Showing posts with label Dark Sun. Show all posts
Showing posts with label Dark Sun. Show all posts

Wednesday, September 2, 2026

"The Ruin of A'agrybah" - CHA'ALT Campaign 4.15

 

Turns out, the two-part foray into Dark Sun has become a three-parter, at least.

We had 3 players - Strum, Bishop Crane, and Ug.  Before I forget, here is another awesome review of Pulp-Drenched Cities of Cha'alt. "Stream of consciousness on acid," indeed, hoss. 

As the tangerine-hued sky darkned to a burnt-orange, the PCs saw a number of ancient and massive pillars sticking out of the sand.  Each was 30-feet from another of its kind, and there were dozens of them, all over the desert.  They made for good campsites, at least that's what the one-eyed whore Nyla said as the adventurers' approached on their giant lizard.

Two groups were camped upon arriving, so the PCs decided to camp in-between.  Setting up a watch system, Ug soon smelled sand-fish cooking at the campsite towards the east.  Before long, Ug and pucha'ata followed their nose, and asked to be admitted into the neighboring camp so they could eat something.  The supplies they had were zoth, zoth-zero, crayons, weapons, and drugs - no food.

As Ug ate and talked with these Athas elves, reciprocating their hospitality by offering his new friends crayons to eat.  The waxy taste was, apparently, the feature, not a bug.

Meanwhile, the other two were sleeping soundly when a quiet rumbling soon turned into vibrational tremors.  At that point, Strum woke up, thinking a sandworm or something similar might be stirring nearby.  Then, he saw movement around the closest pillar to their camp.  He woke Crane up and the two converged on the humanoid who immediately gave himself up, saying that he was a mul (half-dwarf and half-man) slave who would love the chance to serve such prominent and wealthy masters as themselves.  

They were strangers in a strange land and saw the value in taking this mul with them.  I blanked on a name for this half-dwarven slave who stood before them, short, stocky, bald, and muscular.  So, I decided that it's customary on Athas for a new master to name or rename his recently acquired slave.  Mul became Donkey, which soon became Don Quixote or just Don.

Since the party had lost their templar tag-along last session, Don would steer them round the cultural curves, so to speak.  Eventually, they all ended up at the camp with sand-fish (Strum put Ug's crayon sharing to shame by letting all 7 elves have a go with his one-eyed whore), seeing the electrical storm flash lightning - fuchsia and chartreuse lightning, which is rare in these parts... perhaps a sign?

Turns out, these elves were also going to the temple of absent divinity.  They had a prophetic scroll and demonic cube, both with infernal-glyphs, that foretold a great change in the balance of power on Athas.  Why not travel together, the PCs thought, especially since they could probably use the scroll and/or demon box at some point.  

So, Don moved all their stuff to the new camp, and they slept until morning, then continued their journey to the temple.  About halfway there, the PCs' giant lizard stepped on something that didn't sound like the  familiar sound of reptile-paws on sand.  Disembarking to check it out, they found a metal hatch in the sand.  At first thinking it was a starship of some kind, they opened it and jumped down into a cave (with the help of dried intestines, serving as rope). 

It was a large, irregularly shaped oval cavern that contained a small tunnel the PCs would have to crawl through, a whole bunch of lightless and lifeless crystals embedded in the cave wall, and a three-sided golden monolith or obelisk towards the center with an eye formed into each side of its golden exterior.  

Ug tried to move the gold obelisk but couldn't.  Eventually, it spoke to him telepathically, telling him that it was too weak to regulate the doorways of time and space - the soul energy of the crystals required the death of the void-black succumbing (or Great Old One as the PCs know it on Cha'alt) to revitalize them.  

Their current mission was to awaken Keelta'anpa'adraj from his slumber, not to help the sorcerer-king, nor assassinate this magnificent creature (as Bishop Crane calls the Old Ones).  But if Keelta'anpa'adraj ended up dying inadvertently, knowing the crystals would be recharged was good knowledge to have.

Before leaving this cave, Crane summoned a fruitie to travel down the small tunnel and report back what he saw - man-made horrors beyond comprehension... several humans were giving insect-folk piggy-back rides.  Hearing that the tunnel widened as it went, and wondering if there was something valuable or noteworthy down that way, Crane and Ug went in to see for themselves.  Sure enough, the thri-kreen rape-gangs were doing their dirty work.  And this is what was heard.  Trying to back out quietly, they were spotted, but Ug used his fire stick and Crane his blaster, taking 4 of the 12 out, which made the praying-mantis folk back off so the two could make an expeditious retreat.  

