Category Archives: Gaming Aid

The World and its People: The Bright Cliffs

I took a few weeks off for personal reasons, but I should be back to my regular update schedule for a few weeks.

This week I’m happy to present a deeper dive into the material I posted as my last update.


The Bright Cliffs is a region of colonies many miles apart and treated as a single city. Covering almost twenty square miles, both at the feet and the top of the cliffs that provide its name, the Bright Cliffs is the westernmost settlement of the Starspire Forest. With a constantly fluctuating population and the closet of the Starspire colonies to the great Ozark Desert, the Bright Cliffs is home to a great many people, both forest folk and not.

At its heart, the Bright Cliffs is a trade centre and is one of the main points of contact with the world outside of the Starspire Forest. A regularly travelled off-shoot of the Ashen Way joins with the Desert Way about three miles from the Bright Cliffs’ borders and provides a steady stream of trade goods and other imports to the forest not suitable for Star-reach or Deephaven. For their part, the people of the Bright Cliffs are able farmers and carvers, providing many raw materials and hand-carved goods for the desert folk to make use of. Alongside the physical trade, the monks of the Dawn Rivers monastery have long been associated with the sun god and many pilgrims contribute to the local economy every year.

The Dawn Rivers monastery, built atop the Golden Falls at the confluence of both the Rising Light and the Rushing Wind (to give the rivers their names in the common language of the area), is a centre of learning and philosophy. Its archives hold records dating back millennia, preserved through carefully guarded techniques and revealed only to a select few. The monks themselves farm in several small clearings below the temple, sharing the land with the people of the village of Golden Falls, some two miles below them at the feet of the Bright Cliffs. Golden Falls, due in no small part to the monks on the cliff above, has been kept small and agricultural. Where many of the towns in the Bright Cliffs area are trade focussed and sprawling, Golden Falls is compact and continues to exist only through its people’s ability to grow and harvest rare crops.

The centre of the Bright Cliffs, if it can be said to have a central point in terms of commerce and administrative power, is the forest-folk town of Juriel’s Roost. Named for a mythical figure, Juriel’s Roost is a treetop enclave nearly three miles across and home to many artisans and scholars, as well as the region’s standing army. As the ‘city’s’ unique geographic layout presents a tempting target for many of the outlaws who call the Starspire Forest home, the Bright Shield (as the standing military force is known) maintains an active presence along the roads connecting the towns and villages that make up the Bright Cliffs and all its members are either veterans of the conflicts of years past, or recruits from other colonies within the forest seeking glory or experience.

The other town of note, the Shadowfort, is a fortified emplacement built to provide a last line of defence against the horrors that lurked within the forest centuries ago. Now, it is manned only by a skeleton guard and is host to a permanent caravanserai, its walls protecting traders and locals alike. Many of the goods traded from the Bright Cliffs come here to be sent on to the outside world, with the administrators of Juriel’s Roost maintaining a careful watch over all the trade that takes place here.



Greeter of the Dawn is the aged abbot of the Dawn Rivers monastery. One of the forest-folk, he gave up his birth name when he joined the order and has seen the monastery through many troubles. While many of his brothers whisper that he is due to step down soon and begin retirement, he remains full of energy and is an active figure in the local community.

Gerain Oakheart is the head of the Bright Shield, a veteran of the Thousand Glade War and a realist. He knows that his life has been spent in the defence of his people and that they will not reward him for his sacrifices. World-weary and tired, he wants nothing more than to lay down his arms and set up a small farm in one of the innumerable glades of the Starspire Forest, but there is always another matter that requires his attention.

Thalia Brasseye is a trader from the desert-folk who arrived in the Shadowfort one day and never left. She is currently an envoy for the administrators of Juriel’s Roost and has excelled in that position for many years, but there are whispers that she moonlights as an architect and has been helping to the build new fortifications and defensive measures to face an enemy no-one else believes is coming.

Merrick is a mystery. No-one knows who he is or where he came from. He simply appeared in the town of Shattered Glade one day and saved the town Elder’s life. Since then, he has risen to prominence within the town and has led many successful sorties against the outlaws who plague it. A few of the locals insist that he is a magic user, but no-one has seen proof of this.

