount of information and ideas. Other historical sources include primary and secondary sources on the Viking Age, as well as the myths and legends of the Celtic and Germanic peoples. The works of Robert E. Howard and Fritz Leiber have also inspired parts of the adventure series and the setting. Drawing from historical fiction, the Saxons series by Bernard Cornwell has provided the imagery for many a battle scene. In the end, the Northlands are not a traditional fantasy setting, but instead a blend of history and sword and sorcery fiction, with a little bit of the standard fantasy RPG tropes.
There are five lands in the Northlands proper, and three that lay just beyond but whose stories are tightly bound to that of the Northlands Saga. The heart of the Northlands is the Stormstøm Vale, a rich and prosperous land along the mighty Stormstøm River. The Vale lacks a king, and is divided into many smaller jarldoms that constantly feud and bicker. The largest city in the Northlands, Trotheim, sits at the mouth of the river. To the west of the Vale lies the land of Hordaland, a place of peat bogs and forest that is heavily settled along its coasts. The Køenig of Hordaland has recently died, and his six year old son sits the throne. The jarls are gaining independence here, and civil war looms. The second city of the Northlands, Halfstead, sits at the end of the Hord Peninsula, and is the most metropolitan of Northlands cities. To the east of the Vale is Hrolfland, ruled by the powerful Hrolf clan, one of the two great clans of the Northlands. Hrolfland sits closest to the decadent and advanced Southlands, and has adopted many of their ways. In the far west are the lands of Gatland and Vastavikland. Gatland is home of the very traditional Gat clan, famed for its warriors and longships. Vastavikland is a rugged land of mountains and volcanoes and breeds tough, fearless, and crazed warriors. The Bear-Sarker and Ulfhander cults are very popular here, and the Vastaviklanders have a reputation for savagery. Estenfird is the youngest and most northerly of the Northlands, and is an untamed land of deep forests and unexplored mountains. The Estenfirders have no kings or jarls, and are fanatically independent.
North of Estenfird is Nukland, the home of the Mysterious elf-like Nuklanders, a reindeer herding people who live isolated on the vast tundra. Further north is the Far North, an unexplored region of primitive peoples and strange beasts. Between Hordaland and Vastavikland lay Seagestreland and the Dnipir River. The Seagestrelanders are not Northlanders, but a different breed of human, and for centuries the Northlanders have traded for amber or gold, and raided the area for thralls and pillaging. The Dnipir River runs south through the Sea of Grass, and only a few brave Northlanders have journeyed far down it, some even portaging their longships across to another watershed and sailing as far as the Southern Sea and the distant Caliphate. Southeast of Hrolfland is the Duchy of Monrovia, north most of the Southlands. The Southlanders are advanced in technology and magic, cladding their warriors in suits of solid steel and calling fire from the sky. They are also a decadent and soft people, and a common target of Northlander Vikings.

Northlands Saga PCs: Osvid

Osvid, Male Human (Northlander)
Description: Osvid is a tall man, even for a Northlander, broad shouldered and muscular, with long red hair worn in thick braids that reach past his shoulders. His beard is likewise braided, and is a magnificent sight to behold. As a godi, a priest of the Northlanders, he keeps himself clean and well dressed, though since like most godi his religious duties are only part time, he is often covered in sawdust from working on the jarl's ships.
Quote: "There is a time for peace and goodwill, now is not that time, for it is the time of the storm and fury."
Personality: Always open with a story, an opinion, or with a hand to help, Osvid is well liked and well thought of. He is friendly, gregarious, and more than a bit intrusive into other's lives, something he sees as part of his duty to tend to his people.
Background: Like his father before him, Osvif is a shipwright and a first class sailor. However, at an early age he discovered a talent for story telling, singing, music, and drinking. As he grew older, Osvid perfected these skills, becoming one of Jarl Skaps Rangarsson most trusted advisors and favorite skald. Over the years He has picked up a range of useful skills, from fighting to magic, as well as bits of legend and lore from throughout the Northlands and the lands beyond. Although Osvid still spends time building ships with his brothers, he prefers to spend his nights swapping tall tales, feasting, drinking, and chasing milkmaids.
Relationships with the other PCs:
Asvid Skapsdottir: A good woman, and like her father, an honor to serve.
Fast Tallin: Steel clad in silk, a fine musician, and a good friend to drink with.
Gest Arison: Too quiet, too much like the deep woods he haunts.
Knut Shield Bitter: A roaring good companion, but a bit on the wild side. His story will end in glorious battle, I am sure of it.
Mad Kadlin: What wounds does she suffer, and how do I tell her story if I can’t see what she sees? Pretty one, though, such a waste.

