A Year in Review

 

So, on 12 December 2015, my 2 year blogging anniversary came and went without as much as a whimper.  2015 has not been a good year for me, as far a gaming goes.  Ever since the ending of the “Giants in the Earth,” my attempts at running a campaign have gone poorly.

My “Shadowfell Road” campaign died a malingering death of extended inaction.  My “Pellham” campaign (with all the great modules that I combined) couldn’t continue, due to my players’ extra-game commitments.  My Zentlan campaign is not dead, but it stuck on an extended hiatus…I have hope that after the holidays that it will be back.  My blogging has been spotty, at best.  I haven’t finished the corrections for my StatBonus.com submission.  I haven’t completed my review of Morgan Newquist’s story, The Blacksmith and the Ice Elves.  All in all, I haven’t gotten my game back.  Even my fiction writing has suffered.  All of this has been pinned on the backdrop of my friend Ed’s death.  He did not win his fight with cancer, but left this world with his pride and dignity intact.

I miss gaming.  I miss my friends, both those living and those beyond.  I miss my creative spark and I want better things to come.  With only five days left till Christmas, followed by a trip to visit family and friends in Mississippi, it is unlikely that I will post on my blog again this year.  I just wish I could feel better about this post and be more positive in this missive to my readers.  Alas, I cannot.  May the year’s end find you, my readers in better light.

I am struggling, but I haven’t given up.  Please dear readers and friends, Game On, until we meet again.

 

Retconing (or How to Get From Terah to Nibiru)

During my downtime from actively running a game, I have started to work on my settings and I have discovered something upsetting.  I have found better ideas for things, than those that I originally created or stole.  Now, what do I do?

During the Dark Time, after the glory of Second Edition was over and before the messianic arrive of Third Edition, I decided to run a campaign that was set on a world other than Rilmorn.  I had planned on using only modules and nothing else…No Gregory Created Stuff.  I failed, but I did end up with a fairly cool setting based of B2 Keep on the Borderlands and Return to Keep on the Borderlands.  The PCs started at and basecamped out of Kendal Keep, a keep on the borders of the Empire of Namoria.  I never named the world, because I didn’t need it.  Years and campaigns later, I would name it Terah.  Now, I want to change its name to Nibiru.  I never heard of Nibiru, until I was watching Scooby Doo! Mystery Incorporated.  Later, when I was rewatching Star Trek: Into Darkness, I noticed the opening sequence took place on the world of Nibiru.  Thus, my desire for the name change.

During the last game I ranin my Pellham campaign, I named an NPC Gabardine.  I knew that she was one of five “sisters” and I decided that three of the others would be named Fescue, DoTerra, and Cusped.  The fifth sister is to have an “E” name.  I later decided that DoTerra would be an alchemist and Cusped, a mage working with the Teeth of Dahlver-Nar.  Then, I decided I needed to have one sister that worked magic with plants and one that worked magic with cloth, but I’ve already got one name wrong…Gabardine is a florist.

What do I do?  I retcon!

I can’t retcon, because I believe this (I wrote this as a rebuttal in a debate about Lucas’ retooling of Star Wars.”

To alter a work once it is released to the public is be unfair to the audience, forever tweaking something prevents it audience from being able to fully connect with the work, because there are multiple versions and analogues of the work and any of them could be the true work.  I know how it feels to put something out there and then decide it is flawed.  Even though I presented it to two different audiences, I should not have changed the wording of my poem.  Now, there exist two quanta of the same work, but I have undermined the readers of the first version of the poem.  I have effectively told my first readers that what they got was crap.  It does not matter that there is very little to change in a two stanza poem, but it doesn’t matter.  It says that I put out bad stuff that I of which wasn’t proud.  Altering Star Wars is no different…

I can’t just change a draft and then run my campaign.  I’ve already put these events out to the public.  In days past, I told Mike Magee about the quintuplets born to a descendant of his character Gareth Eybender.  I never got to run those NPCs at that time, so years later when I found Ptolus, I could lift the name Danar and rename Janel the Herald’s oldest child without incident.  My two examples of Terah/Nibiru and Gabardine/Fescue are both events that have “been published.”  They are given events.

I see way to fix each of these problems.  With the Gabardine/Fescue event, I tell my plyers about my desired change and then if they agree with it, it changes.  The Terah/Nibiru change is a more of a cheat.  Not every culture calls the world upon which it dwells the same name.  Even on Rilmorn, where everyone does use the same name, each culture alters the spelling and sometimes the pronunciation.  So, Terah is the gnomes name for their former homeworld.  Everyone else gets to call it Nibiru and I get to steal the crazy that goes along with the story of Planet X.  Will I do them?