Wandering Brook found her way to the reclusive village of Shadowed Ford and has been instrumental in protecting it from the monsters of the forest. An entertainer by nature, and a skilled swordswoman by experience, children of the village love to watch her regale them with tales of her derring-do and many of them have asked her to train them in the ways of the blade so they can better protect their village when they come of age.



The attacks on Shadowed Ford have been increasing rapidly and many of the villagers have begun to speak of abandoning their homes. The village council is willing to pay people to investigate the source of the attacks.

There are rumours of a demon worshipping cult in Juriel’s Roost. While they wouldn’t act against the city directly, they might move against one of the smaller settlements.

Thalia Brasseye claims to have spoken with a prophet who warned her of the monsters approaching the Bright Cliffs from the tunnels and mines in the area. While no-one yet believes her, a few miners have gone missing in recent months.

The Riven Stone, a local landmark, has started vibrating for no apparent reason. Locals who live near it speak of a voice that calls to them in their dreams. No-one has looked into this phenomenon, but several people insist something is hunting them while they sleep.

A monster from the dawn of time has been seen stalking through the gloom beneath the trees near some of the outlying villages. A call has gone out throughout the entirety of the Bright Cliffs for experienced warriors to track it down and dissuade it from approaching the colony.




Atlas Inspirare: The Starspire Forest

I’ve decided to start formalising the notes I have on my homebrew world of Thalen. As such, here is a brief overview of the Starspire Forest, found on the continent of Omnis, kept as setting agnostic as possible but hopefully still of interest.

The Starspire Forest has long been the site of a quiet struggle between the forest-folk who call it home, the outlaws who call it sanctuary and the primordial horrors which dwell beneath its leafy boughs, between the forces of the wild places of the world and those who would tame the ancient arboreal guardians of its secrets. For the most part, the struggle is bloodless, the forest-folk are content to remain in their glades and treetop cities, the interlopers stay hidden among the groves and caves that dot the forest floor and the creatures of the forest are kept at bay through the tireless efforts of forest-folk way-watchers and outlaw soldiers alike.

The forest-folk, a mix of native peoples and immigrants seeking a less civilised way of life, tend to the land with a skill equalled by few others and look after the forest with a reverential care. They are happy to receive guests, and to take in outsiders, provided an utmost respect for the forest is displayed. On the few occasions when their colonies and holdings have been infiltrated by people wishing them ill, their retribution has swift and left no survivors. Even the most reckless of the outlaws living in the forest quickly learn to live within the bounds the forest-folk set.

Most of the forest-folk live within Star-reach, a treetop city built in the heart of the forest. Visitors to the city are frequently awed by the wooden platforms the upper city is built upon, vast sections of wood seemingly grown from the trees around the buildings, none of which show signs of aging or decay. The lower city, cast in eternal shade under the overhanging structures above, is lit primarily by magical fire and is the main centre of trade and commerce within the forest. Several large caravanserai have been constructed around the natural springs welling up from the porous rocks beneath the city and a thriving merchant caste calls the lower city home.

Whilst many of the smaller colonies (as the disparate settlements the forest-folk have founded are known) throughout the Forest number their populations in the low hundreds, two exceptions exist. The Bright Cliffs, long home to a monastic order and named for the naturally luminescent flowers which grow upon the long ridge-line, is a conglomeration of settlements many miles apart that functions as one disparate city with trade and communication flowing constantly between its many factions. The other, the city of Deephaven, is a subterranean town built into the heart of a vast mining complex. Deephaven is well protected by natural defences but counts a large number of magic users among its standing guard.

For their part, the outlaws survive on subsistence farming and whatever they can steal from travellers on either of the main trade routes through the forest. The forest-folk, committed to their ideals of freedom, tolerate these thefts, but punish any excessive bloodshed or barbaric behaviour. Due the disparate nature of their backgrounds, the outlaws tend to band together in groups of a shared ideology, instead of along familial or racial lines, and it is not uncommon to encounter to two warring factions of outlaws fighting over the same caravan. Because of their reliance upon the trade routes for luxury goods, many outlaw camps and villages can be found within a few miles of the well-travelled areas of the forest, but all of them are protected by traps, pitfalls and (in some rare cases) powerful magic.

