Legendary Items

Aeshattar – Godslaying Sword

Diamond Soul

A two-handed sword, forged of some golden-coloured metal and engraved with unusual runes – similar, but not quite like Imperial.

The blade is rumoured to have been used to kill the Old Gods.

Beyond Mortal Ken: The wielder gains +3 to Offence, Defence, Speed, and Combat Pool.

Godslayer: Wounds caused by the weapon never heal. Ever.

Magebane: Raises the difficulty of spell casting actions within thirty feet of the blade by 1.

Jura’s Transcendant Pearl – Jewel of Physical Perfection

Silver Tree

A pink pearl, warm to the touch and just small enough to fit in ones mouth.

Legendarily turns the person who swallows it into a god.

Swallowing the Pearl grants powers equivalent to a Logos 5 Communer

The Rain Bow – Stormslinging Bow

Sapphire Storm

A bluish, composite longbow, made of mysterious substances that are like both metal and wood, the drawstring can be unstrung only from the top, but remains attached and is likewise made of some odd material. There is a sapphire mounted on the front. Said to destroy with the force of a storm.

A location or person struck with an arrow fired from the Rain Bow will be destroyed utterly six hours later by an immense lightning storm. By drawing and firing without an arrow nocked, the wielder may fire a bolt of lightning, instantly killing mortals. An arrow fired into the sky will cause a rain for 14 days.

The Reaver – Bloodrinking Blade

Leaden Skull

A one-handed longsword with an odd, wavy blade and a lead skull mounted on the hilt.

Rumoured to drink the blood of its victims.

The Reaver deals 1 Health damage to the wielder when initially wielded. It transfers all damage dealt as health and con to the wielder. By driving it into bloody soil, it raises up to ten corpses buried nearby under the complete control of the wielder.

The Bitter End – Coastal Cleaver

Emerald Sea

A mighty axe, made of blued steel and ice. Stories say that it can cut the coast in half.

Uses the stats of the Great Axe, in addition to the following properties:

Salt Rime: Causes a -2 penalty when striking targets that can feel pain. Deals bonus damage to Vampires of any clan but Yaundae.

Summon Seas: By cutting into the ground, the axe can summon either a wellspring of pure water, or an immense boiling geyser, depending on the intent of the wielder.

Debt to the Oceans: On striking a structure, such as a castle wall – or a cliff face – the axe causes it to erode as though struck by centures of tidal forces.

World-Bearing Aegis – Divine Bastion

Bronze Mountain

A bronze shield, worked with runes and the signs of the Mountain, said to protect from any offense.

The World-Bearing Aegis provides the with effective Strength & Fitness of 5 (or +2 if the wielder has either stat at 5) for any purpose except combat. It cannot be penetrated by any weapon, and protects the owner from magic.

By placing it on the ground, and sprinkling it with blood from a supernatural creature, the Aegis can be transformed into a colossal bronze palace, impenetrable to aggressors. The palace persists until an honest man spills the blood of a child within its walls.

Severance – The Scythe Which Severs Souls

Amber Eye

A scythe whose haft is golden metal, and blade a silvery hue, with a amber eye inlaid in the blade near to the base. It is said to be of unsurpassed sharpness, cuttin g a man’s soul from his body.

Severance can be used to cut someone from their fate. By striking them with the blade with this intent, they personally are unharmed – but their destiny is severed. When they attempt to perform an action that advances their personal motivation or is vital to their survival, it suffers a -3 penalty and causes a luck roll.

Aeidimiir’s Belt – Band of the Dreamwalker

Ruby Heart

This belt is studded with rubies, which seem to reflect the thoughts of the onlooker. Legendarily said to allow the wearer to read thoughts.

The belt in fact allows one to walk through minds. The wearer can step into a mirror, or other reflective surface, and travel through the mind of the nearest person. They can step from this one mind into any other – and exit by the mirror or reflective surface closest to that person.

The Fallen Star – Worldheart

The Golden Flame

A small, spherical red garnet wreathed in flame. Said to grant indomitable might to the wielder.

The Fallen Star implants itself in the heart of the wielder, granting them power of fire, limitless drive and energy, and allows them to call fiery meteors from the heavens. Grants Willpower 10

Removal kills the bearer

Sunshard – Broken Star

Ivory Sun

The Sunshard is a blade forged of pure light. Sunlight, in fact – allowing it to destroy Vampires and other creatures to whom such is anathema.