Northlands PCs: Mad Kadlin

Mad Kadlin, Female Human (Northlander)
Description: Kadlin in tall, pretty, and always well dressed. Her long blond hair is kept well combed, and her blue eyes sparkle with mirth and warmth. At home she is well cared for by her maid servants, but on adventure she gradually loses her so well put together appearance, becoming bedraggled. Her hair gets stringy, her eyes sink into her face and become drawn and haggard, and her clothes need mending and cleaning.
Quote: "I see, I see them, don’t you?"
Personality: Kadlin has a distinct duality in her personality, At home amongst familiar surroundings she is bright, extroverted, and the ever dutiful daughter and sister, a credit to her family. When out of the care of her maids or away from familiar lands, she slowly draws in to herself, spending more time speaking with the spirits of the land and other things best left undescribed. She turns dark, morose, and cranky, eventually turning her kind words to cruel jests and sharp retorts.
Background: As the youngest daughter of Jarl Skaps Ragnarson, Kadlin has enjoyed the finest in life, but sadly that enjoyment is darkly tarnished. While still a young girl, she wandered away from her father's hall and into the woods. For five days and nights her father and his household searched for her, eventually finding her nailed by one hand to an oak tree, naked and raving. Only the firm and gentle care of her family and her friends brought her back to sanity, but ever since she has exhibited strange and fell powers and an ability to see and communicate with things unknown to other mortals.
Although it is a great hardship for her and all who accompany her when she leaves home, nonetheless her strange knowledge and powers are often needed. Frequently Kadlin has accompanied her sister and her sister's companions on adventures, always returning half mad into the arms of her old friends now her maid servants. Every time, her father orders that she not go out again, but when Asvid sails, Kadlin will be with her either invited or as a stowaway.

Relationships with the other PCs:
Asvid Skapsdottir: She could be normal if she just wore a dress, hehehehe normal like me, like me, like us.
Fast Tallin: He is a stranger, no, don’t say he is handsome, you take the handsome ones, you always do, and then they are not handsome anymore, are they?
Gest Arison: Just say something nice, yes, nice, you found me, you know, you know, don’t say, never say, be quiet, be still.
Knut Shield Bitter: He is why some traditions should not be, no, I am sorry, that is blasphemy, must think of something else to say, hmmmm, toad.
Mad Kadlin: She is such a poor, boor, we should teach her, wait, her she comes, quiet, quiet.
Osivd : He is so kind to me, more's the pity, for I have seen his fate. I threw up a little.

Northlands Saga PCs: Knut Shield Bitter

Knut Shield Bitter, Male Human (Northlander) Barbarian 9
Description: Knut is an ugly man, with watery eyes of two different colors (one black, the other blue), a splayed nose, and a crude coarse face. His body is covered in coarse dark hair, and he generally doesn’t bathe unless tossed in the sea by an errant wave. His clothes are equally wretched, but his weapons and arms, they are clean and sharp.
Quote: "Arrrhg rarrrgh, now you die!"
Personality: To say that Knut has been overtaken by the furor of battle is an understatement. He spends his time alternately between drinking, feasting, and fighting. If he cannot find any of these, he is even more grumpy and morose. Knut is never happier than in the middle of battle, locked in the throes of rage.
Background: No one knows where Knut hails from, but his accent hints at Vastavikland, the strange eastern province of the Northlands also known as the Mountains of Wyrms. He simply washed up on the banks of the Storstrøm River one day, covered in wounds and. That he was a bearsarker, a member of the feared and respected Bear Cult of Odin, brought him instant respect and fear. Needing a brave fellow to break enemy shieldwalls, Jarl Skaps Ragnarson brought Knut into his hall and made him a permanent gestir, part of the jarl's household.

