Wednesday 23 December 2015

Templar Code of Honour

Ever since the old gods died to treachery, it has been the responsibility of all mortals to govern in their stead. And it is as such that we, the remnants of the old temples, decree the creation of the Templar Order.

The duty given to the Templars is great, and lest they become corrupted by their power we shall impose upon them a Code of Honour to guide their actions. Let any Templar who breaks this code be cast out naked into the night to face the horrors alone.

The Virtues

  1. Justice. A Templar vows to decide upon a course of action with reason, to die when to die is right, and to strike when to strike is right. Justice is the skeleton of the Templar; without bones the head cannot rest on the spine, nor hands move or feet stand. Without Justice neither talent nor learning can make a mortal into a Templar.
  2.  Courage. A Templar must not only perceive what is right but also have the courage to do what is right. Bravery only counts if it is exercised in the cause of Justice and Righteousness.
  3. Mercy. A Templar is imbued with the power to kill, but they must temper that power with mercy. The Templar must show love, sympathy and pity for their fellow mortals lest they fall into hubris and evil.
  4. Sincerity. The Templar must have the courage to speak and act truly about their own feelings, beliefs, thoughts and desires. To be true to others is to be true to oneself, and in that truth is the path towards becoming a true Templar.
  5. Politeness. The Templar will always express a benevolent regard for the feelings of others. Courtesy and good manners are only counted as a virtue if it is not motivated by a fear of offending good taste.
  6. Loyalty. The Templar Order is charged with bringing order upon the mortal realm, and to achieve that it must have the utter devotion of the Templars. The ties that bind us together will allow mere mortals defeat the forces of evil.
  7. Self-Control. The Templar must have an absolute moral standard that transcends logic. What is right is right, and what is wrong is wrong. Do not allow others to cloud the standards which has been given to you to uphold.

The Codes

  1. To protect the weak and defenceless
  2. To give succour to widows and orphans
  3. To refrain from purposely giving offence
  4. To despise monetary rewards
  5. To fight for the welfare of all
  6. To obey those placed in authority
  7. To guard the honour of fellow Templars
  8. Abstain from unfairness, meanness and deceit
  9. At all times speak the truth
  10. To preserve to the end any promise made
  11. To respect the honour of the common folk
  12. Never refuse a challenge for combat from a Templar of equal standing
  13. Never turn your back on your enemy

Friday 18 December 2015

Bakasura, The Great Devourer (Hindu)

Some notes:

  • The base model is the Rakshasa from the D&D 5E Monster Manual, with appropriately adjusted stats and some major changes (like Springing Leap)
  • The inspiration is loosely based on the myth of Bakasura. The demon terrorised a village and was given a daily cartload food as tribute. Eventually he died while wrestling Bhima

Bakasura is a fiend with an insatiable appetite. The taste of blood, the texture of flesh and the crunch of bones is what excites this demon. He is driven to hunt constantly, for if he does not feed Bakasura will lose control and enter a feeding frenzy.

The demon appears like a muscular humanoid with long piercing spikes extending from his forearms. The tips of his fingers end in sharp claws, and his mouth is filled blood-stained fangs. His eyes have no irises, and are the colour of red-hot fire.

But by far the most curious and frightening feature is the extra mouth and it's row of fanged teeth that lie across the sternum of Bakasura. This extra mouth has caught many would-be champions unaware, as Bakasura pins them down with his spikes while his body-mouth devours them while they are alive and screaming.

Tactics

  • Bakasura prefers to avoid direct conflict, instead choosing to attack when his prey is weak. He would use his magical abilities to taunt and provoke the party from a safe distance, and use suggestion to invoke doubt into his prey. He will only attack when he is sure of killing and escaping with his prey. 
  • If conflict is unavoidable (and Bakasura has a devoted cult following), Bakasura will use his followers to engage the party as a distraction while Bakasura uses his invisibility to stalk the weakest members of the party. Once the toughest members are engaged and grappled, Bakasura will pounce onto his chosen prey and try to drop them and use Digestion.
  • Bakasura will do everything he is able to keep himself mobile.


Bakasura "Butcher" Skin from Smite, a MOBA game by Hi-Rez studios

Bottomless hunger

Bakasura is a demon with an everlasting hunger for the flesh of the living. This vile fiend solely exists to crunch bones, tear at flesh and guzzle down the blood of his frightened victims. His otherworldly digestive system seems to have no end, and his body-mouth can contort and extend to fit any meal no matter how large. It has been rumoured that Bakasura once ate three giants whole in one sitting, before making his way to feast upon an unsuspecting nearby hamlet.

Unseen Terror

Bakasura prefers to taunt and terrorize his prey before eventually devouring them. He stalks his victims from the shadows, using stealth and illusions to confuse or scare his prey. When he finally tires of this one-sided game, Bakasura quickly immobilises the victim with his forearm spikes before feasting on them while they are still alive.

Fearsome Predator

An eternity has shaped Bakasura to be a cunning and deadly predator. His speed allows him to quickly close in on his prey. His raw strength allows him to shred his target to pieces. And his agility allows him to pounce onto his victims, or leap to escape a deadly situation unharmed.

Uncompromising Negotiator

Bakasura is cunning enough to know that he can feast without hunting. He will frequently make a deal with towns and villages whereby Bakasura agrees not to prey upon the populace if they agree to supply him with a daily cartload of meat (the cart-bearer is usually eaten as well). Bakasura is then free to hunt elsewhere to supplement the daily offerings.

