Closeup of the Archport Area in Eadrin. Scale: 8 Miles per Hex |
Eadriners
strive to present the image of a friendly nation to attract the
wealthy visitors gracing the beaches of Arogansa. They succeed, to
some degree, but Eadrin is no Arogansa. Its beaches are nice and
peaceful, but Eadrin’s tradition and experience in the business
remains no match. The greatest benefit for visiting the Corner
Kingdom is its lower prices and more discreet environment. This is
true of the shores of Eadrin, along the Sea of Alphas and its rivers.
Its hinterland is another matter entirely.
What
seems to intimidate both visitors and common Eadriners themselves are
the leaders of the nation, including Queen Eadra XIII, dubbed the Queen
of Dusk. Eadra is a
gorgeous elven lady, were it not for her stone-gray skin and
opalescent eyes, like those of her ancestors. In much earlier times,
when the Eadriner dynasty was still young, its kin had hailed from
the Shye-Lawr, fair-skinned and silver-haired. They’d explored the
region and discovered a strange lake, which they quickly named The
Well of Shadows, for dark
beasts emerged from its depths during moonless nights. Cracks
in the surrounding hills led to twisted passages converging toward a
chasm far beneath the lake. There, a realm of shadows grew
progressively more impenetrable, rebellious to the most powerful
enchantments to shed light and enable normal vision. A mysterious
new magic imbued the abyssal rocks themselves. It challenged the
curiosity of visitors, elven or human, to proceed deeper. Over the
centuries a few went on, blindly seeking to unveil the mysteries
beyond. Rare were those among them who ever returned. Of these, all
displayed various symptoms of dementia, mild for the more fortunate,
or ravingly insane.
Elders
of the early Eadriner dynasty were among those who came back. Aside
from their mental afflictions, their physical appearances had
changed. Their skins turned ashen and their moods gloomier and
ominous. Queen Eadra is of this bloodline. From artifacts brought
back and what could be pieced together over time, it was understood
that the dark, twisted passages led to the Vortex Dimension.
Discoveries unveiled the existence of Old Ones, fragments of what
Immortals knew about them, and most importantly, rudiments of Shadow
Magic. Since then, the most powerful aristocrats of this realm
have become students of the Twilight Arts. They are known as the
Shadow Lords.
It
is the Shadow Lords who intimidate common folks and neighboring
realms. They are strange people, with disturbing powers, unnatural
looks, and bizarre manners. Hooded to obscure their faces, they rarely
come out in full daylight, preferring a hazy dusk or dawn. A chill
often runs down one’s spine when first meeting an adept of the
Twilight Arts, often prompting a fearful glance over one’s
shoulder. The Gray Ones are notorious for their ability to hold their keeps despite unfavorable odds. Past military forays from Randel never fared well. Most of their warriors died. Those who returned remained shaken and not quite the same since. Nowadays, such rash
behavior never involves Eadrin borders.
The
twisted passages near the Well
of Shadow have become
entrances to major mines. Eadrin collects Night Stones. The
properties of these minerals enable them to absorb light, natural or
magical. In the presence of darkness, Night Stones radiate a faint
aura producing twilight-like conditions that cannot be altered by any
means, natural or magical. Likewise, bright lights are instantly
dimmed in the presence of Night Stones. Shadow Lords, as a result of
their craft, seek these stones and place them within their abodes.
Aristocrats may afford a great many of these rocks, coating enough of
their palaces to alter light within a few miles’ radius. Lesser
members usually own a few, which are placed at various points inside
their dwellings. It is fortunate that these local twilight
conditions seem not to affect wildlife or the growth of plants,
although the sun or the moon can only be seen as vague glows in the
dimmed sky.
