Thursday, December 31, 2009

Happy New Years Elthos!



Just in time for New Years, I have met my personal goal of getting Elthos RPG up and running on the new production server, and polished up for the Closed Beta. I think she looks much nicer today. An artist friend of mine took a peak and made a few simple suggestions that made the site much more elegant to look at. That's great. And the Web Application is working nicely, too.

And so, here's a general call to the RPG Community: I'm looking for a few good testers to join the Elthos RPG website, kick around on the Elthos "One Die System" Web Application, and report back their findings. The Web Application has two basic functions which can be read about here:
Elthos ODS Web Application
.

A call for Beta Testers

I would like to open up a few slots for Beta Testers. No more than 4 at this time, sorry. You should be willing to take a look at the site, download the Elthos ODS Rules Book (PDF, 30 pages), build out a bit of your world, roll some characters and arrange then in adventure groups, create a campaign or two, an adventure or four, and print out the various character sheets, and adventure materials for a game.

The Elthos ODS Web Application is for Gamesmasters who want a medium to light weight RPG with computer support that helps them run and maintain their Worlds.

If you would like to become a Beta Tester please email me at
vbwyrde @ yahoo.com

with this information:

First Name
Last Name
The Name of your World
A brief description of your World

I will then create a proto-World for you to build out for yourself and your players, and send you your user name and password for the system. In the meantime you can take a look at the site here: www.Elthos.com

Saturday, December 26, 2009

Place-Names And Naming NPCs



Here's something I try to do with the Place-Names in Elthos. I try to give names some meaning. Not over the top heavy handed meaning, but I like names that mean something. So if I'm looking for a name of a forested village on the side of a mountain where there is a nearby stream I'll do a little research and see if I can come up with a name that the locals who created the town might have thought of.

I'll use a website like Krysstal. It provides a whole bunch of name meanings categorized in a variety of ways, such as Place-Names, Surnames and explains a bit about where names come from. It's a pretty good resource.

So my forest town name is "Combederry", which means an oak wood and deep valley.

I like these sorts of names over what I might just randomly come up with because it gives my world a greater sense of being a little bit more real that a mere wisp of my imagination. Though of course, that's what it is, really. :)

Any additional resources for this sort of thing would be greatly appreciated.

Thursday, December 24, 2009

Merry Christmas, Elthos



Well, here we are at Christmas and just in time for Santa I managed to switch my web host to a (hopefully) better service over at Webhost4life, and get everything up and running without more than an afternoon's worth of hiccups. Not bad!

Phase II begins!

The Closed Beta, by invitation only, test of the Elthos ODS Web Application! You can read more about it here: Elthos ODS Web Application.

Needless to say, it's all very exciting, isn't it? My first actual real world implementation of Elthos out there in the real world... after all these years. Well, anyway, enough blubbering. I will now set about creating some test worlds for my friends and peers so that they can go kick the tires and see what works and what doesn't work for them. I am expecting that there will be a great diversity of opinions about ye old Elthos, both from a rules perspective, and as a web application. Some people will surely despise it with all the fury of ten thousand suns, decrying it as the worst thing to happen since ... who knows when! But then others I suspect will find it quite useful for themselves and their friends, and be happy and content to have a handy tool to help them GM. But most, of course, will neither love nor hate it, but will wander off with nary a glance at my Great Labor. Which is just as well. It is one of my zen principals not to be overly attached to the results of my labors, but instead to simply focus on the labor at hand. Whether it be loved or hated matters not. Only that I worked at is with great diligence, and that I myself am satisfied that it is most certainly useful... for me.

:)
Mark

Monday, December 21, 2009

Programming Elthos


I've been working (and working and working, etc) on programming my rules system, Elthos "One Die System". As a professional programmer/analyst by trade you would think that I'd be way ahead of the game. And you'd be right. Merging work and hobby for me has been a real plus. It does have it's downsides, but from a project perspective its great. I learn at work, and I learn at home, and these two sides support and help each other. That's a plus for sure.

And so things are coming along with Elthos RPG. There's just quite a lot to do to get a game system online. And all of that work is being done by yours truly. Slowly, it feels, but in fact, at a steady and not really all that terribly slow pace.

Most of the Phase I programming is finished at this point. Now, since I modified the system, including the database structure, while testing the system on various test Worlds, I'm working on cleaning up the data. That's a bit of a chore. But not terrible. Just tedious. It's also giving me valuable insight into how I will need to manage the system during updates once the web application goes live. Again, not terrible, just a bit tedious.

I'm hoping to release the Beta Test by New Years.

Ok, back to work. :)

Friday, December 18, 2009

A Failure To Communicate - Web Host Death



Some web host companies, it would seem, are better than others. The one I selected for Elthos.com seemed a tad bit flaky but I was willing to go with it. They're tech support seemed slow, but responsive. When I had a questions, the turn around time was a day or two. Sometimes faster, but not that often. Ok, seemed like a small time operation, and I've got nothing against supporting small businesses trying to make it.

But then, one day, I go to www.elthos.com and the site is down. Just gone with a page that pointed to the hosting company. Okaaay... I let that go for a day, and then another. Fortunately, of course, I'm still in development and no one is actually on the site or using it. I was planning to open it up for a closed beta test this week, but I'm still working out some final polishing and data cleansing. But it's no fun to go to your site and see the web host company address for three days. So I send an email. No response until the next day, and then they ask which site, I tell them and the conversation goes dead there. Hmmmmmm... okaaay.

So I go to the web host site and try to log-on to the control panel and it keeps bringing up the user name and password dialog screen. Okaaay. So no access. I call. I get tech support. Fine, I tell him what's going on and he says "oh well yeah, your credit card failed four times in a row so your site's been disabled."

Um... did these guys never hear of a concept called "Email the Customer if there is billing problem"? So he then says he can take my credit card information. But I had already given it to then, and so I wanted to validate what they had on record. He says, "I can't review that with you, but I can update your credit card information."

Um... so he can TAKE my credit card info, but he can't *review* it? Um... why exactly would that be? That's odd. Ok, so I say,

"Can you put me through to billing please?"

"Sure."

Beeep. Beeep. Beeep. Beeep. Beeep. Beeep. Beeep. Beeep.

Then the line goes dead. They hung up on me. Um... weird. Maybe a glitch. Ok. I call back. The guy in tech support (who is very hard to hear because he sounds like he's standing 20 feet from the phone), listens to what happened, and then says

"Oh well I don't know if they're back there", and repeats his prior statements about taking the credit card info.

At this point I'm like, this is NOT a tightly run ship. I'm thinking when I go live with the site, I don't want stuff like this to happen, and this guy is not giving my the warm and fuzzies about his company at all. So I say,

"Hmmm... I'm not sure that's such a great idea."

To which he says,

"Ok well thanks for calling", and hangs up.

Huh? Wow. So these guys are like not very interested in keeping their customers at all, are they. It's like he just didn't care.

So I send an email over to the sales department which says this:

Hi,
I have had an account with EDT hosting for about a year. I went to my site and found that it was disabled. I never got any emails from EDT indicating why this happened. When I called I was told that the credit card information I had given could be updated, but not reviewed by the support staff. I asked to be connected to billing so that I could validate the credit card information in your records. The phone beeped about 10 times and then hung up. I called back and the person in support (455-7108) said, "oh well I'm not sure anyone is back there." and repeated his earlier statement that he can update, but not review the credit card information.

I find the service level with EDT to be somewhat lacking.

1) why was I not notified by email that my account was due to be disabled after the first, second, third or fourth credit card issue?

2) why would the support personnel not be able to review the information pertinent to my account, and then send me to billing, only to have the phone hang up because he's "not sure if anyone is back there"?

This is a rather unprofessional operation, I gather. I understand if you guys are a small shop, and I have no problem with that, and don't mind supporting small businesses. That's not the issue. But not getting a warning email when one could easily have been sent is a bit below par, don't you think? Fortunately, I'm not actually running my site yet, as it is development, but had I been I would have found the inconvenience unacceptable.

I thought you should know. Thank you.

A few hours later, I go back to the site to see if maybe by some outside chance they made a change. Why not? And now, no longer entirely weirdly given the trend so far, I find that I no longer get a web page that points to the hosting site, as I did before. Instead I get dialog box that asks for a user name and password, NT Authentication. Woah? Wuh now? Gosh, I suppose he just eliminated the site maybe?

Anyway, it is all too strange and really highly unprofessional, so I decided to go with a different hosting company at a comparable price. This time I looked up the company in google and found that by and large people are saying good things about it. Great. I'll try it.

And these are the kinds of little things that happen as I try to get my Elthos RPG Web Application online. Fun.

