Category: Writing
The Crossing
The Wanderer rocked violently, a fragile speck in the vast, storm-beaten waters. Spicer, the captain, stood barefoot at the helm, his wiry frame braced against the ship’s shuddering frame as waves slapped mercilessly at the hull. A deep-set grin carved into his face despite the danger, he looked more at ease here, at the edge of disaster, than he would lounging in a courtly bed.
“Wizards,” he muttered under his breath, eyeing his three passengers who clung to the mast in various states of distress. “Fools, more like.”
Makaira, the once-was court wizard, clutched the tail of a line in a white-knuckled grip, his cloak pulled tight against the biting spray of seawater. He had wrapped this line three times around his waist. He was a tall, fussy man, ill-suited to the hard edges of the Wanderer and already regretting every boast he’d made. “I tell you,” he had declared to King Frey, “I shall find a dragon, speak with it, perhaps even bend its will to serve you.” And now, barely a day out of Saaland, he feared it would be the waves he’d bow to instead.
Beside him, Joy—a newly appointed wizard who had only recently left the comforts of her study—wavered on her feet, clinging to the mast with one hand and her hat with the other. The wind had whipped her dark hair into a frenzy, and her face was pale, her eyes darting between Spicer and the horizon, as if uncertain which held more danger.
And then there was Shei, a bard whose life of small misdeeds and worse luck had somehow landed him on this ill-advised voyage. Lounging near the prow, he had hooked a leg under a plank, securing his weight. Even as waves broke over the sides, he hummed with a half-hearted bravado, masking his own unease with a forced grin.
“We’ll be fine, Makaira,” he said, though his voice shook. “Spicer knows these waters, don’t you, Captain?”
Spicer chuckled darkly, his eyes fixed on the storm-laden sky. “Know of them, aye. But that don’t mean they’re kind. The Crescent Isle’s just beyond this fury,” he added, as if that knowledge alone would steady the groaning timbers of his ship.
Makaira shifted uneasily, his pride deflating with every lurch of the boat. “You assured me this crossing was… challenging, but manageable. I had no notion it was—”
“I didn’t reckon you’d care to know just how many bones lie beneath this stretch.” Spicer’s gaze was unforgiving. “These waters don’t welcome travelers lightly, wizard.”
As if summoned by his words, the waves grew fiercer, rolling over the Wanderer and crashing against the deck. Joy lost her grip and stumbled forward, barely catching herself before falling overboard. Shei lunged, grabbing her arm with a quickness that betrayed his deftness.
“We’ve made it too far to drown here,” Shei muttered, helping her steady herself. “And Makaira’s got dragons to charm, remember?”
Joy gave him a weak smile. “If we make it to the Crescent Isle in one piece, it’ll be a miracle, let alone finding a dragon.”
Spicer’s laughter cut through the howling wind. “If dragons hear you coming, they’ll laugh just as hard, I’ll wager.” He pointed to the horizon, where a shadowed line of cliffs was barely visible through the mist. “There it is—the Crescent Isle.”
Makaira’s eyes brightened. “At last! There, do you see it?” But his excitement faded as the waves grew more chaotic, as if some unseen force stirred them into a frenzy. “Captain, are we safe to approach?”
“Safe?” Spicer snorted. “No one’s ever ‘safe’ here, wizard. The Crescent Isle’s got a hunger for men and ships alike.” He glanced at Shei, who had gone back to picking his fingernails, his expression tight. “Shei, best play a tune for luck, if you know one.”
Shei shook his head but began to sing, the faltering notes wavering over the chaos of the sea. Makaira muttered incantations under his breath, his fingers tracing symbols in the air. The wind shifted, and for a brief moment, the storm seemed to calm.
But then, as if mocking their efforts, a monstrous wave rose, its peak foaming with rage. It crashed into the Wanderer, sending Joy tumbling and nearly knocking Makaira from his seat, though the line held fast. Shei was drenched, the notes silenced, and even Spicer looked grim as he fought to keep the boat on course.
Makaira clung to his staff, his eyes wild. “Can’t you do something, Captain?”
“Against the sea?” Spicer barked a laugh, though his knuckles whitened on the wheel. “Not even your dragons could tame these waters.”
As if in response, the shadow of a cliff loomed closer, jagged and unforgiving. Crescent Isle had them in its grip, pulling them forward with an invisible hand. And then, as they drew near, the waters abruptly stilled, the fury of the storm falling away into an eerie calm.
Joy looked up, her face pale. “Did… did we make it?”
The Wanderer drifted forward, its timbers creaking in the silence. The air was thick, almost oppressive, and the island loomed ahead, dark and foreboding. On the shore, shadows shifted, half-seen shapes flitting between the twisted trees.
Makaira’s voice was barely a whisper. “This is… Crescent Isle.” He shivered, feeling the weight of the island’s silent watchfulness. “Captain, I… I thought there would be… people.”
“People?” Spicer’s grin returned, sharper than before. “This isn’t Saaland, wizard. The Crescent Isle’s folk don’t welcome strangers. You wanted dragons, did you not?”
Makaira’s bravado faltered, his gaze flicking to Joy and Shei, both as uneasy as he was. But he forced himself to nod. “Yes. We’ve come to parley with dragons. To serve the King.”