Cannibal Followers

On occasion, a few deluded mortals think that their lives will be spared if they follow and worship Bakasura. The cultists seek out unwilling sacrifices and bring them to Bakasura so that he can feast upon them. They are so devoted that they become cannibals and live by the mantra that "only the weak are eaten". The leader of the cult only lasts until his successor finally kills and eats him (or Bakasura starves and eats the whole cult). Cultists of Bakasura are easily identified because they mutilate their own bodies to mimic the spikes of Bakasura.


Bakasura
Medium fiend (demon), lawful evil

Armor Class 14 (natural armor)
Hit Points 90 (12d8+36)
Speed 40 ft.

STR DEX CON INT WIS CHA
16 (+3)19 (+4)17 (+3)10 (0)16 (+3)20 (+5)

Skills Intimidation +10, Insight +8, Stealth +9
Saving throws Dex +9, Wis +8
Damage Resistances bludgeoning, piercing and slashing from nonmagical weapons
Senses darkvision 60ft., passive Perception 13
Languages Abyssal, Common
Challenge 10 (5,900 XP)

Blood Frenzy. Bakasura has advantage on melee attack rolls against any creature that doesn't have all its hit points.

Innate Spellcasting. Bakasura's innate spellcasting ability is Charasima (spell save DC 18, +10 to hit with spell attacks). Bakasura can innately cast the following spells, requiring no material components:

At will: disguise self, minor illusion, thaumaturgy
3/day each: detect magic, invisibility, major image, suggestion
1/day each: dominate person, plane shift, true seeing

Keen senses. Bakasura has advantage on Wisdom (Perception) checks that rely on using hearing, smell or sight.

Springing Leap. Bakasura must not be grappled, restrained, paralysed, petrified, prone, stunned or otherwise incapacitated. As a bonus action Bakasura is able to perform a standing leap up to 10 ft. in the air and landing in an unoccupied location 15 ft. away. This sudden leap does not provoke opportunity attacks.

Swallow. Bakasura makes one bite attack against a medium or smaller target that it is grappling. If the attack hits, Bakasura's body-mouth distorts and extends and the target becomes swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside Bakasura, and it takes 21 (6d6) necrotic damage at the start of each of Bakasura's turns. Bakasura can only have one creature swallowed at a time.

If Bakasura takes 30 damage or more on a single turn from the swallowed creature, Bakasura must succeed on a DC 14 Constitution saving throw at the end of that turn or regurgitate the creature, which falls prone in a space within 10 feet of Bakasura. If Bakasura dies, a swallowed creature is no longer restrained by it and can escape from the corpse by using 15 feet of movement, exiting prone.


Actions

Multiattack. Bakasura makes three attacks; two with it's Spikes and one with it's Bite.

Spike. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 14 (2d10+3) piercing damage.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
Hit: 10 (2d6+3) piercing damage, and the target is cursed if it is a creature. The magical curse takes effect whenever the target takes a short or long rest, filling the target's thoughts with horrible images and dreams. The cursed target gains no benefit from finishing a short or long rest. The curse lasts until it is lifted by a remove curse spell or similar magic.



Change log:

  • 20 Dec 2015.Took the Blood Frenzy feature from the Sahuagin. Changed Flesh Sense to Keen Senses. Edited Leap to be mechanically similar to Nimble Escape and renamed it to Springing Leap. Changed Digestion to Swallow from the Behir. Changed the CR to 10.

Wednesday 16 December 2015

The changes to Kelerak

The D&D campaign I am running at a cross-roads. The party was transported to an alternate dimension that had changed time to speed up, and are now exiting nearly 40 years in the future. I had the party roll some dice to determine what had happened in the meantime, and this is the result.
You may not know me, but I have been watching you all throughout time. Arkaxus the Headstrong, twice defeated but resolute on his path towards vengeance. Grimbold the Provider, who has already given so much but still so willing to give their all. Sanctus the Courageous, always defending the weak from those who abuse their power. Ceasus the Seeker, striving to pry the secrets of the world from the dark places. Aramil the Storm-Born, still grieving over the love he lost. And Jinn, the trickster who runs from his own past.

I have followed the essences of my dead brothers and sisters to this unhallowed place, and I have sensed them within that amulet you bear. Why they have chosen mere mortals to guard their essences I cannot begin to speculate, but my fellow Gods have made their choice and I will abide by it.

But, where are my manners? I have not introduced myself!

Behold, for I am Cyndor the God of Time!

I must be quick, for controlling this plane of existence is draining me of my power. I am sending you back to your own world so that you may resurrect the essences of the Gods that lie within your amulet. The Mockery has finally re-emerged after eons to lay waste to the plans of the Elder ones, and we must  reforge the essences of the Gods so that we can oppose The Mockery and his Herald. But be warned, as much has changed since you last were home...

It has been nearly 40 years since the old gods were defeated before the might of The Mockery and the army of devils summoned by his Herald, Artor. The fabric of reality has been torn, with infernal Fiends and otherworldly abominations slipping in through the inter-dimensional cracks and running amok. Travelling the wilds is no longer safe, so that the commoners cower behind feeble walls and meekly pray for salvation.

The sky has been permanently breached, torn asunder by the power of The Mockery. The sun can barely be seen through the ash-darken clouds, and never-ending thunderstorms constantly assail the earth. For some unknown reason the earth itself has become warmer to the touch, hot enough to heat up puddles of water. The new low-light and humid conditions has changed the way plants grow, slowly replacing the familiar forests with thick jungles of ferns, vines, and mosses.

The farmers suffered the worst as traditional farming methods were no longer producing the crops required to feed the population. Animals that could not survive the hot and wet weather died quickly, and starvation gripped the land. It was then that Magic Universities and Academies throughout the land focused their efforts to magically alter the seeds and animals to become suited to the new conditions. The new magically-altered crops averted a crisis, and magi and sorcerers became a highly regarded profession.

