Something Other Than Spiky Hair – Pixiv Fantasia

Anime is pretty much my second-largest hobby and has a decent influence on my imagination. Let’s talk about it, because its influence over me is extremely misunderstood, given most people think about anime artwork in significantly different ways than I do. I bet you think – schoolgirls, blue hair, katanas, robots, the cover to Big Eyes Small Mouth (which I hate, by the way).

As an anime fan into RPGs (and oh dear God, blogging about it, on a network about RPGs!) I am practically trying to dance a waltz in the middle of a minefield. It’s no secret that a sizeable chunk of the D&D hobby believes me (me as in an anime fan, though Wyatt fits too I think) to be a cancer that helped destroy their golden days.

This doesn’t stop me from doing the occasional post about anime stuff though.

We all have things that pop into mind when we think of fantasy roleplaying artwork (IE D&D artwork, I don’t talk about anything but that here).

Classic artists such as Jeff Dee or Erol Otus; more contemporary artists like Wayne Reynolds or William O’Connor.

I tend to think about guys with incomprehensible online handles. I guess I’m from the imageboard generation or something.

Pixiv is a japanese site, kind of like deviantart, where artists can post artworks for the wider world to look at, download, comment on, put in their favorites lists, whatever. However, it’s not really public, because you need to register a free account to be able to browse anything.

On safebooru, you can find a collection of stuff from Pixiv that you can browse without needing registration (and in English). It usually includes the best stuff, so I prefer it to using my actual Pixiv account (which I can only barely understand.) All safeboouru pages link to the original artist, so even if you have a Pixiv account you stand to profit from going local. (What.)

This post is about Pixiv Fantasia, a collaborative world-building group of Pixiv artists, who develop a collected body of fantasy work through their pixiv-submitted artworks. Worlds, scenary, backstory, monsters and heroes, quite akin to what we dream about over here as opposed to the stereotypical notion that anime is all about robots, schoolgirls and katanas.

A lot of people are doing collaborative worldbuilding on the RPG Blogger’s Network, so I thought, despite my limited ability (IE I don’t want to browse through livejournals picking up scraps of information that may or may not be true about an exclusively-japanese collaborative worldbuilding event I cannot accurately document in any other way) I would turn people on to this.

Even if we can’t grasp the story or the characters – the thousands of characters, seeing as any artist can submit something, and there are even artists allying their characters and so on within the world, advancing the story through more drawings, comics and whatnot – we can look at the images and maybe see something they hadn’t before. I know I’ve already surprised one or two people with images from Fantasia (I think it was this one and this one) who had never really seen what Japanese anime-style artists think and imagine as fantasy. Whether you look down on anime or not, I think it is worth browsing for a moment.

Or you can just flame me, I’m used to it by now.

As said before, you can catch the artworks on safebooru. Navigating in Pixiv is difficult, because there have actually been 3 Pixiv Fantasia “rounds” by now. Safebooru users, I’ve found, tend to be pretty discriminate in picking the highest-quality stuff. So for greater accessibility, I went with linking safebooru instead of Pixiv. If anybody wants a Pixiv account, I can try to help you through the registration and I can link you to the pertinent areas of Pixiv discussed here. It’s really not necessary though.


What 4e Needs Is Greywulf

This is a weird post, as you can see. It will also be a controversial post. Except maybe for Greywulf. I’m sure he’ll be happy.

I’ve been asked if there was anything that led to the creation of my last post, the one about breaking 4e. A lot of people saw the primal fury and indignation behind the oh so subtle humor there, and thought maybe a certain forum, or a certain post, had set me off. Why yes, loads of things had set me off by then.

*Warning, the following is apparently an attack on all 4e players, because I hate them just like I hate 4e. Old SkOOL 4everz*

Generally, I’ve become very disappointed with 4e players on forums to the point that I no longer really go to any forums except to troll or whore links out. And I fear that the wider 4e gaming hobby is becoming tainted with these virulent ideas, though thankfully the blogosphere is a last bastion in a sea of shit.

I said it on my twitter, I think they’re a bunch of pussies and they constitute an opinion which has bothered me, and which bothers others I know, and which likely bothers the wider D&D hobby as a whole. Hell, the wider RPG hobby as a whole.

It feels like most 4e players hate homebrew, hate imagination, hate change. They hate when others have fun unless the fun is  exactly the same as theirs, which is exactly the same as it says on the book. They’re not rules lawyers, they’re the rules supreme court, and they always vote for orthodoxy. They’ve been given a system that promised to be balanced, oh lord balance, and they treat it like a brittle pearl. Nobody touch, it’s bad to do so. You’ll make Jesus angry.

While some 4e experiments seemed silly to me at the time, like Greywulf’s old school 4e, now I see it differently. I think we need more Greywulf. We NEED things like that. We need weird homebrew, we need houserules, we need variants, we need new adventures, less standard formats and more wild stretches of the imagination. Because it’s like most 4e players I meet are  becoming like these colossal twats who are on forums telling other people not to be imaginative or daring. Because it’ll break the game. Oh lord breaking the game! Armaggedon is nigh, black horses will come down from the sky wielding spears of Diabetes.

Quick, everybody play H1 through to E3, it’s gaming the way God intended it.

I have contributed to this myself, and seeing others do it I regret having joined in.

Does 4e need houserules? No, god damn, I’m not saying that.

What I’m saying is that if somebody makes a houserule, or plays a variant, fucking let them have fun. I don’t care when somebody plays by the book. I care when that is thrown as an excuse to stifle creativity.

This won’t do anything because forums are full of shit, and I’m the last person to be offering anybody advice given the shallow pool of a reputation I have, but god damn this annoys me. My generally bad mood has only gotten worse lately. Somebody make  a forum that isn’t full of twats, please.