Spicer’s laugh was hollow, echoing over the silent waters. “Then you’d best be prepared, wizard. For the Crescent Isle holds no love for fools, nor for those who seek to stir its ancient spirits. Remember,” he said, as they began their slow approach to the shadowed shore, “dragons don’t bargain. They devour.”
The Wanderer drifted closer to the land, the shadows deepening, and the ship slipped silently into the protected lagoon of the Crescent Isle. The air thickened with a silence that held not just menace, but an ancient promise of ruin for those foolish enough to seek what should never be disturbed.
Spicer set an anchor and then collapsed onto a pile of nets. “Now we wait,” he warned, “No-one sets foot on this Isle without invitation.” The other three peered at the silhouette of the land before them and there was no-one to be seen.
Languaging and the Naming of Things
One of the important things for the World is familiarity. I remember reading a great (and hefty) first RPG by a Scottish crowd and one of the things I remember most is not their evocative prose or the art which captured the sort of neo-victorian fantasy world, but that they took the time to use different names for things like “sword”.
You gotta makes changes where it matters but also remember that the language you’re using to write the game (British English in this case) is different to the language they’re using in the world (which I’ve named ilsien). Things will be translated if they’re common enough. It was one of the issues I had with Skyrealms of Jorune, which being one of my favourite games, I tried to foist on players a couple of times. And while they got to grips with Thriddles, Shanthas, Muadra, Dyshas…they struggled with Shenters, Iscins and Incleps.
So, language has to be “common” but there has to be rules for adding new words.
Below are a list of the words I’ve used so far and the meaning for them. This will be the start of the Lexicon.
Places
L-ilsien – the name for the archipelago, containing all of the domains who are enjoined to the Shining City and the Court.
Inis – a city on the northmost coast of the island of Erea
The Shining City – city on the eastern coast of Plattesaal, home of the Court
The Court – political centre of the isles, where all Princeps and Families attend
Privetch – city on the North coast of Prive, an island south of the Saaland
Saaland – a large island with the most important cities
Plattesaal – the flatlands on the eastern side of the Saal range
Hindersaal – the rural western side of the Saal range.
The Saal – a mountain range reaching across Saaland
Lenut – a small village on the western side of the Saal located in a dense and lush forest
Alben – port town on the north coast of Saaland
Erea – a large crescent-shaped island east of Saaland.
Losung – a volacanic island south of Erea and East of Saaland
Terona – a small island between Erea and Prive
Wizardry
Wizards – the spellcasting caste of L-Ilsien society
Wizards Staff – symbol of a Wizards craft
Charms – small, usually non-magical tokens, necklaces or bracelets. May be imbued with wizardry to provide protection or other small advantage.
Runes – written language representing concepts in the True Speech which may accompany a small instance of wizardry. If used with actual wizardry, the roll gets a +1 boon (not stackable)
- Shoth – the rune for Courage
- Lir – the rune for Freedom
- Sakkin – the rune for Sharpness
- Seher – the run for Protection
Signs – these are like charms, but used by simpler folk. These can be enhanced by wizardry and provide a +1 boon (not stackable)
- Hold – this movement of an open palm to close the tips of the fingers is used to evoke silence among those who see it.
- Ward – the open palm with the thumb tucked to the centre, pointed at whatever offends you – this operates as a shield. Reflexively used when people don’t like something, it can act as a magical defence.
- Calm – placing your left hand, palm to their right, fingers pointing to your right on the head of someone else can help, if they are willing, bring them into a meditative state.
- Spit – spitting at a person is a surrogate for a curse. Used along with a rhyme by children.
- – thumb and first finger, held aloft is a sign of defiance and resistance. The meaning is lost to time, but it is most often used by disobedient children when called to bed.
The Guild – the organisation responsible for training, certifying and policing wizards
The Hall of Scrolls – a large library of papers, scrolls and books
The Questioner – one of several mentors within the Guild
Ilsien – the language and the people of L-ilsien (the speakers)
True Name – the secret name given to every person at their majority
True Speech – the language by which the world was made, the root language of all
The Balance – the metaphysical representation of how much change a Wizard can make in the world before there are consequences
Becoming – the simple ceremony of giving someone their True Name at their majority
Unbinding – the Last Rite given to the dying where their name is taken back and their spirit is set free to be reincarnated from the Sunless Lands
Handfasting – the non-magical rite where a couple bind themselves together (with symbolic string or rope) as a form of marriage. This rite is renewed after 1 year, after 3 years and after 7 years.
Bane – any wizardry used to harm another.
Things That Go Bump
Dragons – older than writing or speech, the Dragons are forces for the Balance, attracted to Imbalance, representing air and fire. Millennia old, knowledgeable and fearful of their True Names being discovered.
Old Ones – older than writing or speech, the Old Ones represent darkness and earth. They are ravenous for worshippers (who become their agents in the world) but despise light. They can invade the dreams of those close to their temples, creating nightmares of tentacles and unbound malleable flesh.
Kobalos – creatures of darkness who service the Old Ones in their dark places. Smaller than humans but capable of dark wizardry. They despise the light but can cloak themselves in the flesh of others.
The Silver Lake – the metaphysical representation for the barrier between the Living and the Sunless Lands (this was the Black Gate but I’m rethinking it.)