The Herald used the food crisis to usurp power, trading magically-altered seeds for absolute rule over towns and provinces. In place of traditional feudal lords and city councils he created the Magocracy, where he gave power to trusted magic-users to rule in his stead. The new rulers were known as Senators, and Artor used them to consolidate his power to rule upon the White Star Throne in Dragonspur City.

The death of the gods and the rise of the Herald hearkened the birth of the White Star religion. This new religion was based around the appearance of The Mockery and his victory over the old gods, and praises Artor as the Herald. The new religion falsely teaches that the old gods, myself and my siblings, were false and that we stole godhood from what they now call the White Star. The White Star, through the Herald, shall now reveal the True Path that the faithful should follow towards redemption. All hogwash, of course, but this new religion has been mandated by the Herald to be the only religion throughout his new Empire.

Under Artor's guidance and through the fervor of his new religion, Kelerak was quickly able to conquer and subjugate neighboring Zeland, Kale, and Daven. Only the militant Orland and their legions were strong and organised enough to repel the fledgling Empire of Kelerak, although they too eventually fell to the zealous teachings of the White Star missionaries. Only the far-flung Kingdom of Farland remains independent, as the ancient King Wolgan the VIII maintains a vice-like grip onto his throne.

As the Empire spread so too did the White Star relgion, and it destroyed any vestiges of the old Pantheon in it's wake. Temples were re-purposed to worship the new and only god. Clerics were mercilessly cut down in public executions by the militant wing of the White Stars, the Justicars. But the old Pantheon still remains stubbornly alive, as the elders secretly still pray alone in dark rooms when the Justicars are not watching.

All surviving members of the old Temple hierarchy fled west towards the castle of the Order, where the half-elf Knight-Captain Dendy Jeri remained faithful to the old ways. The Temple of Kord was by far the strongest contingent remaining, and they formed the backbone of the resistance movement against the Empire. Soon the Order and the remains of the Temples merged together to form the Templars, a holy order with the divine duty to govern over the remaining faithful. All assets of the Castle were gifted to the new Templar Order, and the Castle was renamed Knight's Hall.

Instead of invading the lands of the Templars, Artor instead ordered a wall to be built around them to cut them off from civilization. The wall itself was permanently manned, and a common punishment throughout the Empire was to be banished onto the other side of the wall. As such, the area  beyond the wall has been nicknamed "The Wastelands" in the rest of the Empire. Strict border controls were in place at every gate along the wall, and anyone who managed to cross the wall without permission were mercilessly hunted down and executed.

The wall was integrated to be a part of the city of Dessingrove and the towns of Waleron and Deaton, making these places the only points of contact between the Empire and the Wasteland. When the Templars and the Empire cooled their relations, these towns actually thrived as it was the only trading point for the Empire to access goods from the Wasteland, the Elves of the Black Woods and (surprisingly) the Orcs of the Northern Teeth.

Over the years the Templars have become increasingly secular, with many giving up hope that the old gods will return. The Templars have become the defacto government of the Wasteland, and the Pantheon faith now barely influences their decision-making. They have instead become more militant, eschewing the arcane arts in favor of increasing technological might.

As for the races, non-human races now experience the most intense racism within the Empire than at any other point in known history. Tieflings suffer the most as their infernal bloodline link them to the unholy abominations that wander the wilds. Many Tieflings are simply attacked on site in any urban area, forcing Tieflings to hide out in the wilds. Many Tieflings have fled into the Wasteland or far to the East, although some have formed alliances with Fiends and have grown powerful.

Although most Orcs live in the Northern Teeth under Uggoth Kalakzorson, some have chosen to follow Skanut the White and live in the Wasteland. This has created some animosity between the two, as each believe that theirs is the true Orc way. Simmering away in between this animosity waits the Blood Oath Orcs, awaiting their chance to create bloodshed and awaken their foretold Blood God, whoever that may be.

Elves are barely tolerated within the Empire as the Black Wood still do not follow the White Star faith. Half-Elves are treated with contempt and pity by both sides, although they can still find fulfilling lives. Dragonborn also find it hard to maintain their place in society, and are slowly being pushed out by the human-centrist aristocracy. And Dwarves have mostly retreated deep into their mountain retreats, away from the prying eyes of the Magocracy. Only the Halflings and Gnomes are welcomed among the humans.

Curiously, the Herald himself has encouraged the migration of Drow into the capital city of Dragonspur. The migration was paid by the Empire itself on the condition that the Drow convert willingly to the White Star faith and burn the remains of their old faith. The Drow eagerly agreed as their native lands to the east were barren and dry. What the Herald plans for the Drow is unknown, but the ash-clouded skies allow the Drow to frequently roam the surface.

This is the world you will now enter. It has changed drastically, and in 40 years almost everything you have loved and cared for will have died or grown old without you. As a final gift, I will tell you their stories.

Arkaxus, Sila was valiantly rescued from the Blood Oath Orcs by Skanut and the two lived their lives happily together. Sila managed all of her taverns expertly, spreading her business across the Wasteland. While she was happy without you, she did not forget you, and you remained part owner of the taverns in Dessingrove and Deaton. The Tavern in Knight's Hall was forcibly given to the Templars, as well as your smithy.

Your noble family has hit upon hard times, and have been forced to sell their expansive estate to meet rising debts in an increasingly racially charged Dragonspur. Sila was kind enough to give them your profits to keep them afloat, but they constantly squander the money.

