Clan Sholen

May 31, 2011

Part 11 of 21 in the series Dark Rethem

The southern end of Sholo Island has a milder environment than any other island in the Afarezirs, and this has blessed the Sholen with a life marginally less hard than that on other islands. Abundant seal colonies and seasonal whale pods provide skins for clothing and rope making and bone for almost every utensil. It has allowed the Sholen to develop a greater range of craft specialization than any other Nolgind clan, especially as story-tellers and singers. They keep the tribe’s history, and carve ornaments from walrus ivory and whale bone. These carvings show events from a past that other Nolgind have forgotten, perhaps deliberately. In those carvings is a key they do not recognise to a past they should fear.

by Alun Rees


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Cynswyr Ariensyn

May 31, 2011

Part 10 of 21 in the series Dark Rethem

In the dialect of the mainland Kubora, Cynswyr Ariensyn translates as ‘The Promise of Fear’. The ring of standing stones is perched on the high cliff overlooking Sholo Island’s largest bay, and is known by outsiders as the ‘Warriors of Sholo’. They, and the stone rooms and towers built in and on the cliffs, are evidence of ancient habitation, but by whom—or what—and when is a mystery. The haunting place is avoided by all but the Sholen Crone, who makes a sacrifice at the base of each standing stone every winter solstice. If the previous year has been particularly hard then other clans, suspicious of its reputation, will send gifts to be offered on their behalf.

by Alun Rees


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Gwaed Island

May 31, 2011

Part 9 of 21 in the series Dark Rethem

Too rocky to make a safe haven in a storm and with overly aggressive wildlife, Gwaed has long gone unremarked by seafarers voyaging around the Sea of Tirpal. The island was once home to the Nolgind clan called Peren, but that ended with the coming of the Beast of Blood, an ancient and tragic tale only the Crones of the Nolgind clans remember. Now only the degenerate clan Hafen, to whom the Rhosgenethig Bog is sacred, venture to the island on pilgrimage.

by Alun Rees


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Movel Gamle Hem

May 31, 2011

Part 8 of 21 in the series Dark Rethem

Movel Gamle Hem, or Movel ‘Old Home’, is the name of a thriving Orbaalese colony on Movel Island in the Afarezirs island group whose population mysteriously disappeared in 714TR, the third failed attempt at colonisation. What remains of the structures in the settlement is still sound, but beginning to deteriorate; the roofs of the longhouses sag and leak, grasses and weeds grow where they shouldn’t, and the palisade needs some repair. Although there are plans to re-colonise the island, Movel Gamle Hem is now a phrase with which to frighten children, not one that encourages colonists.

by Alun Rees


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The Tirsa Pirates

May 31, 2011

Part 6 of 21 in the series Dark Rethem

Members of the Brotherhood of the Black Dragon are fiercely loyal to their valhakar, Bjari Hirsen. A proud Menglanan, Bjari has led the crew of the Black Dragon from their homeland into the heart of Quarphor, across the Venarian Sea to Hepekeria, and now to Hârn. But time is catching up to Bjari and his men; he sees his young son and thinks it may be time to end the wandering.

Not all his men agree…

by Alun Rees


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The Trident Inn

May 31, 2011

Part 7 of 21 in the series Dark Rethem

The Trident, situated on Chafin Street, is located in Golotha, and caters to all types, from spectators and participants in the Pamesani Games to those that want things kept a little quiet. It is the first inn visitors come upon when they enter the city through the Gate of Chafin. Many will start an evening’s entertainment by fortifying themselves with a few drinks at the Trident. Thus prepared they make their way to the heart of Sewertown for a night of cockfights, dogfights, and fistfights; accompanied by any variety of debauchery they favour. It’s a poor night when it isn’t standing room only in the Trident!

by Alun Rees


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Afarezirs: The Root Of All Evil

May 31, 2011

Part 5 of 21 in the series Dark Rethem

Jamys of Abrant made you an offer you really couldn’t refuse.  Your time in Tormau had been too good to last; a welcome at its best Inn and work that was none too taxing. Now it seems you have out-stayed your welcome and it’s time to move on. Jamys, being the honest rogue he is, even has a suggestion:

“I’ve had a letter from some old mates in Golotha.  You ever been to Golotha?  Lovely place … I grew up there; learned my trade, so to speak.  You’ll like it and I think I can set you up with a nice little earner down there.  Might mean a bit of travel but you lot like a bit of travel, don’t you? Don’t break my heart and say ‘No’.  I hate it when people say ‘No’ to me … if you get my drift?”

This is the second adventure in the Dark Rethem series, and sees the heroes travelling from Golotha to the Afarezirs to harvest a rare plant for a substantial reward. But as always, nothing is as easy as it sounds. You may also want to consider downloading Maps: Afarezirs.

by Alun Rees


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Atlas Keléstia SHKN I5 (Zýna)

May 23, 2011

Keléstia Productions have published the eighth issue of Atlas Keléstia. It describes map square SHKN-I5 (Zýna), located in the northwest settled area of the kingdom of Lédenheim.
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Apology to Authors

May 21, 2011

I’d like to apologise to all five authors whose works I have just uploaded. I’ve been feeling very lazy these past several weeks, and I’ve only now gotten around to uploading them all. Each of them is a gem in its own right, and I had no business depriving the authors of their gift to others for so long…and everyone else of the utility of their gifts.

So, I guess that means I should apologise to all you readers and downloaders, too!

OK, so, here goes….

 

Mea culpa, donare me!

🙂

Artifact Enchantment

May 21, 2011

This is a 25 page guide that provides detailed rules for the creation of magic items using the HârnMaster rules system. It is not about any particular version of the rules but about introducing a framework for the creation of magic items that is logical, consistent, and useful.

Creating magic items of the type detailed in this book is an activity for advanced mage characters. Players and gamemasters should be experienced already with the process of developing new spell descriptions and familiar with many of the optional rules associated with spell casting. For experienced mages this book is a recipe list of spells and ideas for the creation of new and improved magical items.

The archive also contains a Microsoft Word document that contains a few additional details not included in the beautifully produced PDF.

NB: Errata for page 13 has been added until the PDF is fixed.

by Gary Ashburn


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