The largest of these settlements, Wilhelm’s Retreat, can be found 5 miles from the Ashen Way and is built in a clearing of the forest three miles across. Many of the smaller outlaw bands call this home, in return for tithing a portion of their food and spoils to the Master of the Hall. The Retreat is protected by numerous rings of traps, hidden guards, fortified walls, and mind-snaring enchantments and is virtually impenetrable without a guide.

Nearly 600 people call Wilhelm’s Retreat home, many descended from the now legendary bandit-lord who founded the settlement, and a rudimentary council has been formed in recent years to govern the peaceful day-to-day business of the town. There has been talk of creating a town watch to ensure the continued co-existence of the many groups within the walls but, due to loud public outcry, this has not yet happened.


Plot Hooks

The trees which support Star-reach have started to wither and die. Whilst the populace is being kept in the dark for now, if the problem isn’t solved soon, catastrophe is inevitable.

Something has destroyed the once thriving village of Golden Falls. The local forest-folk are worried that whatever did it will strike again.

Bandit activity along the Ashen Way has increased dramatically in recent days and survivors report their attackers having an almost inhuman strength and ferocity.

Travellers upon the Desert Way have reported strange, inhuman voices calling to them from the darkness under the eaves by the side of the trade route.

When a member of the forest-folk stumbles into Wilhelm’s Retreat demanding the fulfilment of their ancient oaths for some mysterious purpose, the council struggles to reach a consensus without sending agents to investigate.

Prophecies of the Elements

Here is a selection of prophecies to inspire your own story hooks in whatever tabletop rpg you are playing, or to provide an ambiguous plotline for you to incorporate into your own games.

I would be interested to know what you, or your players, make of them, so please let me know in the comments.


When the sun burns green,

And the trees sing in an unknown breeze,

A faceless man will bring a rose from the East.

When he reaches the tower and gifts the rose to a woman of unmatched knowledge,

The winds of the Great Plains will sweep over the land and bring plague with them.


At the dawning of the new age,

An age of blood, steel and smoke,

A child will be born.

To her, will the secrets of the Ancients be given,

To her, will all the skill of the Children of the Stone be taught.

When she is of age, a great calamity will befall the house of Hask.

Only a gift of the earth, purest of the many Azure Crowns, will save it.


As the sun and the moon meet,

As the seas fall calm and the animals sleep,

As the plants in the field wither,

He shall come unbidden.

A stranger, cloaked and playing a lute,

With hair of fire and tongue of silver.

He will charm all who see him,

And destroy all who follow him.

He brings the cold, cleansing fire of death.


There is a cave in the middle of the world,

A mouth of broken stone and trailing plants.

A bear lives in the cave, her fur matted and hide scarred.

The world-bear carries the weight of the world on her shoulders and guards the fortunes of all.

At the height of its powers, a great empire will challenge the moon for supremacy of the night.

It will win, and the moon will fall, shattered into a hundred pieces.

As it dies, the seas will rise and wash into the cave, drowning the bear.

My vision sees nothing more,

Save a bear skull bobbing on a tide of blood.

Funeral Songs

Unplanned hiatus + Christmas break = tumbleweeds.

Hopefully, I can get back into my update schedule, so for today, we have a selection of funeral songs to inspire your world-building or to add flavour to a ceremony.

I will probably write more in the future, but for now, enjoy!

A Daughter’s Lament

You, who made me
You, who taught me
You, who helped me,
I weep for you

I weep for our past
I weep for our family
I weep for our loss
For a future not to be

A future of loss
A future of darkness
A future of hope diminished
A world with one less life

One less ember burning
One less breath of wind
One less smile to brighten a day
One less parent to raise a child


From the Stone

From the Stone, to the Stone
From the fire, to the forge.

As our hearts are made of iron,
So are our spirits made of steel.

There is nothing we cannot endure,
No struggle too great or small.

We are the Children of the Stone,
The world is our canvas.

Our life is granted to us by the Earthfather,
And it is taken by the Skymother.

Upon our death, we find peace,
An end to the struggle of life.

Where there is death, there is sadness,
There is pain and there is grief.

But turn this pain inwards,
Use it to temper your steel.

Grow stronger from it,
Become more of who you are.

This world will not mourn them,
It will not mourn you.

We are Children of the Stone,
From the Stone we come,
To the Stone we go.