Sunday, December 06, 2009

Almost Finished

Just a quick update on the Elthos project progress... very close now. Soon I will put the next version online and ask people to try it out, kick the tires, and provide feedback in a closed beta. Just finalizing the magic spells and miracles in the default world and matching those to the rules book pdf. After that, to be honest, I'm pretty ready to go. The other thing I want to do is revamp the look and feel of the site somewhat. And make sure I go over all the text on the site. Some of it was a bit rushed, and could use the usual grammer/spell checks and such. But overall, I think the system, the application, the rules book, and the site look pretty good. Excited. :)

Monday, November 23, 2009

Old Biddy Mable



"She really isn't all so bad as she seems... she's just a bit lonely, that's all. And a bit of a prankster, I should add."

- Lady Penelope's assessment of Old Biddy Mable

Friday, November 20, 2009

When Pigs Fly

Having slain the wolves, and taken their pelts home for old man Bellowick to tan and turn into warm winter clothes, the two young adventurers sat in the barn. They were looking at the small leather pouch with the red ribbon tie laying on the rough wooden table. Storm Wizard and his sister Juliette debated about what to do with the mysterious Black Seeds inside the pouch that the little furry man in the red cap had given them. They recalled his instructions never to tell where the seeds came from, to plant the seeds on the 1st day of Spring *only*, and lastly, and most urgently, never to return to McFearson Hill again. In exchange they would get crops that would never fail, and make them the wealthiest farmers in the neighborhood.

"Should we hide them in the cubby stash, or carry them with us?" asked Juliette

"Maybe we should plant them now," suggested Storm Wizard, ever impetuous.

"No, we promised not to plant them until the Spring, remember?"

"Yeah, I guess so. Ok well we can hide them in the floor boards. Or we can hide them in your secret stash in the house."

Just then Juliette felt the bag wiggle in her hand, just ever so slightly, but enough to make her drop the bag on the table, and reel back. Curious, she opened the bag carefully and looked inside. One seed, a small black thing that looked almost like a tiny acorn, wiggled and then jumped up onto the rim of the bag. Before she could do anything it slid over the side and fell on the floor boards. This was alarming. Juliette carefully bent down and grabbed the seed between her fingers and looked at it carefully. It was a very strange and tiny little thing, black as coal, smooth and round, with a little cap on top, like an acorn.

They decided it would be a bad idea to put it back in the bag with the other seeds, and so she put it in her Earth Bag. It went into the soft warm earth inside that bag and began to hum. This was even more alarming. She took it out of that bag, very carefully, and placed it into a towel, but it jumped again and landed on the floor boards. This time Storm Wizard carefully picked up the seed and looked at it. They decided to plant it in a pot, to see what would grow from it. As Juliette put the seed into the pot of soil it wiggled and vanished into the dirt with a hum. And then she felt a tremor in the earth, and she was afraid. Storm Wizard, his head in the clouds, did not feel the tremor. Their minds were filled with foreboding. Why were the seeds black, they wondered. Would they grow into black plants? What would their parents say? How big would they grow? What kinds of plants were they? These were the kinds of questions that haunted their thoughts.

Just then Morgana entered the barn, letting a blast of frigid air in from the outside, and slammed the door shut behind her. "Wow, did you feel that tremor?" And so the two young acolytes of The Golden Sheaf Monastery confirmed on the vibration, and agreed that it was very unusual, and that perhaps the Abbess at the Monastery might care to hear about it. Morgana was very excited, however, about something else she brought with her. It was the map she made of the Rock on McFearson Hill. When they were attacked by the boar, she'd seen it, though neither Juliette nor Storm Wizard had noticed it. So Morgana drew a map, and made a careful image of the stone which she intended to bring to the Guild Hall in Hamfest. The Guild is in the habit of collecting maps and information from it's adventuring groups, and even pays out a fair price for the service.

And so the three of them hurried to finish up some of their chores and headed off to Hamfest, on that blustery late autumn morning. When they got to the walled town they went straight to the Guild Hall. On the outside it looks like a small stone building. On the inside is a reception room, and then a few rooms with a library. It isn't until you go downstairs that you get a sense of the true size of the place, for most of it is built under ground. After paying their respects to the guard in the reception room, they went first to the library, and in conference with the kindly librarian, found that several maps contained similar rock designs as the one Morgana had found on McFearson Hill. One was on a map that showed the far side of the Hogsworth farm where there is an large bolder with such a spiral on it, and the other map was of a place north of Giles Farm which has a circle of stones, each of which has a similar image. No one knows who made these images, and the librarian thought by the lichen covering them that they must be very old indeed. But who could have made them no one knew.

They then decided to see if they could find anyone else from the Monastery there, but they only found Ben, a brand new acolyte who knew nothing more than they did about anything. Less, actually. But he had also felt the tremor out by the Hogsworth Farm, and said he was planning to go to the Monastery the next morning to tell the Abbess about it. They all decided to go together.

So the next morning everyone woke up early and met in town. Juliette convinced her two older brothers Daniel and Brian to come with them, as they always escorted her when she journey'd the day and a half or so it would take to get to to the Golden Sheaf Monastery.

Having decided on account of the strange tremor that they should take the quickest possible route to the Monastery, at a savings of half a day, they wandered through territory none of them had seen before, to the east of Hamfest, far past the last of the North Commons Swinesteads along a foot path that wound through the snow touched hills. Eventually, at about half past 10 in the morning, they came upon a strange sight. There, beneath a large old oak tree, there were three men trying their hardest to lift a pig up into a tree. The small band stopped and watched the three idiots for a while. Up into the tree they would lift the pig, only to fall down on themselves slipping on the frosty roots, or tripping over one another, and down to the ground would fall the poor pig with a thud. They did this over and over again. Finally, Storm Wizard and Juliette stepped forward and tried to introduce themselves and offer advice. But the three idiots knew not who they were, nor could they understand any helpful advice. All they could do is repeat that they were trying to feed the pig, whom they had named Betsy, acorns which were in the tree. That there were acorns on the ground that could be gathered, ones that Betsy in fact tried her dear hardest to get her snout on whenever she regained her feet, seemed to make no difference to the men. They just looked at Juliette and Storm Wizard and said "Whuuuuuhhh?" when offered this helpful tidbit of advice. And so after trying in various ways to either help the men, or ascertain who they were, and failing at both, the party departed. They hadn't gotten terribly far when Morgana mentioned that she thought the three men must be cursed, for no one could possible be that stupid, and certainly not three men at once.

This made Juliette stop in her tracks and think about that. Indeed, it suddenly seemed to her that this was actually quite likely the case after all, and so they went back to the tree, found the three idiots, and commanded them to follow her.

"Oh boy, she's puuurty!", they cried oafishly and with a great show of joy they set off following Juliette, carrying poor Betsy with them.

After some time they turned a bend in the path around the edge of a hill and came upon a little grotto on one side of which was a small poor shack with a thatch roof and a little garden in front of it. Suddenly everyone caught the smell of the most delicious herb soup floating on the breeze coming from the feeble shack. Juliette and Storm Wizard had thought to simply take a small track that lead around the hill on the other side, and thus avoid the shack, but to no avail. As soon as they smelled the soup the three idiots were carrying Betsy there with loud exclamations of joy. And as everyone upon smelling the soup suddenly realised how hungry they all were, it was decided to follow along.

Out from a window peered a little old lady with gray hair and an an orange shawl around her bony shoulders. With a little gleam of surprise she vanished from the window. A moment later the old wooden front door opened and she stepped out onto the porch.

"Oh my, after all, here are some guests at last!" she cried. "Oh my, well, well, I haven't much to offer anyone, I'm so sorry, but I do have a little soup if you are hungry," she suggested politely. Before she was finished speaking the three idiots had barged past her into the hut and sat down at the table, picking up the wooden spoons in their right hands, saying, "Oh boy! Soup! Soup! Soup! Soup!". Betsy, they placed next to them on the floor, but even she seemed excited for the soup, and squealed as she made little stamps with her hoof. And so it was that Ben, Brian, Daniel, Morgana, Juliette, Storm Wizard and the three Idiots were seated around the small table, some on chairs, some on logs, and Juliette seated on a small chest that was pulled out from a corner for her. And the soup, ladled lovingly by the old lady, was devoured by one and all, even Betsy who had her own bowl on the floor... except for Juliette, who very luckily noticed a slight aroma that made her stop just before she put the first spoonful in her mouth. What was it, she wondered? She looked at the little bits of herbs, and then she spotted it. There was a particularly odd little leaf in the soup that she couldn't quite recognize. While she was thinking, the little old lady was pouring water from an old black jug into wooden cups, and everyone was delighted because it was so clear and cold and fresh. Juliette however was still trying hard to remember what she'd learned from Lady Penelope, the Abbess at the Golden Sheaf Monastery about the herbs they'd studied last spring, when she began to sense that something was wrong with her friends. They all seemed to be behaving a little oddly, and so she put her spoon down and stared at them. Everyone, she realised, was suddenly as stupid as the three idiots. And so before they'd drunk any water, Juliette kicked Morgana in the shin under the table, and then Storm Wizard, the two she could reach. It was only because of this that Morgana and Storm Wizard didn't drink the water, though they'd already eaten the soup. And thus they found that they remembered who they were, but they were dumb as dirt just the same. It was only sheer luck that they didn't drink up the water as well, because in their state of mind they could hardly think a full thought between the two of them.

