Wednesday, November 2, 2016

Red Noon at Helltowne

I've finished editing my third novel, Red Noon at Helltowne. It is dark fantasy with humor, action, and political commentary.

My design person is nearly done with the cover, then I'll be handing the text off to her for the Kindle and Createspace conversions. Stay tuned!

Wednesday, October 26, 2016

Hospitaliers of the Shield Ghul

Detailed in the upcoming module, Wyrd Ways of Walstock, Hospitaliers are the crack enforcers of the Fell Cult of the Shield Ghul. Like paladins would for wholesome Divinities, the Hospitaliers serve the demonic Shield Ghul and its Ghul Physicians. The latter work their evil by forcing innocent townsfolk to wait unreasonable amounts of time, only to pay exorbitant sums of treasure, in order to receive simple healing! Those who can't (or won't) pay then face the ire of these twisted knights.

Not only are the Hospitaliers well-clad in armor and skilled with weapon and shield, but they also possess terrifying syringe-lances. Unlike the lances of normal knights and paladins though, these fiendish things are designed to exsanguinate their victims! Such is the greed of the Shield Ghul, that if won't receive its sacrifice in coin, then it will take its sacrifice in blood and vital humors! Woe be unto those who fall victim to such a fate.

No. Enc.: 1d6; Align: C; AC 2; HD: 3; Attk: 1; Dmg: by syringe lance or weapon; Mve: 30’; SP: those hit by syringe lance must Save or take 1d6 Constitution damage due to exsanguination ; Sve: F3; Mor: 9

Wednesday, October 19, 2016

New Map of the Shenbyrg Vale

I commissioned Michael J. Patrick to draw the Shenbyrg Vale and here’s what he came up with. This gorgeous map shows the lands discussed in my upcoming novel: Red Noon at Helltowne. It is set in a fantasy future, where perhaps not too much has changed after all.

Will the wholesome lands of the West drive off the depredations of infernal Helltowne and their goblin cronies from the East? Pick up your copy to find out! Due out this November.

Wednesday, October 12, 2016

On the Nature of Cults

Cults corrupt. Unlike the followers of the Gods, those who espouse real, practical aspects of existence, cultists follow Fell Lords that pervert that which is natural and right. Whether a Demon Lord, Arch Devil, or the like, such beings are necessarily flawed and thereby also impart such limitations upon their followers. As a result, they can be effectively counteracted by those who follow a certain virtue. Potential victims who truly follow such a wise path gain a +4 bonus to Save against the magical powers of such cults.

For example, Beliah is an Arch-Devil who deals in the corrupted idea of wishes: one can get whatever one wants, just by wishing it. If it doesn’t then happen, it is only the wisher’s fault. Such lies can destroy those who fall into their trap, but they can also be counteracted by the modesty of those wise enough to remember to enjoy that which the Gods have given them already, and to avoid the devilry deception of False Promise.

See Divinities and Cults: Volumes I & II, or the upcoming module: The Wyrd Ways of Walstock, for more details on the followers of these fell beings.

Fell Being
Corruption of
Counteracted by
More Details
Balor
Primitivism
Prudence
Volume II
Beliah
Wishes
Modesty
Volume II
Enak
Technology
Moderation
Volume II
Maelfo
Elves
Patience
Volume I
Orcus
Race
Purity
Volume II
R’ti
Education
Common Sense
Volume I
Tezshnaz
Honor
Bravery
Volume I
The Shield Ghul
Healing
Home Remedies
Wyrd Ways
Thrym
Cold
Kindness
Volume II
Unharmonia
Courtship
Male Independence
Volume I


Wednesday, October 5, 2016

Boons of the Greek Magical Papyri, Part 2

PART 2
Continued from last week, here are some other ways that casters can use to make their spells work more easily and attempt even greater magical effects.

Asceticism (+1, +2, or +3): avoid food, drink, lovemaking, and/or other pleasures before attempting the spell. The bonus is based on how much is avoided and for how long. For example, fasting for a day before might grant a +1 bonus, while remaining ‘pure’ for a week might grant a +2.

Timing (+1, +2, or +3): cast the spell during the right time of day and/or season that matches either the Divinity being invoked, the spell being cast, or both. The higher bonus occurs when either both conditions are met and/or are very specific. For instance, invoking a dark goddess at night might bestow only a +1, while invoking her at the stroke of midnight on the eve of Samhain would grant a +3.