Walk In Their Sight

We mourn you, you who have gone,
We are the many who knew the one,
A bright star passing through the night,
Burning strong in Ivellios’ esteemed sight.

You graced our lives with your love,
Given form by Her Grace above.
A light in the darkness burning strong,
A note on the wind from an unknown song.

As Vaella showed us the mercy of the Divine,
A golden nectar sweeter than any wine,
You brought a smile to our lips and hearts,
As pure as that of any lovers’ arts.

We mourn you, you have gone,
We are the many, who knew the one,
We thank you for teaching us of death,
And we remember you with every breath.

Walk in their light with our blessings, friend.


The village of Rustwell is small, barely 200 strong. Its population is a mixture of hunters, miners and guides for the local pilgrimage route.

Situated in the foothills at the base of the Wyvern Crags, the village takes its name from the rust coloured waters of the well it was built around. The iron rich countryside nearby has provided mining opportunities for generations of villagers and has attracted newcomers to the area for the last fifty years.

The village itself is roughly semi-circular, built against the base of the roaring waterfall that pours down from Iron Rock, the tallest mountain for miles. A large pool at the base of the waterfall provides a secondary source of water and a defence for the village’s valuables and stores, hidden in a cave behind the torrent of water that falls endlessly into the pool and drains away into the cave system beneath the village.

A few farms on the edge of Rustwell provide most of the food the village requires from their fertile fields, but every few weeks, some of the villagers travel to the nearby market town of Shepherd’s Hollow to trade for more.


Marshall Yannick – the village leader. A retired military officer, Yannick moved his family to Rustwell in attempt to escape the memories that haunt him. Confident and proud, he is an honourable man who has led the village through some tough times.

Hera Yannick – Marshall’s daughter and the village’s physician. As confident in her abilities as her father is in his, Hera serves as the village’s main source of medicine and is also the head of the village guard. Bandits in the nearby mountains have pushed against her forces more than once and have been beaten soundly every time.

Artur Helmsson – the owner of the Cracked Anvil and the village blacksmith. Artur originally settled in Rustwell as a spy for the largest of the local bandit groups but has recently begun to question where his loyalties lie. Many in the village consider him a good friend and a skilled bartender and craftsman.

Aria Larain – the village’s priestess. Few know that Aria turned down a senior position within her church’s hierarchy to follow her love to Rustwell. Even fewer know that she has eyes only for Hera, who she met briefly when Marshall brought his family through the city she was working in on his way to Rustwell. All, however, know of her endless patience and compassion. (Please note; Aria’s sexuality is not her sole defining feature, it is merely a highlighted facet of her character intended to create an interesting plot hook.)

Brand Eront – the head miner. Brand is a blunt, but wise, man of middle age and is well respected among the community. Under his careful leadership, the mines have prospered in recent years and there are rumours that he is considering opening a new working.

Plot Hooks

Rusthold, the abandoned keep further up the cliff, has recently been claimed by an unknown group of people. The village has sent a representative to begin friendly communications but are waiting for an answer.

The local bandit gangs haven’t been seen in a while. The villagers hope they have been driven off, but there are rumours they are simply massing for something large.

Marshall Yannick has been receiving reports of strange occurrences on the outskirts of the village, so far his investigations have found nothing. A few of the farmers think that something supernatural is occurring.

A few of the children playing near the waterfall have told their parents about voices calling to them from the water. No-one is sure if this is youthful imagination, or something more sinister.

A recent cave-in caused several deaths and many injuries. A few of the miners believe that it was not a tragic accident but the work of a saboteur.



Plot Hooks 4

I’ve broken from my usual formula this week, instead of grouping hooks by genre, I’ve grouped them by a person/societal group of interest. As ever, of course, these plot hooks can be used as writing prompts (there is a good deal of crossover between role-playing and writing), one-shots or as a seed for a whole campaign.


Person of Authority (PoA)

Something has been stolen from a local PoA, but when the player characters find it, it isn’t what they expect.

The local PoA has been missing for a few days; they were last seen on the outskirts of town during a charitable parade.

The local PoA has sent bounty hunters after the player characters for a crime they do not remember committing.

A recent power struggle has left the player characters in the enviable position of choosing the next PoA.

A family member of one of the player characters has recently been courted by a local PoA, but said PoA seems too good to be true.