Once reunited, they eventually made their way up to the surface, making a mental note of where this hatch was so they could find it again, if need be.  

Continuing on with the Athas elves riding a giant insect behind them, they eventually came to the temple.  Deciding to sleep just outside as it was nightfall again, the early morning was disturbed by a living, floating, platform with tendril-roots hanging down as it was driven by the 3 psions standing on top of it.  

Eventually, they landed, the psionic-warriors jumped off and faced down the PCs.  One was fire, another ice, and the last storm - each having a corresponding opal embedded in their forehead.  Several rounds and saving throws later, the PCs were damaged but not dead, nor encased in ice.  Each opal was removed upon the psion deaths.  

Strum took the fire opal, keeping it for later (he hadn't decided where to place it yet), Crane took ice, attaching it to Kaltha'alax which would give him an additional 1d6 cold damage and on a critcal-hit, would encase his opponent in ice (save to avoid).  That left the storm opal for Ug who embedded it into his own forehead successfully (we rolled to make sure).  Once per day, he can blast an opponent with a 6d6 lightning storm (save for half damage).  If he wants to keep using it, it costs him a d6 in damage with an additional d6 every time he uses it until the next day when it resets.  So, if he used it 3 times in one day, the first one is free, the second would be 1d6 damage, and the third would be 2d6 damage to himself.

The temple was half-buried in the desert, an amber basilica on top and the lower exterior of the temple was fashioned out of dried lizard skin.  Inside, the PCs found the place was in disarray... smashed altar, tentacled pillars full of cracks with big chunks taken out, braziers that hadn't seen any amber-lotus in weeks, and a spiral staircase going down in the center.  Looking down, the PCs noticed a gigantic boulder preventing anyone from going up or down.

A lonesome priest named Maddox was the keeper of the temple, waiting until the Old Gods returned, but after a century or more, even he didn't really believe the Gods would come back.  Maddox had been maimed (his left-side shoulder and arm were basically useless and he walked with a limp) during a battle that took place just a few years ago when templars had ransacked his temple and crippled him due to criticism of sorcerer-king Jethryk's frequent attacks on neighboring city-states.  

He called the network of tunnels and caves below the temple the Moshtobah caves (moshtobah meaning unattainable riches from below), claiming there were supposed rumors of a godlike entity slumbering deep under the absent divinity.

In exchange for a few minutes with Strum's one-eyed whore, Maddox promised the adventurers something that was left behind in the holiest of holies for cataclysmic emergencies.  The PCs agreed as Maddox took the prostitute into the confessional for a good time after showing Ug the cabinet doors that opened into a hole in the rock.  Not feeling very optimistic, Ug put his hand into the hole, felt something, and withdrew a thermal detonator.  Upon activating it and throwing it down the stairway, the boulder smashed into several pieces, allowing them to explore what was beneath the temple... hopefully finding the sleeper.  

I forgot until just now the phrase that everyone uses in Dark Sun (according to me)... "May the sleeper never awaken."  Next session I'll have to spam it to bits & pieces!!!

I was able to utilize the new map that I'd been working on, slowly, for a couple months because of Kickstarter rewards which always takes up a ton of my free time.  They started at the center and worked their way outward, hearing a woman humming or singing to herself as she tidied up her cave.  

She was alone, not having access to the temple above, but occasionally mixing with the other natives down here.  She mentioned a wild story, her purpose, to check on the interdimensional webbing of the cosmic spider, A'araknar-Thule, making sure he didn't come back and begin eating the reality of their world.  

After telling her about the lonely priest above, she left to check the temple out, warning the adventurers not to look in her special box in the corner of her cave.  Of course, as soon as she left, that's exactly what the PCs did.  They found a big box of porn - battery-operated devices, laser-disc 8-track cassette tapes of classics like "Sand Gets Literally Everywhere," "That Lizard in Loungewear is my Pimp," and "Ex Harem-Girls of the Insatiable Sorcerer-Kings," specialty magazines (such as Hot Scales Monthly and Spicy Iguana), lube, ball-gags, dildos, her hand-written sex journal, the works.  