Eatfrith was a devout follower of Gruumsh, and when his God fell so did he. The Cult of Gruumsh quickly fell apart at the seams and was irreperably damaged. The once fearsome Goliath roamed the Wasteland as a simple bandit, hunted by both Templar and Empire alike. Eatfrith finally died to your cousin Survasix, who joined the Templars to continue your quest for vengeance.

Grimbold, your love Twengebehriehs had left you alone in your village but as you had found your true calling so did they. Affectionately known as Twigs, they had become teacher of poor urban children so that they may improve their lot in life. In payment all Twigs asked for was food and shelter. Eventually the legend of Grimbold reached Twigs, and they packed up and began a journey to reunite with you. Unfortunately by the time they reached Knight's Hall you had disappeared into this dimension. Undeterred by rumors of your downfall, they established a school for the poor and awaited your return. On their deathbed, still resolute in the fact that you would return to them, they called upon Joco to imbue their spirit into the lectern to await your arrival. They continue to teach the poor up to this very day.

Despite the sweeping changes across the land, the Cult of the Raven and "Him" continue to thrive in the wayward forest off the beaten track. They continue to partake in psychedelic drugs in an attempt to become closer with the Raven Queen, ignorant of the fact that she has now died and lives on within your amulet.

Sanctus, your son Angus has hit upon hard times. He was a hot-headed youth that believed in attacking problems head on, just as his father did before him. When the Empire forcibly took over and began to wipe out the remains of the old Pantheon, he and his friends traveled to Dragonspur and began a campaign of guerrilla warfare and sabotage. He also led all the refugees that he could back to Knight's Hall, and was a leading figure in the Order. But years of fighting tired the Templars, and they eventually sought to make peace with the Empire. One of the conditions was the imprisonment of Angus for the crimes of sabotage. When Angus learned of this, he marched right up to Templar-Captain and turned himself in on the condition that his family remained safe and unharmed. Angus still lives, but languishes in prison beneath the city of Dessingrove.

The slave kid that you had rescued from the orcs took your name in your honor, and fought alongside your son Angus in their campaign against the empire. He was your son's right-hand man, and together they probably saved the remains of the Temple from destruction. Angus' eventual imprisonment has pained Sanctus Freeman, to the point that he has infiltrated Dessingrove and plots to break his friend out of prison.

The Sanctuary, the monk order where you learned to fight, was forcibly conscripted to fight in the Empires war against Orland. Any monk who resisted to maintain strict observance of pacifist doctrine was brutally murdered as an example to the rest. The surviving monks soon found that they were really good at fighting, and became willing shock troops for the Empire.

Jinn, your homeland to the east lies tattered and barren. The changes to the world has adversely affected the underground dwellings the Drow built over centuries, and in-fighting broke out between the clans. Your family was on the loosing end, becoming indentured slaves to more powerful families. Eventually the Drow migrated as a whole to Dragonspur at the request of the Herald in exchange of forsaking their ancient religion. The Drow as a whole agreed, and they burnt their holy books and symbols as they left their cavern cities. Your family ancestors remain as slaves in Dragonspur, serving the whims of their overlords.

Aramil, the your elvish clan's forest lies totally within the Empire and as such experience mild racism from the human aristocracy. Only elvish magic-users are in any way respected. The family of your human lover, in comparison, has thrived as it was discovered they have a rich steak of magic running through their blood. The family quickly rose to power in the Magocracy, but instead use their new-found power to protect their home village. In respect of your relationship with their relative they have taken it upon themselves to protect the forest and your elvish family from the avaricious machinations of the Magocracy.

Ceasus, while you are used to being exiled you should be wary as racism towards Tieflings have grown exponentially in the Empire and in some parts of the Wasteland. This is because of the fear that Tieflings are in league with the Devils and Demons that terrorise them on a daily basis. The wilds are also no longer truly safe, as fierce abominations prey upon the unsuspecting. No place is no longer safe, except that magic-users are highly respected or at least tolerated.

For Caelan Blade the collapse of the Kingdom meant that he was no longer a wanted man. The Thieves guild was also broken up due to factional infighting, so Caelan was no longer hunted by assassins lurking in the shadows. Unfortunately his Tiefling blood meant that his was no longer welcome in towns or cities. He still had his gold and his ship, and with them he created a little village along the Dark Lake that was a refuge for other Tieflings. He refitted his ship to ferry goods along the river-ways between the Wasteland and the Empire. He is survived by his son Caelan who continues the family business.

Belric was able to grow his pacifist ideology within the Wasteland, and had a devout follower in Skanut. Skanut wanted to reform the world's opinion of orcs, and through Belric had someone else with faith that orcs could change. Together they worked tirelessly to change the Templar's opinion of orcs, bugbears, goblins and kobolds so that these races are considered natural extensions of civilization. The ideology of equality is Belric's lasting legacy to the Wasteland.

Joco was able to secretly study necromancy and other forms of taboo magic to find a solution to his problem. He was also an avid supporter of the arts in Knight's Hall, and formed part of the magical backbone of the Templar order. But despite his efforts, he and his wife Taleadora could not keep up with the magical progress made within the Empire. When Taleadora suddenly died to a Demon attack, Joco decided that staying in Knight's Hall was only holding him back in his quest.

As a respected member of society, no one suspected that it was he that had found his way to Orvaxis' tomb on the night the spirit disappeared. Orvaxis was depressed that Bahumat had died, and when Joco approached him with his plan Orvaxis was only too ready to agree. Through an ancient arcane ritual the spirit of Orvaxis was merged with the soul of Joco, and this managed to also increase the lifespan of Joco. The three spirits in one body then quietly left Knight's Hall and made their way to Dragonspur.

That is all I can tell you, as now my power is fleeting and I must destroy this plane and the forbidden time magic that is imbued within it. Go now, heroes, and find a way to resurrect the gods so that we can fight the Herald and The Mockery!