"My dear," said the old lady, "why don't you have some soup? You'll feel much better. It's very good tasting, and everyone else is almost finished with theirs already."

And so Juliette pretended to eat the soup by holding up the bowl to her lips, but the old lady was hardly gulled by this. It didn't matter much, though, as Juliette suddenly stood up and apologized profusely, and herded everyone out the door, except for poor Ben and Betsy who were too stupefied to move from the table. The three idiots, poor fellows, bellowed and cried to leave Betsy behind, but Juliette, with her sternest possible little voice demanded that they follow along. "She's so puuurty!" they said, and followed her like three puppy dogs, looking back at the hut and crying because they missed Betsy.

"Oh, I'm terribly sorry, but we must be on our way. We're very late as it is," Juliette was saying to the old lady as she ushered everyone she could away.

"But I'll be so lonely! Oh I can't stand to be lonely! It's so awful to be by oneself with no one to talk to! No one at all," sobbed the old lady, though to no avail. Juliette had firmly made her mind up, and wasn't going to stay one more minute. And so down the road she trundled everyone along, looking back once toward the shack and promising herself that she'd come back for Ben as soon as she could. Poor Ben.

They made it about three miles down the path when a slight whiff of the soup's aroma came floating in on the breeze, and all of a sudden everyone except Juliette felt starved for the wonderful soup, and the entire troop started back toward the old lady's hut. It was only because she was clear headed, and a very determined little girl, that Juliette was able to keep everyone from going back, and in the end she had her way and everyone followed her, groaning miserably about the wonderful soup and how hungry they all felt.

It was an hour or so later they came around a bend and saw ahead the tall flat crown of Perdo Hill, where the criminals are hung. The gallows stood silhouetted like crooked black fingers against the looming grey clouds, three empty nooses blowing in the chill wind.

"Oh look," said Storm Wizard as they came into view, "there's swings on the hill."

It was a fateful, and stupid comment. One that all of the idiots took as a happy indication that fun was to be had on Perdo Hill. Before she knew it, all the happy-go-lucky idiots were clamoring up the hill in a noisy crowd, heading for the gallows to go play swings.

"Oh boy! Swings! Oh Boy!!" said one of the idiots jubilantly. There wasn't much for Juliette to do but to climb the hill with them and hope that nothing ill came of it. But seeing her "children" playing at swings on the gallows of Perdo Hill gave the girl a dreadful chill, as if she was watching people dancing on their own graves. Storm Wizard, despite his stupidity had enough of himself remaining to see that this was a game best not played, and so he selected a rope that one of the idiots, Daniel, was swinging from, and taking careful aim, chanting under his breath, snapped it with a a brilliant blue lightning arrow. Down onto the ground fell Daniel with a loud thump. This event made everyone stop playing and stare at the smoldering rope. And so Juliette seized the opportunity to hustle everyone down the far side of Perdo Hill, toward the Monastery which could be seen across the white fields in the cold distance. The bell of from the tower could be heard as it toned the five o'clock hour. It would be dark soon.

At the bottom of Perdo Hill is a graveyard through which the thin trail winds its snow dusted way amid the tombstones and mausoleums. Being the Cemetery for Wheatsdale, many of the people from the town were buried there, as well as the criminals who died on the gallows. The party wound their way through the cold gray stones, but now no one spoke. When they came to a certain mausoleum over which crouched a gnarled leafless crab-apple tree, the party ran into the old mortician Mr. Ebor, who happened to be about his grim business that evening in the graveyard.

"What are YOU doing here?!" he demanded gruffly.

"Well sir, we're on our way to the Monastery, if you don't mind," replied Juliette politely.

"Well you don't belong here, young lady. This is the land of the Dead, you know," he said with a fierce glare in his bloodshot eyes.

"I'm sorry sir, but I couldn't help that. My friends are under a curse of sorts, and they've all lost their wits. I've been trying to herd them to the Monastery, but they went up on Perdo Hill, and it was the best I could do to get them to come down this way," said she.

"What? A curse you say? Well that's a bird of another feather all together, then. I might just be able to help you with that, my dear," said Mr. Ebor with a crooked smile that showed off his crooked yellow teeth.

"Thank you very kindly I'm sure, but I think we'd rather like to carry on to the Abbess Penelope at the Monastery, if you don't mind, sir."

"Oh her! Well, she'd not know more about curses than I do! But no matter! You don't belong in the land of the dead, so be off with you!" he pronounced as if in a big huff about it.

"You'll be back..." he muttered with a sinister tone under his breath as they herded out through the main gateway of the Cemetery. "...One day...," he said, finishing the thought, and then turned back into the cemetery and disappeared among the tombstones as an old black crow cawed from the top of a withered old crab-apple tree behind them.

And so they continued on their way across the snowy fields to the Golden Sheaf Monastery and upon arrival at the main entrance they knocked on the great arched door and waited. A man whom Juliette recognized from her previous visits opened the door and let the shivering people inside. His name was Bartholemy, the monk. Once inside the warm air, the sounds of orisons being chanted from the cloister and rays of dust speckled light shining down from the high windows across the great hallway gave them a sense of peace and safety.

"We've come a long way, sir, to see the Abbess Penelope if she's here," said Juliette, and everyone with her nodded their heads to emphasize the point.

"I see. Come with me," said Bartholomew, not one to waste words, and after a moment's reflection took them up the tall winding stairway to the third balcony overlooking the great hall, and then down a winding corridor with many turns and many doors, until they came at last to a small arched doorway, upon which the monk knocked lightly.

"Lady Penelope, there are guests here to see you," he said through the ornately carved wooden door.

"Please come in," a musical voice on the other side said. And so Bartholomew opened the door and the little troop entered Abbess Penelope's Study Room. The Abbess was sitting at a large wooden table, her golden hair falling in a cascade of curles around her pretty face and down her sholders. She beckoned them all to sit down and tell her their story.

It was a while before all of the details of the adventure could be told, as Lady Penelope listened intently to the jumbled retelling, several times interrupted by oafish guffaws, or near hysterical weeping. The curiosity regarding the tremor would have to wait, as there were more pressing matters that they needed to attend to. In particular, to bring Juliette's friends and family back to their senses. And so Lady Penelope offered them all a bowl of stew, and cups of water. The stew tasted even better than they'd all hoped as they sat around the large wooden table with their bowls and spoons. And within a few moments they all began to revive their wits and remember who they were, and stop being idiots.

While everyone was eating the soup, and drinking the water, and recovering their wits, Juliette asked Lady Penelope if she knew anything at all about the dreadful old lady in the shack.

"I suspect you met up with the Hedge Witch," Lady Penelope replied.

"Hedge Witch? Oh she was utterly frightful!" Juliette said with conviction.

"Oh I'm not surprised you should think so," replied Penelope calmly, "but honestly, she's not really all so bad as she may seem, and certainly far less bad than some others. Her name is old Biddy Mable. She's just lonely, I suppose, and inclined to trick people into staying with her. She's always been a bit of a prankster, actually, but she's mostly harmless, unless you treat her badly, or are a genuinely bad person. She's very knowledgeable too. In fact she's taught me quite a lot about herb lore over the years. She's really rather brilliant, in her own scattered way."

It was at this juncture that the three Idiots, the original three, looked around with great bewilderment, and with great anxiety asked, "Where is our sister, Betsy?!"

"Your sister?!" exclaimed Juliette. "Well she is still back with the old woman in the shack, along with our friend Ben!" she said despairingly.

"I understand I've been stupefied until just now, but I'm rather curious... do you mean your sister is a ... *ahem* ... a pig?" asked Storm Wizard.

"What is THAT supposed to mean!?" demanded one of the brothers. "Are you trying to insult us by that?"

"Why no, no," interjected Juliette. "It's just that the Betsy we met, the one you were with all along was a pig."

"Well our sister is no pig! We can tell you that!" said one.

"She's a very nice young lady!" declared another with a harumph.

"Well, now, that's very interesting," said Storm Wizard. "I suppose it's possible she was turned into a pig, then."

"Stop giving us that nonsense!" said the other brother. "We don't believe in that kind of superstitious claptrap! Our sister is a young lady, about five foot four, with blue eyes and brown hair, and if I don't mind flattering our family overly, she's very pretty, and quite bright, too!"

The others agreed whole heartedly. There wasn't much good in arguing about it, so Juliette just mentioned that they should try not to be too surprised if when they meet her next she's somewhat different than she was formerly. And at that there was some grumbling on the part of the brothers, but they sat down and brooded to themselves.

"We need to return as soon as possible to rescue our friend, Ben," Juliette went on, speaking to Lady Penelope.

"Yes, that's a good idea. But you'll not break the witch's spell so easily unless you bring along some stew and a jug of water. That ought to bring him back to his senses. I'd say you should head out as soon as it's dawn, though, because travelling around these parts at night is a dangerous thing to do. Their are wolves roaming about, among other things. In the meantime, why don't we talk more about the tremor we felt."