So, until we meet again, Game On!

C is for Coin

Adventures rush to loot the dragon’s bed, after the dragon is dead.  Heroes, they may be, but they all run toward the demon cult’s treasury.  Before they save the princess from her fate, they must, the fee, negotiate.  Why, because money is the grease that lubricates the gears of a civilization and it is part of the Players’ reward for their PCs succeeding. (2015.04.16) (2015.05.28)

In many ways, gold (also called gold pieces, g.p., GP, or gp) is simply a score card for D&D.  The more money the PCs have, the more “magic stuff” (magic armor, enchanted weapons, raise dead spells) they can afford.  David Noonan, in a D&D Insider podcast, once said that there was no real economy in a Dungeons and Dragons Game.  The silver pieces given to the NPC baker for a loaf of journey bread are not then given to the NPC miller, so that the NPC baker can get more flour.  This is true in any Player/GM encounter.  Coin only appears in a game when the PCs have it.  (I do not count treasure listed in monster/NPC write-ups to be “in play,” since their only purpose to tell the GM what to give the PCs, if they “win.”)  It is a counter and nothing more, but it doesn’t have to be... (2015.04.16) (2015.05.28)

Each version of D&D has had a monetary system that consisted of coins of various metals and denominations.  Each version of D&D has used the gold piece (gp) as the standard unit of measure for wealth, but the rates of exchange between coins have changed.  In 1E, there was the copper piece (c.p.) which was valued at 1/10 of a silver piece (s.p.) which was equal to 1/10 of an electrum piece (e.p.), which had a value of ½ of a gold piece (g.p.), which carried a value of 1/5 of a platinum piece (p.p.).  Thus (to lift the example from page 35 of the first edition of the Players Handbook):  “200 c.p. = 20 s.p. = 2 e.p. = 1 g.p. = 1/5 p.p.”  In 2E, the ratios between the coins remained the same, but the abbreviations for the coins changed to CP, SP, EP, GP, and PP.  Money in 3E was simplified.  10 cp was equal to 1 sp, 10 sp equaled 1 gp, and 10 gp was worth 1 pp.  4E numismatistics gave use a new currency: astral diamonds (ad) and changed the conversion ratio between gold and platinum.  1 pp was, then, equal to 100 gp, while an ad was equal to 10,000 gp.  4E, clearly, saw the PCs running around with LOTS spending cash.  5E has also had its hand in fiddling with the value of a gold piece.  Now, 100 cp = 10 sp = ½ ep = 1 gp = 1/10 pp.  Sweet mercy, this is a boring paragraph.

Despite the obvious snooze factor in the previous paragraphs, coinage does not have to be simply a scorecard or boring.  Coins do not appear ex nihilo, they are products of the civilizations and cultures that produce and use them.  They are artifacts that can be used to tell stories of a lost people or give PCs clues to possible dangers in the area where the coins were found.  Differing monetary systems between neighboring nations could offer Players roleplaying opportunities.  I have tried and will try again to put such devices to use in my games.

During my 1E days, Lewis Pulsipher, in Dragon #74, suggested changing from the sometimes arcane D&D gold standard to a decimal-based silver standard that dropped electrum coins and changed the size and weight of coins, so the number of coins went from 10 to pound to about 216+ to a pound.  I changed to a silver standard and decided that there were 100 coins to pound.  Mike Magee (Gareth Eybender’s Player and designer of Elethar) took this idea and created a currency system for the elven kingdom of Elethar.

Base currency: Pyramid (silver piece)

Coinage:  1 argentel Gareth = 10 platinum Castles = 100 gold Crowns = 1000 silver Pyramids = 10000 copper Tenthmids = 100000 steel Centimids (often referred to as “cents”)

 

Eletharian currency is noted throughout Rilmorn for its purity. Counterfeiting is a capital crime in the Kingdom, and Elethar’s Intelligence Service works diligently at home and abroad pursuing those who would forge or debase the kingdom’s currency

Robert Hegwood provided some images of coins used by the Empire of Xshathrapat.  I’m going use some of those images (slightly altered) in my Pellham campaign.  I don’t know if I will attempt a return to the silver standard, since my present players seem fairly attached the standard system, but I am going to start making coins from different countries unique and attempt to use those differences to improve the feel for each region and give more depth to my setting. (2015.04.16)

I am not the only one who works on making their world’s coinage more than a counter on a scorecard.  D. at Fluer de mal has a post about currency on his world here and here and here.