Thursday 12 November 2015

Grassus Narkold and the Cave of Demons

This is an excerpt from my partial attempt at completing NaNoWriMo in 2014. It was supposed to be a High-Fantasy setting, borrowing elements from the Dungeons & Dragons campaign I was running at the time.

Grassus Narkold, Protector of the Sermons, holy warrior of the God of Justice, soldier in the army of Arskesia, survivor of the Battle of the Rose Headlands, husband to beautiful Silas, father of four healthy children in Dragonspire, and Dragonkin. A horde of titles earned over a lifetime of battling the evil things that crawl upon the land. These achievements bring me some contentment as I watch a trickle of crimson flow down my armour.

I shakily bring my blue-scaled hand into view, and I am reminded of the pride I felt when I first learned that the God of Justice also had blue coloured scales. All Dragonkin claimed their ancestry from the great ancient Dragons of the world, and there were certainly many other blue-shaded Dragonkin in Arskesia. But only a rare few bore the bright light-blue shade that is associated with the ascended Dragon that became the God of Justice.

From that day onwards, I began the long arduous journey to become a holy warrior for the Justice God. Master Sorkash was a harsh trainer, but under his tutelage I learned how to wield both sword and divine power. My family was honoured when I was being ranked first among the Initiates. My first assignment was to travel to the lands of the humans and protect the newly-founded ministry there. My last for the temple was to found a ministry in the lands of the halfmen. It was the assignment I remember most fondly, as it was where I fell in love.

And then the war began. The war so ferocious that it seems like it will consume the whole world.
Ancient stories tell that the Fellborn were once human, but they made a dangerous compact with the devils and demons of the underworld in exchange for power and wealth. The humans and the fiends then bred together, and out sprang the tainted Fellborn. The Fellborn went on to found the Empire of Turak in the far east, and eventually their borders stretched to touch the fringes of Arskesia.

Peace and Mercy did not seem to not be words in the language of the Fellborn. They knew only about domination and power. Border skirmishes were frequent and deadly, and there were plenty of rumours about captured Dragonkin being sold as slaves in far flung depraved citadels. Hatred simmered among the Dragonkin, and parents began to teach their children that the only good Fellborn is a dead one.

Silas and I also taught our children to hate the Fellborn. Gods forgive me, if there is one thing I regret the most it is teaching my children to hate. Those innocent minds, eager for nourishment and knowledge, gladly supped at the hateful tales told by their parents. I had personally ended the lives of many Fellborn, and then boastfully retold the tales to my eldest son. Maybe the sword sticking out of my chest is punishment from the God of Justice, fated to die so far from home for the sin of Hate?

I remember the anger towards the Fellborn that boiled inside of me, and anger so hot it threatened to burn all those around me. I was a ferocious tempest on the battlefield, an avatar of the God of Justice meting out punishment to the enemy. I thought that the Fellborn were creatures without emotion, without a single trace of good in them. That they were no better than the rabid beasts and the mindless undead.

Oh, how wrong I was.

My gaze fell upon the body of Walla, the Fellborn who warned my squad of an ambush earlier in the underground cave system. His throat was now a gaping hole, blood gushing out of his body. He had fought beside me. He sacrificed himself to protect me. He will die while under my command.

The mission was to stop the Fellborn from unleashing a terrible weapon that was supposed to end the war. My squad, respectfully named “Grassus’ veterans”, were tasked with locating the weapon and to destroy it if possible. But upon finding the cave system and venturing inside, we learned that it was a Cult who worshipped Demons that were going to unleash the weapon. The Fellborn had also learned about the weapon, and had sent a squad of Fellborn to stop the weapon.

Walla’s squad arrived before mine, and they were captured. The Captain of the Fellborn squad was executed, and before they could kill the rest the Demon Cultists heard my squad trample towards them. They had set up an ambush, but Walla had given us the warning that allowed my squad to easily defeat the rest of the Cultists.

Walla and the other Fellborn survivors joined my squad, and we managed to make it to a large chamber where a ritual was taking place. We tried to stop the ritual, but one of the cultists summoned a Fiend from the underworld. It was a large four-armed ravenous beast that could cut an unlucky warrior to ribbons and was as fast as a horse. The evil thing was tough, and most of the warriors fell trying to distract it while Walla and I could get close enough to land a killing blow.

The Fiend was now lying dead in front of me, it’s life coming at a cost of a sword in my chest and the rest of the squad are dead or dying. And yet the ritual continued.

I was starting to feel light-headed, and I the temptation grew to just lie down and sleep it all off. The Death Goddess’ whispers were calling to me to take my place in her realm. And I almost fell to that temptation until I heard a gurgled cry from Walla. I knew I could let our sacrifice be for nought. But I had no strength, and little will.

I closed my eyes and called upon the God of Justice, imploring for aide. I prayed for Justice, for peace, and for the ritual to be stopped. And, for the first time since my initiation, I felt His reply.

My body surged with holy power, my life essence bolstered by the spirit of the Dragon God. Strength returned to my weary body, and will coursed feverishly in my veins. Divine knowledge flooded my brain, and I knew what had to be done. I could feel that part of the ritual was complete and that an unnamed horror was set loose upon the world, but the worst was yet to come. The ritual was meant to unleash the Demon Lords of Undeath upon the world, where they would sacrifice mortals in their plan to ascend to Godhood.
But the God of Justice had just infused my body with the divine power necessary to disrupt the ritual and destroy the portal to the underworld. I just have to step forth and sacrifice myself to do it.