Relationships with the other PCs:
Asvid Skapsdottir: Knut will follow pretty warrior to Hel and back.
Fast Tallin: A toy?
Gest Arison: Hunter has sharp eyes and no words. Knut like.
Mad Kadlin: She Knows, she sees!
Osiv the Strange: Knut like talky man, he drink lots and share with Knut, tell funny sad exciting story. Knut like.

Northlands Saga PCs: Gest Arison

Gest Arison, Male Human (Northlander)
Description: Gest is a large framed, robust man in his mid thirties, his head a tangle of wild dark blond hair framing deep blue eyes. He dresses for the hunt nearly every day, but since he spends nearly every day alone in the wilds this is not surprising. Everything about him speaks of care and hard use, from his worn but serviceable boots to his leathery skin.
Quote: "I can smell the dear on you, cur"
Personality: Gest is a man of few words, and those few are gruff and unyielding. He spends so much time by himself tending the jarl's woods and hunting for deer, boar, or dangerous beasts that he has almost nearly lost the finer points of social graces.
Background: Gest Arison's father served Jarl Skaps Ragnarson's father as a huntsman, and so Gest does as well. It’s a relationship between the two families that has stretched back for generations, and one that both are very comfortable with. The personalities of the huntsman has also been a constant, and it is often wondered how such irascible and stoic men ever manage to find wives.
Gest has one wife and two sons, twins born five years ago who he hopes will grow up as he did to become the huntsman for the jarl's successor. It cannot be said that Gest knows his sons well, as they are still too young to accompany him on many of his longer forays into the woods, but he does take some solace in the knowledge that he did not get to know his father until his own apprenticeship in the ways of the woodlands began.
Although he has accompanied the jarl's daughter and her companions on several adventures, Gest always sees this as a distraction from his more pressing duties. Taken from his home range, the normally quiet man becomes even more withdrawn. However, he has heard tales of the strange and mighty beasts of Estenfird, so this latest distraction has him somewhat excited, not that anyone would tell that by looking at him.
Relationships with the other PCs:
Asvid Skapsdottir: A woman in man's armor, but what a warrior, what a leader, what a woman!
Fast Tallin: A useless fop.
Knut Shield Bitter: He is worse than a wild animal, I fear he may be a Beast Cultist in disguise.
Mad Kadlin: She's seen the things I have, but it broke her woman's mind.
Osiv: Every tale needs a hero, but must every tale be told, and told, and told.

Northlands Saga PCs: Fast Talin

Fast Tallin the Southlander, Male Human (Southlander)
Description: Tallin is a handsome man whose exotic (at least for the Northlands) appearance lends him a rakish and sensual air. His hair is dark and curly, his eyes are a deep brown, and his skin is slightly olive hued. He wears expensive foreign clothing, and is usually clothed in silks and samite in outlandish and garish Southlander fashion. His eyes are a twinkle, and a constant expression of slight mirth makes him seem to not take anything in this world seriously.
Quote: "A song, a horn, and oh, hello, and what is your name, my lady?"
Personality: Tallin is polite, confidant, and oh so suave. He never insults a lady, is quick to (verbally) avenge a wrong, and seems to have no idea that the world is not his playground. While not what most would consider a criminal, Tallin has been known to stretch and even break the bounds of the law, but always in a good and noble cause.
Background: Although he would never admit to it, this cultured and sophisticated man was born to rather humble parents. He grew up in a small village in Monrovia, one of the Southlands, where he had the good fortune to be the son of the village hedman, thus making him one of the higher status serfs. Not wanting to toil all his life on someone else's farm, he fled to the nearest city, Cymilard, and sought his fortune there.
It was singing on the streets of Cymilard (Tallin is too proud to beg) that he drew the attention of one of the greatest entertainers of his day, William Kingswood. The veteran actor, playwright, musician, poet, and singer took the young boy under his wing, teaching him all the finer points of not just a vast repertoire of skills, but of living.
After finishing his training, Tallin toured the Southlands, playing and loving at the courts of nobles and kings. After a confusion involving a duke's daughter and some jewels, he headed to the Northlands to seek better fortune and avoid needless entanglements with the law. Being an exotic Southlander with strange ways proved to be great boon, and Tallin found that he and his artistry was more than welcome in the courts of the jarls. He has been a guest at Jarl Skaps Ragnarson's hall for two years now, during which time he has accompanied the jarl's daughter and other heroes on many adventures, this one to Estenfird is just the latest, but is also the most mysterious.
Relationships with the other PCs:
Asvid Skapsdottir: Clad in armor of ice, I will break through to win this, what do they call them, valkyrie.
Gest Arison: How terribly boring of a man, or is he a hunting dog?
Knut Shield Bitter: Scary!
Mad Kadlin So pretty, so high born, so barking mad, such a shame.
Osiv: He enjoys poetry, drink, and dancing, if only he would stay out of fights he would be a true boon companion.