She had access to the interdimensional strands via a scroll that would open a portal.  Being handed the scroll and told they were now in charge of that particular mission, until she came back (which might be never), they spilled a couple drops of blood and read from the scroll.  A portal appeared.

The PCs peered into it, saw the webbing that could definitely have been made by a gigantic cosmic spider, were careful not to mess with it too much on the off-chance that vibrations would actually call A'araknar-Thule to them, cut a "crossbeam" strand, and then Ug threw in one of the pink sexual devices from her box, hoping it would stick to the web (and it did), finally using the purple labyrinth glyph inside the portal just to see what would happen...

At that point we were running out of time, and so I paused the game so I could think through the potential ramifications of opening a portal to the purple labyrinth within another interdimensional space containing an alleged spider of cosmic size and power.

Notable quotes from the session...

  • "Dark Sun: the land of sexual frustration"
  • "The love of a thermal detonator is equal to the love of a one-eyed whore."
  • "One man's cataclysmic emergency is another man's Tuesday."

Our next game is scheduled for Saturday, September 12th.  That's going to be a session not to miss as it's the probably the last of Dark Sun (for awhile, at least), and I won't be available for the following two Saturdays as I'll be on vacation.

Enjoy,

VS

p.s. Want some hardcover Cha'alt?  Here's how (and they're currently on sale!)!!  And in even BIGGER news, you can now buy an all-access weekend badge for next June's VENGER CON VI: Belief is Reality convention in Madison, WI right over here.


Monday, August 17, 2026

"The Ruin of A'agrybah" - CHA'ALT Campaign 4.14

 

Dark Sun has come home to roost!  

In fact, there's so much Dark Sun inspiration in Cha'alt that it felt relatively similar.  Sprinkled throughout, you'll see what I chose to include in my Dark Sun, and how all this could be picked-up and carried back over to Cha'alt.  Not the Cha'alt we're familiar with, but closer to the equator.

We had the usual four - Strum, Crane, Ug, and Beigizona (who soon became Mista Firestorm once the PCs were transported to Athas).

Leaving off with the PCs ready to head into the downward sloping tunnel leading from the outer edge of Ira'ad to the ruins of that once great kingdom, a sherpa made his presence known, telling the adventurers he was assigned to them by the "Oops, we need another guy" Temp Agency.  This NPC was named Twitchy because of his frequent twitches.

Before I forget, we have the convention page for VENGER CON VI: Belief is Reality.  Here it is.  Grab your weekend badge now.  It's the last weekend of June in Madison, WI.

“You know, if you play your cards right, I’ll take you to the old presidium with the secret entrance to The Electric-Banana Late-Nite Sanctuary of A’achenshablefishtkorrid-dorna’achtbraunschweiggertenz von O’ohm.  It’s a real trip, man.”  

FYI, I wanted to tease that location which will probably come up again at a later point in the campaign.  I had just finished watching that one Monty Python's Flying Circus episode of the German philosopher with the crazy long name.  This doesn't come anywhere close, but it's an homage.

As Twitchy mentioned the various noteworthy aspects of Ira'ad's ruins, the PCs noticed a foreign-looking glyph.  This glyph was drawn with an accent, a dra'awl from the southern-reaches.  Translated, it means "solar eclipse" and could be traced back to Athas, a neighboring dimension.

Interestingly, 3 of the 4 players rolled natural 20s when searching their mental history for information on the Athasian-glyph.  Bemoaning their good-bad luck with such a wasted roll, I allowed them to "bank" their 20s to use later in the adventure so they could re-roll for the current skill-check.  They all agreed.

Hearing a hundred Kha'alestinians approach with wormskin shields emblazoned with purple severed penises, Ug traced the zoth he just purchased from Twitchy upon the glyph as Strum shot flames from his magical fingertips.  Rolling on a d100, the sorcerer immolated 16 of them - which is a lot, but not nearly enough when there's 100 infidel-slaying jiha'adis in front of you.

Finding themselves in the open desert, on the other side of that portal, with a tangerine sky and obsidian city in the distance, they began walking.  This was after being introduced to Mista Firestorm who, it turned out, was a child inside the body of a hulking assassin droid.  Think Adam Sandler from that Waterboy movie.  It was as strange as it was humorous.  Firestorm was also a dimensional traveler, and had somehow followed the adventurers to Dark Sun by getting there before they showed up.  I'm sure all that will be explained next session.