Those Shunned By Society

A local beggar has asked the player characters to help them find a friend the player characters found on a recent adventure. When they visit, the friend has disappeared leaving behind a single white feather.

An orphan claims to know a secret that could destroy one of the player characters.

A local street gang has been making hostile advances towards someone the player characters like; at first glance they appear to have been paid off.

A disease is spreading through the local homeless population and affecting no-one else.

When a known thief is found inside the house one of the player characters, they claim to have no memory of how they got there.


A Passing Stranger

One of the player characters finds a body which disappears when it is reported.

Someone has been following the player characters and tidying up their loose ends.

The player characters run into someone who knows them all, but who they have no memory of.

An ex-lover of one of the player characters is being threatened by persons unknown. The threats are intensely personal and seem to be escalating.

When the player characters find someone on their adventures, they don’t realise how much trouble their new associate is in.

Hiatus + Plot Hooks 3

Hi everyone,

I’m going to take a few weeks off of regular updates to try and get onto a more even keel. I’m not afraid or ashamed to talk about mental health on here, so it should come as no surprise to some of you that every now and then, a bad spot occurs in my own mental health.

I’ve been struggling with content recently and I’m hoping this time off will help. All being well, I should return with an update on the 19th of August.

In the meantime, I hope you fare well and enjoy these plot hooks!


Fantasy Plot Hooks

After the sky burned last month, no-one has heard from the nearby village of Pyre’s Well.

Is it orcs pillaging merchant caravans crossing the Redwyne Ford, or something else?

The local tavern is full of rumours about a mysterious song carried on the wind from the ruins of Elm Hall.

All the children in the school have been dreaming of a sunken house, burning eternally with an emerald fire.

Passenger ferries have been reporting sightings of some large, unknown creature as they cross the Mirror Lake.

Horror Plot Hooks

Something has been sighted on Main Street every night for the past two weeks, leaving only evaporating footprints behind.

Three members of the school football team reported dizziness and migraines shortly before disappearing entirely.

The local alt-fashion shop has been forced to close permanently after a parent blamed it for her son’s suicide. The owners maintain he left their shop alive, but was followed by a cloaked figure.

All the members of last night’s combat patrol have started mutating after encountering a shepherd.

A bizarre epidemic has swamped the local hospital. Whatever it is, is asymptomatic and presents as vivid hallucinations and nightmares followed by death.

Steampunk Plot Hooks

The remnants of the Crooked Fleet have been driven to ground in the ruins of Versailles. There are whispers they are building something there.

A new alloy has been discovered in the Americas, one that could revolutionise boiler production. There are sure to be many interested parties.

The legendary Captain Raul is hiring new crew members, he is sure to put new recruits through gruelling tests.

Venusian gas-hounds recently escaped from Lord Hawthorn’s manor and are causing havoc.

Brassen’s Finest Imports are looking for a courier willing to make a run into the jungles of Brazil. Such a journey would be dangerous, but profitable.

Atlas Inspirare: Marcher’s Vale

Marcher’s Vale is a large, flat grassland. Claimed hundred years ago by the family of a long forgotten Lord, it takes its name from its use as a regular staging post for military forces during the long years of the Emerald War.

Situated on the borders of the Gravewyld Forest and the human kingdom of Ravanosk, Marcher’s Vale is roughly fifty square miles of arable pasture land. Situated within its borders are many farms, hamlets and villages, comprised mostly of human and elven settlers from the surrounding countryside.

Unlike other areas of the land, there are almost no racial tensions among the people of the Vale. This is due, in part, to the necessities of life here. With almost no resources other than fresh water and arable land, everyone must tend to their own craft in order to survive. As a result, the inhabitants of the Vale depend upon each other for survival and there is a remarkably low crime rate.

What crime there is, is dealt with the by Reeve. Appointed by the monarch in the far away city of Rusthold, the Reeve holds office from a fortified mansion in the largest settlement of the Vale, the city of Marcher’s Keep.

An ancient motte and bailey castle, Marcher’s Keep remained the only permanent structure in the Vale for centuries. Situated atop the lone hill, known to all as Giant’s Seat, Marcher’s Keep was built to guard the Vale during the Emerald War and was converted into a market town after the end of that conflict. Now, it functions as the trading centre of the Vale, as well as housing the few officials deemed necessary to keep the Vale a functioning region of Ravanosk.