Do any of you, my good readers, make use of coins to spice up your games?

Game On!

B is for Bull

2015.04.05

In the history of Rilmorn, two Players, John Hesselberg and Robert Hegwood, have made use of bull imagery when designing countries within the game world.  John did it within the game as the PC Alkin du Fey Duncan; while Robert created Xshathapat externally as a designer.  While they each came to the art of creation from different directions, John and Robert both gave me ideas, events, and images that I intend to use in my Pellham campaign.

The first use of the bull imagery in Rilmorn came when John’s half-elven ranger, Alkin du Fey, attempted to free an area from an oppressive bandit overlord.  After a bit of deft diplonacy, Alkin and his friend and fellow adventurer Gareth Eybender convinced the overlord to a contest.  The contest would be a fight between two bulls.  The winner of the contest would take leadership of the populace and the loser would depart.  The local populace would attend the contest and assure that both parties abided by the outcome.  There was supposed to be no magic involved, but of course the bandit overlord had his bull’s horns enchanted to be sharper and deadlier than normal bull’s horns.  Alkin, on the hand took a nursing male calf and had a blacksmith craft a harness with large spikes at the shoulders.  The day before the contest Alkin and Gareth kept the calf from its mother; so when the calf was released into the arena with the bandit overlord’s enchanted bull, it rushed toward the first cow it saw and attempted nurse.  Even though the populace acclaimed Alkin their ruler, Gareth and Alkin were still forced to fight and slay the bandit overlord.  After that was done, Alkin declared the red bull as the symbol of the Alki; a symbol that would remain when years later the ruler of Alkis would marry an heir to the Duchy of Dyskor and form the Kingdom of Alko-Dyskoria.  The

The next time I encountered bull imagery in Rilmorn was when Robert Hegwood handed me a red folder; handwritten on the cover were these words: “A NOT BRIEF ENOUGH OVERVIEW OF XSHATHRAPAT, THE ISLAND Empire of The WEST.”  Robert had designed an entire culture based around some background history and mythology that I had created for Rilmorn and Persian Zoroastrianism with a touch of medieval Christian missionary zeal.  Among those pages I found coin emblazoned with a bull’s head and the note, “The bull is the symbol of “Godly Rule and Might.”  Later I found the flag for the Xshathrapatian Navy, which bore a winged Bull.

Robert also created a timeline for the combined efforts of Alko-Dyskoria and Xshathrapat to colonize an unnamed continent to the West.  I never really dealt with any of that information until I started working on Iolta and Thrain.  Using Robert’s work, I filled in a lot of geography and history about Iolta and created the legends of the Tribes of the Winged Bull and the Red Bull.  Also, there are “Bulls,” gold coins bearing the image of a bull, hidden among lost treasure hoards.

The point of all of this is that letting your players create can help a GM to build other things.  I don’t recall planning on letting Alkin become a ruler, but I am glad he did.  Having Alkis as Alkin’s home base gave me plenty of hooks for games.  Alkin and Gareth had to defeat evils threatened the populace.  Some games required Alkin to be a diplomat; while others made him an archaeologist in his own kingdom.  Robert’s work offered broad stroke history from which I could mine.  Xshatrapat became a story to be told around tavern hearths.  Legends of its rise and collapse added to relics and artifacts found in dragons’ hoards and ancestral tombs.  Later all of this would be used as underpinning for Iolta and Thrain.

Game On!

A is for Aries

As I have mentioned before, I think that I originally named the months of the Rimoric Calendar after the twelve signs of Western Astrology, so that the month names were both familiar and exotic.  Whether that is true or not is irrelevant.  What is relevant is the idea that 1 Aries 1 Age of Silver is first date of recorded history for Rilmorin.  It represents the beginning of timekeeping in my games.

Timekeeping in a role playing game can be a thankless job.  How many days does it take to travel to the next dungeon?  How long will it take for the mage to make a magic item?  How many weeks are the PCs sidelined, because they are trapped in snowed-in village?  Does it really matter when the dragon laid it eggs?  Since RPGing is a game of imagination, why even worry about keeping track of the days, weeks, and years.  Gary Gygax, in the 1E DMG (PP 37-8), explains the importance of keeping time in a campaign and offers up a system for doing so.  I do not necessarily agree with all of Mr. Gygax’s ideas on how to keep time flowing in a campaign, but I do agree with him that if you are running a campaign, then you need to have a system in place to keep track of time.