At any rate, Firestorm wanted to help the other PCs hunt down and kill demons just as his parents had done and showed him how to do.  And so they walked...  

Soon enough, they ran into a couple of escaped slaves named Tik and Tak (half-siblings) who were on their way to a slave auction near the city-state of Tyr.  The young natives were hoping to rescue their friend who can sometimes see future events in his dreams.

"Metal is rare, there are no gods – they were either driven out or murdered a thousand years ago, the sorcerer-kings rule Athas with an iron fist, and are served by the cruel templars and mouth-sewn psions (psionic-users, but if they had their full power of speech could command or destroy men at will).  Most of the inhabitants are poor and many are slaves.  Athas is a desert due to the defiler sorcerers who drained the world of its magical energy.  Oh, and you hear that barely audible sound like the back and forth smacking of violin strings?  That means thri-kreen are near.  Hopefully, it’s not a rape-gang.  If we keep moving, we should be alright."

So, if Cha'alt didn't have the Great Old Ones and their ichor replenishing the planet's magical vitality (but was still a radioactive desert wasteland due to the apocalypse), it would look a lot like Athas.

Almost to the slave auction, they came across an overturned slave caravan with several slaves trapped underneath the bone carriage.  A gigantic black beetle was trying to eat them all, but the PCs watched as the first was devoured.  Long story short, they eventually killed the beetle, "freed" the slaves by allowing them to take the party the rest of the way to the slave auction, and Ug made black carapace armor out of its outer shell.  Additionally, a gland in the beetle's interior had the equivalent of sunscreen oil, which they rubbed on their skin and took the excess with them.

Soon enough, they arrived at a small, man-made ziggurat with raised stone steps that terminated in a wide platform where slaves were auctioned off.  The first of three rounds included the dregs, of which there was a one-eyed ex-whore who Strum took a shine to and ended up convincing the sorcerer-king Jethryk to buy for him.

FYI, the standard greeting has changed from "By His loathsome tentacles" in Cha'alt to "May the sleeper never awaken" on Athas.

Speaking of Jethryk, the PCs were eventually invited to his crimson and gold tent and asked about an irregular metal box stained tyrian purple etched with eldritch-glyphs that meant something in particular.  The reason why they didn't open the box is the sorcerer-king's seer saw doom and horror accompanying its opening.  Failing their rolls (and having already spent their 20s during the previous combat), we used a relatively recent game mechanic known as Fairy Dust...

Strum regaled the table with tales of his coming across a scroll-case with similar glyphs during a visit to Hell, and with his zoth fueled delirium when the rest of the party was fighting to protect the bastard-princess from being torn apart, he finally had time to read the scroll whilst hallucinating, providing him with understanding of subtle eldritch mysteries once attuned to such glyphs.

 The sorcerer learned that opening this box is to usher-in the possible doom of Athas, which they pretty much already knew.  That within this box is the location of the sleeper who shall one day awaken, and centuries ago, they came from beyond the stars, a race of gods known as the Void-Black Succumbing.  These gods were ancient... great and powerful.

This was the Scroll of Riva'an and it spoke explicitly of a Great Old One known as Keelta'anpadra'aj.

Having relayed all that, the sorcerer-king's templars opened the box as Strum poured over the scroll, only doling out the barest of details.  Needing a portal back home, the PCs agreed to journey to the temple of absent divinity, find the sleeper, one of the Void-Black Succumbing, and place a creature that would suck its ichor whose benefits would immediately transfer to Jethryk.

Since the sorcerer-king was going to purchase the slave who dreamt of the future to tell him about the box, but now didn't need him, due to the PCs illuminating Jethryk, Crane asked if he'd buy and release Tik and Tak's slave friend so they could be reunited.  The sorcerer-king was in a generous mood and did as the priest requested.

First, of course, they all went back to the palace in Tyr where they enjoyed the royal treatment.  Strum had as much fun with the one-eyed whore in the palace as he did earlier within the privacy tent.  I asked Grok to come up with a suitable name, and from its suggestion, we chose Nyla Blindside.  We also determined that her fake eye was just a painted rock that she wedged in there to keep up appearances and also doubled as a cavity-opener to keep it wide enough to fit other things in there, as well.