Might of Eden: Mythic Fighter

Ruthless ruffian, apathetic mercenary, servile soldier, honor-bound sword-wielder or stalwart, shielded knight, the Fighter is the icon of martial combat and one of the simplest and most common of warriors found in Eden.

Through training their bodies and learning time-honored techniques and traditions of combat, or merely through sheer brute force, Fighters can push the body to extraordinary feats, and in Eden their powers are bound by much less than they would be elsewhere. Some Fighters travel in search of opponents or adventures that can challenge them – a story can only become legendary due to the hardships presented, not merely the character behind them. Others are in it for money, finding that only through great risk can they put their talents to the best possible use and earn the best living. Many follow some code or lifestyle. The way of the sword, the law of the jungle, the thieves’ code, whatever moral is convenient or inspiring to them. More so than seemingly every other path a person can take in Eden, the Fighter’s path is about freedom and choice.

Of all Fighters, those that come closest to the legendary techniques and almost magical feats written down in the heroic tales of the land are most respected. Mythic Fighters unknowingly (or knowingly) call upon higher powers as they fight. Unnatural energies may be brought about by the valor of a Mythic Fighter, his aura burning with strength. With great control of his or her weapon and body and a mind sharpened by battle, not a single feat of athleticism seems impossible for one. A Mythic Fighter can be anyone with the right motivation and under the right pressures, and his powers can come and fade with the whims of the world. But when the circumstances are correctly aligned, through a combination of grit, training and practice, a Mythic Fighter becomes a legend of swordsmanship.

Features

Versatile Weapon Talent: You can take this feature in place of Fighter Weapon Talent. You have a +1 bonus to attack rolls with versatile weapons, and the extra damage dealt by the Versatile property improves to +2. You gain a +1 shield bonus to AC and Reflex defense when wielding a versatile weapon in two hands. You lose proficiency with hide armor, chainmail armor and all shields.

LEVEL 1 AT WILL POWERS

Chilling Flat Fighter Attack 1
Your hammer or axe smashes an enemy like a freezing blizzard.
At Will @ Martial, Weapon, Cold
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage. If the target violated your mark last turn, you gain a bonus to the damage roll equal to your constitution modifier. If you have an action point, you can treat this attack’s damage as Cold damage.
Level 21: 2[W] + Strength modifier damage.

Burning Edge Fighter Attack 1
Your sword or flail becomes flames as it smites your opponent.
At Will @ Martial, Weapon, Fire
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage. If the target violated your mark last turn, you gain a bonus to the damage roll equal to your dexterity modifier. If you have an action point, you can treat this attack’s damage as Fire damage.
Level 21: 2[W] + Strength modifier damage.

Piercing Point Fighter Attack 1
Your spear strikes fast as lightning.
At Will @ Martial, Weapon, Lightning
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage. If the target violated your mark last turn, you gain a bonus to the damage roll equal to your wisdom modifier. If you have an action point, you can treat this attack’s damage as Lightning damage.
Level 21: 2[W] + Strength modifier damage.

Leverage Of The Blade Fighter Attack 1
A single punishing sword is enough to drive back your enemies.
At-Will @ Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage and you push the target 1 square.
Level 21: 2[W] + Strength modifier damage.

Adamantine Charge Fighter Attack 1
You smash violently into your opponent.
At-Will @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs Fortitude; you can only use this power at the end of a charge in place of a melee basic attack.
Hit: Strength modifier damage and you knock the target prone.

Mithral Strike Fighter Attack 1
You swing your sword in an accurate, metered way at an enemy.
At-Will @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength + 2 vs AC; if you spent an action point this turn to take an extra action, the bonus improves to +4.
Hit: 1[W] + 2 damage.
Miss: 3 damage
Level 21:  2[W] + 4 damage and 6 miss damage.

Hidden Pain Fighter Attack 1
You smash your enemy’s side with violence that it can recover from – if it stays where you want it to.
At-Will @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage and if the target is adjacent to you at the start of its next turn and moves away, it takes your Wisdom modifier damage and becomes slowed until the end of your next turn.
Level 21: 2[W] + Strength modifier damage.

Iron Skin Strike Fighter Attack 1
You steel yourself for the retaliatory strike as you face down your opponent.
At-Will @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage and you can either gain temporary hit points equal to your constitution modifier or a +1 power bonus to AC against the first attack made before the start of your next turn.
Level 21: 2[W] + Strength modifier damage.

LEVEL 1 ENCOUNTER POWERS

Roaring Sweep Of the Chikuni Fighter Attack 1
You swing vertically in front of you, and the cries of each foe stricken resonate a thousandfold.
Encounter @  Martial, Weapon
Standard Action Close Blast 1
Target: Each enemy in blast you can see.
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage. If you spent an action point to take an extra action and used that action to make this attack, it is a close blast 3 and deals thunder damage.
Weapon: If you are wielding a Staff or Polearm, the attack becomes a Close Burst 1, Close Burst 3 if you spent the action point.

Lightning’s Fork Fighter Attack 1
You launch two terrifyingly fast slashes.
Encounter @  Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Standard Action Melee Weapon
Target: One or two creatures
Attack: Strength vs. AC, two attacks.
Hit: 1[W] + Strength modifier damage per attack.

Chakra-Closing Strike Fighter Attack 1
You shut down an enemy with a single attack while it was unaware.
Encounter @ Martial, Weapon
Immediate Interrupt Melee Weapon
Trigger: You can only use this power in place of the melee basic attack granted by your “Combat Challenge” class feature.
Attack: Strength vs AC
Target: The triggering enemy
Hit: 2[W] + Strength modifier damage and the target is dazed until the end of your next turn instead of being immobilized by your “Combat Challenge” class feature.

Fighter’s Territory Fighter Attack 1
You attack with such violence that your opponent knows it cannot get away or past you.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage and the target draws an opportunity attack each time it moves into a square of difficult terrain until the end of your next turn.
Effect: Squares you threaten are difficult terrain until the end of your next turn.