Northlands Sage PCs: Asvid Skapsdottir

Asvid Skapsdottir, Female Human (Northlander)
Description: Asvid is a tall woman, broad of shoulder and hip, with a warrior's build and mien. Her blond hair is worn in two leather wrapped braids that fall from beneath her helmet and across her shoulders. Although some describe her as pretty, Asvid's stern demeanor and pale blue eyes give her a frosty look. Her armor and weapons are kept to a high sheen and she shows care in all she does.
Quote: "By Odin's beard I swear I will make an end of you!"
Personality: Asvid is a stern and straightforward person, a true follower of the Northlander warrior virtues, and a staunch defender of her people. She is aggressive in speech and tone, and prefers action to talk. Asvid is proud that she has never backed down from a fight and never lost a battle to inferior foes. As the daughter of a powerful Jarl, she is prone to more than a bit of haughtiness when dealing with lower ranked peoples.
Background: Jarl Skaps Ragnarson is one of the more powerful jarls of the Storstrøm Vale, the heartland of the Northlands. He has three wives and eight children, but by far his favorite is his eldest daughter, Asvid. As the daughter of a jarl, Asvid has had the best of life in the Northlands, the finest clothes, the most famed weapons, and the best teachers. She grew up playing rough and tumble games with her six brothers, and her father was one who indulged his daughter in whatever she desired. The one thing Asvid desired most was to be a warrior and win renown as a great hero.
This she has done, having adventured the length and breadth of the Northlands and beyond, faced fearsome foes, slew strange and deadly beasts, and even once slew a troll bare handed. She has been placed in charge of this quest by her father, and will not rest until it is done.
Relationships with the other PCs:
Fast Tallin: This slick Southlander is a constant annoyance, but at least he is decent in a fight, and handsome, in a foreign way.
Gest Arison: A good, dependable, if stubborn man.
Knut Shield Bitter: A deadly weapon to be used wisely, and broke if necessary.
Mad Kadlin: Oh, my poor sweet sister, what do you see, what has happened to you?
Osiv: A good man, but fat too talkative for my tastes.

Sunday, April 10, 2011

The Village of Sea-tac and the Surrounding Area

The Village
1. Blackscale Breeding Pool: This fetid pool is where poisoncales hatch and grow large enough to come out onto dry land.
2. Brew House: This building is kept far from the village due to the danger of fire and explosion. In it the tribe boils wild sugar cane and ferments it into rum.
3. Greenscale Breeding Pool: This spring fed pool is where greenscales hatch and grow large enough to come out onto dry land.
4. Hooch: The lizardfolk of the Sea-tac tribe live in wood and reed huts raised above the swamp on thirty foot tall stilts. A broad porch wraps around the perimeter of the hut, providing plenty of space to bask in the sun or work on projects in the daylight. The hooches are connected to each other with raised walkways, and ladders descend to the ground (or the water in the rainy season) below. Each hut has at least one pirogue, if not more, tied to it.
5. Midden: The accumulated trash of generations has formed a five foot tall mound.
6. Poisonscale Breeding Pool: This large pool is where poisonscales hatch and grow large enough to come out onto dry land.
7. Smoke House: Kept away from the village to prevent fires, the smoke house is also a drying shed for various foodstuffs.
8. Temple of the Sun and Earth: This oddly shaped building is richly carved and decorated with statues, reliefs, and totems dedicated to the gods and spirits, first amongst these Atamag and Tortal. Inside, the most holy relics and artifacts of the tribe are kept. The shamans perform their secret rites and teach the next generation inside.
9. The King's Palace: The lizard king's palace is little more than a larger hooch, with plenty of room for his clutch and their goods.
10. Village Commons: This large platform is where the tribe gathers for revels, rituals, to hear the pronouncements of their king, or just to hang out in the evenings around a communal fire.