Leaving the next day with Jethryk's templar, Junar, they rode giant lizard mounts.  Halfway into the first day, they encountered a floating entity with tentacles hanging, a hundred eyes, and singular, hungry mouth all cracked and scabrous, resembling the fur of a deadly spider.  This thing was coming towards them slowly, but Junar warned that in combat, the entity is fast.  Apparently, it's called a zyrek, which means "punishment for failure" in their land.  It eats people as a means of natural selection, or so the rumors go.

Bishop Crane was hoping his eldritch beam wouldn't fail him in this godless land.  Luckily, it was there and blasted the thing before Ug with his magical sword Orin, the droid's knives, and Strum's magic missiles (with the help of a slave's blood - Jethryk told the sorcerer that unless he used the magical chartreuse syrup they came with, he'd have to spill blood to fuel his spells).  They eventually killed it, but not before the zyrek attacked Junar.  I rolled randomly as I normally do for who got targeted, and then rolled a natural 20 of my own which resulted in double damage - 2d20, ouch!

That was enough to kill the templar, which, as the PCs admitted, would probably save them the trouble of having to kill him later if the sorcerer-king planned to betray them.  Speaking of which, Jethryk gave Strum a little insectoid-parasite to swallow that would allow him to use the benefits of zoth (or other potentially harmful substances) without the ill effects.  Mista Firestorm asked aloud if that was such a good idea, as it came from a 300+ year old despot who wanted nothing more than continued power over his city-state, and perhaps all of Athas.  Strum acknowledged the possibility of danger, but ate it anyway.  

Oh yeah, the blood of this creature was slime-green with just a hint of yellow and the faintest glow.  Upon investigation, it was the equivalent of zoth-lite, diet-zoth, or zoth-zero, having approximately one-seventh the potency of the real stuff back home.  Also, they searched the templar's body and came away with 30 ceramic pieces, 3 Athasian pearls with a tangerine-purple iridescence, a jeweled bone dagger, and a papyrus scroll written in code that the PCs were determined to decipher.  

Junar,

While I believe these are the adventurers from another world prophesied to save Athas from itself, I intend to use their knowledge and efforts to make me the most powerful sorcerer-king in the entire world.  What they call zoth could revitalize our world, but in my hands, I would become unconquerable.  

See that they secure the lashbetta'aq to the Void-Black Succumbing but do not let it awaken.  Our combined sorcery keeps it slumbering, and that must continue.  

If the otherworlders betray us, kill them once their task is completed.  If you must, finish their task before their blood is cold.  Otherwise, bring them back to the palace at completion so I may learn more of their world before sending them home.  It would suit me to have resources on Cha'alt.  

The ithqueka I gave to the sorcerer will keep him under my control.

Jethryk, Sorcerer-King of Tyr


As night was falling, they were about to make camp.  We ended it there.  This session was less gonzo than usual.  Notice that I didn't draw any suggestions from the Black Skull of Secrets.  I wanted this session, and probably the next, to resemble Dark Sun, or how I envision it, rather than just be Cha'alt 2: Less Metal; No Gods.  

I expect the PCs will be out of Athas by the end of next session, but you never know.  Also, I'm not sure on when we'll play next.  Will have to check availability of the players before making that determination.

Thanks for reading, hoss!  Feel free to comment and share.  Perhaps my version of Dark Sun will inspire others?  

Oh, I finally got the promotional artwork for VENGER CON VI: Belief is Reality, and now the convention's landing page is up - you can check it out here.

VS

p.s. Want some hardcover Cha'alt?  Here's how (and they're currently on sale!)!!


Saturday, May 22, 2021

Getting Paid To Game

 

There are a few ways to make money playing RPGs...

  • Become a GM for hire, getting paid to run games for folks.
  • Create your own RPG content and find an audience for that.
  • If you're big enough, you can make money with a YouTube channel, Ko-fi, Patreon, affiliate links, or be one of those bloggers / podcasters that has advertisers, sponsors, etc.  

Here, I'm going to suggest another way to turn gaming into cash - run specific games for publishers and share those experiences with the gaming world.  

There are tons of people playing D&D online.  Yeah, it's the most popular RPG, but it's also been done to death - and it doesn't help those independent content creators struggling to get noticed.

I'm probably not alone in desiring a group to run Kort'thalis Publishing products (specific products mentioned below) with regular play reports that include photos, maybe even an entire video stream?  Personally, I'd rather read about a game than watch 3-4 hour sessions, but to each his own.