LEVEL 1 DAILY POWERS

Unchained Hellfires Fighter Attack 1
You discard strategy and trust in instinct, striking truer but forsaking defense.
Daily @ Martial, Weapon, Fire
Standard Action Melee Weapon
Target: One creature
Attack: Strength + 2 vs AC
Hit: 3[W] + Strength modifier damage. If you have an action point, you can treat this attack’s damage as fire damage.
Miss: Half damage
Effect: You grant combat advantage to all enemies until the end of your next turn.

Falling Sky Strike Fighter Attack 1
One cannot avoid a falling sky – only be hurled to the ground by it.
Daily @ Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC, two attacks
Hit: 1[W] + Strength modifier damage per attack.
Miss: Half damage per attack
Effect: The target falls prone. Until the end of the encounter, whenever the target moves, you can shift 2 squares, but your movement must put you closer to the target.

LEVEL 2 UTILITY POWERS

Unbreakable Body Fighter Utility 2
For as long as the spirits do not forsake you, you stand strong.
Daily @  Martial, Healing, Stance
Minor Action Personal
Effect: You have Regeneration 5 until the end of the encounter or for 5 minutes. If you have no action points, this effect ends.

Bound Off Fighter Utility 2
You bound off an object to reach higher ground.
At Will @ Martial
Requirement: You must be trained in Athletics.
Minor Action Personal
Effect: If you are adjacent to an object your size or larger, you gain a +5 power bonus to athletics checks made to jump.

Warrior’s Honor Fighter Utility 2
Your displays of chivalry can be of help in social situations.
Encounter @ Martial
Minor Action Personal
Effect: You have a +5 bonus to your next Diplomacy check made before the end of your next turn. If you are trained in Diplomacy, the bonus is +3 instead.

LEVEL 3 ENCOUNTER POWERS

Jade Gale Of The Muikara Fighter Attack 3
As your enemy’s flesh yields to your blade, a powerful wind tears him from you.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage, and you push the target 1 square and knock it prone. If you have an action point, you can spend it to teleport the target 1 + your Wisdom modifier squares instead and then knocking it prone.

Careful Volley Fighter Attack 3
You swing with an eye for accuracy, giving your opponent little chance to evade.
Encounter @  Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Standard Action Melee Weapon
Target: One or two creatures
Attack: Strength + 2 vs AC, two attacks per target
Hit: 1[W] damage per attack
Weapon: If you are wielding a spear, light blade, flail or heavy blade, you gain a bonus to the damage rolls equal to your dexterity modifier. If you are wielding a hammer, axe or mace, you gain a bonus to the damage rolls equal to your constitution modifier. If you are wielding any other kind of weapon, you gain a bonus to the damage rolls equal to your wisdom modifier.

The Absolute Blade Fighter Attack 3
Your technique can be brought to bear in an instant.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage and the target takes a -2 penalty to its next attack roll made before the start of your next turn or to one defense of your choice until the start of your next turn.
Special: This attack can be used in place of a melee basic attack granted by your Combat Challenge class feature, or at the end of a charge, or during an opportunity attack.

Stay Down Fighter Attack 3
You knock your opponent to the ground and beat it still.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage and you knock the target prone and it cannot stand up from prone until the end of its next turn, unless it chooses to take 1d6 + your strength modifier damage.

LEVEL 5 DAILY POWERS

Resounding Thundercrash Fighter Attack 5
Even should your blade fail, a terrifying howl tears through your enemy.
Daily @ Martial, Weapon, Thunder
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage and you push the target 2 squares.
Miss: Half damage. If you have an action point, you can spend it to have this attack deal its full damage even on a miss. You can treat this damage as thunder damage.

Climbing Sun Stance Fighter Attack 5
You push forward, moving as you strike.
Daily @  Martial, Weapon, Stance
Minor Action Personal
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Effect: Whenever you make a successful attack, you can make a melee basic attack against a different target than your other attacks. If this attack misses, you can shift 1 square as a free action.

LEVEL 6 UTILITY POWERS

Mystical Resurgence Fighter Utility 6
You aura burns with your passion and fury, renewing your strength.
Daily @  Martial, Stance
Minor Action Personal
Effect: If you spent an action point during this turn on a successful attack, you are treated as having an action point until the end of the encounter or for 5 minutes. You can end this effect to activate a power or ability that requires you to spend an action point, but not to gain an extra action.

Low Form Stance Fighter Utility 6
You invite attacks upon yourself so as to defend others.
Daily @ Martial, Weapon, Stance
Minor Action Melee 1
Target: One creature marked by you.
Effect: The target’s penalty to attacks that do not include you is equal to 1 + your Wisdom modifier. The stance ends at the end of your turn if you’re not within 2 squares of the target.

LEVEL 7 ENCOUNTER POWERS

Circle of Steel Fighter Attack 7
You force yourself into a formation before breaking it in a slashing dance.
Encounter @ Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Weapon: If you are wielding a staff or polearm, you can make this attack with either of them.
Standard Action Close Burst 1
Effect: You can shift 2 squares before attacking. You can shift through squares occupied by enemies, but must end your movement in an unoccupied square.
Target: Each enemy burst you can see.
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage.
Weapon: If you are wielding a spear, light blade, flail or heavy blade, you gain a bonus to the damage roll equal to your dexterity modifier. If you are wielding a hammer, axe or mace, you gain a bonus to the damage roll equal to your constitution modifier. If you are wielding a staff, you deal 1[W] extra damage.