Oddly
enough, these gloomy conditions provide more of an attraction to
visiting wizards than Eadrin’s beaches ever did. Towns, cities,
towers, and castles in the Nine Sees of Eadrin lie partially or
entirely within their masters’ twilight, depending on how much of
their walls are made of Night Stones. It is for this reason that
Archport is also known as the City of Twilight. Night or day never
prevails there. Light sources are extremely localized, allowing
someone to bring forth the glow of a candle to read a book, but not
to illuminate a room. It takes a lot of getting used to. A few
miles away lies a peaceful countryside, with rolling hills, rich
meadows, and a few sunny beaches. Residents both fear and revere
their strange masters, for Eadrin remains at peace with its
neighbors, its laws are fair, and life is decent despite the lack of
bright light here and there. The only places off limits are the
approaches to the mines and to the Well
of Shadows. The
Shadow Lords own them and they do not welcome outsiders.
They
are specialist wizards who dabble with a unique sort of magic based
on shadows and arcane principles prevailing at the very edge of light
and darkness. What lies there is neither entirely real or fully
illusory, yet remains quite tangible in the view of
those who fear it. This world at the rim of worlds responds to the
subconscious of the unlearned and to manipulations woven by wizards.
Those trained in the Twilight Arts know how to bring shadows more
fully into reality. They’re not necromancers and bear no
connection to the undead (or any link with the X11 module
Saga of the Shadow Lord,
although its villain could be cast as an obscure Eadrin alumnus.)
The Status of Light
There
are three conditions with which Shadow Lords must contend, including:
Daylight:
(or any brightly lit environment within a light*
spell radius). Shadow Lords may not use special
abilities other than
spells, noted as SA later, and suffer the following penalties:
Partial
Blindness--temporary -2
penalty to their Dex scores and hit rolls; Pain--temporary
-1 hp per experience level. Hit points lost due to Pain
are immediately regained in Twilight conditions.
Darkness:
(complete darkness). Shadow Lords may not use special abilities (SA)
other than spells. In this environment, they save vs. light-based
attacks or spell effects generating light with a –2 penalty. If
the effect causes damage, increase damage 25% times 1d4 (25%-100%).
Twilight:
(dusk/dawn, moonlight, starlight, areas lit with torches, etc).
Shadow Lords may use all their abilities and suffer no penalties.
Other
Penalties
Since
Shadow Lords must study their craft in addition to basic wizardry,
earned experience incurs a permanent –20% penalty.
Training
A
wizard may begin training as a Shadow Lord when reaching any level
(not necessarily while going through initial apprenticeship.) Shadow
Lord levels (SL) must be tracked separately, although only one XP
total applies for basic and shadow wizardry. They’re not split, as
with AD&D Game multi-classes. Both abilities progress at the
same pace.
For
example: upon reaching
third level, a magic-user decides to begin training as a Shadow Lord.
The –20% experience penalty applies from this point on. First
level shadow magic and remaining Shadow Lord penalties come into play
when the magic-user reaches the next experience level in basic
wizardry, noted as MU 4th/SL
1st.
By
definition, the weakest Shadow Lord would be a MU 2nd/SL
1st.
Training may be abandoned later on. If/when this decision is made,
all shadow abilities and related spells are immediately and
irremediably lost. Although the –20% experience penalty ceases
right away, all other penalties end a year later for each level of
experience attained as a Shadow Lord. Lost experience resulting from
the earlier penalty is never recovered. Training as a Shadow Lord
can never be resumed (the character is seen at best as a failure
among Shadow Lords, at worst as a renegade.) Shadow Lord training is
available to BECMI elves and Mystaran nosferatu. Multi-classed
characters (First or Second Edition AD&D Game) only incur the –20% penalty to experience earned as magic-users.
Prerequisites
As
the magic-user class, except as noted below.
Prime
Requisites: Int and Dex
(and
Str for Elves.) Shadow magic requires a minimum Dex score of 13.
Experience
Bonus: +5% Int 13-15 (and
Str 13 or better for elves). +10% Int 16-18 (and
Str 13 or better for elves). Any experience bonuses directly offset
the Shadow Lord’s basic –20% penalty.