As it happenned, Lady Penelope had also felt the tremor, though at such a great distance it was a very vague sense of it indeed, and too much so to be of much use.

"What we can do, now that you've arrived from the area, is try to set up a triangulation of sorts, though it would have helped trememdously if Ben were here too, as he could have made the Third. My own impression was just a bit too slight for me to be of much use. But at the least, between us we might be able to settle on the direction from the North Commons the event took place. Now you girls sit down in the positions you were in relative to one another when it happenned, and meditate on the moment you felt it. Try to remember everything you felt at the time as best you can and clear your mind of anything else completely. Why don't we do that now, and see what we can make of it?"

And so the girls sat down on the floor, and Lady Pelelope intoned a sacred chant that blended well with the Orisons being sung in a chamber not far off, and it wasn't terribly long before they all were in the proper state to get a sense of the tremor.

"Very interesting," said Lady Penelope at last. "If I'm not mistaken the direction was somewhat north of Hamfest, but I've not a good sense of how far. Minvar, the Elkron of the Golden Grain, in her wisdom, has given us a clue, but not the answer. Perhaps with Ben we could get a more accurate reading."

It was a long restless night for most of them, anxious as they were about their friends who were still in the clutches of old Biddy Mable. But in the morning they gathered their things together, put clay pot of stew and the jug of water into a basket, and trundled out into the gray snowy morning.

Looking up at the gallows of Perdo Hill as they passed, Juliette again got a chill remembering her friends swinging like children from the nooses the day before. A new sunrise did not limit the foreboding she felt at having seen it, but there was nothing to do but trudge onward through the snow. About mid day they arrived at Biddy Mable's shack.

"Oh, oh, you've returned with all our friends!" cried Biddy Mable as she came out onto the porch in her orange shawl, stirring spoon in hand. "I'm so happy now, that you've returned! It's so lovely to see-"

At that moment Storm Wizard, rather fed up with old Biddy Mable, let loose a mystic Spell of Stunning. However, Biddy Mable was an old witch, tough as an old oak, and not very susecptible to magical spells by novices of the Second Rank. She brushed off the spell with her wooden spoon as if it were but a gnat. However, that isn't to say she shrugged off the fact that the spell was cast.

"That was VERY NAUGHTY!" she shreaked shrilly as she pointed her spoon at Storm Wizard. He went numb. He fell to the ground on his hands and knees. His hair fell out, and his muscles all cramped up, and he groaned audibly as his body compressed, and twisted, and turned pink, and sprouted lumps, and a snout, and then he was squealing like a pig with wings. In fact, that's exactly what he'd become. And so there he stood in the snow, his clothing laying about him on the ground, a funny little pig with two little wings on his back. They flapped. He squealed. Juliette nearly fainted.

"Biddy Mable! Please turn my brother back!" cried Juliette.

"Well, my dear, he was Very Rude, you know!" answered Biddy Mable, somewhat apologetically.

"Please, turn him back!" implored Juliette as Storm Pig began to gnaw on the hem of Biddy Mable's skirt.

There was a squeal from within old Biddy Mable's shack in reply. It was, of course Betsy, whom to Storm Wizard's pig-eyes, all of a sudden seemed like a rather attractive young lady-pig, and so he without much thought (he hadn't much thought left in his pig-brain) made his way into the shack. It was a match made not quite in heaven. The two pigs wandered together out the back door into the yard behind old Biddy Mable's shack to get to know one another better. It was a happy time for Storm Pig and Betsy.

"Well, you see, I really just can't turn around a spell of that sort just like that! It takes time my dear."

"How much time?" asked Juliette rapidly regaining her composure.

"Well it requires a full moon, and there is one coming around in three weeks or so. It's rather complicated, my dear. It takes a lot of magic to reverse a spell like this one. And besides, I have to protest, it was really rather rude for him to try to stun me with that little incantation! I don't see why I *should* turn him back, quite frankly," she said with a sideways look at Juliette.

"I've heard," said Juliette changing her tone, "that you know a good deal about magic. That you even taught Lady Penelope herb lore."

"Oh yes, indeed, that is quite right. I did upon occassion. Nice girl, that Penelope. I remember her fondly. She doesn't come to visit nearly often enough."

"Well, I was wondering... I don't suppose you'd be willing to teach me something of herbs too? I've studied some under Lady Penelope already so I do know a little bit to start with," she asked hopefully.

"Well, my dear, that's an interesting question. I don't see why in heaven's name I should teach you anything. First you wouldn't even taste my lovely soup."

"But it made everyone idiots!" protested Juliette.

"May I point out that they were all very happy before YOU spoiled things for them?"

"But you can't just force people to be stupid and call that happiness!" protested Juliette again.

"I didn't FORCE anyone to do anything!" Biddy Mable pointed out. "They liked the soup, and they ate it because it smells so wonderful! I can't just deprive hungry people you know! And at any rate, learning Herb Lore required *dedication*. And I'm afraid I just don't see quite enough dedication coming from you to teach you! And besides, you deprived me of my friends! How can I forgive that?"

"Well, I'll tell you what. I'll bring you a cat," offered Juliette.

"A cat?"

"Yes. A cat."

"Well, there aren't many cats in the area. It should be nice to have a cat, I think. Hmmm... I'll tell you what. If you find cat and bring it to me then I'll teach you one Herb-Spell. A magical potion. It's quite an interesting one. But you must bring me a cat."

"Ok. But in the meantime please turn my brother into a person again! And I'll bring you a cat, and you can teach me an Herb-Spell," announced Juliette.

"Well, dear that's quite a bargain. I accept. It will only take a month or so to turn your brother back. You can leave him here with me in the meantime. He'll be such good company!"

"But that's too long! He's my protector, and I need him to come with us. There are all kinds of wolves about, and other nasty things... he can't protect me as a pig, can he?", she asked in her most persuasive tone of voice as she watched to the two pigs exit out the back of the hut.

Meanwhile the three brothers had entered the cabin calling for Betsy, but when Betsy came up and nuzzled their legs, they pushed her off, and looked under the bed, and in the cabinets and in the closets, but all to no avail. Eventually, they came out of the hut dismayed, and said "We can't find Betsy anywhere in there."

"Oh she's there," said Biddy Mable with a sly grin.

"Betsy, I tried to tell you before, *is* the pig," said Juliette exasperated.

"That's impossible!" cried the three. But then they stopped. They thought. They'd just seen Storm Wizard turned into a pig. They thought. They looked toward the shack. They then looked at Biddy Mable, and without further ado grabbed her by the throat and lifted her clean off the ground. With this Biddy Mable's spoon-wand dropped out of her hand and fell to the ground.

"You're going to turn our sister Betsy back into herself right now, aren't you?!" they demanded. At that old Biddy Mable began to cry.

"But I caaaan't do it. It's not possible," she sobbed, and with that Betsy's brothers threw old Biddy Mable to the ground, and twisted her ankle.

"Please please!" shouted Juliette in a sudden panic. "Don't hurt her!" It was a very reasonable suggestion, because without Biddy Mable's help, who knows how long it might take for Storm Wizard and Betsy to return to normal. And so she shewed the brothers away as she bent down to apply her healing dirt from her pouch to the swollen ankle. Minvar, the Golden Grain Elkron healed the woman's ankle, and she was genuinely appreciative.

"You're really too kind to me," she said to Juliette with a wimper. One might have thought she was in agreement with that, but she kept her opinion (wisely) to herself, and continued to attempt a negotiation. Things had turned in Juliette's favor as old Biddy Mable was not in much position to fight the three angry brothers, but she really couldn't turn Storm Wizard back to himself, she said, without her spoon-wand.

"I can't do anything at all without my wand!" she sobbed. And so, Juliette, trusting child, retrieved Biddy Mable's spoon from where it had fallen and with some trepidation, gave it to her. As soon has she had it in her old crones fingers she cackled madly holding the wand up in the air and staring at it with her great bulging eyes. Juliette readied herself to fight if she must. On the tip of her tounge sat the latest invocation she had learned at the Monastary of the Golden Sheaf... one to be used only in dire emergencies... the Smiting Fist of Minvar. Eventually, however, the cackling died down, and she then began to protest once more that she can't just change Storm Pig back into a person without the full moon. Juliette looked over to where the three brothers were standing. Biddy Mable thought about things once more. It was, she reasoned, in her best interests after all to try to do something to help Storm Wizard after all. And so she offered the only other advice she could.

"I can't do it. However, there's someone who can. You say that you met with the good Abbess Penelope, and if I don't miss my guess, she offered you all some of her fine stew, and goblets of water from her spring. I'm guessing that because I can't imagine any other way that you all would have come to your senses. Am I right dear?"

This brought Juliette's mind back to the stew and the jug of water in the basket, and back to Ben, who all this time had been sitting in the kitchen with a spoon in his hand waiting patiently for another bowl of Biddy Mable's wonderful soup. Intead he got a bowl of stew, which he liked just as well, and within a few minutes returned to his normal mind. They gave another portion to Betsy, who rolled around on the ground and turned into a pretty young girl with brown hair and blue eyes. At this the three brothers were over joyed, and thanking Juliette for saving their family, and promising never to forget it (unless they ever happened to drink Biddy Mable's water again, which they firmly determined would Never happen again).