Sunless Lands – the realm of the dead, a static and unchanging place of eternal twilight with no sunshine or stars where the spirits of the dead wait to be reincarnated
Shades – spirits who, for whatever reason, retained their name after they entered the Sunless Lands. They roam these lands, retaining their memory, oftimes resenting the living.
Revenants – a shade which has managed to return through the Black Gate. They often re-inhabit their previous body but can also occupy the bodies of others.
Talking to Dragons
Dragons of all shapes and sizes occupy this world but due to the spread of wizardry, they are most often found on remote islands or on lonely peaks. A solitary race of oviparous hermaphroditic flying lizards capable of parthenogenesis and, when mature enough, breathing fire.
It takes a dragon over a hundred years to go from hatchling to hazard and live for thousands of years. When younger, they are much quicker and only with maturity do they become more sedentary. They consume around 1 hefty meal a month and spend much of their time sleeping while they digest it. Their conflict with people comes from how they source their meals – usually from livestock but it is not unknown for them to take people (as they only consider Wizards to be intelligent).
Dragons speak the True Speech, part of the song which separated the lands from the seas and sky, but their words do not change the world as wizards do. They do not work wonders, they are wonders.
Dragons guard their True Name even more than Wizards do. Their vulnerability to wizardry means they are hesitant to cross Wizards of the Guild. They’ll be much keener to negotiate and keen to share their experience. Dragons don’t just talk, they gossip, building a skein of history lasting millennia.
It therefore takes courage to seek a dragon out and it is a fools errand to do so without a Wizard. Beware of anyone claiming to be a Dragonslayer.
(all this and more on the Patreon)
The 23rd Letter 3rd Edition
So, we have been working a lot on this. The rules are probably 90% complete but we keep finding little places where we think a rule or guideline is needed. Like today it was clarifiying how Hideouts function mechanically in relation to Heat from the authorities.
We are starting to look at design and layout and starting to put together an art list. Art? I mean, there was zero art in the first two editions. Yes, there will be art in this edition. Some of the new concepts need some art to illustrate.
Changes we can talk about?
- It’s less of a gun game. We have greatly simplified this.
- It’s still lethal. It’s easy to be taken out of the fight.
- We have changed the system considerably
- Psychics are much more powerful, but still vulnerable
- Greatly expanded rules for running the Network
- Oh, the metaplot. Play it or ignore it. There’s a metaplot
And we are looking for a couple of playtesters. Get in touch.
Return to Jorune
I am in the middle of a writing project (Twilight Invasion, if you must know) but this just means I have extra procrastination for other writing projects. I’ve written about Jorune before. There’s some activity on the Jorune Facebook page for a resurgence into the BRP version but honestly I don’t think I can face rolling a d100 again. It’s too heartbreaking.
From Wikipedia
“Skyrealms of Jorune was based on a science-fantasy background (of the planetary romance subtype) created by Andrew Leker, initially for a school writing assignment. The setting was somewhat comparable to the Barsoom of the John Carter novels of Edgar Rice Burroughs, in that it was a barbaric fantasy world populated by sword-wielding heroes who encountered strange alien beings and technologies.”
What appeals with Jorune?
Jorune is a multi-layered tale. Humanity is shipwrecked and orphaned. An indigenous alien, possessed of dangerous quasi-magical species is passive and hostile. Complex narratives on bio-engineering and the sanctity of nature versus colonialism and cultural integration. And an amazing community of creators and Gas who have put together so much more than was originally envisioned.
What’s less appealing with Jorune?
The older rules sets are awful but the real elephant in the room is the status of the intellectual property itself. It’s been handed from pillar to post – the old creators aren’t interested and don’t seem to be friends and it’s languished for decades in a perpetual no-mans land.
Soooo…
So, I figured why not do what I’ve been doing with many of my other games and convert Jorune. Or at least provide a model for it.
Background
I can’t help you much here. There’s plenty of materials out there for learning more about Jorune. You can also still buy the older Jorune rules from Chessex.com which, frankly, I would buy again just to make sure I had a copy. The rules are outdated; the content is gold.
Over a thousand years ago, humans arrived on the planet Jorune and came into contact with the native Shantha. Jorune had had at least one previous colonisation attempt in the past and the Shanthas reacted gracefully. However a civil war on Earth cut off contact with the humans on Jorune and in their panic, they trespassed onto Shanthic sacred lands, sparking off a violent war between humans with advanced Earthtec and Shanthas with their devastating Dyshas. Everyone lost that war and the Shanthas retreated into a seclusion as a dying race.
Jorune is a unique world due to the ambient energy that flows through and around the planet, called Isho. According to the Shanthic religion, each type of Isho has a colour which they associate with the moons of Jorune and with the different capabilities of the Isho forms. Some can be used to hurt, some to heal and some to form shields or create warp gates. The Skyrealms, for which Jorune is most famous, are floating islands which move above the land on currents of Isho, held aloft by naturally occurring crystals which focus the Isho stream into movement. Isho is the fuel for Dyshas and dyshas are strongest in areas with high Isho flow.
The game is set much later when humans have settled into Jorune as their permanent home. Their upper class, the Drenn, are selected from useful citizens who have completed Tothis (a community service). There are three breeds of humans (pure, Muadra and Boccord.) Pure humans can use Earthtec with no issues. Muadra can weave Dyshas and Boccord can interfere with Dyshas.