Without a second thought I lifted myself up from the ground and rushed to the centre of the ritual. I could see the formation of a portal, and from it I could smell the foul stench of Demons and Fiends. Before any of the cultists could stop me I leaped up towards the portal, resigned to my fate.

As my body entered the portal, the divine energy made contact with the foul things of the underworld. I could feel my skin and bones and muscles rupture as the divine energy exploded, destroying the large chamber behind me and whatever it was waiting in the portal.

And for the fleeting second of consciousness I had left, I thought about Silas. My beloved, may you forgive me for my sacrifice.

Monday 9 November 2015

Zombie dilemma

"Bill....?"

"Yes Bob, what is it?" I asked while I gnawed on an arm. Or at least that was what I intended to say as my jaws crunched down on the forearm.

"... Are we.... are we evil?"

Oh geez, he we go again.

I stopped my chewing, sighed heavily and looked pleadingly towards Susan, but the daft git was gazing towards the setting sun while sucking marrow out of a femur. I knew she was pretending to not have heard the question, and if I pressed her she would just plead ignorance.

Why must I always get stuck with the newbie questions?

I gave up trying to palm this problem off to someone else and looked at Bob. He was the new guy to our horde so most of his flesh hadn't rotten away yet, and both of his eyes had managed to stay in their sockets. I felt a jealous pang as his dark brown hair fluttered in the wind and my hand unconsciously reached for the top of my head to gingerly touch the exposed brain.

The stupid git took that as a sign to continue. "I mean, when we were all.... Livies.... we didn't need to kill and eat each other. It was, like, in the Bible and the constitution and stuff. It was wrong. So why must we...."

I groaned loudly and stuck up my half-chewed hand to interrupt him. I placed the severed arm carefully on my lap so that Susan could not steal it away while I did the dirty work of answering inane questions.

"Mate, we're zombies. This is what zombies do. We hunger for the flesh of the Livies. Simple as that, mate." I gave him a knowing look, hoping that that would be the end of it and I could continue shredding the still warm carcass in front of us.

Bob gazed pensively towards the sunset. That should keep him occupied, I thought as I continued masticating on the bicep. My mind had wandered to which organ I should eat next when Bob suddenly turned towards me.

"So we have no souls? That we are not who we were when we were living? But then why do I remember? Why do I remember everything? And why am I not reviled by...... that", he shouted as he pointed towards the pile of flesh and bones.

"Because it's dinner," Susan helpfully replied, although it came out a garbled mess since she had a mouthful of toes.

I was suddenly self-concious of us as I noticed the stares from the rest of the horde. I could feel the disapproval from my fellow zombies as Bob made a scene. The oldest zombie, Rupert, was shaking his head and tuttering (well, I probably imagined the tuts as the old fellow didn't even have a tongue).

Susan gave me a look with the questioning eyebrow. Well, the eyebrow itself was chewed off long ago but the sentiment was easy to read. I just shrugged my shoulders, hoping the moment would pass so that I could eat in peace. Susan then leaned towards me and whispered, "You sired the bastard".

"Oh fuck off, I did no such thing! I was just the one who was nibbling on him when he re-animated!" I protested, but it seemed to have only made things worse. I could hear the disapproving mutterings around me as the horde gossiped about our outburst.

I rubbed the sudden tiredness from my eyes with the remains of my hands and then looked morosely towards Bob.

"Ok, mate, we're zombies. We were made to eat humans. Do you blame the tiger for eating the rabbit? Then why should we be judged for our natural appetities?"

Bill vigorously shook his head. "But we are smart enough to find other sources of food. We could become like vegans, and then Livies and zombies could live together ethically and peacefully!"

I let out a loud guffaw despite myself. The idea was ridiculous. "Zombie vegans?! Fuck me mate, that's the stupidest thing I've heard since Susan last opened her yapper. Who has ever heard of zombie vegans?"

Bill scowled, and jumped to his feet in a huff. "I'll show you! Being vegan is a perfectly valid life choice. I'll show all of you!". And with that, Bill spun on his heels and stormed away in the distance.

Susan took her eyes off the sunset and glanced towards me. "It would probably be a bad time to tell him that we are possibly eating the remains of his family and friends, right?"

I chuckled at that. "Well, we don't know that. We just found him here with the rest of them. For now, I just feel like nibbling on some liver."

Wednesday 4 November 2015

Sila's capture by the Blood-Oath Orcs

This short is based on a Dungeons & Dragons tabletop role-playing game that I Game-Master for.

“Bring the Ale, Bring the Mead!
Grimbold is all we need!”

The raucous chant echoed throughout the tavern as Skanut entered. The fresh coat of paint above the door proudly proclaimed that this was the ’Kord’s Axe’. Skanut smiled broadly as his brother Orcs lifted their mugs in salute.

“Kord’s Paladin,
Easily pleased,
Jus’ make certain
You ain’t diseased!”

The room bawled with laughter at the clever little chant. The scrawny looking half-elf who shouted it was met with slaps on the back and offers of copious amounts of ale. It was not long before the whole room managed to twist the lyrics into something much more dirty and depraved.

“Why are you so happy today?”

Skanut turned to see Sila smirking, her hands full of jugs of sweet smelling mead. She was attractive enough for a Dragon-woman, and Skanut would admit to thinking about bedding her. Although he wasn’t too sure about those scales….

“I’m glad be home,” replied Skanut, before his thoughts drifted away. His knowledge of Common was getting much better, although it was still heavily accented.

Sila’s smirk dissipated into a knowing look, and she sighed heavily as she looked around her tavern.