"Our names are Fred, Harry and Tod Peppercorn, and this, as you know, is Betsy," they said with a bow, as they departed.

"Thank you so much again. We can never repay you, but if you ever are in our neighborhood, please do drop in and visit! We'd be ever so happy if you would. But we must go quickly now, our parents must be frightfully worried! We left to fetch Betsy from old Biddy Mable's at the end of the Summer, and we've been gone far far too long!" they said, and taking Betsy by the hand they headed off back home toward Hamfest North Commons.

"There'll be no more herb-lore lessons for you at old Biddy Mable's!" Juliette heard Harry telling Betsy as they walked off. Betsy was nodding in emphatic agreement.

There remained only to cure Storm Wizard. But things didn't quite go as well with him, perhaps because there wasn't quite enough stew left over for him, or perhaps because he was unlucky, or perhaps because Biddy Mable muttered something under her breath when he ate it. But whatever the cause, the only change that occured for him was that he grew a bit of his old hair back on his head. Biddy Mable looked at him with a faint smile.

"It may take some time," she said hopefully. Juliette was dismayed, but at least it showed that he would turn back to himself eventually, and hopefully within a few days.

"A week maybe," offered Biddy Mable as Daniel, Brian, Ben, Morgana, Juliette and Storm Pig headed away in a hurry from the little grotto in which Biddy Mable had her shack and herb garden. Behind them they heard Biddy Mable complaining to herself with sighs and sobs...

"All alone again, Mable. You've gone and done it again, haven't you? ... all alone with no one in the world to talk to..."

It was not long before Storm Pig thought to try out his little wings and see if by some chance they would actually let him fly about. And so it was that for the first time ever in the world of Elthos, a pig flew. And no one was happier about that than Storm Pig.

"Come down here right now!" cried Juliette in dismay as she watched her brother disappear into the grey clouds over hanging Gileston that cold autumn afternoon. But there was nothing she could do about that, and so they trudged along the trail, Brian, Daniel, Morgana, Ben and Juliette, with Storm Pig flying about above them watching out for wolves and other nasties along the way home.


Last Episode: Enter the Other Mystics
Next Episode: Introducing Coalfire

Monday, November 09, 2009

Enter, The Other Mystics

The McFearson House Before the FireMeanwhile, not far from McFearson Hill, down in the swine-commons east of Hamfest village, and at some time not long after the events recently told of the Fire and Water Wizards, there was another contest of wills between two siblings. This time we find ourselves in the company of Storm Wizard, whose real name was John Bellowick and his dear sister Juliette. These two young people happened to be the siblings of the Fire and Water Wizards, of whom we recently heard so much about. Together the four siblings formed an alchemical set, and Juliette was by far the sweetest among them, a young girl who loved the earth and healing, and so had devoted herself to the worship of the Golden Sheaf Elkron, the Celestial Lady, Minvar.

It was after sunrise on that blustery autumn morning in the yard of Mr. and Mrs. Bellowick as the swine were grousing for grubs among the roots of the old elm trees, rutting around snorting while being cajoled by the two siblings out toward the better pasture. Out of the corner of his eye, a momentary glint of polished metal drew Storm Wizard's attention. It seemed to him that a speck of a figure was moving along the distant ridge-path high up on McFearson Hill. The black clad figure was heading toward the old burned out McFearson house. And that was a something of a surprise to him.

It's odd, he thought to himself, for anyone to be heading up there as it had been quite some time since old man McFearson has fled southward to Wheatsdale. It was the night that the fire in which his daughter Pamela died (though some rumors to the contrary persisted, while other rumors claimed her ghost was seen in the window of her room in the old burned out house), and Mr McFearson took his wife and son southward that very night on a wagon filled with the remnants of their belongings and was never heard of again in Hamfest village.

And so, dropping his chores like a hot potato, Storm Wizard insisted that Juliette remain behind to watch the swine and make sure that none of them wandered out into the open pasture beyond the commons.

Well, this was really not going to pan out quite that way, as Juliette was a feisty little thing, and refused to remain behind. And so the two of them, grumbling for different reasons, headed up toward McFearson Hill to see who it might be that was walking the lonely path on that dreary hill. It was probably no one of interest, Storm Wizard conjectured, just a peasant, or a wandering monk, but there was something about the figure that struck them both as ... strange. Perhaps it was the black cloak, or the gait by which the figure moved. At any rate, they rushed along as fast as they could, and made their way past the Hogsworth homestead cutting across their fields, and over the Fox Brook Bridge.

Before they made it that far, however, they were hailed by a young brown haired waif of a girl named Morgana Feyton, a friend from the Monastery of the Golden Sheaf, who also insisted on coming along. And so the three of them marched their way along the ragged path, edging the cliffs and finally made their way to the barn, into which they had seen the unusual figure enter. By that time they were a lot closer, as the black cloaked person had stopped along the trail long enough for the little troop to catch up. What they saw struck them as exceedingly strange. The figure was a beautiful woman wearing a jet black skull cap with a widow's peak, her bright red hair flowing in a luxurious wave down her back, and a long flowing black cloak, black chain-mail, and high black boots. She ware a bright silver buckle on her belt, and carried a long thin sword at her side in a polished black scabbard. Into the barn she vanished.

And so the young adventurer's made their way to the barn very carefully, sidling along the bushes and hedges that marked the old garden that once was the envy of the neighborhood, but now sat a limpid warren of rabbit holes and brown weeds. They slunk past the old burned out McFearson house, noting the second story window where the Hogsworth children recently swore they'd seen Pamela McFearson's ghost in the moonlight. It was dreadfully creepy, and so they crept past as quietly as three field mice. And into the barn went Storm Wizard while Juliette and Morgana remained on vigil outside, only to find that the strange woman had indeed vanished completely.

And so the siblings went inside the barn and searched it carefully, leaving Morgana to keep watch at the door least the mystery woman return unexpectedly. And so it was that they too found the old Dragon Chest, and so it was that they too discovered that it was as immobile as if it had roots deep into the ground. And so it was that they discovered that indeed it very well might have, as someone, they could see, had not long before tried to dig beneath the chest only to stop three feet down. To this Juliette proposed that the chest was not a chest at all, but a coffin, perhaps. Storm Wizard roundly scoffed at this notion, but had no better suggestion either, and even so, he was suddenly brushed by an eerie feeling that he could not explain away very easily.

Quite out of the blue they heard a gruff, low, gravelly voice tell them in no uncertain terms that they'd best not trifle with that old Dragon Chest, and spinning around, in the far corner of the barn, sitting on the floor as though he had not a care in the world, was a furry little man in a red cap, wearing a green vest, and smoking a long stemmed pipe, gazing at them with small beady little eyes and a crooked little smile. It came as a great shock to the two of them, and they recalled that not that long ago, just such a furry fellow and his furry friends were responsible for a great number of thefts at last season's Spring Fair in Hamfest.

Storm Wizard accused the fellow, and there were harsh words spoken on both sides, and in the end the little man managed to work out a bargain with the feisty and argumentative Bellowick children. If they agreed to leave McFearson Hill and never return, he would explain to them about the chest. And so, having made that bargain he told them that inside the chest were magical seeds which would never fail to grow a bumper crop and make whomever planted them wealthier than anyone else in the town. And so the two agreed, after another verbal tussle, to take some of the seeds and plant them in the on the first day of spring (and only on the First Day of Spring!), on the condition that they never come back to McFearson Barn again, and that they never tell a living soul where they got the seeds. Then the little man took out a small triangular key and fit it into the strange triangular lock in the Dragon Mouth of the mysterious chest and opened it up to reveal a pile of small black seeds. Good to his word, the little furry man grabbed a handful, filled his little pouch, and gave it to the earnestly amazed children. Slamming the chest closed with a loud thunderous crack, a flash of sparks, the little fellow had vanished in a puff of smoke. When the children rubbed the smoke out of their eyes and looked around he was no where to be seen at all.

It wasn't long before they quarrelled about whether or not to leave the barn, or keep exploring it, since their agreement, technically, with the little man, was to never return, said Storm Wizard, but they didn't agree on how long they would take to depart... when they heard rustling in the loft above. Climbing the ladder, Storm Wizard was suddenly shocked to find himself the recipient of a blinding flash of light and fell backwards to the ground with a hard thud. Juliette then tried to climb the ladder herself, but she too was suddenly rendered unconscious by a flash of light. It was not for some time until Morgana managed to awaken the two, outside the barn, at the end of the day, laying in the old garden among the rabbit holes and dried weeds. They decided it would be a good idea to head home after all. With the small pouch of seeds in Storm Wizard's pocket they departed into the darkening night.