The Surrounding Area
1. Behemoth Run: This wide trail through the swamps is the migratory route of several herds of behemoths that winter in the swamps and summer on the plains to the north.
2. Blackfish Lagoon: This deep depression in the swamps is refilled by the annual floods of the rainy season. During the dry season it a prime fishing spot. Really, like fish in a barrel here.
3. Cane Fields: The tribe doesn’t actually farm these wild sugar canes, but they do occasionally clear out some land around them so that they may expand. The cane is harvested and made into rum, one of the tribe's major trade goods.
4. Crocodile Lagoon: Once this lagoon was part of the Mataq, but the river shifted and now it is an isolated body of fresh water, annually refilled during the rainy season. Several large alligators, including Old Tom, live here.
5. Everwinter Springs: These small springs reach into someplace in the Beyond, and are ever covered in frost and snow, even in the middle of the dry season.
6. Four Armed Tower: The remains of a stone tower with four metal arms stand here. Legend says the place is haunted.
7. North Trail: This narrow trail leads north to the Kal-tac.
8. Rocky Head: Some ancient people carved this giant stone head of a hideous horned creature. Then they left it here in the swamps, idiots.
9. South Trail: This trail leads south to the Ocean.
10. Stone Village: The remains of some ancient powerful tribe who built their hooches out of stone stand here. No one goes there, though legend says the place is filled with wonders and treasures. Legend also says there is a powerful guardian.
11. The Hollows: This area is inundated by dark magics from the Beyond, and should be avoided.
12. The Oak: Standing over a hundred feet above the largest tree in the swamp, The Oak is an ancient tree spirit. It has been asleep for at least a hundred years, if not longer. Strange creatures from the Beyond sometimes come through the large opening in The Oak's trunk.
13. Treaty Stone: This stone on the North Trail provides a place for neutral of hostile tribes to come meet with the Sea-tac.

Sunday, April 3, 2011

The Delta Lands

Alligator River: This silt filled river is more or less an arm of the Sea.

Araltaq River: This shallow river is almost entirely chocked off by vegetation.

Bad Water: Ancient ruins protrude from these putrid springs like broken teeth. For a mile around the springs, no plants will grow and no wild animal will enter. Rumors abound that the ruins are haunted.

Big Canoe Cove: This small water filled cave attracts the tall hairy pink-scaled ones and their giant winged war canoes. They come here often to feast and revel, as well as repair the bottoms of their canoes. The tall hairy pink-scaled ones do not wish to be disturbed and attack any who come near.

Black Grass Plains: This vast wet grassland stretches far beyond the delta, and is home to a variety of large grazers. The hunting is good, but dangerous as other predators are drawn to the bounty.

Br-tac: A frilled lizardfolk village, Br-tac is part of the Frilled Confederation and frequently makes war on the villages of Sea-tac, Milid-tac, Sisl-tac, La-tac, and Kal-tac. They also pay tribute to the Great Wyrm Tsatholquimad.

Bullywug Village: The hideous frog men, bullywugs, live here and are a blight on Tortal's shell. That no one has destroyed them is no doubt due to the chaotic lands caused by the Endless Springs. They pay tribute to and willingly serve the Great Wyrm Tsatholquimad.

Crescent Lake: Once part of the Kalam River, this ox-bow lake is good fishing grounds and is shared by the Kal-tac and Sea-tac villages.

Dalma River: Carrying freshwater out of Lake Lasqim to the sea, the Dalam River is wide and deep.