Shadow Lord Special Abilities (SA)
Upon reaching certain experience levels, a Shadow Lord becomes able to Open Locks, Move Silently, Hide in Shadows, and Hear Noise as a Thief of the same level, with some additional effects. If the Shadow Lord is an AD&D Game multi-classed Thief, add a flat +10% bonus to these scores, regardless of SL levels. A multiclassed Thief does benefit from additional Shadow Lord effects.
SL Level 1
Hide
in Shadows: if
successful, it is impervious to enhanced perception (infravision,
dark vision, and other magically altered vision short of True
Sight; sense of smell,
danger detection, detect
evil/good, etc.) The
effect ends immediately in bright light or total darkness. Can be
used with Move Silently.
Clear
Sight: allows a Shadow
Lord to see through dimly lit areas as clearly as other people can
see in broad daylight. Clear Sight also enables the
Shadow Lord to see through natural or magical fog or smoke at the
rate of 10’/SL level.
SL Level 3
Move
Silently: in addition to
the standard Thief ability, the Shadow Lord earns a special move. If
Hiding in Shadows
at the beginning of the round, the Shadow Lord may dimension
door from the present
location to another shadowy spot within 60’ (+2’/SL level.)
Whether moving on foot or with a dimension
door, a check is needed
to determine whether the Shadow Lord remains silent. Likewise, a
separate check is also required to keep Hiding
in Shadows.
SL Level 5
Hear
Noise: in addition to the
normal Thief ability, a successful Hear Noise also enables a Shadow
Lord to detect danger (60’ radius +2’/SL level, for one round.)
The general direction of a danger source (the closest if more than
one) can be sensed as well. Hear Noise takes a full round and does
not permit half-moves or any other action.
SL Level 7
Open
Locks: if successful,
this ability is equivalent to a silent knock
spell as regards its effects and range. The lock or portal knocked
open will remain silent when the ability is triggered. Only one
attempt may succeed against the same lock or portal.
Shadow Lord Spells
Shadow Lords learn and cast spells just like normal magic-users do. Shadow magic spells are woven at the level attained as a Shadow Lord, and require twilight conditions at the time they are cast. No additional spellcasting slots are gained. For example, a MU 3rd/SL 1st can cast each day no more than two first level spells + one second level spell, only one of which being a shadow magic spell.
Spell Level
1
Twilight:
is similar to a light*
spell except that it changes ambient light or total darkness to
twilight conditions within 60’ radius +2’/SL level. Torchlight
is somewhat dimmed and casts an unusual number of shadows. If
outdoors, the area of effect changes to yards rather than feet.
Duration lasts 5 Turns +1/SL level, and the spell effect moves with
the caster.
The
spell is critical in that it enables a Shadow Lord to retain special
abilities despite adverse conditions. Shadow Lords automatically
learn this spell when earning their first level. When cast against
any magical light
or darkness
effect, the spell has a 5% chance of failure for each experience
level (or HD) of the Shadow Lord below that of the original spell’s
caster—see dispel magic
mechanics for more details. If successful, it supersedes existing
light
or darkness
effects.
The
area of effect comes off as spooky to any creature half the Shadow
Lord’s experience level (rounded down) or with half as many
HD—provided they have at least animal Intelligence. Bug-like
creatures, slimes, the undead, creatures resistant to fear, and
companions of a Shadow Lord are immune. Higher level beings are
allowed a saving throw vs. spell to negate the effect. Affected
creatures become nervous and jumpy, and suffer a –2 penalty to hit
rolls and Morale checks.
Shadow
Touch: allows a Shadow
Lord to render friends or foes more susceptible to shadow magic for 1
Turn. A hit roll is required to affect an unwilling target (against
natural AC with magic and Dex bonuses only.) As many friends as the
Shadow Lord can touch within the casting round are affected. Foes
suffer a –2 saving throw and AC penalty against subsequent shadow
magic. Friends may otherwise benefit from other spells affecting
only the Shadow Lord (see blade
of gloom, Stygian pit,
and shadow play
later.)