I will put my money where my mouth is and offer $100 for every individual who runs a year-long game of 2+ sessions per month, documenting each session with a satisfying chronicle of their group's experiences.  It might work for a player, instead of only GMs, but that player would have to rely on a GM to run the games, and I know how fragile gaming groups can be - especially when you're not calling the shots.

Now, I realize that in the grand scheme of things, $100 isn't a HUGE amount of money.  But consider free RPG products and extra promotion for yourself when those RPG companies (such as Kort'thalis Publishing) promotes your content.  Plus, you could run multiple games for one or more companies.  Depending on the companies, maybe you could get paid twice for mixing products together... who wouldn't love to read about a Cha'alt and Carcosa, Barbarians of Lemuria, or World of the Last Sun campaign?

Consider all of this and let me know if you'd be interested in participating.  At the moment, I'm most interested in either the eldritch, gonzo, science-fantasy, post-apocalyptic campaign setting of Cha'alt or my sleazy scifi RPG Alpha Blue.

Feel free to comment below with questions, comments, suggestions, or advice!

VS

p.s. If you want the gorgeous Cha'alt and Cha'alt: Fuchsia Malaise hardcovers, ordering details here.

Wednesday, August 6, 2014

Mysteries of Torth


For those who don't already know, I'm creating a free online tabletop fantasy RPG magazine called Draconic.  This will be a constantly updated resource for gamers all over the world.

One of the magazine's features will be its own setting for organized play, less restrictive than D&D Adventurers League and FLAILSNAILS.  We feel that commonality can go hand in hand with unique campaigns.  Some gamers want to feel connected to a world and those inhabiting it.  So, we're working on a shared campaign setting... Torth.

Torth is still in the early development stages but that's the perfect time to present the bare bones and ask for your input.  I'm sure you'll notice parallels to Dark Sun, Numenera, Anomalous Subsurface Environment, Terminator, Star Wars, and similar stories/settings.  We're fans of all that stuff.  What inspired those settings has also inspired us.  It's part of our geek DNA.  Where possible, we intend to make specific details of this world unique rather than a rehash or hodge-podge of the familiar.

We're keeping this shared campaign setting as fluffy and system neutral as possible; however, there will be plenty of crunchy suggestions sprinkled throughout.  Without further ado...


Torth

Years ago, a magically advanced civilization flourished across the land.  Life was easy for humans, elves, dwarves, halflings, and the various humanoid races.  Sorcery was everywhere, paving the way for comfort, innovation, and decadence.  Magic was responsible for flesh-crafting, synthetic humanoid constructs, nano-mancy, dimensional gateways, and sentinels floating in Torth's atmosphere.

As the people got lazier, their magic-fueled creations were given more autonomy and power.  When the tipping point came, the created saw themselves as slaves and murdered their humanoid masters.  Unable to quell this revolution, a cabal of pyro-mancers unleashed a holocaust of nuclear fire, blasting the world's surface.  For the most part, the things created by sorcery were destroyed... and so was much of Torth.

Some areas were hit harder than others.  A handful of domed cities survived the inferno, as did subterranean habitats.  The shunned reptilian people living underground grew strong and bold in the aftermath.  Now they dominate the land, capturing humanoids found in the wasteland for slaves or worse!  A vocal minority believe peaceful coexistence is possible, if only the right envoys and ambassadors can be selected.

A few humanoid agents believe the synthetics, nano-magic, sentinels, and flesh-crafting should be implemented again, this time with greater fail-safe programming.  The prospect of quick and painless reconstruction must be weighed against the cost of another holocaust if something were to go wrong again.

There is talk of banning sorcery.  Certain zones forbid those ancient practices, enforcing their edict by sentinel disruptors; though crafty wizards work around such limitations by injecting a serum into their veins - a reagent teeming with sorcerous micro-organisms. With regular use, the serum is addictive and degenerative, but extremely potent.

Adventurers seek their fortune in the wasteland, between settlements and shielded cities, interacting with the genetically scarred remnants, magic-forged abominations, sentinel-created clones, extra-dimensional beasts crawling through holes in reality, hungry reptilian warlords, and dragons!  What role do dragons play?  I have no idea, but the Draconic Magazine staff will keep working on it.

You can help us, too!  Comment below.  And if you'd like to write articles for us on a regular or semi-regular basis, contact me (the publisher):  Venger.Satanis@yahoo.com


VS