The Sunshard shapes itself to the preferred weapon of the wielder. It gives them absolute knowledge of combat, and of themselves. Regrettably, it also blinds them.

Cloak of Night – Canvas of the Stars

Ebon Night

A cloak made of living shadow, soft and sleek. Wearing the cloak makes you alluring, beautiful, and mysterious to onlookers, providing maxed out social stats. Wrapping it around yourself makes you invisible. But the moment you pass out of sight, you are utterly forgotten.

Ishara’s Locket – Wherein Time Is Kept

Glass Desert

A small, silver locket with a tiny hourglass built in. It is said that the wearer will never age, and can die only in battle.

The locket stops the wearer from ageing. It can also allow them to slow and speed time in a two foot radius around the wearer. With enough practice, it can be used to lock people in time, and even spirit them away to a pocket dimension within the locket.

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Delays

The Itzacon release couldn’t go ahead, you may have noticed. Sorry for the lack of updates, but I’ve been trying to get more done in the meantime. At this point all that remains is filling out the GM section and compiling the bestiary.
Formatting is still to follow, and I’m not sure how long that will take.
The near-complete version will likely slip into the wild sooner rather than later, though.

Thanks for your patience, readers. This’ll be worth it soon.

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Itzacon

Itzacon is my home con, based in NUIGalway, and organised by the FanSci society. It’s easily one of my favourite cons of the year, and rightly famous for the quality of RPGs. I had a fantastic time this year, and they did me the considerable compliment of putting my game on during an evening slot. And it sold two tables! Alongside Ray O’Mahony and Charles Dunne, and it sold two tables. I’m a bit proud of that. I also got to run Sarky’s extremely fun Cthorporation game, but didn’t play anything myself this time.

But that’s not the point of this post. No, today I’m going to give you a rundown of the scenario I wrote for the con, and how very differently it turned out on both tables. If you ever think you might play The Cull, stop reading now, as spoilers abound.

The plot of the game is nice and straightforward – a little Frontier town ruled by a young Prince, fourth in line to the Kelen throne, is growing too big, too fast. The Inquisition is deeply suspicious, and know damn well some heresy is afoot. This is where our intrepid player characters come in – five Inquisitorial Acolytes, in their late teens, trained for years, taken from many walks of life. This is The Cull, their first assignment. When they have rooted out the blasphemies of the town, the survivor and best asset is promoted to Inquisitor, and sent purge the town wholly. His brothers, if they still live, and inducted into the Fratremaul, the holy army of the Inquisition.

The town is host to a slew of dreadful things. Our Prince, Christoff Farridane, has serious inferiority issues, and more ambition than sense. He wants to rule, to show his family that he is destined for greatness. He built this town, he bought into the slave trade. He attempted to conjure a Demon Prince to do his bidding – the ritual succeeded, but the Demon was so amused and offended by the Prince that it sent it’s most worthless servant instead. Daevestos, Demon of Sloth, then possessed the indolent village priest, Father Kallis. Christoff dismissed the experiment as a failure, and left Daevestos to lurk in the church. The Demon makes half-hearted efforts at corruption now and then, but achieves little.

A chance encounter with a Faery Ring introduced Christoff to The Red Lady, goddess of Sacrifice and Rebirth. Realising that this was a true path to power, Christoff set about worship of her. In time, he found an ancient Stormspire south of the town, and built temples into the lower levels. Soon the whole town abandoned worship of Degra Veen.

Six months ago, a Necromancer and former doctor, Victor Kriger arrived in town. Christoff built him a lab under the tower, and connected it to town by a secret tunnel leading to a butcher shop. The owner, Butcher Joyce, was led to believe the tunnel was used for the Prince to visit young ladies. Kriger began hideous experiments on slaves, criminals, animals, and monsters, building an army for Christoff. Some of the prototypes got loose and wander the forest, along with simple zombies Kriger left as an alarm system.

Also in town we find Lady Sybel, the simulacrum of a noble lady, made by the Red Lady and given false memories, provided as concubine to Christoff – and given just enough power to influence him. Lucy, a wandering Seer, found her thread pulled toward the town, insinuated herself into the Prince’s household as a maid, and has been working to bring him down – but the power of the Red Lady wards him against direct hexes.