In essence, there are multiple races, some native, some migrant and some uplifted. Some of them (Shanthas, Crugar, Woffen and Muadra) can weave Dyshas (magic) and some of them can Interfere with Dyshas (those who have that skill are called Hishtins).
System
The system I propose is similar to the SixSimple I’ve posted about before.
Keys and Flaws
Each character chooses 5 Keys. These can be chosen from background prose, written as a list or selected in play. A sixth Key can be chosen if the player decides the character has a flaw. No, it’s not very good game balance but who said things had to be balanced? Each Key is an advantage for the player in resolving conflicts. If choosing the Key in play, you must start with at least one.
Conflicts are abstracted into multiple rounds of a blackjack-type mechanism. The first to reach or exceed 21, wins the round though players are limited in the number of cards they can spend based on what’s in their hand and how many of their Keys they can bring into the conflict.
Unopposed conflicts
If a conflict is unopposed, the Referee may still require spending of cards, needing a target number for success. 7 for easy, 14 for hard, 21 for impossible.
Opposed Conflicts
Opposed conflicts can have the same target numbers, but now you have two characters trying to achieve the target number in the least number of cards.
Making a character
The Keys chosen are important. They determine species, culture, abilities, background, strength and weaknesses, family and resources. You can’t be good at everything and a Referee must be prepared to make ruling on whether a key phrase is too broad or too narrow.
Species: This makes a good Key as it’s really identifiable. It is possible to have species as part of the description but not as a Key. This would mean they don’t get an advantage based on what they are. For example, Woffen have cultural access to a single dysha color but cannot use other colours. This is only available if Woffen is taken as a key. If it isn’t taken as a key it’s assumed this Woffen didn’t choose to study it. Similarly a Bronth character who does not take the Bronth key would be recognisable as a Bronth but would not be able to use it as an advantage.
Example 1:
Drenn Cala Borg is an attractive and imposing woman who achieved Drenn in a relatively short period of time due to the connections of her family. Despite the accusations of nepotism within the Drenn system (which she undoubtedly benefitted from), she is highly capable, fairly skilled with the sword and has access to the family Earthtec cache. She makes friends easily and, possibly as a result of wealth, is generous to a fault.
Cala is a Human, but it’s not a Key. She’s attractive, but it’s not a Key. The words “highly capable> are too vague to be allowed as a Key. Generosity is also not a Key.
Example 2:
Hishtin Ler Mala:
- Boccord
- Cerebral
- Hishtin
- Reputation as dangerous
- Strikes fear in the heart of Dyte Punks
- Good with a spear
- Gambling Debts
Ler Mala has Boccord (larger human subspecies) as a Key so it can be used when the larger size of the Boccord subspecies is useful. He is Cerebral, proving that he’s not all brawn but implying his intelligence is academic. His key of Hishtin indicates he will have Interference abilities. Having gambling debts asa Key not only means they’re serious but people know about them.
Example 3:
Vacy Desti-Sa
Vacy is a Dyte Punk. (Vacy’s player will pick more when she feels they’re needed in the story).Vacy can choose Keys later at the Referee’s leisure. She might get into fight and choose the key “Scrapper”. She might need to squeeze into a chimney and chooses the key Contortionist. The keys chosen will indicate the type of character that Vacy’s player wants to play.
Now that you have a baseline for the character, how does the system work?
This system uses Cards for resolution (but these can be changed out for dice if you like). Each player is dealt 5 cards. The remaining cards are left in the centre as the card pool
When trying to achieve something challenging, a single card is selected from the card pool and has a face value. The player may add to this face value but explaining how their Keys help them in this situation. Any number of cards up to the maximum may be used but when used these are lost until the Referee moves to the next scene.
Example 4:
Vacy is angry at Ler Mala and fires a Desti dysha. Her player pulls a card from the pool, getting a 7. Ler Mala’s player pulls a 6 from the pool but not wanting to take a hit, decides to go all in with Hishtin and Strikes Fear into the Heart of Dyte Punks. This allows Ler Mala’s player to select two cards from his hand and add them to the pile. He choose a 4 and a 3 from his hand. They’re low value but they push his score up to 13. Vacy can still win though and adds her Dyte Punk keyphrase card – choosing a 10 from her hand and bringing her score to 17. She wins! She describes how a Desti bolt catches Ler off guard and knocks him off his feet. With no alternative in mind (and feeling a little foolish for being arrogant), Ler Mala takes a Dysha hit and loses 1 card from his hand. He’s down to 2 cards now, while Vacy has 4 in her hand, severely hampering his ability to retaliate. However, as Vacy’s player hasn’t chosen her extra Keyphrases, she’s can’t play her cards this scene unless the Referee allows her to take another keyphrase mid-fight. She watches as Ler Mala clambers to his feet, dusts himself off and inspects the scorch marks on his tunic. Ler Mala shouts “Right, you’re dead” in an attempt to intimidate. He argues his Strikes Fear and Dangerous reputation allow him to use the last two cards, two 8s, in his hand. He pulls a third card from the pool, a 7. This pushes him over the 21 he needs for an absolute success. Vacy is intimidated and decides to run for it….
Flaws are something that can be taken advantage of by other players. They can choose any opposing card which is relevant to their Keys and completely remove one card of their choosing from the deck without having to play a card.