Home to the Reeve, the Tithe-counter and the High Confessor, Marcher’s Keep is a thriving urban centre and plays host to a regular calendar of festivals, feast days and celebrations. During one of the many events, anyone is entitled to join the official parades and many use the occasion to catch up with old friends and learn new stories.

For their part, the three representatives of the King’s court tolerate the local’s predilection for partying with amused condescension. They view it as an easy way of keeping the peace and use every opportunity they can to seed the crowds with their agents to ensure they remain in touch with popular thought and opinion.

Outside of Marcher’s Keep, the towns of Springsough and High Pasture are the largest centres of civilisation.

Springsough is sited at the north tip of the Vale, a large town built in the foothills that rise to meet the White Peaks. With its intimidating walls, twisting streets and well-trained militia, the old city has guarded the source of the life-giving Iallen river for as long as the Vale has been inhabited. Traditionally used to guard the entrances of the Vale against the tribes that call the White Peaks home, Springsough has recently seen an influx of refugees from the nearby Gravewyld.

High Pasture, roughly halfway along the eastern border of the Vale, is almost the opposite of Springsough. The town itself began as a permanent livestock market some two hundred years ago and grew rapidly. Originally a cluster of small stone buildings, High Pasture now counts some fifteen hundred people as its residents with an ever increasing transient population. Situated well away from any traditional threats, High Pasture is a market town without equal in Ravanosk.

Plot Hooks

An unknown illness is sweeping through the stock of High Pasture. No mundane treatments have any effect.

The sounds of conflict can be heard echoing through the tunnels that honeycomb the hills around Springsough, but no bodies have been found.

The Gravewyld burns in the light of the full moon, and dread noises fill the air. Something is happening among those twisted trunks.

Marcher’s Keep has long stood for civilisation and the royalty, but recently there have been whispers of dissent. Parties unknown seem to be attempting to overthrow the royal presence.

Armies of the past have begun appearing as spectral images roving the grasslands around the tiny hamlet of Rulfstead. No official authority has deemed the matter worthy of investigation.

Illness on the Table-top

Illness in role-playing games isn’t something that is typically portrayed. There is a good reason for this, of course. For most people, rpgs are power/escapist fantasies, they don’t want to be mired down in the reality of disease and illness.

When things like that are covered in a game, it’s typically through the use of status effects, conditions or other things that can be easily tracked. Usually, however, there is only one effect or condition active at a time.

Whilst this is understandable, sometimes (as evidenced by my additional rules for magic usage available on the DM’s Guild), I enjoy adding extra rules to increase the thematic feel of a game aspect. With that in mind, here are some additional rules to enhance the role of diseases and illness in your games.

Before getting started, I should state that if you are ill in real life, tell your group. They will understand and make allowances for slowed thought processes, lack of attention etc. It’s inconvenient, yes, but at the end of the day there is little you can do.

I should also say that the collection of symptoms and game effects below are merely a starting point. I may return to this topic in a later post, but GMs should feel free to mix, match and reskin as necessary.

Any randomised effects are also left to the GM’s discretion to modify as they see fit.

Symptoms encountered without being part of an illness expire when the GM deems an appropriate amount of time has passed.


Headache: The target suffers a minor penalty to mental rolls, abilities and skills related to mental attributes and any roll required to maintain concentration or focus. Taking the appropriate medicine removes this penalty for 1d4 hours.

Migraine: The target suffers a major penalty to mental rolls, abilities and skills related to mental attributes and any roll required to maintain concentration or focus. Additionally, being confronted with bright light triggers a nausea effect (see below). Taking the appropriate medicine removes this penalty for 1d4 hours.

Brain fog: The target suffers a minor penalty to any rolls to recall information, process their surroundings, utilise their self-control (to resist external pressures or for more mundane reasons) or react quickly to a situation. Taking the appropriate medicine, or a stimulant, removes this penalty for 1d4 hours.

Delirium: The target suffers a major penalty to any rolls to recall information, process their surroundings, utilise their self-control (to resist external pressures or for more mundane reasons) or react quickly to a situation. Taking the appropriate medicine removes this penalty for 1d4 hours.

