We Have Rules

Lab Jars
Some artwork © 2015 Dean Spencer, used with permission. All rights reserved.

Could be Useful is an introductory piece of fiction for Silkgift: The City of Sails, one of the supplements for Cities of Sundara, which is available in versions for 5th Edition and Pathfinder.

“Rules,” Darelak said, staring off into space.

“What?” asked Tarnis confused, as this had just come out of nowhere.

“Rules,” Darelak repeated, still staring into the distance.

“I heard you the first time,” Tarnis said. “What I want to know is what you mean. Or are you just saying random words for the fun of it?”

The two were currently in one of the rooms of Silkgift’s Ingeneurium. Not one of the experimental or manufacturing areas, but one of those that were used to run the place.

Darelak’s gaze returned to the here and now. “We need rules,” the dwarf said.

“We have rules,” Tarnis said in response. The human didn’t think Darelak was being any clearer.

“I know,” replied the dwarf, “but we could do with more. Or better planned ones anyway.”

The two had been discussing one of the recent experiments that had been carried out which had resulted in the violent disassembly of the device being tested.

“The current rules,” Darelak continued, “don’t really help matters. They tend to inhabit innovation – ”

“And this is bad why?” Tarnis interrupted, given what they had been discussing.

“Because we live by innovation. And we need more of it, just better constrained so that experiments don’t break as often as they do.”

“I don’t think this is going to work,” the human interjected.

“It needs more planning…” the dwarf mused, gazing off into the distance again. “But rules…”

Tarnis shrugged, returning to the matter at hand. Either Darelak would come up with something useful or not. Meanwhile, there was still work to do.

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100 NPCs to Meet In The City After The Zombie Apocalypse, 100 Books to Find in or about the Grand Duchy of Reme III (Lost Lands) and 100 Sights to See at the Port (SWADE) Now Available

100 NPCs to Meet In The City After The Zombie Apocalypse100 NPCs to Meet In The City After The Zombie Apocalypse, 100 Books to Find in or about the Grand Duchy of Reme III (Lost Lands) and 100 Sights to See at the Port (SWADE) are now available to buy from DriveThruRPG.

Even in the zombie apocalypse, some people survive, and perhaps even thrive, and characters can encounter them. 100 NPCs to Meet In The City After The Zombie Apocalypse has 100 briefly described NPCs for characters to encounter in the city.

Not every book is definitely useful or valuable and 100 Books to Find in or about the Grand Duchy of Reme III (Lost Lands) has 100 such to flesh out a bookshelf in the Lost Lands setting about the Grand Duchy of Reme.

Characters can have encounters at ports and 100 Sights to See at the Port (SWADE) has 100 such for them to see in the port or perhaps the associated settlement. They can be used as background colour or as potential adventure hooks.

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Discussions of Darkness Episode 55: Hunter, Changeling, and More! (What Should We Add To Storytellers Vault Next?)

In this episode of Discussions of Darkness, Neal Litherland asks what kinds of supplements for the Chronicles and World of Darkness people would like to see next.

 

Stages of Drawing Map – Village 39

A brief video showing the stages of drawing Map – Village 39.

D10: Numenera Rumours – Joria II

Numenera Cover
TM and © 2019 Monte Cook Games, LLC.

Numenera is a game published by Monte Cook Games. Its setting is the Ninth World, and this list has ten rumours for that setting. The rumours, which are similar to the Hearsay that can be found in the official books, can be used as adventure hooks or as simple misinformation.