Spell Level
2
Fake
Shadows: the caster may
create up to 1d4+1 silhouettes per SL level (of any shape and size,
given enough room), and make them move across a surface. The spell’s
range is 60’ +2’/SL level. The effect is intended to infer that
people or creatures, including mounts and carts, move in that
direction, carrying bags of loot or brandishing weapons. The spell
lasts up to 1 Turn per SL level, or until dispelled. Fake
shadows are mindless
illusions that will keep moving in the initial direction. Once cast,
the spell does not require the Shadow Lord to keep concentrating. Some
care must be taken to cast the spell in such a way that the illusion
remains believable. For example, fake
shadows cast upon a
castle’s wall will keep progressing around the wall until the spell
ends.
Minor
Pantomime: creates a
two-dimensional silhouette of the caster against a physical surface,
which the Shadow Lord can send off to explore and spy. A pantomime
has no mind of its own and remains fully under its creator’s
control. While the spell is in effect, the Shadow Lord cannot cast
either a shadow or a reflection of his/her own. A pantomime
moves as fast as its creator indiscriminately across walls, floors,
ceilings, or any other surfaces as long as normal shadows can be cast
upon them. It cannot enter areas of bright light or total darkness,
nor can it physically affect anything (such as opening doors,
triggering traps, making sounds, attacking people, or stealing
objects.) A crack under a door allows a pantomime
through, while a hermetically sealed one does not. The spell lasts 6
Turns during which the caster can see and hear everything within
normal sight/earshot. Although a pantomime
and its creator cannot be physically harmed in the process, the
former is visible and automatically dispelled with a light,
a darkness,
or a dispel magic.
Also see the inquest
spell for more information.
Spell Level
3
Blade
of Gloom: summons a sword
of swirling darkness. It is equivalent to a magical +4 sword
(longsword) enabling the Shadow Lord to attempt a Backstab
as a Thief of the same level. The blade levitates
up to 40’ from the caster, progressing horizontally or vertically
20’/Round. Other than attempting a Backstab,
it may only parry attacks. The blade lasts 1d4+1 Rounds after being
spotted, or vanishes after the Shadow Lord succeeds a Backstab.
If the attack succeeds, a surviving victim must roll a saving throw
vs. spells or be displaced by dimension
door to a shadowy spot
within 60’ (+2’/SL level of the caster.) This spell does not
betray the presence of a Shadow Lord hiding
in shadows.
Shadow
Guardian: the caster
invokes a special protection lasting 1 Day or until triggered. When
the caster is about to suffer physical damage, the shadow
guardian appears as the
silhouette of a warrior with a shield and absorbs the damage. If the
attack is a spell allowing a saving throw for half damage like a
fireball,
the guardian
absorbs half of that resulting damage. The guardian
vanishes upon completing its purpose. No more than one such spell
for every 3 SL levels may be cast at one time, each appearing after
the previous one was triggered. Shadow
guardians do not readily
protect pantomimes
or shadow play
but can be “programmed” to do so or to react to specific spells
with a contingency
spell.
Spell Level
4
Minor
Shadow Play: allows a
Shadow Lord and all recipients of an earlier shadow
touch within a 60’
radius to become their own shadows, including all that they can carry
(see minor pantomime
earlier.) The spell
cannot affect creatures unable to cast a shadow or a reflection, such
as vampires and nosferatu. Unwilling targets are allowed a saving
throw vs. spells. The caster may opt to affect only unwilling creatures or vice-versa. All those affected physically vanish, save for
their minor pantomime
forms. The effect lasts
for 6 Turns or until dispelled,
at which point the spell’s recipients physically reappear at the
spot where the pantomimes
vanished.
Stygian
Pit: creates an
invisible, 30’ deep by 10’ diameter pit within 60’ +2/SL level
of the caster. The surface appears normal and solid. Those who step onto the affected area must save vs.
spell of be sucked inside, appearing as if they faded into shadows.