Example 5:
Drenn Cala Borg has an advantage over Ler Mala because she has a Wealth key and he has Gambling Debt. Without playing a card, she can manipulate him and remove one of the cards he has in play without sacrificing a card in her hand. How this is done must be role-played.
Resetting Your Hand
The Referee will let players know when they can refresh their hand from the pool. Injuries still represent a loss of a card from the hand.
Example 6:
At the end of the Scene above, Vacy and Ler Mala are allowed to refresh their hand from the Pool. Vacy is allowed to have all of her cards back, Ler Mala’s hand is still reduced by 1 due to the Desti bolt injury he received. Until he gets that healed, he’s going to be at a disadvantage.
Advancement
There are two tracks for advancement within Jorune: Social and Personal.
Social Advancement comes from gaining Marks which, when they reach a certain level, allow a person to progress from Tauther (the term for someone trying to achieve Tothis) to Drenn. Marks are received by doing services for Drenn and impressing them enough that they will mark the Challisk of the character. In game, Challisk marks can be hoarded until the character completes Tothis and becomes Drenn or they may be spent as social currency. A Mark may be traded for a favour. A Referee has final say on this but it can be used to influence success on a challenge as well.
Example 7:
While she was still Tauther, Cala Borg needed help as she had been tasked with helping remove a stubborn tree by a Drone. She bargained with another farmer, to use his farm animals as lifters. She sacrificed a Mark for this, rationalising that she would get it back but also all of her group would still get their Marks. A net gain for the party.
Personal Advancement comes from receiving 1-2 points for advancement: one for experience and one for role-playing. The roleplaying is based on the assessment of other players. The Referee asks the players: Who roleplayed well? If a player is mentioned, they get a point. The second point, for experience, comes from the Referee asking the players themselves: What have you learned? This can be from successes or mistakes.
When they have the Personal points, they can use them to be improve their chances of success.
- 10 points will increase the hand of the player by 1.
- 5 points will allow the selection of a new Key or buy off their Flaw.
- Personal points can be used in game to allow the player to refresh their hand (1 point = 1 card).
Isho
Isho is a Shanthic concept for life and breath. It’s generated by the planets crystal core (similar to the ferrous magnetic core of Earth). Native species on Jorune use Isho as naturally as breathing but even non-jorunn species can be sensitive to it.
There are seven Colors of Isho in the Shanthic religion.
- Desti – Red – Isho related to electricity and lightning
- Du – Orange – Isho related to heat and light
- Ebba – Yellow – Isho related to force and motion
- Gobey – Black – Isho related to shields, solidity
- Launtra – Green – Isho related to healing
- Shal – Blue – Isho related to minds and nerves
- Tra – White – Isho related to warps
There are three other abilities which are relevant.
Tra-Sense – possessed by Shanthas, Muadra, Woffen, Crugar and most native species. this is the ability to see Isho ripples – including the shape of the land, the Color of others and perceive the world. Tran sense does not need light and it offers a 360º perception of the world.
Signature – possessed by Shanthas, Boccord and Bronth. This allows the user to see Isho use, including the ripples within an individual. It can tell the user when someone is preparing to use a Dysha, and what the dysha is.
Interference – possessed by Boccord and Humans. This ability allows the user to attempt to unweave any dysha they can perceive.
Shanthas and Muadra have access to all Dyshas. Dyshas are Isho-constructs that use the colour Isho to affect the world. A Desti dysha might be a lightning bolt, a Du dysha could be used to heat soup. Dyshas commonly have three shapes – auras, orbs and bolts.
Crugar have access to Desti bolt dyshas and Woffen have access to Ebba orb dyshas (but only if they have taken the appropriate Key)
A Muadra (with that as their key) has access to any dysha from any Color but that single card draw alone may not be enough for them. To get better at the individual Colors, they have to take them as Keys.
Example 8:
Vacy is a Dyte Punk (a subculture of Muadra society). After a few more gaming sessions, she has chosen the keys Scrapper and Thief (which both reflect her character idea). She wants to get good at Desti and Tra dyshas ands the Referee rationalise that she has found a teacher and is permitted to take them as Keys. She just got a whole lot more dangerous. She can use three cards when using a Desti lightning bolt but also combining Tra means an extra card is used and can literally shoot thorough walls.
Regaining Isho
The advantage of Natural Isho for Shanthas and Muadra is that even after they have exhausted their cards, they may replenish their hand by spending their turn “gathering” Isho. Each turn, they gain one card back. Knowing your enemy is important as the Caji (Shanthic term for a Dysha user) is vulnerable during this time.
Isho Storms
Isho flows across the planet like weather and Isho storms are when a large concentration of Isho pours through a place. Depending on the Color of the storm, this can cause spontaneous dyshas which is dangerous but Muadra (including Caji, Copra and Dytes) have to be careful. During an Isho Storm, the referral may ask the player to make an unopposed challenge on the strength of the storm (usually 21). If the player fails, they and anyone near them (within 10 metres0 take a hit (losing one card from their hand due to injury). This hit can be healed using Launtra auras and orbs. If the storm is still raging an hour later, they make need to make another.
Crystals
Crystals store Isho belonging to one Color. If a Caji has a Desti crystal, they can expend it and get an extra free Pool Draw when using Desti dyshas. Once it’s gone, it has to be recharged.