  1. Gastric juices from the granthu are an addictive drug used by some of the residents of the city. It’s rumoured that some have been shipping the juices out of the city when it’s close enough to the surface, in order to sell them in coastal communities near to where the granthu can be found.
  2. Joria has canals and there are rumours of a second deeper set of canals below the first. Though no access can be found, other than sealed round holes, there are suggestions that something in the deep canals resulted in the inhabitants sealing them off from the rest of the city.
  3. Joria is a much larger city than its current inhabitants need, with many areas unused or abandoned. Some Jorians believe that these are spaces they will expand into in the future, though there’s a persistent rumour that the population was indeed much larger and the city is slowly dying.
  4. Many Jorians, despite their adaptability, die after their second return to the Shallows, as their bodies find it difficult to handle the physiological changes the second time. It’s said that some Jorians have, when Joria is in the Shallows, tried to find ways of easing the transition so that more Jorians can live to their full potential age, and that they are willing to exchange treasures of the deep for such aid.
  5. Some who have encountered the granthu and the Jorians who live on it claim that the Jorians can control the giant crustacean and direct it to attack ships it encounters, so that the Jorians can plunder the vessels of anything of value or use.
  6. The canals are the lowest part of Joria, where the granthu’s exoskeleton has grown around and inside them. It’s said that eventually all the canals will be completely encased and filled by the granthu, and that once that happens, the current upper levels will start to be swallowed up too.
  7. The Jorians put out a strong signal in the hopes of finding others of their kind, and it’s rumoured that recently in the ports of the nearby coast that some people have been trying to discover more about this signal, though reputedly they are curiously unwilling to discuss why they are seeking it out.
  8. The Jorians spend much of their lives in the Deep Dark of the oceans, and it’s rumoured that they are privy to all kind of secrets as a result. Not only of those things that live down in the depths, but also of those things that have sunk there over the years, from sunken ships to remains of past worlds.
  9. The Mazarium in Joria is home to a multi-generational construction that’s a map of the ocean, something that many would like to get their hands on one way or another. It’s rumoured that the Jorians will trade copies of parts of the map in exchange for things they need.
  10. There are three triangular towers rising above the rest of Joria, and they are used by the Jorians to send out a homing signal looking for their kithkind with a single repeated message. There are rumours that the towers are, in times of need, capable of doing more than just sending out a repeating signal.

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Beyond The Black: 100 Dread Scenarios On Stranded Starships is Deal of the Day

Beyond The Black: 100 Dread Scenarios On Stranded StarshipsBeyond The Black: 100 Dread Scenarios On Stranded Starships is today’s Deal of the Day on DriveThruRPG and has 50% off, reduced to $2.50. Click here to see it.

In addition, eight other supplements have 25% off for the next week starting tomorrow. Click here to see them.

100 Games to Play or Gamble on in a Fantasy Setting, 100 Encounters for the Fantasy Taiga (5E) and 100 Hooks and Rumours for the Crucible IV Now Available

100 Games to Play or Gamble on in a Fantasy Setting100 Games to Play or Gamble on in a Fantasy Setting, 100 Encounters for the Fantasy Taiga (5E) and 100 Hooks and Rumours for the Crucible IV are now available to buy on DriveThruRPG.

Games are still played in fantasy settings, whether for fun or to gamble on, and 100 Games to Play or Gamble on in a Fantasy Setting has 100 such that characters could encounter.

Taiga is cold, lowland and sometimes forested terrain closer to the pole and 100 Encounters for the Fantasy Taiga (5E) has 100 encounters for such that can be used to enliven a journey.

Characters can gain information from a variety of sources and 100 Hooks and Rumours for the Crucible IV has 100 things for them to hear. These can be used as background colour or as potential adventure hooks.

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Speaking of Sundara – Guns of Sundara: Fantastical Firearms in This Unique Setting

In this video on the Sundara: Dawn of a New Age setting, Neal Litherland talks about the two current types of firearms in the setting, and a potential third type.

Scratchbuilding a Cavalry Trap

This video shows how to make some cheap cavalry traps or stake trenches from foamboard, polystyrene, kitchen paper, toilet paper and cocktail sticks, usable in fantasy and even futuristic games.

D10: Things to Find for Sale in Moüd’s Dead Market

Dragonbone Necklace
Some artwork © Dean Spencer, used with permission. All rights reserved.

The Dead Market is found in Elmbarrow in Moüd, available for 5th Edition and Pathfinder, and sells charms, trinkets and services related to the dead. Here are ten things that could be found for sale, that may or, more likely, probably don’t, have any real use.

  1. Amulet made from brass adorned with colourful pieces of glass.
  2. Bone that’s been sharpened to a point at one end.
  3. Box containing powdered dust from a mummy.
  4. Coin that looks to be from before Moüd’s fall.
  5. Hand of glory that looks like the owner was dead for a long time.
  6. Leather necklace with teeth from different creatures strung on it.
  7. Pouch tied shut with a leather cord that’s said to contain an assortment of items that ward off undead.
  8. Ring made from a piece of polished bone.
  9. Skull that’s enchanted to make random comments to any question.
  10. Slender wand carved from a piece of bone.

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