It may affect a number of creatures equal to or less than the
caster’s level, provided they can physically fit inside. The pit
is magically silenced
and dark,
and its inner surfaces as slick as glass. To those trapped inside,
other occupants feel alien to the touch, creepy and ominously
monstrous (no save.) The spell is permanent until someone falls into
it, after which it lasts one more Turn. All occupants reappear where
they vanished when the spell ends.
Spell Level
5
Greater
Pantomime: similar to the minor pantomime, except the latter can speak and benefits from a telekinesis effect (as the fifth level magic-user spell.)
Solid
Umbra: is similar to
stoneform,
with the following differences. It creates up
to 1,000 cubic feet of
shadow material. The structure does not require support and can
levitate
if desired (although, once created, the shape does not actually
move) as long as the caster can physically touch the material when
the spell is cast. At this time, the Shadow Lord has the option of
making the material solid only to him/herself (and to recipients of
an earlier shadow touch,)
or solid to others only. The magical umbra lasts 1 Day/SL level or
until dispelled by the caster. The structure cannot be
dispelled by other spellcasters short of disintegrate
or more powerful spells.
Spell Level
6
Shadow
Monsters: summons a
number of HD of monsters equal to or less than half the Shadow Lord’s
experience level. In most respects the spell is similar to create
normal monsters. They
appear as jet black versions radiating a faint aura. In addition to
their own, these creatures benefit from all special abilities (SA)
available to the caster, as long as they remain within an area of
twilight. If exposed to daylight or complete darkness, summoned
creatures incur the same penalties as their caster. They are
automatically considered recipients of the caster’s shadow
touch.
Inquest:
allows a Shadow Lord to capture a rival’s pantomine.
Its owner is allowed a saving throw vs. spells to escape. The
inquest’s
range is 60’ +2’/SL level, and duration is instantaneous. If a
pantomime
is captured, it is paralyzed (its owner may no longer dispel it.)
The
caster has two options. 1. The owner’s identity and general
location (direction and distance) are revealed before the pantomime
is dispelled. 2. The pantomime
is permanently trapped within a receptacle of the caster’s choice,
rendering the owner unable to cast any sort of shadow or reflection,
let alone any new pantomime
or shadow play
spells. The owner must find and defeat his shadow’s captor to
regain lost abilities. If the receptacle is non-magical, any dispel magic effect will release its contents.
If
a pantomime
resulted from shadow play,
the affected owner either appears before the caster when the
pantomime
is dispelled, or is trapped with no hope of escape. The caster
cannot readily tell whether a pantomime
was issued from someone else’s shadow
play.
Spell Level
7
Obscuration:
renders the caster incorporeal. During this time, the caster
“becomes” the prevailing dimness. The area of effect is a circle
and overhead dome with a radius 5’/SL level. The spell lasts 1
Round/SL level during which the twilight within cannot be dispelled
without first forcing the Shadow Lord to materialize. No one can
leave the affected area, magically or physically, which appears to be
surrounded with billowing shadows. Those who attempt to walk out
simply reappear on the opposite side. Anyone left outside may always
enter, but likewise cannot exit. Meanwhile, the Shadow Lord can see
and hear all that happens inside, but not take any physical action
other than casting spells from any direction. The caster must beware
of self-inflicted damage from area-of-effect spells like fireballs
or lightning
bolts.
The Shadow Lord is forced to reappear in person if enough damage is
inflicted to the shadowy confines with spells or magical weapons.
The billowing edge is AC -10 to hit and sustains at best half damage
from area-of-effect spells. If the total damage inflicted matches
the caster’s hit points, the Shadow Lord reappears in person, with
half of his/her hit points left. The caster may choose to end the
spell at any time.
Gray Ring of the Alumni: the name refers to a simple silver ring set with a small Night Stone that bears an etching of the Gray Circle's badge design. This sort of magical ring enables its wearer to cast a twilight once per day as a 9th level Shadow Lord. It is often used to hold trapped pantomimes. Each captive enables an extra twilight spell to be cast, or an additional level of ability to the initial spell.