Our party is comprised of three Demonhunters and two Mageslayers.

Barthold Cobble, bastard and former thief, resolute in his faith. Ivor Woods, bastard of a nobleman, grateful for his lot in life. Jon Spires, bastard of an Inquisitor, looking for his father to demand answers. Petyr Selanmere, nobleman, who joined against his family’s wishes. Alexei Delat, nobleman, forced to join by his family and resentful for it.

Table One

Our Heroes meet some way from town, suspicious of each other already. They argue about whether to go in posed as mercenaries, or bear their insignia and demand respect. Eventually, they settle on caution and venture in. Barthold notices the slaves in town look over their shoulders a lot, but can’t tell why. As they head towards their lodgings in the church, they notice that the church is built in the corner of town rather than the centre. Petyr is incensed, and is about to storm into the tavern on what should be church grounds when Barthold and Ivor try to stop him. It almost comes to blows, but everyone calms down and the party chooses to rent a room as cover. The barman mentions a few businesses doing well, especially a butcher that the Prince personally buys from.

They find the church in some state of disrepair when they arrive, and inside it is terribly dusty. Petyr insists on tidying up while the others search for the priest. Kallis is asleep in his office, and they wake him roughly. Kallis blames the disrepair on faithlessness and poverty, suggesting the Prince’s new doctor or consort is the fault. Some of the Demonhunters realise that something is wrong with Kallis, and soon they realise the presence of the Demon. Barthold tackles him, but Kallis dislocates far too many bones and slithers out of his grasp. Ivor slams the door shut before Kallis can escape – the Demon grins, and plunges the room into darkness.

In the ensuing bout of hallucinations and scuffling, Ivor takes a cut to the shin and Alexei is struck by a ballistic collection plate. Ivor sets the room alight, and as the others flee tries to fight the Demon. Daevestos makes him hallucinate that he is on fire, and once he runs from the building the Demon escapes. As the church burns, the party realize they can’t catch him. They decide to find more evidence of wrongdoing before confronting the Prince, and believe the Demon will come back to its master, so they can deal with it then.

What the party never learned is that Daevestos, in desperation, sacrificed a captured slaves to manifest, and now stalks the earth in her true form.

The party goes to question Joyce, Barthold breaking in the back – badly. Joyce is enraged by their intrusion, claims ignorance, and demands they leave. Abashed, the party exit. They are then contacted by a slave named Resa, who leads them out to the slave camps in the south. She introduces them to the shaman of the slaves, Sana’lo. Sana’lo demands something be done to free her people, and expresses her confusion at the silent gods of the North, who answer Christoff but will not speak to her. The party ventures further south, into the rain around the Stormspire.

They’re rather to cavalier in fighting the zombies they find wandering in circles. Ivor is bitten, but not too badly. Jon has his nose bitten clean off his face. They resolve to give their lives fighting the evil here, before they succumb to infection. The party finds the temple to the Red Lady, empty at this time, then go downstairs to find Kriger. They discover him midway through vivisecting a screaming slave.  They charge to the assault. Petyr is aged by twenty years in a blast of magic. Barthold has his arm broken by a flick of Kriger’s hand. Ivor delivers the killing blow. Petyr trashes the room, Ivor takes a sketch of a warmachine as evidence. Jon tries to treat Bart’s wounds. He fails in his diagnosis – the arm is broken! I’ll splint it! He fails to realise an artery has been carefully severed by Kriger’s magic. Bart is living on borrowed time, and none of them know it. He’ll feel weaker, and weaker as the game proceeds.

They slaughter Kriger’s menagerie, and follow the tunnel back to town. When they emerge in Joyce’s, they almost try to kill him – but they soon realise Joyce had the best of intentions, and once he learns what was going on, he’s a broken man. The party leave him to his vodka and go to the Prince’s house. They brandish insignia at the guards, demanding entry. They find Lucy conveniently sweeping the foyer, and she directs them to the Prince and Lady Sybel. Without hesitation, they find Sybel in her bath and kill her. On their way back, Christoff is waiting for them. He is waiting with a pair of intimidating Necromantic constructs. Alexei decides to pursue Lucy while the others do battle, but she evades him. Meanwhile, Petyr slays one beast in a single blow. Jon kills the other monster. Bart slumps to the floor.  Ivor strikes down the Prince, but before he can deliver the deathblow, the Prince stabs himself, muttering a prayer as he does. Moments later, his body bursts into flame. The party watches in horror as a fiery apparition rises from the flames, and disappears.