A cold wind blew down the hill side, as they trundled along blearily. They hadn't gone terribly far when they heard a loud rustling in the heavy undergrowth of the forest through which the foot path lead them. It was getting dark. The wind was howling, and Storm Wizard, being that sort of fellow, marched off in the direction of the noise. Picking his way through the undergrowth he came upon a wild boar that had been rooting in the bushes, and turning on him with an angry snort, it charged him with it's sharp tusks, bloodshot eyes, and yellow saliva dripping from it's mouth. Now, it must be said that there are few in Hamfest who are quite as thin and gangly, under nourished and sickly as poor Storm Wizard, generally speaking, and so when the beast charged him his life was very much in jeopardy. Yet without hesitation, and with a steady hand and eye that belied his diminutive form, he barked out a thunderous chant and there was a sudden flash of lightening that flickered off his finger like some monstrous static charge, and hitting the boar in the head, blasted a black smoldering hole right through it's left eye, dropping it like a sack of rocks as it came skidding through the dirt up to Storm Wizard's little feet. Proud and defiant was Storm Wizard that evening, as they headed back to the their home across the fields.

And so they made it safely home after all, and found themselves warm and cozy by the fire, puzzling over the strange black seeds, and all they'd heard and seen since leaving the swine-stead for McFearson Hill. A few days went by and they thought it might be ok for them to just take a quick peek at the hill and if possible, Juliette thought it was her sacred duty to find out of Pamela McFearson's ghost was indeed in that old house, and if so to help her to find her rest in the after life. And so they head back toward McFearson Hill one chilly morning not long afterwards. But this time they took two of their other brothers, Daniel and Brian, fighters both, and together they took a chance that others might have thought quite foolish.

It was a dangerous time of year, though, and before they could make their way over Fox Brook Bridge beyond the safety of their pastures and the swine-commons, they heard the howling of wolves approaching fast through the forest. They found a refuge in some rocks and took a stand. Four wolves came from the woods and assailed them viciously. It was a battle that none of them would soon forget, and by great luck and daring they slew the wolves and took their pelts as a reward and proof of their prowess. And so they stopped at that spot for a time and rested, making a small fire, and sat in the glowering forest. After much conjecture, they decided it would be wiser than not for them to take their hard won earnings, four fine wolf pelts, home for their father to sell in town, least their parents begin to worry, or worse, grow wroth at their insubordination. After all, there were chores that had to be done!


Last Episode: Water And Fire Wizards Join Forces
Next Episode: When Pigs Fly

Friday, October 30, 2009

Kobolde of the Deep Mines


Oh there once was a Kobolde who lived under the earth, deep down in the dark places near where the giant spiders roam. Searching ever seeking for the secret vein, the often whispered, never found, blood-vein of of the mother load. Ever searching. Never finding. Long pointy fingers and little red nose, his eyes very beady, his hair like black straw, ever scratching, digging scraping, in the darkness where the giant spiders roam.

Friday, October 23, 2009

Water & Fire: The Wizards Join Forces

... And so, having found the strange goblin key, and having explored the mysterious tunnel beneath the McFearson Barn, the Fire Wizard and his henchman Fadin were heading back to town to get more men and materials in order to conduct a more thorough exploration when along the path came Water Wizard and his own henchman, Bob, having returned from Deep Gully Forest where they too met Robert the Green Ranger having also received important tidbits of information regarding the three stolen scrolls.

As soon as they saw each other the two Wizards began a dialog that cut steel for sharpness, and as it came about, Fire Wizard used his guile and cunning to persuade his brother to help him and Fadin explore the tunnel, telling him just enough to peak his interest, but saying nothing of the immovable Dragon Chest beneath the hay in the barn.

"Brother, you have accused me before the Guild of a theft I did not commit, and now you want my help," said the Water Wizard.

"Brother, I only did it because of the pain you put me through. You have always been the better of the the two of us, and seeing the long way you have fallen has upset my mind greatly. I could do nothing else but assume it also must be you who stole the scrolls, which is the only reason I made the accusation. Surely you must see that I believe you must be the culprit."

"But you have no reason to do so. Where is your evidence?" asked Water Wizard.

"This is true. I have no evidence, but only my conviction. At any rate, perhaps we can find a way to resolve the matter completely. What if I told you that I have reason to believe that the scrolls are hidden nearby, and could show you something very intriguing that will make you wonder?", asked the Fire Wizard of his brother.

"Well, what is it?"

And so the Water Wizard related all that happened to him and Fadin since they entered the barn, save that small bit of information regarding the Dragon Chest's existence. They both looked at the hole in the marble circle, and inserting the key, found that it indeed opened into a shaft that dropped forty feet into the pitch darkness. They decided to send Bob down to investigate and if all went well, to tug the rope they dangled down with him. A few minutes later, with lantern in hand, Bob could be seen far down at the bottom of the shaft. The rope tugged, and so they followed, climbing down the iron rungs of the ladder on the north wall.

Standing at the bottom of the shaft they found the tunnel leading off East and West into darkness. It was an amazing tunnel, ten feet wide, and twelve feet tall, made of stonework so smooth and even that not so much as a single crack could be seen between any stones. Along the top of the corridor ran a pattern that both wizards believed was a script of some sort, very much unknown to them, for neither of them had ever seen any script like it. They also noted three large purple tapestries along the south wall, and looking behind them found behind the middle one a stone archway with a stout wooden door, bound by iron bands, and held fast by a dog face shaped lock, into which they had Bob insert the goblin key. Turning it they heard the door click. Opening it they found a long corridor vanishing off into darkness to south. They decided to split the group into two, and using a rope between them to keep contact, one pair of adventurers went West, while the other went down the south passage.

Fire Wizard and Bob went West, and as they ran out of rope and felt the tug of the other group, they saw in the distance ahead what looked to be a huge bronze door, and next to it what seemed to be a pull chain with a bronze handle. The other pair got far enough down the south passage to see that somewhere ahead of them the passage opened into a black space.

Conferring again at the base of the shaft, they decided to explore the south passage. It opened, they found, into a large room some fifty feet wide, and thirty feet long, completely empty, except for a door on the opposite wall. The dust on the floor had been disturbed recently in the direction of the North East corner of the room. They explored it, looking for any sort of secret door or opening but found none. So they went to the door on the opposite wall, which was also framed by a stone archway, and tried the goblin key. Again a click and the door opened onto a corridor some twenty feet long, ending in another door. At this they decided to turn around and try exploring the Western corridor and see what the bronze door looked like.

And so they came upon the huge bronze door, embossed with the face of a huge coiling dragon. Next to the door was a chain, the handle of which was also made of bronze. They then decided to have a look at down the eastern section of the corridor. Now this area was covered in moss and spider webs, and at the end of that corridor was another huge bronze door, and another chain with a bronze handle. Everything about these doors was so ornate and finely crafted as to beggar the imagination. They grew afraid.

"Surely this is a place, my brother, that we do not belong. I imagine that whatever these doors are protecting must be of great value, and very ancient. I fear to touch them. And I certainly suggest we refrain from pulling these chain-handles," said the Water Wizard.

"I agree with you, brother. You are very wise. This place has not been touched for a very long time. While the area we explored on the other side of the purple tapestry through the arched doorway was recently trafficked, it is clear that no one has come down the East or West corridors in an exceedingly long time. Look at the dust that is built up on the floor, undisturbed, perhaps for eons. I have a feeling we should not be here," replied the Fire Wizard.

"Let us return the way we came, and continue our exploration of the southern passage then.", suggested the Water Wizard.

"Brother, at the risk of contradicting your plan, may I avert my eyes from shame to suggest that we return to town briefly for more supplies?"

"What is it you need brother?"

The Fire Wizard answered that he would want to have Fadin return to town in order to get chalk, rubbing paper, pen, ink, and a crowbar.

"I should like to make rubbings of that script and any other thing we may find so as to bring it back to the Guild Hall that others may help us to decipher it."

"That is a reasonable suggestion, my brother. Let us go topside, and let Fadin return to town for the supplies. I would also like him to bring some fine white powder so that we may use it to detect subtle air currents. We may find secret doors that way."

And so they returned to the world above ground and Fadin went to town, an hour's walk away. While they waited Bob decided he could set a snare for rabbits outside of the barn in the old McFearson garden, but instead of setting his own snare, he found snares already set there, and a rabbit already caught in one. This got everyone to thinking ... is someone else lurking about on McFearson Hill?

So they decided to go and explore the old burned out McFearson house. This is the house in which the McFearsons, the only family in the area to prosper during the past five "hard years" that has afflicted Hamfest, used to live, before the fire, and the loss of young Pamela McFearson. They never found her body, but it was commonly held that she was consumed in the fire. Except by her boyfriend Robert, who later vanished trying to find some clue to her fate.

Into the house the three intrepid men went, burned out as it was. They found in the ruined kitchen a door which lead to the basement, and sending Bob down, found it was empty, and so they all went down and took a look around. They found crates in the main room, the same crates that the mice Generals had used for their Great Council during the War of the Mice and the Weasels, when the Hamfest Hellhounds Adventurers group saved Weeleena from the Weasel King's lair. But Fire Wizard and Water Wizard knew nothing of that story. In the crates they found red caps, and vests, and this made Fire Wizard think.