Kingdom of Eadrin, rendered at 8 Miles per Hex. Map drafted with Inkwell Ideas Hexographer application. |
EDIT: August 27th, added one SL Level 9 Special Ability and updated the Greater Pantomime spell.
You might wonder why I didn't work these updates into the original text directly. First, I wanted to make sure anyone could easily find the later additions. Placing them at the end of the file seemed like one way to do it. The other reason concerned HTML coding, which I do not master. Inserting the new material directly just caused so many formatting problems I decided to add it here instead. Thank you Google for doing such a dog's dinner with converting text entries.
SL Level 9 Special Ability
Gray
Carcer:
enables the capture of a common, natural shadow up to 30’ +2’/SL
level, once per day. This special ability is instantaneous. Saving
throws do not apply, however, the ability has a 50% chance of
success. Odds increase +5% bonus per SL level above the victim’s,
or the opposite if the Shadow Lord is of a lower level. Chances
decrease another –5% for each degree of alignment difference for
AD&D Game mechanics, or –10% for BECMI rules. In the former
case, LG to CE would incur a –20% penalty. For this reason, many
Shadow Lords favor Neutral alignment(s.)
A
captor can store within his/her own self one stolen shadow for every
three SL levels (3rd,
6th.
9th,
etc.) Although believed irrelevant and inoffensive by most, in truth
a natural shadow contains a fraction of one’s soul. Capturing a
shadow bears consequences for both owner and captor.
The
victim immediately loses an experience level (or 1 HD) in addition to
the ability to cast any shadow or reflection of any kind. This loss
is permanent until the captor is killed or releases the shadow. A
Shadow Lord may not capture a shadow if this would result in the
immediate death of its owner. Both the victim and the Shadow Lord
can sense each other’s general direction and approximate distance
(+ 0-3 miles.) A natural shadow can never be destroyed, but may be
stolen by (or gifted to) another Shadow Lord who becomes the captor,
provided the latter meets or exceeds the former captor’s
experience. Shadow Lords may substitute captured shadows for their
own when a Gray
Carcer
is used against them.
Holding a natural
shadow captive creates a telepathic link between victim and captor.
As a result, the latter gains each day one free ESP
spell effect and one suggestion
spell effect (1st
or 2nd
Edition AD&D Game) usable on the shadow’s owner without range
limitation. All appropriate saving throws apply. If previously
unable to cast a shadow or a reflection (such as a vampire or
nosferatu), the captor gains the ability to do so, as long as at
least one shadow remains captive. A captor may experience
difficulties controlling a shadow in this manner if initial success
odds were less than 50% (the shadow doesn’t exactly match its
captor’s movements or silhouette.)
If
the victim is of a higher experience level than the Shadow Lord’s,
the latter gains +2 hp as long as the shadow is retained captive (Con
bonus does not apply.) All abilities from captured shadows are lost
if their owners are killed. Victims typically seek to kill or punish
severely those who stole their shadows. The ability to withhold a
captured shadow does not go away when the captor is exposed to
adverse conditions (broad daylight or full darkness,) although
benefits are negated until twilight resumes.
Spell Level 5
Greater
Pantomime:
similar to the minor
pantomime,
except the latter can speak and benefits from a telekinesis
effect
(as the 5th
level magic-user spell.)
The
greater
pantomime
also enables the caster to take the place of someone else’s normal,
human-like shadow at any time during the spell’s duration (no
save.) The impersonated shadow will match the owner’s silhouette
in all ways. The spell, however, isn’t perfect, and the caster
must mimic as best as possible the movements of the shadow’s owner
not to be noticed. If the owner makes an unexpected gesture, the
Shadow Lord must succeed a Dex check to perpetrate the ruse. If it
fails, the impersonator’s own shadow replaces that of the owner.