Fearing Bart is becoming a zombie, they cut off his ‘infected’ arm. He dies of blood loss soon after. Alexei takes a horse and rides back to Ymon, to inform his masters of what happened – embellishing his own role, of course. He is promoted, and returns to cleanse the town. The others had stayed behind to clean up. Jon succumbed to infection, and was slain after trying to eat a stablehand. When Alexei returns, Petyr is so upset by the corruption inherent in the Inquisition that he takes his own life. Ivor is made priest to the town, but later dies when a chunk of falling masonry crushes his skull – courtesy of Dr. Kriger’s vengeful ghost.

Table Two

I have a less exact account of table two, and will update this with more details later. They all survived, for one thing. They trapped Daevestos in the Church, brought Lady Sybel back to Kelen where she broke down in realizing her memories were false, killed Kriger, freed the slaves, stopped the Prince from his ascension – all in all, a very heroic day’s work.

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Progress and Apologies

I haven’t updated in quite a while, and that’s a problem.
So, the Christmas release didn’t happen, but for good cause – an opportunity to get some decent editing done, and a new character sheet. I used the extra time to put more detail and polish in, too.
After that, the release was meant to be an Itzacon. That didn’t happen due to logistics problems.

So, when now? Soon, very soon, but it might as well be when it’s done. I expect to have it finished in under two months, but any longtime fans who’d rather not wait can email me to get an advance .pdf, which is missing a GM section and some other content, but should be enough to give you plenty of ideas and show you how much the game has improved.

Sorry for the delays folks, but hopefully it’ll be worth the wait.

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2nd Ed Progesses!

Evening all. Just letting you folks know that progress on the game hasn’t stopped nor slowed, it just hasn’t been viable to add content to the blog in a little while.

Second Edition will be ready by Christmas, and in the meantime I’ll be running Righteous Fiends 2: In The Shadow of Colossus at Conspiracy this month. You should check it out: www.uncovertheconspiracy.com

For those curious of what comes next, Hunters of Imeria: Dark Age of Second Edition should be out only a couple of months following the core book. This will have everything you need to play as righteous Inquisitors, mysterious Dreamchasers, and brutal Vengeful Dead, along with a plethora of new and high-powered monsters to challenge them. Further down the line I’ll be releasing Vampires of Imeria: Fledgling, to show you the other side of the coin and exploring the only-hinted at Vampire Clans in detail. Not long after that, depending on testing and balancing, you should see Skinshifters of Imeria: Nadir, with history and rules for the shape-changing beastmen of Imeria’s werewolf myths. And after that? Fair Folk. And then? Demons.

The only way to move then is forward, into Renaissance.

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Mottoes and Heraldry of the Great House of Kelen

This is just a little thing to let you know work continues, with Kelen and Hrothgard becoming increasingly fleshed out.

House Ferldain
Motto: We are the wall
Heraldry: A wall with spears rising over it, occasionally a shield surrounded by spearpoints

House Delat
Motto: Piety is priceless
Heraldry: A grey, stone throne on a purple field

House Faraldan
Motto: Justice for all
Heraldry: A crowned blue hawk, wings outstretched, on a gold field.

House Maerlyn
Motto: We know
Heraldry: The moons, against a deep blue field.

House Thiah
Motto: Mind the coppers
Heraldry: A tower on a black field

House Videme
Motto: Onward and upward
Heraldry: A gold knife diagonally bisecting a black field

House van Forze
Motto: The land remembers
Heraldry: A wolf head on a green field

Du Wetts
Motto: Duty is all
Heraldry: A hound on a blue and gold field.
Selanmeres
Motto: Not even in death
Heraldry: A silver chalice decorated by a skull, against a white background.
Graffen, Motto: Swift & true
Heraldry: A stallion rearing, on a diagonally bisected field of white and green.
Recently a Baron Crowley has also been appointed to the town of Volstat, his motto: None purer.
Heraldry is a black left hand against a white field with red sash.

The Strakers, Motto: Piety & flame
Heraldry is a burning brazier on a black field.

Leuwaardens, motto: Faith be my shield
Heraldry: A hammer on a shield, bronze, on a blue field.