Nausea: The target suffers a minor penalty to physical rolls, abilities and skills related to physical attributes and any roll required to maintain their grip on something or similar physical activity. Taking the appropriate medicine removes this penalty for 1d4 hours. Failing a physical task spectacularly increases this symptom to sickness.

Sickness: The target suffers a major penalty to physical rolls, abilities and skills related to physical attributes and any roll required to maintain their grip on something or similar physical activity. The character also suffers from fatigue easier and must rest at least once a day, around midday, in addition to sleeping 8 hours or suffer any associated effects for being exhausted/fatigued/tired etc. Taking the appropriate medicine removes this penalty for 1d4 hours.

Shivering: The target suffers a minor penalty to physical tasks, anything requiring them to concentrate on mental or physical tasks and social rolls. Taking the appropriate medicine removes this penalty for 1d4 hours.

Fever: The target suffers a major penalty to physical tasks, anything requiring them to concentrate on mental or physical tasks and social rolls. The character also suffers from fatigue easier and must rest at least once a day, around midday, in addition to sleeping 8 hours or suffer any associated effects for being exhausted/fatigued/tired etc. Taking the appropriate medicine removes this penalty for 1d4 hours. Failing any of these tasks spectacularly adds nausea to the symptoms suffered by this character.

Sneezing: The target suffers a minor penalty to rolls requiring a sense of smell, stealth rolls and social rolls. In addition, characters within 10 feet of the coughing character receive a bonus to hear them and a penalty to hear anything else equal to the penalty suffered by the coughing character.  Taking the appropriate medicine removes this penalty for 1d4 hours.

Coughing: The target suffers a major penalty to rolls requiring a sense of hearing, stealth rolls and social rolls. In addition, characters within 10 feet of the coughing character receive a bonus to hear them and a penalty to hear anything else equal to the penalty suffered by the coughing character. Taking the appropriate medicine removes this penalty for 1d4 hours.

Rash: The target suffers a minor penalty to social rolls upon which appearance might have a bearing. Taking the appropriate medicine removes this penalty for 1d10 hours.

Boils/Sores: The target suffers a major penalty to social rolls upon which appearance might have a bearing. Taking the appropriate medicine reduces this symptom to a rash for 1d4 hours, when this duration expires, the boils/sores return over 1d3 hours.



When creating an illness, it is advised that each illness has 1d3 symptoms, with a higher number of symptoms relating to more severe illnesses. In addition, it should be clear that each symptom has a major and a minor form (represented by a minor and a major penalty). The only symptoms that may occur together (where the symptoms have penalties affecting the same thing) are sneezing and coughing.

Illnesses should last for either 1d3 days or 1d3 weeks depending on its severity, with each day of appropriate treatment reducing the duration for 2 days.  When appropriate medicine isn’t available, 12 hours of rest can substitute for a day’s worth of medicine.

Thus a character with an illness lasting 2 weeks who takes 2 days’ worth of medicine and completes 2 days’ worth of rest  reduces the overall duration of the illness to 6 days (14 – 8) and has already completed 4 days of the treatment. Another day of bed rest or medicine would cure the illness completely.

Illnesses can be contagious or not. Contagious illnesses require some sort of resistance roll (with appropriate penalties and bonuses) and can be passed on via physical contact, through infected materials or any other normal transmission vector.

Once caught the newly infected character suffers from the illness for a random amount of time, using the same method to determine its duration as the method used to determine the duration of the illness for the infecting character.

The Coming of the Four

It’s a short one this week, folks. This is mostly due to health issues leading me unable to properly proof anything I have in the buffer.

Without further ado, here is a prophecy for use in your own game(s).


When the world turns its back on the light,

When the moon turns its back on the dark,

When Five become Three become Seven,

When the long-awaited Tyrant returns;

Four champions shall arise,

Three heralds will talk of their coming,

Two mounts will carry them swiftly to their fate,

One Doom will bind them.

When all of this comes to pass,

The World will have ended and will begin anew,

The same,

But different,

Forever changed,

Always the same.

As their Doom unravels,

The world will see the champions for what they are,

The champions will see the world for what it is,

And the cycle will end.


There won’t be an update next week, but I have many more things planned for next year.

May your dice roll favourably!