Her gaze must have caught something, because she snapped back to Skanut. “Those Orcs by the far wall wanted to discuss something with you. Asked me to let you know the second you came in”

Skanut nodded and left Sila to work in peace. There were 5 Orcs, two of them wearing ridiculous looking cloaks and hoods. The other three just had a dumb, grim look about them. Skanut sighed, preparing to receive some sort of complaint. Why did he ever agree to become a knight?

“May your ancestors provide you a strong arm in battle,” greeted Skanut in Orcish as he sat opposite the 5 mysterious Orcs.

“May your battles be bloody,” replied one of the hooded strangers. They both seem to bow their heads lower so that Skanut could not see their faces.

There was long pause, and the three uncloaked Orcs began to look uneasy. Skanut could feel the battle tension in the air, and he clenched his fists underneath the table. He cursed as he remembered that he left his axe at the smith’s for repair.

“I’ve been told you were looking for me?” Skanut asked, hoping to break the tension.

“Waiting, to be more precise,” replied the other hooded figure. He then nodded.

The tavern suddenly erupted with screams.

Half of the Orcs overturned tables and drew their blades, striking down any armed man or woman they could see. Some were too drunk to react quickly and they fell where they sat, mugs toppling over to mix alcohol with blood.

Skanut leaped back and readied himself to face the three, now armed, Orcs as they surrounded him. The two cloaked figures removed their hoods, revealing the red woad-like tattoos that they had painted on their faces.

“The Blood Oath”, spat Skanut in Orcish, “What brings your foul stench to these halls?”

The reply was the swift thrust of a blade that Skanut barely dodged. The three Orcs were rash and impetuous, and Skanut used Dendy’s training to skillfully avoid their attacks. But then a sudden roar from behind put Skanut off-guard and he mistimed a dodge, receiving a deep cut to his side.

Luckily the roar was part of Dorgrim’s charge. He and the other Ironhide dwarves must have been using the private drinking room at the back of the tavern. The charge of the dwarves made short work of the three Orcs, outclassed by the stout warriors. Once Dorgrim was finished he gave a brief nod to Skanut before rushing to help the other victims.

Skanut jumped back to his feet and grabbed a sword. He looked around for the Red-faced Orcs, catching a glimpse of a coat escaping through the side exit. Skanut barged through the exit to see an unconscious Sila being carried down an alley-way by shadowy figures.
Leaving Skanut alone with the two red-faced Orcs opposite him, blocking his way.

“Blood for the Blood God”, said one.

“Skulls for the Skull Throne”, replied the other.

Then they attacked, but Skanut’s training had prepared him for two-on-one combat. He countered the overarm strike coming from his left, leveraging the momentum into an attack on his right. The cut went cleanly through the Orc’s guts, felling him instantly.

“Fire! Fire! Tavern on Fire!” The cry was quickly spread through the camp, and Skanut became aware of a seering heat at his back. But all of his focus was trained on the last remaining Orc in front of him.

The Orc backed away and smiled. It was a gruesome smile, a smile of foreboding.

“Blood for the Blood God”, shouted the Orc before slitting his own throat. He went down, gurgling the rest of the chant.

“Skuths… faw…. da… Skulg…. groan…..”

Tuesday 3 November 2015

Sariel discovers the Blood-Oath Orcs

This short is based on a Dungeons & Dragons tabletop role-playing game that I Game-Master for.

Sariel ran through the streets and past the hastily-built shacks, ignoring the shouts and cries of the adults. He was being pursued by a Kobold child in a game of chase, and Sariel was determined to not be the first elf caught by a lizard.

The camp built outside the walls of Castle Dark provided plenty of little alley ways to duck and weave through. There was no time for the Knights of The Order to plan out an orderly town for the refugees; Father blames the Orcs for the chaos, saying that they are simple minded savages.

The camp was also alive with the sights and smells of all the places of the world, and it was also the first time Sariel laid eyes upon Kobolds. Kobolds! The little lizard men were far, far smaller than the Dragonborn, but Father says that they are far, far cleverer than the brutish Dragonborn and to never trust one.

Sariel ducked underneath the canvas of a tent, popping out the other side to the astonishment of the Orc shaman and his human customer. The elf rushed out the other side, nimbly ducking away from the Shaman’s feeble attempt to grab him. Sariel beemed as he heard the Orc grunt and growl what could only be insults.

A few corners later and Sariel decided to stop and catch his breath. He hid behind a couple of barrels in a secluded path that was directly underneath the Castle walls. No-one seemed to walk along this path, so it should be a perfect hiding spot!

Sariel smiled as he imagined the Kobold child futilely searched for him, and crying in despair. He then saw himself emerging from his hiding spot to the cheers of his friends, and his father beaming with pride at his son’s skills as a stealthy elf.

“Blood for the Blood God”.

Sariel almost cried out in fright at the sudden intruding voice.

“Skulls for the Skull Throne”.

The elf boy peeped over the edge of the barrels to see a gruff orc wearing a cloaked hood. The funny thing was that this Orc seemed to be red, even though everyone knows that orcs are meant to be green. The other voice belonged to a shady looking Tiefling; Sariel knew the Tiefling was shady because he had a goatee, and Father said that people with goatees are never up to any good.

“The Knights have intercepted some of our forces, but the leadership managed to sneak away with help from the were-quokkas” said the Tiefling in a low voice, keeping a wary eye on all the exits.

“The Blood Oath needs no reinforcements, demon-born, and especially not those followers of the Mad One-Eyed God. This camp is full of piss-weak cowards. The Blood Oath demands that we take their lives as sacrifice to the Blood God!”, the Orc replied.

“Be that as it may, the Soulmancer has spent considerable resources in securing the services of the Oathbreaker. Apparently he has intimate knowledge about the Knight-Paladin of The Order that you could use…..”