"I recognize these articles as the same as those worn by the Leaf People (the name he had come to give the Goblins who had attacked him in the barn, and then upon dying turned into leaves and bracken)."

"Indeed. Let us find out what is in the rest of the crates then," replied Water Wizard. And opening those, they found tools of various sorts, all new. Picks and shovels, and the like. At that moment they heard the floor board above them creaking, and took it to mean that someone was walking upstairs above them.

Suddenly, Bob let out a small cry, and said he saw "something" in the shadows of a doorway which lead into another basement room. Peering there and holding up the lantern they beheld several pairs of yellow tinted eyes staring at them from the darkness, blinking. Without hesitation Fire Wizard threw his dagger into the room, thinking the eyes may have been of rats. But instead of scuttling away, the eyes surged forward, and out sprang goblins.

Suddenly a great battle broke out, with magic spells flying, swords and daggers slashing and stabbing, and goblins shooting arrows! They all fought boldly in the dark basement. Lumbering from a room came a great ogre, whom Bob bravely blocked from entering the room by charging the doorway from which it came. And unseen, someone was casting spells at them from someplace, and in the end, both Fire Wizard and Water Wizard were rendered unconscious, and only Bob remained fighting the Ogre with great courage. Then Water Wizard awoke, but before he could do much or get far, another goblin awoke as well, and then Bob was knocked senseless by the ogre. A strange thing happened then. Water Wizard felt some great powerful spell come over him, and he grew sleepy, and then began to feel the hair on his head grow long, and his face took a new shape, and his fingernails grew very long and sharp, and he was transformed into a large ambling sloth that could hardly move, nor cast his spells. And so it was that the three men were subdued.

Out from a doorway stepped a beautiful imperious woman wearing black chainmail, a black cloak, and a black skull cap with a sharp widow's peak. She had her goblins tie up the victims and pondered exactly what she wanted to do with them. First she took their items, and when she found the goblin key and smiled as she put it in a bag at her side. She then pondered... what to do with the trouble makers. Killing them, of course, would arouse suspicion among the townspeople, as tempting as it was.

Finally she decided what to do, and gave them a red potion to drink. This caused the three men to lose their memories of anything that happened for the past twenty four hours, and so they awoke up in the barn, absolutely clueless as to how they came to be there, just as Fadin was returning from town with the supplies.

When the two brothers awoke sufficiently, they returned to bickering over the events surrounding the accusations recently leveled, and Water Wizard took Bob and with harsh words to his younger brother, began to leave. But then, as older brothers are sometimes wont to do, he remembered his father's injunction to be the guardian of his younger brothers and sisters, and so he turned around and apologized for his harsh words, and Water Wizard accepted this and so they became friends once again.

Imagine Fadin's surprise when he found that none of the men he left but two hours before remembered anything at all about the tunnels or the bronze doors or the battles they had fought. Strange indeed! And so he recounted the entire tale, and discovered that they remembered only up to what happened a day before. And using this information convinced them all that they had a big hole in their memory, and finally persuaded them that there were indeed strange tunnels beneath their very feet. He showed them the Dragon Chest, and that was enough to convince them. While they had no recollection, they now knew the story all the way up to when Fadin left for town, which meant that no one had any idea that there was a black clad woman lurking about.

And so they tried again to move the Dragon Chest, and all four men could not budge it even a tiny bit.

"I wonder why the goblins would not bring the chest down into the tunnels? Why leave it here in the barn?" asked Water Wizard, but to this none could answer.

So they used the crowbar, but that also failed. They tried digging around the chest and found that it was not sitting on the ground after all, but instead was a shaft that went down further than three or four feet. At this point they decided it was not a chest at all, but a shaft that went down into the tunnels. This discovery gave them pause. And at this they decided to go back to town and report their mysterious findings to Gravitavius, Grand Master of the Adventurers Guild from Glendale who had come a long way to obtain the scrolls which had been stolen.


Last Episode: Wizard Wars
Next Episode: Enter The Other Mystics

The Perils of Game Testing


So I'm running the fourth in a series of game tests tonight. This series is to test the progression of levels for characters, and so each game they go up one level and we add their new stats, skills and whatnot. At the same time I'm using the game test to focus on the magic system. I'm also experimenting with World Weaving and Gamesmastering techniques, and infusing some ideas from my new Elthos Tarot System as well. So far so good. Oh, and I'm also using this series to test the Elthos ODS Web Application that does much of the GM grunt work for me. So it rolls characters and groups, and lets me assign properties such as skills, races, etc, and keep track of all the math for calculating Attack Levels, Armor Classes and so on. It pretty much could run the entire game if I added more code to handle some AI functions. Anyway, of course, since it's a relatively new application it has some bugs. So here I am rolling up a set of characters in a specific group, the Mordalia Gang. A bunch of goblins, a kobold thief, and an ogre, run by a beautiful mystic warrior mage in black chainmail. Woopsie, I forgot to include Hormund the Ogre. I go to roll him separately and KaPow! Application Fail! Now it won't load the debug symbols. Time is running out! And of course what do I do? I go and blog this. LOL. Ok back to work!

Thursday, October 08, 2009

Wizard Wars

Once upon a time, in the swine-herder's village of Hamfest, there lived two brothers. Fire Wizard and Water Wizard. Since the time they were young, one was brash while the other was thoughtful. One day the Adventurer's Guild of Hamfest obtained three very old scrolls written in a language that no one could decipher. While the scrolls were being readied for transport from Hamfest to the Hill Town of Glendale for further study, the underground vault in which they were stored was bored into, and the scrolls were stolen.

Fire Wizard, seeing an opportunity to sabotage the reputation of his arch rival, Water Wizard, announced immediately that his brother had stolen the scrolls, to everyone's shock and amazement, especially Water Wizard's! A war of words broke out. In the end Water Wizard became wroth for the falsity of his brother, and demanded a Trial By Combat, by which he intended to clear his good name. A Trial by Combat was often used in those days to prove the guilt or innocence of an accused person before the Great Celestial Elkron was demanded, and by this he wished to force Fire Wizard to recant his lying accusation.

In the field outside of Hamfest, over the hills and to the North, shrouded in a swath of snow, they met one crisp morning. Each had brought three retainers, stalwart men of arms. As the freezing wind howled through the nearby groves, a Guild Judge summoned the two combatants to the center of the stone circle and stated the rules.

"Whomever shall blow out the candle, set as you see on this rock, three times, shall be presumed the victor of this trial," said the Judge sternly. "You may stand in your places."

And the brothers stood. Around them were their retainers, who themselves brought four dogs each, and much further off were friends of the family and a number of neutral witnesses from Hamfest Village. And so the battle commenced and the warriors surged forward, the dogs leaping over rock and ice, all surging together to get to the candle, whom the two Wizards suspected would be blown out easily, given the wet wind and the frost that blew through the air like cold knives.

Dashing toward one another, barely keeping their footing on the icy slate surrounding the square stone upon which the flickering green flamed candle stood, with much shoving, and welding of swords and the clashing of shields, Fire Wizard seized the day, and blew out the candle, after the fourth try, having sustained injuries both physical and mystical. Three times the two brothers clashed, and Fire Wizard proved victorious.

Whatever his physical wounds, the deeper emotional wounds of Water Wizard and his friends were worse, and so he was forced to quit the field, and with a brooding heart he returned to the Guild to plead his innocence once again. The Elkron, he thought, must have had some reason to allow Fire Wizard to win the trial. After all, the Celestial Elkron must be Just, mustn't they be?

It wasn't long afterward that rumors spread far and wide about the scrolls and a guard who vanished without a trace, and his aggrieved widow, and how the scrolls must have been magical, and the thief bold and ruthless. None could say who would have been able to do this deed and how, but all eyes fell upon Water Wizard with suspicion.

And so it was that he argued his case before Gravitavius, Guild Master, who had journeyed all the way from Glendale to retrieve the scrolls, only to find them stolen. With insight far beyond the ken of normal men, Gravitavius discerned the truth. Yet, as a Guild Lord it was his duty to uphold the law of Oswald's Kingdom, and so he explained that a trial must be had, unless within seven days Water Wizard could prove his innocence.

One day, not long afterwards, while passing time in the Guild Outpost of Hamfest, Fire Wizard overheard an odd conversation while he was passing the doorway of the dinning room. He recognized the voice of the Guild Master, Gravitavius, whom he met once in far off Glendale where the main Guild Hall is. He quickly concealed himself behind the door in order to listen without being observed.

"Do you think Water Wizard will succeed?"

"It is difficult to say, Lord Gravitavius. However, if he fails, then the Guild will have to bring him to trial on the charges alleged by the Fire Wizard."

"But Fire Wizard has not produced any evidence, is that right?"

"That is correct. However, either way, we have little choice."

"You are right. While I can not say for certain, I have reason to believe the three scrolls were of great importance. They must be recovered."