Iron’s Song Fighter Attack 7
You feel the vibrations from all things living and nonliving, and your attack breaks through flawlessly.
Encounter @ Martial, Weapon
Requirement: You must be wielding a one-handed weapon.
Standard Action Melee Weapon
Target: One Creature
Attack: Strength vs Fortitude
Hit: 2[W] + Strength modifier damage. This damage ignores the target’s resistance to damage.
Weapon: If you are wielding a Mace or Pick, the target is slowed until the end of your next turn.
Miss: 1[W] damage. This damage ignores the target’s resistance to damage.
Weapon: If you are wielding a Mace or Pick, the Miss damage is 2[W].

Agile Charge Fighter Attack 7
Your charge, cleave through one foe and bound towards another.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Effect: You charge and make this attack at the end of the charge in place of a melee basic attack.
Target: One or two creatures
Attack: Strength vs AC, one attack per target
Hit: 1[W] + Strength modifier damage. If you did not move your full speed during the charge, you can charge at a different target that is a number of squares away equal to your remaining movement after the first charge as a free action.
Weapon: If you are wielding a polearm or spear, you add your wisdom modifier to damage rolls with both attacks.

Comet Throw Fighter Attack 7
You beat your target away with your weapon.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs Fortitude
Hit: 2[W] + Strength modifier damage and you slide the target 3 squares.
Weapon: If you are wielding an Unarmed weapon, you slide the target 2 + your wisdom modifier squares and deal extra damage equal to your wisdom modifier.

LEVEL 9 DAILY POWERS

Whirling Blade Fighter Attack 9
You twist your blade coming out of the strike, and your enemies are driven back.
Daily @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage.
Effect: You push the target 2 squares and shift 1 square. Until the end of the encounter, whenever you attack, you can push an enemy adjacent to you 1 square and shift 1 square. In addition, whenever you spend an action point to take an extra action, and use that action to make an attack, you can push all enemies adjacent to you 2 squares.

Sworn Sword of Fate Fighter Attack 9
Your opponent was meant to be stricken by your blade.
Daily @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: This attack always scores a non-critical success.
Hit: 2[W] + Strength modifier damage. Until the end of the encounter or for 5 minutes, the target is marked by you.

Sword Slip Fighter Attack 9
A frighteningly precise slash maims your opponent’s hand and causes its weapon to drop.
Daily @ Martial, Weapon, Reliable
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC
Hit: 2[W] + Strength modifier damage and the target drops one weapon it is holding in a square adjacent to it. Any creature attempting to pick that weapon up draws an opportunity attack from an enemy adjacent to it.

LEVEL 10 UTILITY POWERS

Spirit’s Wake Fighter Utility 10
Your essence burns within you, healing your wounds and giving you strength.
Daily @  Martial, Healing
Minor Action Personal
Effect: Spend a healing surge, and you gain a +2 power bonus to your next attack and damage roll before the end of your turn.

Aerial Strike Fighter Attack 10
You launch up and attack a target overhead.
Encounter @ Martial
Requirement: You must be trained in Athletics and cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Move Action Personal
Effect: Your next attack during this turn can target a creature flying 4 squares (20 feet) or less over any square adjacent to you, as though you were adjacent to it.

LEVEL 13 ENCOUNTER POWERS

Black Frost of the Kimkik Fighter Attack 13
A smashing attack from your weapon leaves your opponent reeling as though frozen.
Encounter @ Martial, Weapon, Cold
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs Fortitude
Hit: 2[W] + Strength modifier damage and the target is immobilized until the end of your next turn. If you have an action point you can treat this attack’s damage as cold and you can spend that action point to have the target restrained instead.
Weapon: If you are wielding a Hammer, Mace or Pick, the target is dazed instead of immobilized. It is still only restrained if you spend the action point.

Thumbscrew Strike Fighter Attack 13
Your blade weaves a deadly pattern in the air that slices wrists and fingers.
Encounter @  Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Standard Action Melee Weapon
Target: One or two creatures
Attack: Strength vs. AC
Hit: 2[W] + Strength + Dexterity modifier damage and the target takes a -2 penalty to attack rolls until the end of your next turn. If you marked the target, the penalty to attack rolls that do not include you as a target is 1 + your dexterity modifier.

Counter Cut Fighter Attack 13
The tip of your blade meets your opponent’s attack and unbalances it entirely.
Encounter @ Martial, Weapon
Immediate Interrupt Melee Weapon
Weapon: If you are wielding a staff, the range becomes Melee Weapon + 1.
Trigger: An enemy attacks you or an ally adjacent to you.
Weapon: If you are wielding a staff or polearm, the ally can be up to 2 squares away.
Target: The triggering enemy
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage and the target takes a -4 penalty to the triggering attack roll. If this causes the attack to miss, the target takes 1[W] extra damage.

Across The Eyes Fighter Attack 13
You swing your blade before the target’s face and temporarily end its vision.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 1[W] + Strength modifier damage and the target is blinded until the end of your next turn.

LEVEL 15 DAILY POWERS

War Brand Of The Tokoyki Fighter Attack 15
You exhibit incredible power and lay an irresistible challenge before an opponent.
Daily @  Martial, Weapon
Standard Action Melee Weapon
Effect: This power is “Reliable” as long as you have an action point.
Target: One creature
Attack: Strength vs. AC
Hit: 3[W] + Strength modifier damage and the target cannot attack creatures other than you (save ends). If you have an action point, you can treat this attack’s damage as necrotic damage which cannot be resisted.

Diving Raptor’s Talons Fighter Attack 15
You charge at the enemy with your sword in front of you, fearlessly driving them back.
Daily @ Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Special: You can use this power in place of a melee basic attack at the end of a charge.
Standard Action Close Blast 1
Target: Each enemy in blast
Hit: 3[W] + Strength modifier damage and you push the target 2 squares and knock it prone.
Miss: Half damage and you can shift 3 squares. You can shift through enemy squares this way, but must end your movement in an unoccupied square.