Reichmond, Motto: As above, so below
Heraldry: A bronze sunburst on a blue field in the upper half, the lower a green field with circular blue lake.

Karst, Motto: Dig in, hold firm,
Heraldry: A boar’s head over two crossed spears on a red field.

Von Tippen, Motto: Duty before honour,
Heraldry: A black gauntleted fist on a red and white field.

Gulliman, Motto: Ward thyself against impurity,
Heraldry: An iron gate, decorated by a hammer, on a white field.

Kain, Motto: Listen well
Heraldry: A silver wolf on a black field, a teardrop of blood at its jaw.

Strobel, Motto: Ride the storm.
Heraldry: A southern kite flying across a gray field, bisected by a lightning bolt.

Montefort, Motto: Silk before swords,
Heraldry: A raven in a silver ring on a red field.

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The Darkening

An alternate setting for Crucible seemed like a fun inclusion for Second Edition. An alternative for people who would prefer high fantasy.

The Darkening is Imeria in geographical terms, more or less, but with important differences. For one, humans are not the only intelligent race – Ratlings live close with humanity, as culturally diverse and widespread as their hairless friends. Troupes of Murklyres wandering the coasts and marshes, singing, hunting, and enjoying the simple life. Cold Outreach in the far north is now home to the city of Trollhaven and the Trollkin who dwell there.
Changelings and Treekin come from The Living Forest at the heart of Kelen, and in place of Noble Houses are the Infernal Bloodlines, noble lineages of Demonic descent.

Magical airships play the skies from the port of Vasnok to treacherous Shaydensea, from the Technocracy of Hrothgard to the Magocracy of Kelen.

Because this is not the world you know. Magi are more common and accepted everywhere, from the ranks of H’kaer’s Ministry of Post-Mortem Morale Endowment to the ruling elite of Kelen.

Rebellion is a fact of life, and steampunk is the theme of that rebellion. When wizards are in power, machines are the best way to fight them. Home-made and scrap-cobbled devices that use a little bit of stolen magic to catalyze their steam engines.

Depending how much space it takes up, it’s fair to say it could just be a supplement released just after 2nd Edition – free to anyone who bought a copy.

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The Hunt Continues

While the second edition of Hunters of Imeria: Dark Age is around one year away, balancing and playtesting continues.

Originally, a Hunter had three Perks they raised independently of other stats using XP, and a number of Skills at a reduced XP cost. I felt this was both too exploitable, and too hobbling without massive XP payouts per session.

So, Hunters now pay full cost for all Skills – but their Perks increase for free when associated Skills are raised to the appropriate level. In this way, Perks don’t become an XP sink that reduces your ability to create a balanced character, and the tagged Skills encourage you to maintain those Skills vital to your chosen archetype.

Some Perks are also being reworked – Freelancers are trading the admittedly nonsensical Strength in Numbers for Daredevil, which allows them to risk death for dramatic results. Alchemists will find Runes less powerful, and a little more expensive, but the tradeoff is the new Toxicity trait that allows them to generate poisons as part of their natural processes.
Inquisitors will be finding their Stronghold vastly more useful, and the most useful Relics will be available earlier in that Perk progression.

In other news, I’ll be putting together a quickstart for the game – it presently clocks in at 88 pages, so not the quickest start. While the current version is available and packed with enough content for a campaign, there will be a shorter, scenario-orientated version with pre-generated characters ready for download in a couple of weeks.

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Nights Neverending

Hilde opened her eyes to a gray world.

She knew this place, somehow. This cottage, time-torn and rain-beaten. And it rained forever, now.
She had walked the cracked boards and stroked the rotting walls, since waking up. Seen through holes in the thatch that were not holes. There were many places like that – gaps, breaks, places where the fabric of the structure was ghostly, as if her imagination was trying to fill in the blanks.
And these places she could touch, though she passed through the solid-looking expanses of the house as if they were air.

Beyond the walls, the garden, grass, the world only stretched so far. It ended in an impenetrable black wall, like shadows given form. She was trapped in the rainy circle of tired gray light that held the cottage and garden. Sometimes she could see lights, out in the perpetual night that bordered her world. Sometimes things appeared in the house.