T2000: CZTERY – Four Mystery Scenarios for Twilight:2000
Now available through the Free League Workshop, four mysteries for Twilight: 2000 referees who want something mysterious in their game. Ready to slot into an existing campaign or you can use the places (and maps) provided.
This does the work of expanding the environment of post-apocalyptic Europe from military missions and bleak survival to mystery, conspiracy and mythology. From the fertility gods of old, to a modern curse, from a lost child to revenge beyond the grave. In the lonely forests, there are things that move unbidden and mysteries that should remain mysteries.
The stats within are for Twilight: 2000 4th Edition but the scenarios and encounters can be used for any WW2 era or modern day mystery game
Includes high res maps of important locations and also a lower res doc for reference.
Download here on DriveThruRPG: https://www.drivethrurpg.com/product/385349/CZTERY–Mystery-Scenarios-for-T2K4
Draculas Night Oot
Attached below is a script I wrote a few years ago.
It was for a BBC comedy shorts competition they were running out of Writers Room. The competition was called “Fright Shorts” and it was meant to be comedy horror.
My idea was Dracula arrives in the North East of England but rather than going out on the hunt, decides to sleep for a while, waking in the 21st Century and coming directly into contact with modern 21st Century Geordie Women.
Hijinks ensure.
So, without further ado, Dracula’s Night Oot.
Frontier….2020: progress, updates and the future
I’ve begun working on Frontier again, firstly through a collaboration with a young Kenyan artist to produce some concept pieces for the book. It’s really helping to crystallise some of the thoughts but I definitely need to lock down the dates for things a lot more to keep them in my head. Is it 500 years in the future or 200? Erg.
I present, for your amusement, some sample images.



Continue reading “Frontier….2020: progress, updates and the future”
Current work…writing scripts
For the last few months, on top of travelling and attending a bazillion courses, I’ve been writing.
I’ve written five short scripts in the world of THE 23RD LETTER. I’ve written two more in the world of STATUS: REFUGEE. I’ve written one horror script. And I’m looking at writing some scripts based on FRONTIER and QABAL very soon. And there’s one very special property that I would love to pitch to the BBC…
Two of my scripts are going into production in 2017 and I’ll be doing a “mobile phone” shoot of one of my scripts probably over the upcoming holidays.
So, all change.
NINoWriMO – Northern Ireland Novel Writing Month
I’m taking part in a fiction-writing collective called “WriteWeekly” but this has some relevance as well:
Blick Shared Studios, Malone Rd, Belfast
7-9pm, Thursday 4th, 11th, 18th, 25th November 2010
Suggested donation: £1Every November (Novel-writing Month), Studio NI hosts a series of
get-togethers to help participants write a 50,000 word novel in a 30-day
period. We’ll be holding a write-in every Thursday in November at Blick Studios,
with a series of published authors as guest speakers.If you’re interested in the challenge, sign up at http://www.nanowrimo.org
and come along to our kick-off session on Thursday 28th October.
Frontier: Foreword, History of Mbaye Schools, page 23
[I am taking part in a weekly writing task with some friends. The first seed for this assignment was the opening line from Dune by Frank Herbert: “A beginning is the time for taking the most delicate care that the balances are correct.”]
The pump would need repaired. During the wet seasons the housings had become eroded and the vibrations caused with the pumping had caused them to crack. It was not yet serious but every time the children filled the pails, a lot of water would spill. Water that was still a precious resource. Though his back was sore and his hands chafed from the fields, Salo plodded back to the homestead, barrow in tow, and began to unload the crops into the corrugated iron store. There was still another hour of light left and that would be enough to fix the pump.
Tools in hand he trudged across to the pump and closed off the valve. He worked until the last sliver of daylight slipped below the horizon. The pump would not leak and he had done his days portion. He caught a scent on the wind; the aroma of freshly cooked food.
His daughter Kesho came to the door to call him for dinner. Her hands were stained with saffron and her feet were bare. Kesho had been raised, with her brother and sister, to know the value of things, to know how things work. Though young, Salo knew Kesho would far exceed her brother and sister.
Salo Mbaye died an old man by the standards of the day, well into his fifties. Among his contemporaries he was well-educated and in good health and he bequeathed these benefits to his children; Baako, Kesho and the youngest, Ayotunde. Baako took over the running of the homestead and Ayotunde married a mining engineer from Dakar. Kesho lived at the homestead until Baako married and then she moved to Touba to found the first Mbaye school.
Page 23, “Mbaye Schools – A Beginning”
The WhiteChapel Project
The Project in Whitechapel was formed in September 1941 as a subsection of the Special Operations Executive (SOE). The SOE was directed to encourage espionage behind enemy lines and build the core of a resistance cell in the event of a land invasion. As a result, they were entirely dependent upon the security of radio transmissions and a lot of resource was allocated to eliminating the circumstances which would lead to a break in communications. Better radio sets, more secure operating procedures and the development of proper ciphers all aided their mission.
The ISRB (Inter Service Research Bureau) operated as a cover for the SOE and was responsible for developing modern clandestine technology as well as recruiting agents for the SOE. The Frythe Estate near Welwyn Garden City was the initial test ground for the use of psychics in espionage under the guise of a wireless research unit code-named “Special Signals”. Later, it became Station IX, a weapons development centre and the Special Signals group was moved to a small building on Fieldgate Street in Whitechapel. The SOE was dissolved in 1946 and most of their operational functions absorbed by MI6. The Special Signals group, however, survived. Their staff roster was filled out with German scientists, recruited from the post-war skirmish between the Allies for their knowledge.