Wandering through the corridors of my memory, I have come to this conclusion: I may have begun playing D&D and running games in 1979, but I did not start running a campaign until I was running a regular game at the Mount Pleasant United Methodist Church parsonage with Andy Cotten, Brad Corner, Rick Harris, Russell Badders, and Thom Thetford.  I had other gaming groups and they had serial and connected adventures, but it was not until Thom wrote down a timeline of one of our game sessions and used the actual dates on the Gregorian calendar that I named the months and started keeping timelines, chronologies, and histories for my games.  Oh, how things have grown since then.

1 Aries, the Vernal Equinox, is the beginning of each year according to the learned on the continent of Moytonia.  It is the time when the old is put away and the new is presented for all the world to see.  It is also the time of renewal and growth.  If one is not putting away the old, then one must take the old and reinvigorate it; the month of Aries represents that process.  I feel this idea is symbolic of what is happening in and on Rilmoryn.  I have two newborn campaigns in play right now, Pellham and Zentlan.  Neither of them will use the Calendar System of Moytonia, so old things must be put away.  Yet, both of them will see the same skies and stars and will be subject to the same celestial forces, so the old must be renewed.

By Western Astrological count, in the Northern Hemisphere of Earth, today is the 12th day of Aries.  The Vernal Equinox has come and gone and the next full moon is Saturday, April 4, 2015, thus the festival of Easter is only 3 days away, all times and ideas of rebirth and renewal.  Things are changing in the world in which I live.  My granddaughters are growing.  I am seeking more money and better hours for my employment.  I’ve got lots of work to do in my games and I need to work on my fiction and my reviews.  So, I ask my readers and myself in what ways will you and I renew the worlds and games in which we live and play?

Game On!

An Epiphany of Time (or Does Gregory Know When the Prophecy Will be Fulfilled?)

On this the Twelfth Day of Christmas, I want to talk about my attempts at cosmology and calendar keeping.  Before I get to that, I would like you, dear reader, to drop over to Falling Toward Mythopoesis and check out Sarah McCabe’s commentary on Christmas and time keeping.

When I started creating Rilmorn, I decided that Rillmorn had two suns, three moons, and twenty-six hour days.  I did this mostly to be difficult, but soon those features of my game.  My Players and I soon began discussing what would the effect of three moons be upon lycanthropes.  I told my players that Rillorrn was at the apex of triangle formed by the two suns and Rillmorrn and that they all orbited around a central point and that led to all sort of questions concerning the three body problem and how the axial tilt of the world affected the apparent positions of the suns based on the seasons.  I gave the three moons orbital cycles of 4, 9, and 38 days and using those numbers, I created a three-year perpetual calendar that covered the times each moon was full.  While my Players and I often forgot what day it was supposed to be in the campaign, I often got to use those 36 pages to set up important ceremonies and planar openings in game based on which moons were full and were they fell in the seasons.  Over time I added a wandering star that appeared ever 26 years, “God’s Eye,” a comet with a 27 year cycle named the “Dragon’s Tear,” and Mondham, a city that appears for a year once every 7 years.  I never successfully added those cosmological events into my calculations.

Given all this information, I should be able to pinpoint the date of Llywelyn’s Return, but after the Cataclysm that precipitated transition from 2E to 3E, the suns named Mercy and Justice were no longer in synchronous orbit with Rillmorn.  With that, I have too many variables to track.  Fortunately, my friend Thom made me a website that can.  Using this calendar and the information that I created to fit the Prophecy, I know that Llywelyn is prophesied to return 1 Aris 2029 Age of Wyrms.  This stuff makes it much easier to work out prophecies and track celebrations and holy days.  Do any of you have similarly complex calendar/cosmologies?

Game On!

Curses! Foiled Again! (or Gregory Should Quit Rereading Modules)

Gripe!  Gripe!  Whine!  Whine!

I been rereading some of my old modules and have discovered a GREAT way to blend C2: The Ghost Tower of Inverness with UK4: When a Star Falls and blend it with the Galen and Cataclysm event from the established history of Rhillmoran.  Hellfire and Brimstone!  I may end up in Castle Timeless after all. (2014.12.23)

Another great and terrible thing about all of this is that I can use the NPCs to expand out the people in Brie and place an established, back story NPC into a role in The Ghost Tower of Inverness.

I may have finally learned how to use modules after 30+ years of gaming!

Game On!