The Orc guffawed, waving away the offer. “Sila. We know Sila. Everyone know Sila. No secret.”

The Tiefling smiled wryly. “Regardless, the Soulmancer wishes her captured as per the deal struck with the Oathbreaker.”

Then the Tiefling grew more cautious, and drew nearer to the Orc. He whispered to the Orc, who let out a sudden gasp at the end.

The shock passed quickly, and the Orc began to guffaw again.
“Well, fighting alongside dead elves is better than fighting with live ones!”

The Tiefling shook his head, “Just keep it a secret, you oaf. The Blood God will soon arise, and will take his seat on the Skull Throne we will build for him.”

“Blood for the Blood God”, whispered the Orc reverently.

“Skulls for the Skull Throne”, replied the Tiefling.

With that they quickly departed. Sariel began to notice that his heart was beating rapidly. When he was sure that they have left, Sariel scrambled to his feet and headed towards the little hut he had memorized.

The hut was the home of a quirky man who called himself the Investigator. He had asked the children to report any weird things that they might have heard; this definitely counted as something weird….

Monday 2 November 2015

Filip, the first shuttle pilot

This piece of work is the result of the writing prompt from reddit: "It's the year 3000, and Galactic civilization has fallen. Kings rule vast kingdoms. Knights charge into battle on horseback. But the starships still work, those were built to last."


Filip nervously adjusted himself in the saddle as they slowly approached the rim. A brief glance at his companions confirmed that he was not the only one unsettled by the loud whirring coming from within the crater. It sounded like the high-pitched screech of a wounded animal, and the brilliant flashes of intermittent blue light threatened to blind anyone who dared to peek over the crest. Filip instinctively clutched at the amulet around his neck, a decorative wooden disk engraved with the letters R.T.F.M.

"It's your lucky day, Techie! Maybe you egg-heads will actually get us off this rock," shouted Krishna as he pulled his horse up alongside Filip's mare. The dark-skinned man then put on a fake grimace and pointed up at the night sky as he continued his mocking, "Although you might be outta time; it looks like those pieces of shit are falling apart up there".

"The Chief Engineer said that this is just debris that was broken off the ship during the Impact, and that it managed to achieve an unstable orbit before eventually landing here. The ships themselves have automated self-repairing sub-systems that, according to the Manual, should..."

Krishna let out an exasperated sigh and with a wave cut Filip off. "Oh, cut that techno-jumbo out. You Techies always harp on about how the Fleet are marvels of engineering and are indestructible, but what bloody use is all that if the blasted things couldn't even protect the Crew, may they never be forgotten!"

"Oh, Kris, just leave the boy alone," ordered Sir Salim of Forge's End, a giant of a man who had to ride a draught horse that could carry his weight. Salim jerkily dismounted as the mechanical actuators in his legs performed the unfamiliar manoeuvre. "You can't fault a Techie for preaching about the Fleet and the Manual. Our forefathers had hopes that they would be able to find a way off this planet, and the least we can do is continue that work."

Krishna held up his hands in surrender as he dismounted with the other riders. There were five of them in total; Filip the Techie, Salim the knight, and the escort of soldiers consisting of Krishna, Helga and Ling. They were all sent by their liege lord, Baroness Victoria of Forge's End, to investigate the debris that had fallen out of the sky a fortnight ago. There was hope that it may contain something that will help the Stranded gain access to the Fleet, but if nothing else the lessons learned from the debris would give the Kingdom an advantage over it's enemies.

Salim gathered the term around him and began to issue out orders. "Ok, Filip I want you to-"

A wooden spear suddenly landed four meters away Salim, and the team instinctively jumped into action. Krishna threw Filip over his shoulder as the other soldiers un-holstered their blasters and sought cover behind the crest of the crater. Helga took off her backpack, cursing as she began to hastily unravel the cables that had become tangled with the extra blaster batteries and their solar-panel chargers.

"Fucking Spear-chuckers! Fuckin' come get some!" roared Krisna, chucking Filip towards the rest of the group before laying covering fire so that they could all reach safety.

As they leaped over the crest of the crater the soldiers gaped in awe at the sight of the large tear-drop shaped craft that had cause the crater. Filip was struck by the elegance of it, the beauty of design that he had only ever read about within the musty pages of the Manual. The rear thrusters were still powered up, slowly driving the tip of the craft further into the earth. The multiple breeches were the only flaw in the shape of the hull. It was something that would bring Filip renown in all the laboratories of the world: a functional space shuttle!

Salim shook Filip out of his awestruck wonderment. "Get to that thing and see if it can help us!"

Filip just nodded dumbly, and then began to stumbled his way down to the shuttle. As he reached the bottom he realised that the Manual never prepared him for operation of a shuttle. Filip began to frantically search for an opening, sliding his hands along the hull to find any sign of a seam or an opening.

Suddenly, a hatch popped open from the hull with a loud hiss. Filip cautiously peered inside the dimly-lit shuttle but nothing else happened. Filip entered the craft, making his way towards the tip of the craft. Filip was almost giddy with anticipation at what was about to come.

The cockpit was as the Manual had foretold; a simple pilot's chair surrounded by an interface. Filip lowered himself into the chair and swung it around so that he faced the control panel. A simple query blinked on the screen: "SEVERE HULL BREACH. RELEASE REPAIR NANITES?"

Filip touched the part of the screen that indicated yes, and Filip could hear mechanical clunks that he assumed were the nanites repairing the hull. The blinking warning was replaced by a progress bar that shrunk itself to only the top-left portion of the screen, revealing what Filip could only assume was the shuttle's controls.

A large grin found it's way to Filip's face. He was about the become the first shuttle pilot in generations.