If two or more natural shadows come into contact, the caster may
switch to someone else’s, restoring the previous owner’s. In all
cases, switching shadows remains completely surreptitious and allows
the caster to revert to the new owner’s silhouette. The Shadow
Lord may run away at any time while the spell is in effect, leaving
the owner without a shadow for the duration of the spell.
Coats of Arms will follow, in time...
ReplyDeleteMore great work! Can wait to try out a Shadow Lord. :)
ReplyDeleteThanks, Jeff. It needs playtest in a big way. This is straight off my keyboard! Any comments are very welcome to help clean/refine mechanics of that design.
DeleteWow! That's a way to spice up a kingdom! Very intriguing, everything.
ReplyDeleteCould possibly the beasts from the Well of Shadows have powers similar to these ones? http://en.wikipedia.org/wiki/Shadow_people
I may figure out that when a solar eclipse happens to hit Eadrin's territory then the shadow Lord could greatly boost their powers, or something very odd might happen in the Well of Shadows...
What about Shadow Lords relationships with halflings? I suppose the most unscrupulous Lords would try to put their hands on any blackflame, or on the shadowy artifacts it creates. Stoutfellow and Eadrin diplomatic ties could be pretty strained (lots of work for thieves and adventurers...)
Great work! :)
Shadow People are totally within the scope of what comes out of the Well of Shadows. I'm also thinking of shadow magic items, and shadow constructs made to guard certain places. Naturally, the Gray Ones would be very, very curious about the blackflame. Good thoughts! Thanks for bringing them up. Relations between the Gray Circle and halflings could be a love-hate affair, depending on who approaches a clan, and how. There's room for variety here.
DeleteAwesome write-up, of course; I'm getting a lot of fun story ideas here. Might have to write sonething up, as long as you don't mind, that is. I can see the creation of a night stone living statue...
ReplyDeleteBruce, after you have done the whole Empire, will you put these articles into some sort of compilation PDF?
ReplyDeleteMaybe. The idea had crossed my mind.
DeleteI have a Complete Princess Ark & Mystaran Grimoire binder sitting on my bookshelf. It sits next to the Unpublished Savage Coast Campaign Book/Orc's Head/Monstrous Compendium set. And those sit next to three additional binders containing the GAZ F series and the various miscellaneous fan gazetteers that have been produced over the years.
DeleteBruce A. Heard's Bottomless Pile Of Alphatian Information would make an excellent addition to that shelf.
LOL! If only I still "owned" TSR. The things I would do today. . .
DeleteI should hope that you would start by re-publishing the Rules Cyclopedia, and follow that up with a bulging-at-the-seams GAZ Omnibus, and follow that up with a slightly-slimmer HWR Omnibus...
DeleteClearly 3.5 edition D&D would do a better job of mechanics for the Shadow Lords. Do you know the 3.5e mechanics, Mr. Heard?
ReplyDeleteSorry, I don't. I've no plans at the present to investigate 3.5.
DeleteMr Heard, may i download your wonderful works and collect them all in pdf file?
ReplyDeleteSo i can keep Alphatia like a new Gazetteer.
Thanks!
You can download these files for your own personal use -- please do not pass them around to other people.
DeleteSure.
DeleteI create the gazetteer only for my person use in my gaming group.
Thank you again!
Is it just me or does the description of a nation based on tourism but populated by powerful, shadowy, and frightening wizards sound like a contradiction to anyone else?
ReplyDeleteWhile this is good material as such, it is also so completely opposite to what I expected Eadrin to be. Before it seemed like the smaller but more benevolent brother of Arogansa. Now it seems more like the cursed and weaker brethren of Blackheart.
It is, and I made a point to explain why it works in the text.
Delete>
Cursed? Why cursed? Eadrin is nothing like Blackheart. I never said the Shadow Lord were malevolent. As to being weaker, that's debatable.
Woops -- sorry. The quoted material didn't come through. The first sentence answers your first paragraph (etc.)
Delete