Tassel (+2): Attach a tassel to the recipient of the spell in order to make it more likely to work. The object will be obvious to all who notice, but not necessarily be identified as magical. If removed before the spell’s duration is over, then the spell automatically ends and the spell’s caster also takes a -2 penalty to all of his or her casting rolls for the next 1d6 days.

Wednesday, September 28, 2016

Boons of the Greek Magical Papyri, Part 1


The Ancients sometimes saw little difference between the ways clerics and magic-users cast spells. All things came from the Gods after all, including magic, so both classes would use similar methods at times. This fact is reflected in game terms by not only the custom spell lists available in Divinities and Cults: Volumes I & II, but also in the boons.

Below are a number of other boons available for spellcasters in your game, so that they can increase the usual chances of a spell’s success or even attempt greater elaborations (q.v.) Inspired by the historic Greek Magical Papyri, and all its many cultural influences (in addition to Greek), here is part 1 for your gaming enjoyment.


More Boons

Appeasement (+1, +2, or +3): Provide food, drink, and any other gifts that would appeal to the being that is summoned. The more appeasement provided and the greater its relevancy, the greater the bonus. This boon only works for spells that would summon beings, of course.

Scribing (+3 or +5): Carve special characters on a fitting object to help in the spell. The process usually takes at least 1d20 minutes to finish the carving, in addition to the time needed to either fabricate or acquire the object (per Referee). The particular item can then no longer be used for this boon, if and when the spell succeeds. The higher bonus is given if the item is particularly valuable.

Smearing (+2): Cover the target’s body with a substance or substances that match the spell’s intended effect and/or the cultural tradition of the caster. It takes at least 4d6 minutes to apply and also 1d4 hours to get the unpleasant smell off the target, once the spell is finished. The target suffers a -4 penalty to all Charisma checks, as well as Saves vs. Magic during that time.



Wednesday, September 21, 2016

Hard Core Magic


Magic is sacrifice. How could it not be? The Gods demand a heavy price for such great power – one only the truly willing can afford. Who will pay it? Not any mere simpleton, otherwise Reality itself might become forfeit. No, it is only the truly capable that engage in such amazing acts: those not only with the ability, but those willing to give up everything. 

Most RPG's miss this important fact, making it easier to cast a spell than to hit someone with a sword or shoot them with a bow! One has to roll to hit a foe with a weapon, but a spell always works? Where is the fun in that? How is that magical?

Divinities and Cults offers an alternative. Though the roll is usually relatively easy, one must still be made to work magic. What is more, magic is dangerous! Something more and possibly unpleasant can unfold for those who are unlucky, arrogant, or who simply tried to push the Will of the Gods too far.

But then again, such is the sacrifice of magic. And each God and Goddess has his or her own price.

Wednesday, September 14, 2016

Equalitarianism


This is the term I decided upon for my upcoming novel, Red Noon At Helltowne, to reflect the tyrannical attempts at Forced Equality that has and will continue to do so much harm in the land of the Shenbyrg Vale. Unlike 'Egalitarianism', 'Equalitarianism' is more obscure and also holds its root 'Equal' more obviously. This not only fits well with the novel's style of using more obscure words to reflect its fantasy future setting, but also the overall theme that even though some tyrants may claim that their goal is Equality, it is often really only an excuse to diminish certain other groups that they don't like, ironically creating even worse inequality. Think Animal Farm.

In the case of Red Noon At Helltowne, the red dwarves are using the goblins (as well as another terrible weapon revealed at the end of the book) to try to annihilate Dinglesfuhr. A particularly warped Cult has assumed power there, which espouses the cause of Underreign in order to promote Equalitarianism. Will it be any wonder that so much of the awfulness of Helltowne could become recreated in Dinglesfuhr? Perhaps even the insane cultists won't be that surprised?

Wednesday, September 7, 2016

Upcoming Books


Here are some projects that I'm working on now, or will be starting on soon. Stay tuned for further announcements!

Red Noon At Helltowne: a fantasy novel exploring the dire threats of Forced Egalitarianism upon the Shenbyrg Vale. Anticipated release: October 2016.

Gaming Modules set in the Shenbyrg Vale: a line of adventures exploring the Night Skies Over Valhallow world, compatible with most old-school roleplaying game systems. First module projected release: Early 2017

Divinities & Cults: Volume II for Swords & Wizardry: just as in Volume I, I'll be having Curtis Lyon do the conversion to Swords & Wizardry, as well as the print-on-demand version of this excellent Roman Gods, Celtic Gods, and Demon Lords resource. Projected release: TBA.

Dan O Poems: a book of collected poems from my site of the same name. Projected release: Early 2017.