Post Script: It occurred to me that I need to give credit where credit is due about this post.  If D. from “Flower of Sickness” had not commented and suggested I see about adapting U1: The Sinister Secret of Saltmarsh, then I wouldn’t have been looking through old modules.  Thus it is my pleasure to curse him and thank him for helping me expand and  improve my game.  If you have not checked out Fluer du mal, please do so; he’s got a really good blog. (2014.12.23)

Plots and Prophecies (or Gregory Learns Something About Running Modules)

We gamed our second session of the Pellham Campaign on December 6th and it went off without a hitch.  It was a joy to run and seemed to be a hit with my Players, too.  I got to run with my PCs goals and use ideas from the modules that I picked as the basis for this campaign.  In running this game, I may have discovered the best way for me to run modules.  It was great!

Two things came into play from the Players’ side of the table.  Firstly, I got to introduce part of James Andari’s work on The Prophecy.  Before James (Adran’s Player) had even seen a copy of the Prophecy, he came up with five ways the Prophecy could be fulfilled.  They are 1) Llywelyn could simply reappear, 2) Llywelyn could return through a blood relative, 3) Llywelyn could return in the form of someone who shared a similar history and ideology, 4) someone raised outside Pellham would come take the throne just as Llywelyn was and did, and 5)Llywelyn could be stored to “life” by a powerful druid or necromancer.  I used this framework to introduce a Claimant to the Throne.  Secondly, the “Sons”…I mean the “Soldiers of Anarchy,” took out their first target.  The SoA is a movement (started by Vadis Mal and Stone (played Brandon Mokofisi and Steven Goff, respectively) dedicated to freeing slaves and punishing slavers.  The Soldiers of Anarchy took on and eliminated their first target, a kidnapper and pimp named Joshua.  Cool things.

On the GM’s side of the table, I got to expound a bit on a landmark in the city of Widdershin (the Pillars of Nimra) and hint at a future plot line (Stephen, heir of Llywelyn).  I had a blast dropping new NPCs into the game, but I am still bad at giving them names (ergo: Thug and an unnamed dwarf).  I, also, discovered a few things that help me run canned adventures and this should be the bulk of my post.

Firstly, I need to look for modules and adventures that can be easily sandboxed.  Since C3: To Find a King was written as competition module, it comes in easily separated sections and each section details a completely different area.  I can place those sections where I need them in my setting and use them, when the Players reach them.  This gives me set pieces which I can build around.  Throne of Evil is a historical romance turned into a D&D game.  While the adventure itself is nothing more than a dungeon crawl with a single wilderness encounter and an espionage paint job, it is filled with historical backstory and little bits of lore scattered through the text.  By blending the backstory in Throne of Evil with the backstory of To Find a King, I can fill in blanks in both stories and use them to better fit into my world.

Secondly, using two or more canned adventures gives me a better way to foreshadow events and expand my Players’ view of the world.  In To Find a King, the PCs have to chase down “The Evil Party” who has bought their prize out from under them.  In the module, there is no reason given for why the Evil Party (while the NPCs have names, they are listed in the NPC section as “Evil Party”) wants the keys.  With the information from Throne of Evil, I could provide a reason.  My Players already didn’t care for Lord Mortimer, a member of the Sovereign Council, because of his sudden discovery of a lost heir of Llywelyn, but when they found Robert Mortimer’s seal upon Blackleaf, a member of the Evil Party, they knew he was a villain and are waiting for the day to give him pay back.

Thirdly, doing everything I can to make the module personal to the PCs and their Players gives it depth and allows for actions not covered in the modules.  Vadis was sold into slavery after his family was betrayed in a power grab in the city of Krell’s Gate.  Malcom Evinter, Lord Krell, was the one who betrayed Vadis Mal’s parents.  While Vadis believes his parents got what they deserved, he won’t trust Lord Krell.  The elf Blackleaf becomes Adran Blackleaf, childhood rival of Adran Silverleaf, thus a member of the Party has a reason to fight from the word “Go” or a chance to parley with a known “frenemy.”

Fourthly, by using the ideas of the various encounters instead of the written encounters, I can make these events seem more organic.  The encounter with Lord Krell is very complicated and involves delaying tactics and traps, but when I ran it, I used it as a roleplaying opportunity.  I kept all the pieces; I just used them for different tasks.  It really is all about stealing and adapting.

So, my readers, do you have any suggestions for me on this topic?

Game On!