The first was a bottle on the doorstep. Familiar and comforting, somehow. It glowed with a faint, golden light, and was the only thing with colour in all the world. The glass was clear; the liquid within amber. She reached for it, lifted it- No. The bottle remained. She lifted the colour of it to her lips, the ethereal glow of the glass and libation.

Fire. Heat. Pain. Feeling! The numbness, the cold and hunger, they were pushed away as the… the whiskey ran down her throat. Whiskey. She remembered it, fuzzily. The fire in throat and stomach faded, the spectre of the bottle was gone. The hunger returned though she felt… better. Less cold, but not warmer.

And she fell to her knees. And she wept.

The second thing was a cake. Small, dark, rich. She ate the colour, feeling the delicious crumble of the cake, tasting cherry and chocolate and brandy baked into it. This had glowed silver. Once more the cold, the gnawing hunger was driven back. Briefely.
In a rage, Hilde seized the faded gray cake that somehow still sat upon the table, and hurled it spitefully at the wall – through it passed, one of the shimmering unreal holes.

She could not touch it a second time, her hand passing through. And once more, Hilde wept.

The third thing came from beyond the dark. It shambled into her world, green and crooked. She hid, watching as it wandered around the house. Eyes bulbous, unfeeling. Hair like ragged red thread. Dry, rubbery flesh. Fangs protruding from the flabby mouth like broken glass.

When it had left, Hilde heard a voice.

“You did not have a cat. This was foolish.”

“Wh-What?” Hilde cried, clapping her hands to her mouth and stumbling from her hiding place in the pantry.

“You would not be so lonely, or so unprotected,” the voice continued, seeming to come from all around her. “It would have consumed you, were it not too mindless to find you.”

“Who are you?” Hilde asked, half-sitting on the floor, casting her eyes fitfully around.

“I am.” said the voice. “You have forgotten it all, haven’t you?”

Hilde thought about arguing, demanding answers. But it was true. “I have. I don’t know who am I, only my name. I don’t know where I am, or how I came to be here, or where I was before.”
Hilde blinked, and began to cry again. Perhaps she had always been here.

“This is a desert on the edge of death. You stopped here, and may fall yet deeper if you are uncautious. Lost souls are like that, you see – they are heavy.”

“You didn’t tell me who you are.” Said Hilde, stalking slowly through the house in search of the voice’s owner.

“I am.” It repeated, and carried on.

“Apathy is absolute death, Hilde. Or worse. Remember that.”

“Worse? Worse than death?”
She felt so small, alone in the lifeless spectral rain.
“What could be worse than death?”

“You will see. For now, you need to feel again. Does it not assail you? The unbearable hunger? The cold? Passions will protect you.”

“Why are you helping me?” Hilde asked, stepping out into the garden, feeling sly and clever in her sudden suspicion.

The Voice was silent for a long time, then spoke again.

“That you think to ask is why I will not answer. Do you want to sink into the cold, Hilde?”

“No!”
A frantic, choked whisper.

“Then listen to me. Look, out into the long night – do you see the lights? Go to one. You will know what to do when you arrive.”

“But I’m scared.” She said, standing near the worn little gate in the wall, at the edge of the endless dark. “I… I can’t leave here, can I? What will happen out there…”

But there was no reply. Only the cold, and the hunger, and the distant light of lonely, broken stars.

Hilde fixed her sights on the nearest point of light, floating out in the void. She stepped, trepidation in her heart, from the now-familiar soil of her garden.

There was a sensation of motion, a cessation of thought, the sudden and unusual feeling of time.

And suddenly, she stood in a long, stone dining hall. It felt miles long, the worn stones of the walls and floor patched here and there with moss. The table that ran along the centre was bare, save for lit candelabra.

Looking up, the roof was open to a night sky, every constellation a winding snake.

“Is… someone there?” came a voice from the end of the hall. Aged, quaking, it sounded like cracked oak.

Hilde stayed silent. Terrified of this strange place, and the bizarre journey that brought her here. What else could be here? What new monster was this?

“Please…” the old thing called again, “I’m so hungry, and they took my face…”

It was so pitiful, that voice. The voice of a lightning-struck tree.

She began to walk haltingly down the hall. There was no sound under her feet, not even a muted slap of shoes on stone. A soft, pink light halted her. It hung from a root sticking out of the wall. A round, pink fruit – or the shade of a fruit, at least.

“Take it!”

It was The Voice, this time.

“But-” Hilde began, but it cut her off.