Dr Saul Benedict had been head of Special Signals since it’s inception and guided the group through the post-war political turmoil by forming a significant attachment to the then-prime minister, Clement Attlee. While Attlee could not be convinced of the need for the SOE, the Special Signals group were able to secure their own future and Attlee consulted with precogs and telepaths regularly. He became known as an extremely effective politician and possible the most effective Prime Minister to date. Their consultations helped him decide the correct course of action and also how to build a cabinet of people he could trust. In return he pledged support for Benedict’s special interests and permitted the Project in Whitechapel far-reaching authority.
The establishment of the National Health Service in 1948 paved the way for regular screening of the population for psychic potential and the Whitechapel Project enjoyed a regular stream of enthusiastic recruits, young, cheerful and ready to do their bit for king and country. A centre for psychic research was opened in Huntingdon, funded by the NHS rather than the Special Signals group. When Churchill succeeded Attlee he was astounded his own words were so prophetic when he had accused Labour of introducing “some form of Gestapo, no doubt humanely administered in the first instance”. One of his first actions was to restrict NHS funding to Huntingdon and from that moment on Benedict and his advisors realised their remit had a wider reach than the ephemeral governments
MURDERDROME: iPhone comic reader BANNED!
Wednesday afternoon I popped round to Paul’s house for a quick chat (and a couple of headache tablets) and I saw a demo of MurderDrome, the first iteration of a new comic application for the iPhone.
There have been a few comic reader apps for the iPhone/iPod touch out there, most notably ClickWheel Comic Reader which gives access to a lot of content produced for 2000AD.
The Murderdrome iPhone comic demoed to me that day had a few very startling and fresh ideas.
The content was perfectly sized for the high res (160 dpi) screen of the iPod touch and iPhone. The side-side swipe of the finger moved from page to page but the UP-DOWN swipe of a finger took you through the content on that page. It removed colour, then inking, then brought the images down to the base wireframe. You could see the process on how it was made. You can, at a touch, remove or re-add speech bubbles and there are other settings (greyscale etc) which I didn’t have time to play with.
Paul (art, letters, colour) and Al (writer) have collaborated to make Murderdrome specially for the iPhone/iPod touch screen. The code was written by Philip Orr who you’ll also recognise as one of the names behind infurious. Watch Phil’s Blue Pilot for some very interesting developments soon.
See the Youtube video for more
The business model is simple. Aiming for a $1.99 price for a standard comic (equivalent to 22 pages in a standard American size comic), Apple take 30% of the money as their commission. InfuriousComics take 10% and the remaining 60% goes to the creators. Seem harsh? Not so much when you hear tales of how much comic creators get when their comics are sold – sometimes they have to sell in excess of 9000 copies just to break even – even if carried by a major publisher. This new model would mean creators get paid for every book they produce. If you sell 200 copes, you get 60% of cover. If you sell 3000 copies you get 60% of cover. That’s a lot better than the rates offered in print.
BUT….
MURDERDROME has been banned from the App Store for breaking rules about content. Please view the video and show some support for content being made available on the App Store by commenting on the article here.
You’ll also find links to other coverage of this cool new application.
Why is this relevant to LateGaming?
Apart from my association with Paul and Philip and subsequent involvement in InfuriousComics, there has been discussion about using their cool reader technology to build ‘decision tree books’ or as we used to call them ‘Choose your path’ style books. That has interest to me!
WotW: Earth – 21 Days of Invasion
The Narrator of the book was close to one of the arrival sites but this was not necessarily the most active site. He also spent more than two weeks (or a three week invasion) hiding in a collapsed house. He was not the first to discover the dead Martians at the end of the invasion and perhaps was even one of the last. We have to speculate what else happened during the time he was hiding and we have only the barest hints from the book
Week 1
This period is overshadowed by killing and destruction as the Martians make their presence known and start to cow the human populace and deter any efforts of the Military to gain any meaningful intelligence on their movements. The Martians spend this time constructing their machines to defend themselves and then set about building their towers and handling machines. The Humans, when they are roused from their overconfidence in the stability of their way of life are immediately routed and the roads fill with refugees. Some individuals attempt to hide among the ruins. Others still try to fight, joining the hundreds who have become an informal militia, both under-equipped and relatively low of morale considering the onslaught of crushing defeats. Armed with only relatively static and heavy guns, the defenders have to face the physical might of the Fighting Machines as well as the dreadful gaze of the Heat Ray and worse, the deadly caress of the Black Smoke.
Week 2
The Martians start to establish themselves and build their main factories. They shift their production facilities at the cylinders to constructing Handling Machines which process their raw materials as well as herd their ‘food’. They have built great cages into which the Fighting Machines deliver hundreds of frightened humans daily. The Handling Machines also start to collect and manufacture food for their human herds, raiding homes and shops at first and then upon analysis, producing it from the earth itself. These captive humans are under constant threat of death but after the first few days of captivity, their cries and wails die down as they become resigned to their fate. For those who misbehave, food and water are withheld from an entire group and that quickly becomes the leveller. Most relevantly, the Martians have exhausted all other food sources and start to feed upon their herds.