LEVEL 16 UTILITY POWERS

Climb The Clouds Fighter Utility 16
You build up speed and bound swiftly up a steep surface.
Daily @  Martial
Requirement: Must be trained in Athletics.
Move Action Personal
Effect: You shift your speed + your dexterity modifier, ignoring difficult terrain. If you walk adjacent to a sheer surface, you can continue your movement climbing it, but must end your movement on a stable surface or you fall to the ground.

Leap The Continent Fighter Utility 16
Your bounds are the stuff of legends.
Encounter @ Martial
Move Action Personal
Effect: You high jump 5 feet (1 square) per point of Dexterity or Constitution modifier (whichever is highest), or long jump your speed. If you have an action point, you teleport 4 squares instead.

LEVEL 17 ENCOUNTER POWERS

Stroke of Golden Fires
Fighter Attack 17
Your attack rends your opponent’s flesh, leaving him as though burnt stiff.
Encounter @ Martial, Weapon, Fire
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 3[W] + Strength modifier fire damage and the target cannot shift until the end of your next turn.
Miss: 1[W] + Strength modifier fire damage.

Blade of Uttercold Fighter Attack 17
The touch of your steel on an enemy freezes it where it standards.
Encounter @ Martial, Weapon, Cold
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier cold damage and the target is immobilized until the end of your next turn. The target can end the immobilization as a minor action by dealing 3d6 cold damage to itself.

Edge of the Hurricane Fighter Attack 17
You pull two enemies off their balance before making a brutal sweep.
Encounter @ Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Weapon: You can wield a staff or polearm for this attack despite it being a two-handed weapon.
Standard Action Melee Weapon
Target: One or two creatures
Attack: Strength vs Fortitude
Hit: You push the target 2 squares. You can shift 2 squares and make a secondary Close Burst 1 attack against each enemy.
Secondary Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage.
Weapon: If you are wielding an axe, mace or hammer, you can push the target 2 + your constitution modifier squares instead. If you are wielding a heavy blade, light blade or a flail, you can shift 2 + your dexterity modifier squares instead. If you are wielding a spear, staff or polearm, the secondary attack is a Close Burst 2 instead.

Indomitable Heart of the Apekar Fighter Attack 17
The passion in your heart burns away all pain and inadequacy.
Encounter @ Martial, Weapon, Healing
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage and you can spend a healing surge. If you were bloodied, you gain a +2 power bonus to AC and saves against Fear until the end of your next turn.

Frenzied Blood of the Asura Fighter Attack 17
With a resounding cry, you break free of a blight upon your body and use the momentum to deal great damage to an enemy.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage and you can roll a saving throw against one condition currently affecting you. If you succeed on your saving throw, this attack deals 2[W] extra damage.

LEVEL 19 DAILY POWERS

Sever The Heavens Fighter Attack 19
You leave behind the earth and cross blades with the sky.
Daily @  Martial, Weapon, Reliable
Requirement: You must charge and use this power instead of a melee basic attack. You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Standard Action Melee Weapon
Effect: You fly during your charge instead of moving along the ground and make an attack.
Special: If after your attack you are not standing on a stable surface, you fall to the ground.
Target: One creature
Attack: Strength vs AC
Hit: 4[W] + Strength modifier damage and the target is marked (save ends).

Water-Slicing Blade Fighter Attack 19
Your blade flows through an opponent, shaking its very core.
Daily @ Martial, Weapon, Lightning, Reliable
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 3[W] + Strength modifier lightning damage and the target is dazed (save ends).

LEVEL 22 UTILITY POWERS

Exceed The Second Sky Fighter Utility 22
You can leap across great distances with little effort.
At-Will @  Martial
Requirement: You must be trained in Athletics.
Move Action Personal
Effect: You can high jump 20 feet (4 squares) or long jump your speed.

Worldly Willpower Fighter Utility 22
You excise every malady plaguing you in a single act of grit.
Daily @ Martial
Minor Action Personal
Effect: You roll a saving throw against each effect on you that a save can end, and have a bonus to those saving throws equal to your wisdom modifier.

LEVEL 23 ENCOUNTER POWERS

Freezeflame Surge Fighter Attack 23
Wreathed in ice and fire, your weapon strikes in vicious step with you and forces back your opponents.
Encounter @ Martial, Weapon, Cold, Fire
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier fire damage, and you can push the target 2 squares and shift 1 square. If you do, make a secondary attack against a different target.
Secondary Attack: Strength vs AC
Hit: 2[W] + Strength modifier cold damage, and you push the target 1 square and it is immobilized until the end of your next turn.

Undaunted Challenger Fighter Attack 23
Your foe cannot escape your sight.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage and the target is marked (save ends).
Effect: If the target becomes invisible or hides, you have a +10 bonus to Perception checks made against it for as long as it remains marked by you.

Crossing The Red Gates Fighter Attack 23
You charge with great force, each strike you deliver pushing your opponent back until you’ve isolated it.
Encounter @ Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Weapon: If you are wielding a staff or polearm, you can make this attack with it despite it being a two-handed weapon.
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC, three attacks
Hit: 1[W] + Strength modifier damage. After each attack, you slide the target 1 square and shift to a square adjacent to the target.

Aura-Slicing Strike Fighter Attack 23
The things your blade cannot cut, do not exist.
Encounter @ Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs Will
Hit: 3[W] + Strength modifier damage and the target takes ongoing 5 damage (save ends).

LEVEL 25 DAILY POWERS

Ashura Stance Fighter Attack 25
Your aura rages as you suddenly seem to have numerous arms and numerous weapons.
Daily @ Martial, Weapon, Illusion, Stance
Minor Action Personal
Effect: Whenever you attack a target marked by you, you can make an extra basic attack against it that deals 3[W] damage as a free action, or you can make two extra basic attacks against it that deal 1[W] damage as a free action. Adjacent squares to you become difficult terrain. You can end this effect as a minor action.