Duck Island: Every year just before the rains, waterfowl congregate at Duck Island to breed and roost. Many tribes send hunters to gather eggs and duck meat, and it is considered a Scared Truce Land.

Endless Springs: These four freshwater springs reach down beyond Tortal's shell into the places beyond. All manner of alien life comes out of the springs, some of water, others of air, and a few of earth. The surrounding area is warped, Her shell transformed by the powerful energies of the Beyond.

Fallen Stones: Deep in the Yellow Water Forest lies the remains of a great stone village. It is said to be haunted by serpent people, but no one goes there and lives to tell of it.

Fang Island: This large island in the Mataq River is the burial ground of a strange people to the north, much like us but of different colored scales and strange ways. Avoid it, less you anger their spirits.

Fey King Tower: A great spirit of the woods, the Arlking, rules from this tower. The tower is said to exist here and in the Beyond, coming and going at will. The Arlking is moody and prone to fits of violence, but legends tell of him rewarding or assisting great hunters and warriors.

Frog Island: This island is a favored place for the bullywugs to visit, for reasons no sane lizardfolk would know.

Goblin Village: The short evil things called goblins, a cruel and ugly race, live here. They are not terribly intelligent and often despoil the lands around their homes, forcing them to move their village. They are numerous, however, and this is why no one has wiped them out. They pay tribute to the Great Wyrm Tsatholquimad and are said to be his servants.

Goose Island: Like Duck Island, waterfowl come here before the rainy season to nest and breed. During this time the island is a Sacred Truce Land, and many hunters come to gather eggs and goose feathers.

Gull Island: There is a rock on this island that looks like a sea gull's head. It is very pretty, but far away from our village.

Halfling Village: The small hairy pink-scaled people called halflings live here, friends to us and to our allies the Kal-tac. The halflings trade metal tools and weapons, as well as various trinkets and ornaments, to us for shells and hides. They dig in the dirt to grow their food on 'farms' and live in huts made of heavy wood. The halflings say a great king to the north, a mighty halfling taller than they who commands thousands of warriors, rules them. If we learn to farm and pledge obedience to this king, they say he will protect us. It is silly, and we humor them by pretending to consider this folly. Their revels are fun, but the food is rather bland and they do not honor their dead by returning them to the tribe, but plant them in the earth instead. Perhaps this is where more halflings come from, for they do not have spawning pools.

Jilmarahaq River: The Araltaq and Jilmas rivers flow together, mate, and become one large and wide river.

Jilmas River: This river is deep but narrow.

Kal-tac: Our friends and allies, the Kal-tac are a mixed breed village to the north and across the river. They are good warriors, but they too must pay tribute to the Great Wyrm Tsatholquimad.

Kalam River: This river is slow and muddy, but is full of fish.

Lair of Tsatholquimad: The Great Wyrm Tsatholquimad lives here in a dark and fetid area of the swamp. He rules a village of small lizardfolk like beings called kobolds who worship him as a god. Tsatholquimad has lived here for hundreds of years, and is so powerful he dominates all the villages of the Delta, save the halflings who seem to live beyond his grasp. All must pay tribute to him each year in pickled fish, colorful shells, and other goods. Sometimes he claims people for sacrifice, taking them away to his lair. We hate him, but are powerless to oppose him.

Lake Lasqim: This broad and deep freshwater lake would be good fishing were it not for the Great Wyrm Tsatholquimad.

Lal-tac: This mixed breed tribe would be our allies if they were smart, but instead they prefer to stay neutral. We do not war with them, but occasionally fights have broken out between our hunters. They also pay tribute to the Great Wyrm Tsatholquimad.

Lasaq River: This short but fast river feeds Lake Lasqim.

Mal-tac: The center of the Frilled Confederation, they are our foes. They pay tribute to the Great Wyrm Tsatholquimad.

Mataq River: This mighty river flows from the distant north and splits into many rivers before flowing into the sea.

Milid-tac: This poisonscale village has nearly been wiped out by the Frilled Confederation, and has suffered many losses. Although they pay tribute to the Great Wyrm Tsatholquimad, they will likely be unable to do so this year, and thus will all perish.