Week 3
The Martians are already deep in decline and the Red Weed itself seems to be suffering from a similar malady. Though the Martians never managed to adapt to our gravity, it is noted that they have become excessively lethargic, even their Handling and Fighting machine seem to spend long periods resembling statues. And in some cases, their installations are completely abandoned. Cage farms quickly become the domains of petty warlords, those who are strong and charismatic enough to mobilise a breakout and take control. At the same time, the remnants of a once-proud military nation start to creep back to their cities and resume their lives to find domains carved out of neighbourhoods, the destruction of homes and landmarks, the looting of food and valuables. There is also the opportunity cost as the British Empire is upon it’s knees at home and lifting it’s head once more just as news of it’s fall was reaching the colonies.
Subversion for Writers.
TUAW has a link about Subversion for Writers.
Subversion is a popular open source version control system. “It allows you to work collaboratively with folks on the same files (in most cases code) without fear of overwriting the work of others. Subversion tracks all the changes made to those files, and who did them, and allows you to rollback changes or branch off into different directions with having to worry about mucking up the entire project.”
The instructions are a little hairy if you’re not used to the Terminal but you can always get someone to help you set it up and host it for you.
(Now, wouldn’t it be neat if you could find a collaborative text editor (like SubEthaEdit) which also had automagical Subversion built in?)
What’s He Building In There?
Title taken from the Tom Waits track.
This blossomed into a scenario where the PCs were sent to investigate a murder. A newcomer to a quiet US suburb was found beaten to death in his home. The house is trashed. And no-one else in the suburb heard or saw anything…
Anyone else have done something similar? Created a scenario out of a song? (And let’s face it. this song is pretty much the entire inspiration for Desperate Housewives. Imagine the pitch – “It’s like that Tom Waits track….but with boobs!”
Spiralling Down
I don’t blame anyone really. Sometimes I get angry or depressed and curse my friends, my family, the company, the system, the church and anyone else I can name. But it’s a short madness and like all things, it will pass.
I haven’t slept very well in the last few days. Bouts of lethargy and a resolute stubbornness seem to possess me on these cold mornings. The coffee is too bitter and the crispy flakes of golden corn taste like ashes and feel like razorblades. It has been the same with every meal in the last week. The meat is dry and powdery, the vegetables hollow and watery. I leave most of my food untouched, I clean the plates and I plan my next repast.
I read my mail in the morning but today I let it wait until after lunch. Such is my decadence and freedom. There were some offers of cut-price firmware, live-feed porn and a flyer advertising pressurised space on a new station about five million miles from me. We wouldn’t be alone in the dark any more.
Of course, none of it does me any fucking good.
This station won’t go online for about two years and I’ll be long gone. I logged onto ChatNet and scrolled through the thousands of messages. One read, “Space Age Boy seeks Earthy Girl for Zero-G Hijinks”. That made me smile. Ten million years of evolution and still men were firing out crap chat up lines to lonely women. Was this more or less effective than a wooden club?
There was a long thread about some poor shithead stuck out in the dark, spinning around Jupiter in a damaged pod and a quickly decaying orbit. Some pitied him, some laughed and I really wanted to say something smart, something cutting that would make them blush, make them shut up, make them think. Someone had even managed to get a picture. It was a poor likeness, stupid office party from six years ago. One another thread they were running a numbers game on how long it would take for the pod to burst, how long it would be until Jupiter was seeded with my blood, sweat, piss and tears. I took a few moments and used a few tears. Nothing dramatic.
The problem with this situation is that there’ll be nothing left. I hadn’t been to the Clinic, hadn’t left my legacy in a little cup so there wouldn’t be another me. There wouldn’t be enough left of the pod to scratch an obituary and so the ChatNet onlookers would be my only witnesses. I tapped out a quick message to anyone who could read. Something simple, something regal. It would take a week to hit the Net but by then I’d be spread into a fine mist by hurricane winds in the upper atmosphere of a star that nearly was.
I can’t be saved.
Earth and Mars are months away. The closest transport could get here in time but then wouldn’t have the fuel or the facilities to effect a rescue. And if they tried, they’d join me in this slow doom. At least they are close enough to actually talk to me. I hate the heavily punctuated conversations with my family on Earth. My family haven’t called in two days. I was the black sheep of the family when I took the job and staying i touch seemed nothing more than a formality. The Company was good enough to provide me with a Counselor. She’s in her mid-forties and very good at her job, telling me to express myself, that it’s alright to cry and that it’s wrong to bottle up my anguish. After the third session even she stopped calling.
There’s a girl on that transport. She’s lovely. I know she’s just trying to comfort me but we have long talks in the evenings, we play chess and I dream of her when fatigue finally overtakes me, Her signal is getting weaker as Jupiter creates too much radio noise. I’ll see her tonight, tell her I love her and say goodbye. I’ve never said that to anyone before. Never wanted to. Never needed to. But if I don’t say it tonight then I never ever will.
Through the three-inch reinforced plastic windows I can see Jupiter with it’s great glaring red eye. I’ve never seen it so large, stretching to create an everlasting dusky plain beneath me. I’m not within the orbit of Callisto on the way down. Spiralling down.
So you want to be a writer
I got this from the blog of reknowned comic artist PJ Holden
So you want to be a writer? Or do you want to make a living as a writer?