Tide of Adamant Steel Fighter Attack 25
You smash an opponent away and catch up in a flash, batting the foe out of the air.
Daily @ Martial, Weapon
Standard Action Melee Weapon
Requirement: You must be wielding a versatile weapon in two hands.
Target: One creature
Attack: Strength vs AC
Hit: You push the target 3 + your strength modifier squares and shift that many squares, but you must end your movement adjacent to the target.
Miss: You push the target 3 squares and shift that many squares, but you must end your movement adjacent to the target.
Effect: Make a secondary attack against the same target.
Secondary Attack: Strength vs AC
Hit: 5[W] + Strength modifier damage.
Miss: Half damage

LEVEL 27 ENCOUNTER POWERS

Blazing Avalanche of Septinum Fighter Attack 27
You are suddenly covered in fell fires and foul frost, and strike upon your opponents in an instant.
Encounter @ Martial, Weapon
Standard Action Close Burst 1
Weapon: If you are wielding a staff or polearm, this attack is a Close Burst 2.
Effect: You can shift your wisdom modifier squares before making this attack.
Target: Each enemy in burst you can see
Attack: Strength Vs AC
Hit: 4[W] + Strength modifier cold and fire damage.

Secret Sword Fighter Attack 27
A pair of slashes appear on your opponent’s flesh, but from where did the blade come?
Encounter @ Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Minor Action Melee Weapon
Target: One creature
Attack: Strength vs Reflex, two attacks
Hit: 1[W] + Strength modifier damage.
Effect: The target treats all squares adjacent to you as difficult terrain until the end of your next turn.

Mythic Sword Fighter Attack 27
You need only draw your weapon to cripple your foes.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs AC
Hit: 2[W] + Strength modifier damage.
Effect: The target is Stunned until the end of your next turn.

LEVEL 29 DAILY POWERS

The Blade Anathema Fighter Attack 29
You swipe your blade against one enemy, but a storm of cuts strikes them all instead.
Daily @  Martial, Weapon
Standard Action Close Burst 5 centered on one adjacent enemy.
Target: Each enemy in burst
Attack: Strength vs. AC
Hit: 4[W] + Strength modifier damage.
Miss: Half damage

Full Attack Fighter Attack 29
Resolute, you drive forward and launch a brutal onslaught.
Daily @  Martial, Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Standard Action Melee Weapon
Target: One creature
Attack: Strength vs. AC, four attacks.
Hit: 1[W] + Strength modifier damage per attack.
Miss: Half damage per missed attack

Paragon Path: Nati Rondo Adept

My sword is a part of my body; I feel through it, I see through it, my blood flows through it.

Prerequisite: Fighter, 11th level

You are an adept of the Nati Rondo school of swordsmanship, a brotherhood with no masters or organization, only teachers and students. The only constant is the belief in lightly armored and unencumbered fighters wielding versatile weapons. The Nati Rondo teaches ways to increase one’s speed and ability to endure pain, while advancing the arts of the body and sword, learning time-honored traditions of battle while pushing the boundaries of swordsmanship ever further.

Nati Rondo Adept Path Features

Adept’s Action (11th level): Whenever you spend an action point to take an extra action, you can shift 2 squares before or after using that extra action.

Breathing Skin (11th level): You add your Constitution modifier as a bonus to AC while wearing cloth or no armor.

Elusive Step (16th level): You gain a +1 bonus to speed and can shift 1 square as a minor action once per turn.

Signature Technique (20th level): You can choose a Level 15 or 19 Daily Melee Weapon power from any class with the martial power source (barring Paragon Paths) as your Level 20 Daily Path Power. You can rename that power as you wish.

Nati Rondo Adept Powers

Iajutsu Focus Nati Rondo Adept Attack 11
In an instant, you’ve drawn your weapon and sliced past your opponent.
Encounter @ Martial, Weapon
Standard Action Melee Weapon
Requirement: You cannot be wielding a two-handed weapon, wearing heavy armor or a shield.
Target: One creature
Attack: Strength vs AC
Hit: 3[W] + Strength modifier damage and you can shift 2 squares. You can shift through an opponent’s square, but must end your movement in an unoccupied square. If you drew your weapon in the same action you used to make this attack, it deals an extra 1[W] damage.

Invulnerable Skin Nati Rondo Adept Utility 12
Your body shrugs off even powerful blows.
Encounter @ Martial
Minor Action Personal
Effect: Until the end of your next turn, you have Resist 5 + constitution modifier to all damage.


Story Inspirations: The News

This is a short post and I apologize for it, but I just wanted to highlight a little story I was linked to that could offer some game inspiration. It is a true story, and a very sad one that shows just how contemptible people can be over trifling matters. It was linked to me by my high school AP English teacher, and it’s here. No need to log in or anything. While it is difficult for a game master to handle such subject matters in a way that won’t offend the gamers at his table, this article both serves to highlight issues that are real, the cultural problems that lie behind those issues, and the human response towards them in a way that evokes emotion.

While I may run the risk of seeming perverse in drawing inspiration from such a tragic and abominable situation, I always keep my eyes out for such things because at the end of the day, real, tragic, abominable situations make for memorable games. I’m working on another post and don’t have time to elaborate on how I would handle using such inspirations (I am blessed with friends that are infinitely difficult to offend no matter how crass I am, so this isn’t a problem for me) I may do so at a later date. In any event, I hope the situation in China may some day come to a conclusion, but I can’t really muster much hope or confidence in that really.


Review: The Open Game Table

Man, I haven’t done these in a long time. I wonder if I can even remember how to do one anymore.

Oh, right, right. Wait one moment. There we go.

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Intro: Wyatt, in my book? Get out.

The Open Game Table Anthology of Roleplaying Game Blogs has a fucking long title, but you can kill two words of that by contracting the RPG. Yeah, I know I’m a genius. Yale’s missing out.