NPCs for Iolta and Thrain

Persons of Interest

  Being a Limited Listing of People and Beings In and Around Pellham

  Persons One May Find in Widdershin

Amena – proprietor of the Blue Lantern

Antha – owner of the Flower Shop, her florists moonlight as                Green Gowns

Argus – secretary and valet

Aspen – member of the Sovereign Council

Caleb – runs the Amorous Congress for discreet ladies and                 gentlemen

Gwidon – Seneschal of the Sovereign Council

Morgance – owns the Bunny House, a drinking                                          establishment that holds rabbit races and offers                      companionship for lonely gentlemen

Nessa – Priestess of the Temple of the Tuatha

Robert Mortimer – Lord Marcher and member of the                            Sovereign Council

Silvern – keel boat captain

Thug – half-fomori mercenary enforcer

Travis – riverside merchant

Valentrue – member of the Sovereign Council

People in Dun Daegal

Adric of Clan McMurdock – Ri of Dun Daegal

Pwyll mac Adric – Adric’s heir

Connor mac Cormac – farmer

Dairmaid mac Owen – vintner Donnall mac Airt – farmer Gallar Garmson – skald

Jon Kelsogson – blacksmith

Lughdal mac Dughal – farmer

Markus – Priest at St. Brendan’s Kirk

Njal Merrikson – brownsmith

Paulus – Priest at St. Brendan’s Kirk

Yorik Gimnerson – whitesmith

Sidhe of Ardenmore

Eldarlieth, Lady of Castlerock

Gramine, Lord of Castlerock

Ardlanth, Oracle of Thoan

Dvegar of Durvandell

Balin – Prince of Durvandell, Lord of Ormhall, Master of                   Clan Uldra

Alvis Allwise – Balin’s First Councilor

Wanderers

This is a list of NPCs my Players have encountered or have reason to know about.  It will be an ongoing work-in-progress.  Unlike my other posts, when I update this list, I won’t use a green font to denote corrections, updated material, or additions.

Campaign Synopses

Bill Collins, a friend, suggested that I write back-of-book blurbs for my latest campaign Ideas.  I’m not happy with them all, but it was a good exercise and I hope that it makes my ideas more easy to digest.

Arkhosia

Others may call you dragonborn or dragonspawn, draconian or even half-dragon, but you know that you are Arkhosian. It matters not, whether you were born in the enclave growing among the ruined Fortress-State or you came to be part of the glorious work of Prince Vanik the Restorer, you are an Arkhosian and a citizen of the Fortress-State. Will you explore the still hidden depths of your home? Will you stand the walls and defend your home and family from those that would take what is rightfully yours? Will you seek to uncover the secrets of Arkhosia’s past or travel under Prince Vanik’s banner to parley with other nations of Dragons and Dragonkin? What is your destiny? What glory will you claim, as Arkhosia rises from the cold ashes of a forgotten past?

 

Davion

Davion is an isolated, coastal village grown up around the Old Tower and the New House added to it by the wizard Davion. It is your home. You fondly remember summer nights spent scaling ivy-covered walls to run along the rooflines and play “Hide and Sneak” with friends and family. No, you mean, you loved the cool autumn days spent sitting on benches in well kept courtyards discussing the basics of Wizardry with your parents. No, winter was your favorite time. You spent your time walking the snow-muddied, wagon-rutted roads of your village, hunting elk and bear with your parents, or drinking mead in the Long House at the center of town. Could have enjoyed spring anymore? You remember with great fondness, the first time you were allowed to into the Old Tower of the Temple that forms the heart of your village…Davion?

Your village changes. Some days it is a wizard’s dream village with orderly, intellectual citizens and spell component shops on every corner. Other times it is a frontier village with cold, gray skies and buildings made of rough hewn logs. Still on other days it is other places and only few seem to notice. You and your friends notice the changes, as do the mad people living on the edge of Davion. They claim that everyone is trapped in Davion and no one can leave. What will you do? Will you stay? Will you try to leave? Will you find out who, Davion imprisons? What secrets does your village hold and what will it do to keep them?

 

Pellham

Of all the kingdoms in Iolta or Thrain, none is more storied than Pellham. Other kingdoms may have longer histories, but not one has had more or greater heroes. No kingdom can boast of having more sacred sites than Pellham. There is not a single kingdom, not even Cumberland, has more Fey Crossings than Pellham. Pellham is a kingdom of adventure. Even now, it is caught in the middle of a Fulfilling Prophecy. The line of the ancient kings is to return and would-be heroes from around the Sea of Man are heading to Pellham to make their name and write their deeds upon glorious history. Will you do any less?