Wednesday 18 October 2017

Goodbye, Zach

Fellow game designer and much loved family man, Zach Best, has passed. My condolences go out to his friends and family.

Zach suffered from Oesophageal cancer and died last night. He is survived by his wife and two daughters.

Zach, founder of conjecture games, was a pioneer in the gaming industry, with a focus on solo roleplaying in his UNE, CRGE and BOLD systems.

Jacob Ross has done a great job organising a bundle on Drivethrurpg, and Zach's Book, which he will be leaving up indefinitely for proceeds to go to Zach's family. You can get Zach's Book here.

I regret never getting to know Zach personally, but his spirit and work will live on through the gaming community.

Sunday 15 October 2017

Nurg Vampire for Tequendria


The Nurg Vampires live in scarlet towers whose enchantments surround them in eternal night for miles around. They are dead, brought back from the grave by the Thin Sires, mottled bags of bone and sinew who weave black magics in blacker nights.

A Nurg Vampire is pale of complexion, red of eye and keen of sense. They wear refined fashions of silk and bone and their manners are impeccable. If a Nurg detects an iota of impoliteness in a person, they will swiftly slice their throat and drink upon their blood.

Each Nurg carries with it its life force contained within a Jewel of Sheth. Breaking the jewel through magical means is the only way to ensure a Nurg will remain dead. Even decapitation won't work.

Nurgs do not and cannot say the names of the gods. Should they attempt, blood pours forth from their mouths.

Nurgs can envelope themselves in darkness, even when it is light and move objects with their mind.

Lvl 6
Type: Undead
Aggression level: Aware
Action: d8, Wits: d8, Ego: d10
Hits: 6d8
Attack: d8+3 (Bite d6+1 or Throwing Knife d6+1)
Defence: d8+3
Spells known: Phantom Hand, Smokescreen

Tuesday 10 October 2017

Get Tequendria in print now


I've just launched the print edition of Tequendria - the roleplaying game inspired by the works of Lord Dunsany. You can buy it here.

If you're already familiar with the game you will notice the updated cover by Ivan Bilibin.

Tequendria uses Unbelievably Simple Roleplaying as its engine, with 20 character archetypes, all of whom can cast spells, and everything you need to play.

Buy the book today http://www.lulu.com/shop/tequendria-fantastical-roleplaying/paperback/product-23369165.html

Sunday 1 October 2017

Djinns of Tequendria


The Vunsa Mystics speak of the songs of the elders, songs of which were collected inside lamps with rosewater and whispers from dying sultans. Left for centuries the concoction grows sentience and becomes a djinn.

The People of Loz, desert nomads in the Cyresian Dunes are the current keepers of the sole djinn who now walks the world - Anthopon. The giant red humanoid acts as a defender and guide for the People of Loz, leading them through the desert in search of the Gates of Al Karthook, the entrance to the promised land where the gods play their harps and rivers run with sweet wine.

But Geeta of the Vunsa tells travellers of the azure lamp in which Zarta resides. This is supposedly buried away in the dreaded Theth, Realm of the God Spider. On Hlo-Hlo's mountain of treasures the azure lamp can be found. Only the most foolhardy thief would descend into the dark of Theth and choose to face the God Spider.

Djinns are technically demons - in that they are otherworldly spiritual beings. However this doesn't mean they are evil. Their disposition entirely depends on the kinds of song created it. They are intrinsically magical beings who will serve any who releases it from its prison for 500 years. If their master dies beforehand, the next in the bloodline becomes its master. After five centuries the djinn will become a free agent, doing what they will. There is no known free djinn.

Djinn
Lvl 7
Type: Demon
Aggression level: Aware
Action: d10, Wits: d10, Ego: d8
Hits: 7d8
Attack: d10+3 (Sabre d8)
Defence: d10+3
Spells known: Enchant Weapon, Create Fire, Magic Shield



What's that rain?


There are two varieties of rain in the real world: regular and chocolate. Let's look at some other rain effects for your fairy games.

1. Undeath rain - seeps into the ground to raise hungry corpses.

2. Tree growth rain - the roots lap it up and the trees grow twice their size and start to whisper secrets of the area to anyone who will listen.

3. Doom rain - get this on your skin and feel paranoia and impending doom.

4. Manic rain - the harder the rain, the harder you laugh. You might keel over and choke. Hilarious.

5. Bee rain - this rain is bees. Millions of bees.

6. Monk rain - makes people turn silent. Literally, they cannot make a sound with their mouth or body. Not even clapping.

7. Hunger rain - the drenched feel famished. They must eat. They might even eat each other.

8. Corrosive rain - all armour begins to corrode. All skin and flesh melts away. Bone too.

9. Phero-rain - your skin is soaked in beast pheromones. You attract beasts of that species. This isn't necessarily a good thing.

10. Brain drain rain - you begin to forget. At first it's the little things, but then it's where you're from, your earliest memories, even who you are.