“Take without mercy. Unless…”

It did not need to finish. She knew it spoke of the looming dissolution, and seized by terror she snatched up the fruit, biting into the spectral flesh…

A tide of kisses washed over her. The taste of a lover on her lips. Warm hands across her body, pushing back the cold for a moment. And it was passed. But she felt stronger.

More confident now, she pressed on. At the end of the table was plate with more of strange fruit, and a wooden throne. The chair faced away from the table, and she could make out some… figure, sat upon it. Long silver hair flowed from the head, and she could make out a wrinkled hand on the armrest.

“Please, who is there? My name is Myrmas,” said the thing on the throne.

“Ignore it. Take the Passions.” This from The Voice.

“I…” Hilde hesitated, then took a breath. “I am Hilde.”
She paused.
“Do you hear The Voice?”

“Hilde… Hilde. I am Myrmas. Will you help me find my face? I’m so hungry.”

“Don’t listen to it!” The Voice insisted.

Hilde closed her eyes tight, torn between Myrmas’ pleading and the ranting of The Voice.

Myrmas seemed to sense her consternation. “Don’t take my fruit, Hilde! I… I need it. I might fall. I can feel the cold clutching at my heart…”

“Do you hear the Voice?” she asked again.

“What voice?”

“I… I don’t know.” She finished, dully. “How do you speak without a face?”

“I have enough tongue, but the wrong teeth. Oh, please, I can reward you if you find my face. I think the Weaver has it.”

“It’s lying to you, Hilde. It will devour you. Take the fruit!”

“Hilde… Hilde, please… it’s so cold…”

“Look at it, then, if you don’t believe me.”

Hilde, who had been edging closer, froze at the suggestion. What was so horrible about Myrmas?
What would a faceless man look like?

Hilde, who had been edging closer, froze at the suggestion. What was so horrible about Myrmas?
What would a faceless man look like?

She got her answer, falling back with a gasp and wanting to empty a stomach she didn’t have.

“You see?” The Voice hissed, triumphantly.

“Hilde? What’s wrong? Wha-” Myrmas shivered in his seat. “You looked, didn’t you? I can’t help who I am, Hilde… please don’t be scared.

Too much tongue, she thought. He said he had too much tongue.

“Who…” she began, as her horror faded, “Who is the Weaver?”

She had the distinct impression the Voice was sulking.

“The Weaver… has my face. I think. It dwells somewhere close. I… I’ll let you take a Passion, if you promise to help me…”

Hilde furrowed her brow, recalling the Voice’s insistence that she take one. If it’s something they actually agree on…

She took a fruit, bit into it – and once again, it dissolved into her body, suffusing her with warmth. A very… particular warmth, this time. An unfortunate moment for Hilde to realise she was nude. Had been all along. The gathering patches of heat, bringing pink to her cheeks, told her so.

There was a hideous, moist sound from Myrmas’… face. The revulsion did not serve to dim her glow, and she fled the hall.

Once again, that sensation of motion, of time passed, and she was somewhere else.

A lake. A lake bounded by high, thorny hedges. Covered in a low mist. There was a little jetty ahead of her, and a wrought iron gate her back. The air was dead, neither cold nor warm, as she had come to expect in this place.

Hilde covered herself, shyly. The glow had dimmed during her journey, but not enough for her liking. Or too much for her liking. She was torn – it pushed out the cold, and it felt so good, but at the same time…

She realised there was a figure sitting on the end of the jetty, legs dangling into the water, long white hair. It looked over a shoulder at Hilde, expression unreadable, and she saw it to be another woman.

Hilde breathed a sigh of relief. “Hello…” said the woman. “Will you swim with me?”

She was wearing a shawl, Hilde noticed. And as she edged closer – “Perhaps.” She said – her breath caught in her throat. It was like cloth spun from night and studded with stars.

The woman cast it off, and stood to face Hilde. She was like alabaster, white and smooth and disconcertingly alluring.
Hilde stopped short.

“Please swim with me?”

Hesitant, Hilde nodded. Maybe the water would be cool. Maybe the woman would help her.

She smiled, and it was beautiful, and leapt backwards into the water. Hilde giggled, and followed.
The water was… dead. Barely any sensation to it. Hilde wished it would be other wise, but resigned herself to swimming and splashing with this strange woman. It was all so innocent, like being a girl again.