Misty Forest: This wet forest is the home to many strange beasts from beyond, as well as bands of shadowy hunters who call themselves 'elves'.

Mud Flats: This is a large area of mud, often covered by tides. It is good clam and oyster gathering territory, but not a Sacred Truce land and very close to the Frilled Confederation.

Mud Island: This long mud bar is avoided by all the inhabitants of the region for fear of what might dwell in the gleaming pyramid of white stone that sits on it.

Nal-tac: The greenscales of this village have recently turned from their people and claim to worship a strange snake god. They have also refused to pay tribute to the Great Wyrm Tsatholquimad thus year, and so will likely die.

Palr-tac: Little is known about this distant village of grenscales.

Pilsarac River: This short river is narrow and heavily influenced by the tides from the Sea.

Qir-tac: This mixed breed village is at war with the poisonscales of Sisl-tac. It pays tribute to the Great Wyrm Tsatholquimad.

Razor Grass Plains: These grasslands are drier than the rest of the Delta Lands, and the home to various grazers. It is good hunting and we often go there with our allies the Kal-tac. The halflings have no interest in hunting, only that we do not hunt across their farms or kill their tame animals.

Sea-tac: This is your home village on the banks of the West Fork of the Mataq River. We are a mixed breed village, comprised mostly of greenscales with a sizable poisonscale minority, and a few blackscales also live in the village. We are ruled by King Kalnaqas, a greenscale lizard king, and are one of the more traditional of the lizardfolk villages in the Delta. We are allied with Kal-tac and frequently at war with Br-tac and the Frilled Confederation. Like most of the villages in the Delta, we pay tribute to the Great Wyrm Tsatholquimad.

Shark Island: This long, low island is a vegetation covered coral reef that rises only three feet above the waves.

Shasla Island: The great hero Shasala died here fighting a sea serpent. Her body was never recovered, and her soul does not rest, but haunts the island.

Shell Island: This rocky coral island is shaped like a snail shell, its point upriver. Legend says that a giant snail lives in the shell, but that is just silly.

Sisl-tac: Of all the lizardfolk villages, this is the only one that openly serves the Great Wyrm Tsatholquimad. They are at war with the Qir-tac.

Sissil River: This river is unremarkable, though the halflings say ii flows to the west towards a great village of stone where lives a mighty sage.

Snake River: This river has many hollows in its banks where snakes live. Yummy, tasty snakes.

Stench Caverns: At the edge of the Mataq River are several caverns from which a foul odor flows out. It is said that a breed of lizardfolk who are very smelly and live underground dwell here, but none have seen them.

Tal-tac: A village of blackscales, Tal-tac is renown for its might in war, but not its crafts or music. Despite the power of its people, Tal-tac pays tribute to the Great Wyrm Tsatholquimad.

Taltoc River: This river does not flow from the Mataq, but from places to the East. It splits and then rejoins, flowing fast and free to the great river itself.

Tasaq Island: The jeweledscale sage Tasaq lives here, and will answer questions put to him by brave warriors.

Three Siblings Islands: These three islands fell from the sky in times past and floated to the surface. It is said they are fregmantes of powerful spirits that fought and died in the heavens.

Thunder Island: This rocky island is constantly pounded by the waves, giving it its name.

Tower of Swords: A tall stone tower stands here, and legends say a thousand metal swords hang from the roof. Powerful wizards of many alien shapes live here and want no intrusions.

Turtle Island: Every year after the rainy season turtles from across the Sea come here to lay their eggs. Warriors and hunters from all the tribes come here to gather eggs and hunt turtles, making it a Sacred Truce Land during that time.

Witch Fens: Three evil witches lair here and worship the Great Wyrm Tsatholquimad.

Wizard Bone Island: This island is bare and bone-white. Nothing lives here and the only feature is the Tower of Swords.

Yellow Water Forest: This forest is very wet and the water is slightly sulfurous, giving it a yellow tint and a foul taste. The mythical serpent folk are said to live here.

Zi-tac: The smallest of the Frilled Confederation villages, Zi-tac defends the Mud Flats from all intruders. It pays tribute to the Great Wyrm Tsatholquimad.