More importantly, it is a collection of “the best RPG blog posts of the year” which is in quotes because of the subjectivity involved in choosing the best absolutely anything. One reason I know the best ones aren’t there is because I’m featured in this book once and those pages could have gone to somebody else.

In fact this just baffles me. Let’s do those calculations for a moment and see how it figures out.

Book – Wyatt = Collection of the best RPG blog posts of the year.

I could see that one happening.

Now,

Book + Wyatt = Collection of the best RPG blog posts of the year?

Yo no comprendo, amigos. What is this foreign notion assaulting my brain? People consider me to produce content of…quality? These alien emotions that are overcoming me…are they pride? Satisfaction?

My friends, I fear apocalypse must be nigh. I must secure a case of Jaggermeister because for once I feel I have accomplished something. And I cannot feel happy, or the world will be destroyed. God told me this in a dream, before apologizing for the three dogs, six fish, the two nice SUVs and for that one time where a child was ran over while I watching the traffic.

He did not apologize for my Economics or Architecture classes, saying those were necessary.

The above paragraphs were necessary and because godliness is next to godliness, I will not apologize for them.

Sign My Grievances

Now, two things. I got this book for free, so necht. (That’s a disapproving sound, kinda like a nyeh.) Secondly, this book was put together entirely of volunteer work, the most admirable of which I believe to be the efforts of Jonathan himself in coming up with the idea and pushing so hard to get it done. I greatly thank all the people involved in the book and don’t want to diminish their hard work in any way.

So as a disclaimer, I like the book. I don’t think it is possible for me NOT to like it. Go out and buy six, including one to go back home to everyday, one to make love to, one whorish one you go out with behind the other’s backs, one to hide in a secret treasure chest, one to send to a starving child in Africa, and one to read.

But I’ve always said that I don’t like the kind of short pat-in-the-back reviews that get thrown around the internet, so I’m going to dig my claws in it. You can leave now if you don’t want to see blood spurt around. Because that’s the name of the game.

To begin, the cover of the book is astoundingly nice. Beyond that we get a foreword by Wolfgang Baur. Wolfgang Baur is the author of a bunch of stuff I haven’t read. This happens a lot to me lately. I tried to read the foreword, but I could tell what it would say from the first sentence. There are a select few special forewords that actually make you want to read the book or tell you something insightful. Then there are forewords that pat everybody in the back, make football team secret handshakes and tell the players to go get those sons of bitches and win the trophy. Aside from learning that AOL sucked, which I could not have guessed from their quality services for the past 3 million years, this was a football foreword.

In fact, the last part of the foreword should’ve been the entire thing. It would have been fucking awesome that way. You see this massive page completely empty save for the words “Damn, we are smart, fun, sexy and darn good-looking.”

Now that’s a foreword I can get behind. Fucking salute, Mr. Baur. You are as wise as you are succinct.

The book has 10 sections. The first chapter is on play style. One thing I noticed in some of the posts is that a level of jargontastic acronyms were left behind and untreated. For example, I know what the fuck OF&F is (…wait, I don’t) but somebody picking this up who might not be as internet savvy as us (which is one of the points of the book, to bridge the gap) may not know what it is and be instantly confused. This was in the first sentence of the first paragraph of the first post of the first chapter of the book. I’m not sure, but I think it sets the wrong tone to start with a possible WTF moment.

Yes, the OF&F thing doesn’t feature prominently in the reading, but it’s a road bump that didn’t have to be. Further down, we have things like OD&D (easy), M&M (wat) and this is, again, the first entry in the book!

A couple of bloggisms were left in the text which, while preserving the authenticity of the work as blog posts, seem like a bit, I don’t know, silly? I use the word silly to describe many things, so let’s go with silly. Things referring to comments, for example. I’m sorry Ben, my man, but I can’t leave a link in your comments, bro. I have yet to master the psyschic techniques necessary to do that through a book. Now, in the interest of fairness, perhaps we’re looking for readers to go online and fullfill these requests for comments at the original post. Still, it seems pretty odd.

The second chapter is game play. I’m the kind of guy who would’ve just rolled that into play style and called the entire thing Game Play, but sure, let’s roll with it. Then later we have players and characters…okay, so the last two were about DMing, perhaps it’d have been better to label it that way?

These sections have some great information if you’re willing to sit down and read it, but I can’t give a lot of feedback on that because, I read the before. For me, this book is something I pick up every once in a while for specific things, not something I read cover to cover. I think perhaps catering to people looking for those “specific things” via use of clearer labeling of sections could have been worthwhile.

The artwork varies. I don’t even want to say what I really think about some of it, but there are some legitimately fuck-awesome pieces in there. Then there’s…yeah. Let’s just keep quiet. (Art is one of those things I don’t like talking about much, especially volunteered artwork. I’ll take what I can get – except from White Wolf. To them, I show no mercy.)

4e Ate My Neighbors

Skipping ahead, the Classes, Action and Equipment section might as well have been called the D&D 4th Edition section. I have nothing to complain about, because I don’t care about the other D&Ds one bit, but for those that do, this section was pretty grossly mislabeled. People looking for some old school D&D variants (I know there are least a dozen different thiefs out there), or for 3.5 prestige classes or something (for whatever bloody lunatic reason you’d want MORE of those) would have thrown the book against the wall.

The book lied to these people. Maybe folks for the older editions don’t get at brewing new classes and equipment very often (or at least they don’t post it), but in the future, maybe there should be a bit more effort into including things for D&D editions other than 4e. Even if I think they could all sink in a pit of sludge. Though I’m thinking the old-school guys would probably rather submit their stuff to all the fanzines they have right now, rather than posting them on their blogs to perhaps represent their community in a blog anthology. So the problem will probably persist.