And the water began to feel warm. The woman began to flush.
Their hands brushed. They swam more languidly, meeting eyes and looking away.
“Will you kiss me?” the woman said suddenly, standing near to Hilde in the shallows.
Hilde was confused. Why would she kiss a woman? Well… what harm?

She edged over, set a hand lightly on the woman’s arm, and kissed her on the corner of her lips, a butterfly alighting. And then she looked her in the eye, and the woman kissed her. Like her life depended on it. Like she would eat her.

Later, they lay supine on the jetty. Hilde’s glow had receded. The water was tinged faint red.
“My name is Puca,” said the woman.
“Hilde,” and she felt… regret. She felt the cold again. Why had she given of herself?
“What is wrong?” Puca asked, her once marble flesh pink.
“Do you…” Hilde struggled for the words, gave up; “Have any clothes I may borrow?”
Puca smiled, and shrugged. “No. But you may have my shawl. The Weaver made it, but I don’t like it. And you travel! It will serve you like a map, I think.”

Hilde thanked her. Took the oily, liquid fabric of the shawl, and finding deceptively large, wrapped herself up like a makeshift dress.

Puca called her, from the end of the jetty, standing up. Her hand on the gate, Hilde looked back over her shoulder.

Hilde paused at Puca’s question. Poor unfortunate soul. Poor lost girls, both.
Not that such a thing really meant a thing, anymore.

Would she bring her love?

…No. She couldn’t. Not again. She had what she needed.
“No mercy for the weak,” she heard the Voice say, thick with cruel satisfaction.

She left, Puca’s anguished cry cut-off by her step into the endless dark.

She arrived in The Weaver’s lair quite by accident; a circular chamber festooned with silken strands, the air heavy with incense and the acrid taste of broken sleep.

“Why do you come, child?” said the spider to the fly, his eyes like great burning tears.

“Please, Weaver, may I have the face of the Forlorn King?” she asked, and knew his silence was laughter.

“But why, child?” he asked, clacking claws all a-clatter. “What does he promise you? Why would you sell yourself? HOW do you know?”

And she was at a loss. How did she know? The Voice? Something toyed with her, infected her thoughts. As she stood, naked but for a gauzy map of fallen heavens, the great spider loomed over her like the death of gods, like the glare of galaxies – and she knew his benevolence. He consumed only pests; love was his being, protection his web.

“I don’t know.”

And she didn’t. Know anything. Not anymore.

“This is a desert on the threshold of death,” said the Weaver. “This is a place of cold and hunger and a drought of tears. No one cares anymore. No one ever cared. No one can. This is death of the soul, not the spirit. You remain, in stasis. ”

Hilde knew this was only half-true. Though how… she could not say.

“Mysteries on mysteries, Weaver. Is this not some fever-dream? The rambling of a drunken poet? I am not, nor are you.” Or so she said. She didn’t mean it. Dead or living or dreaming, she had left a world behind and yet remained.

The Weaver sighed, the wind from a deep forest.

“You see through me, child, too simple for philosophy – a lie that fools only clever men and women. You feel, and that is what matters. Take his face and drink your Passions. That all that matters, in the end.”

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Strange Times 2.0

Work on the new system is progressing nicely. Naturally telling all here would be redundant, but some fun tidbits for you so far include:

- A shift to d12s
- Attribute caps of 10
- New skills, such as Thievery, Artisan, Performance
- Combined Attribute Usage (more detail in a later post)
- A refined Combat Pool system.

The setting is, similarly, being reworked. The changes will be not quite as sleeping, just more deeply developed. Countries will have entire chapters to themselves, the religions of the setting will get a whole chapter, and social norms within the setting will be more detailed.
For example; Publicly the Venic Church in Kelen frowns on homosexuality and it might get you purged if anyone finds out officially. But an open secret? Well, that’s fine. As long as you still get married and have children.
Might not seem like much, but it provides a lot of context for one or two canon NPCs.

Stay tuned, fans. The new year is full of promise.

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Blurb

The dead rise to dance with the lifeless living and the Inquisition weighs on the people like the footfall of a god. Rapacious monsters stalk the night, from Vampires to more nightmarish fiends, and foolhardy mortals make deals with devils to save the world. In the face of encroaching darkness stand mere men and women struggling to survive. Dare you join them, and brave the Crucible?