Another thing was that the monk class was really damn long, I kept wondering when it was going to end, it seemed excessive. I think in the future, it might be prudent to have some guidelines on this kind of thing. Have, say, one build per class (two powers per level) and two paragon paths and a few feats in there, and tell people that there’s more at the blog. In my case, there wasn’t more, but for the Monk, I think it could have benefited from being an abridged work rather than the full monty.

The older set, however, received their spotlight in the RPG History area, which had all the makings of “Grognards, sign here” except for like, one inclusion way at the back.

In fact, I think I’m kinda ready to name my new and improved indexing scheme. Broad sections with the article titles beneath:

Chapter 1: DMing RPGs

Chapter 2: Players And Characters In RPGs

Chapter 3: D&D 4e, Take It Like A Fucking Man Or Leave

Chapter 4: Get Off My Lawn Or I’m Calling The Police You Fucking Good-For-Nothings You Have No Respect*snip*

Chapter 5: Tutorials

Finally we get to the end of the book, which has a big list of all the RPG Blogs on the network at the time of publication.

Hey, mine’s in there.

The Sprits Of Eden

>Sprits

>SPRITS

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I simply cannot catch a break, can I.

At a price of 20 bucks, the book is very reasonable for the content it includes, including a full D&D 4e class, a full build for an existing class, loads and loads and loads and metric fucktons of WORDSWORDSWORDS about DMing and playing RPGs, and even a few lectures about the inadequecy of your age.

Until next time, I’m Wyatt Salazar, and I think I can die happy now.

No, I’d probably still be miserable.


Announcing: Spirits of Eden Legacy Edition

Wyatt is going old-school.

I will spare you loads of carefully reasoned argumentation on the subject that I know you don’t want to read, and get straight to the point. After careful consideration, I have seen the light and decided to embrace my wise brethren in support of the Old School Renaissance movement by creating a Spirits of Eden campaign setting that would support Swords and Wizardry (with an OSRIC version to follow as soon as I can give it a more thorough look-through), instead of D&D 4th Edition.

Of course, in order to support the venerable traditions of The Old Ways™ in all of their wisdom and truth, major changes must be made to accommodate the designs of these much purer, more wholesome game systems. Spirits of Eden will go through a metamorphosis to remove all the dreaded anime, world of warcraft and other blights incompatible with La Gran Tradicion as my latino old-school brothers out there would refer to it.

1. Adventurers cannot be hopeful, young, competent or trustworthy – unless they are Paladins, which is an exception. All mentions of a race possessing above-average physical beauty or exotic looks will be nixed, as all adventurers are now buck-toothed, angry middle-aged (no less, who ever heard of a young adult doing anything productive in life?) cutthroats engaged in heavy poaching of the spirit-animals that are so ever-present in Eden.

Unless they are Paladins, as previously mentioned, who through the unlimited divine power of faith can accomplish anything.

Humans, elves and dwarves will be the dominant races in the setting, reversing the current story wherein these races are completely in decline and the more exotic demi-humans are the ones running things. I don’t know what I was thinking bucking these Tolkienesque traditions, which lie at the very soul of the game.

2. Athirua as a race will be relegated to the random chance tables when rolling for whores. No player characters can be Athirua, as they are too “mary sue” and “stupid” (to use the wise words of my many dear emailers) to be allowed.

3. Spirits will now be referred to as Spirit-Animals and interacting with them will always be fraught with danger. No friendly relationships can occur between them and CERTAINLY no PCs can EVER take a Spirit-Animal as a hireling, henchman, follower, anything. The Spirit Oaths system will be dissolved in its entirety, as buck-toothed angry adventurers can only ever hang out and befriend others of their kin, being that they are all gold-hungry outcasts in society.

Except Paladins, of course.

4. More traditional monsters, such as kobolds, goblins, orcs, ogres, dragons, rust monsters and mimics will populate the numerous dungeons that will be scattered all across Eden’s surface (soon to be depicted in a gorgeous black and white hex map!) in place of all the new-age exotic bullcrap that was previously tainting the setting. Spirit-Animals will be rarer, but still present, and an ever-looming danger on the many random encounter tables. Spirit-Gods with more realistic dogmas, who look down at the world from the clouds (as opposed to inhabiting the land) will replace the 9 Greater Spirits.

5. The large nations of Eden will be dissolved into numerous kingdoms and smaller governments, and the entirety of Selvage and Sargasso will become blank hexes for the PCs to set up domains in once they reach proper levels. IF they ever do.

6. Each location write-up will have detailed information of which of the many classic modules you have already played 17 times each can be set in that location. Because the 18th go is always the sweetest one! Except for the 19th. And the 20th. And the 21st.

7. An effort will be made to introduce numerous puns into many of the setting texts.

8. There will be no new powers for the Fighting Man, Thief, Paladin, Cleric or Magic User in Eden. Your favorite classic characters will play just as you have played them all of this time. Bards do not exist in Eden because nobody likes them.

9. A comprehensive reading list on the societies of the Ainu, Australian Aboriginal peoples, African tribes, and Indian religions will be added in an Appendix so that you may seek essential information on simulating the religions and beliefs of the Eden world in as perfect a way as possible. When possible, the game text will have citations that provide authenticity.

10. New modules will be written for Spirits of Eden, such as “Journey To The Forest of the Mad Muikara,” “Keep On The Winterlands,” “Castle of the Mad Spirit-Priest,” and “Return Of The Journey To The Temple Of The Mad Muikara Priest.”

The last one will be a megadungeon project, a level of which shall be completed each day over the summer. If anyone wants to collaborate with me on this project, shoot me an email. We may even get it printed on Lulu after it’s done.

It is my hope that with this endeavor, I can finally join the rest of the enlightened world in playing D&D as Mr. Gygax intended for it to be played. I can only hope that my brothers will forgive me for my sins up until this point, and trust that the alchemy which has taken my soul from the grasp of the corporate hate-mongers is pure and true.


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