"I understand, my Lord. Please leave it to me, and do not worry. I will take care of the matter and go with Water Wizard myself."

"Good. I am counting on you."

The conversation abruptly ended, and before Fire Wizard could peer around the door to see who the other man was, the lamp at their table went out, darkening the room, and they both were gone, as if by magic.

And so, Fire Wizard set about plotting what he should do. And it came to pass that he was aroused to action, and finding one of his younger siblings, he gave the lad five pieces of iron to go and find his brother Water Wizard, in the fields and then in the town of Hamfest. Fire Wizard had in mind to look far off in Deep Gully, where Robert of the Green Rangers might be found, for he had heard that it was Robert who had first come to Hamfest bearing the three ancient scrolls. But first, other work had to be done.

Finding that Water Wizard could not be found, he went himself to Hamfest to see if he could not find his brother. But Water Wizard could not be found as he was at that time investigating the chambers beneath the Guild Outpost to learn more about the nature of the theft, and perhaps discover the fate of the missing guard, which he did.

And so Fire Wizard found himself in the late afternoon at the Green Feather Tavern, talking with the tavern keeper, and telling lies about his brother's guilt, and his need to find his whereabouts. When he called his brother's sweetheart a "floosy", the conversation took a sudden turn for the worse, as Fire Wizard absentmindedly insulted the girl's father, who happened to be the tavern keeper himself. With a scruff and wave of dismissal, the tavern keeper sent the boy away. So Fire Wizard left there, and purchasing some supplies, headed off with his best henchman, Fadin, toward the far off forest called Deep Gully. No one normally went that way for it was reputed to be a dangerous place with wolves and, some said, goblins, ghosts and other frightening creatures.

Along the way, as they passed over McFearson Hill, they walked by the old McFearson house, now burned down and devoid of life. The barn, disheveled and over grown, looked haunted in the moonlight. But on the two adventurers journeyed into the late hours of night, across the far fields, and to the edge of the dark, primordial wood, Deep Gully. There they made a small fire, cooked a meager meal, and slept. In the morning the world was misty and cold, and as they walked along the edge of the forest they found a foot path and followed it into the dark forest.

Through many miles of thick wide trees over hanging with great canopies of leaves, over giant roots writhing with snakes and spiders, they traveled silently. Finally, they came to open clearing, at the center was a large broad rock twice as tall as a man's head, known as Wolfstone Rock, where the Hamfest Hell Hounds, the famous Adventurer's group from the Hamfest Adventurer's Guild, had so recently adventured. They climbed the rock and found the rusted chainmail. They picked their way through the armor, finding only bones and rusted metal links, and then walked around the rock, looking at it very carefully from all sides. Then they found the tunnel into the rock. With their lantern lit, they took a look inside, only to retreat from that long dark tunnel where they found many wolf tracks.

It wasn't but a few moments before they heard wolves howling in the near distance, and answering howls from elsewhere. The two men took to their heels following along a foot path southward, rather than the taking the northern path, which was fortunate for them. After a long run down the path they came upon the hoof prints of horses, and then a man leaning against a tree, smoking a long stemmed pipe.

"What brings two men of Hamfest out this far into the dark wilderness?" asked the man.

Thinking quickly, Red Wizard told the following lie:

"You may have heard of me. My name is the Blue Wizard. I have come all this way to find Robert of the Green Rangers, as I must find an answer to a mystery involving him."

Pretending to be Water Wizard, Fire Wizard wheedled information from Robert the Green Ranger. What he discovered was that the scrolls were in a language that neither he, nor the Guild Outpost Sargent could recognize, which alarmed them both, as this region so far as anyone knew, was never populated until the hapless colonists of Glendale found themselves stranded in these mountains by the Storm-Witch Watho and her wicked brother Klingzor. And so it was decided that the scrolls should be shipped to Glendale for study, but the scrolls never made it that far. It was news to Robert that someone stole them just prior to Gravitavius' arrival.

At this point Fire Wizard, whose real name by the way was Eiryn Bellowick, announced this his friend Falin wished nothing more in life than to become a Green Ranger, the news of which caused Robert to raise the eyebrow. "Return in a month, alone," he told Fadin, "and you will be tested. If you pass the test, then you may join the Green Rangers."

With the information exchanged, and nothing else to be done, the two deceivers left Robert and took the path back toward Hamfest. Along the way, as they were just leaving the dark cover of the woods, just in the nick of time, they spotted Water Wizard and a stranger coming over the crest of the hill. They hid, and let them pass.

Four hours later, after a brisk morning trek, they made their way back to the McFearson barn, determined to explore it. And lo, inside the barn, against the south wall, hidden in the straw, they found a beautiful, unmovable chest made of a dull gray metal, and in the shape of a dragon curled and coiled in on itself. The face and head and mouth and fangs of the dragon formed the frame around which was a triangular keyhole. The two men, tired and grimy as they were, in excited whispers, argued over what they should do with the chest, which neither of them could budge nor open. And then they heard a hiss and before they could think of what that sound was, they turned to see four hunched burly men with furry heads and arms, wearing red caps, brown vests, and wide belts, inching toward them with swords and daggers drawn. A battle commenced, in which Fire Wizard used magical flaming bolts to slay one of the creatures, while the others were done in by Fadin's unerring sword. In a few moments only one of the creatures remained living.

Pointing to a spot on the far side of barn floor, with a tongue full of goblin gibberish, the furry fellow withdrew a key on a rope from beneath his shirt. Into a tiny hole in the center of a circle, he fit the odd little key. And as he did, the edges of a trap door showed upon the floor, and the Fire Wizard said, "You know, as much as I favor your miserable company, it seems your usefulness is rapidly coming to an end, my little furry friend."

But once the trap door openned, the dark square hole in the ground disgorged a huge gnarled face. It's head, shoulders and shoulders rose up, and in it's strong right hand it held a large gnarled club. The heroes forgot entirely about the goblin who scrambled away, and concentrated their attention on the monstrosity that had emerged from the trap door and was bearing down on them with extraordinary malice.

With many Fire bolts and slashing swords, Fadin and Eiryn bested the monster and flung him back down the hole, where he died. And wrapping up the goblin in strong roped, they went down the ladder, into the darkness below, and found forty feet below the earth at the bottom where the monster lay crumpled in a heap, a tunnel, twelve feet tall, and twelve feet wide, vanishing off beyond their lantern light in both directions. Without further ado, they ransacked the body of the dead ogre whom they had slain, finding on his gruesome person a pouch filled with silver coins.

Up the ladder they returned, determined to get the remainder of their men and return to explore further the mysterious tunnel. And so as they prepared to leave the barn they searched for the bodies of the goblins they had slain, only to find them turned to leaves and sticks and briar's and blowing away in the wind. Infuriated, Fire Wizard took the remaining goblin, that little trickster, and holding him over the gaping mouth of the hole in the ground, let off a curse, and then dropped the creature, who made a pitiful shriek, into the black hole. Far below they heard a satisfying thud that signaled the end of the wretch.

And so it was that Fire Wizard found himself in possession of a strange round iron key that opened a door into a tunnel whose smooth crafted walls told of a craftsmanship far beyond the talents of anyone in Glendale valley... And this was a great mystery to him and Fadin.


Next Episode: Water And Fire Wizards Join Forces

Tuesday, September 29, 2009

Spider Attack


Once upon a time in Elthos there was a primitive savage hero who crawled down into the dark places of the earth and fought with the monsters of the deep. He was named Orkule by his people, but the Elkron named him Gorundor for his fierce wrath.

Friday, September 25, 2009

GMing: The Good, The Bad, The Ugly

I've been Playing and GMing since 1978 so I've seen my fair share of the Good, the Bad, and the Ugly Gamesmastering. It's interesting to see how games go down, and its very instructive to consider what works and what doesn't work with this complicated craft. I think I'll take a few moments to outline a few of my thoughts on the topic, just for the heck of it.

The Good
The Good GMs that I've played with have a number of things going for them:

- Fascinating Worlds
- Command of their Rules
- Fast Math Skills
- Natural Improvisational Acting Ability
- Passion for the Game
- Zest for Adventure (in and out of the game)
- Some inkling of what players mean by "Hero"
- A sense of Story
- The ability to Play Wicked on behalf of Evil NPCs
- At least a basic understanding of Combat Tactics
- Graciousness when confronting disagreement
- Sturdiness when confronting disagreeableness
- Descriptive Narration Skills
- Organizational Skills
- Tons of Imagination

That's a lot. And all of them help to make for the Good GM.

The Bad

- Poor on all of the above
- Boring
- Unfriendly

The Ugly

- Egotistical Behavior
- Excessive Competition with the Players (I Win! You Lose! Ha ha! mentality)
- Dumb, Silly, or Disgusting Back Stories
- Excessive Fawning over Players (neediness)
- Vindictiveness
- Oh hell, all the human foibles, actually

I've pretty much seen it all. Now when GMs are Good, RPGing can be one of the most engrossing and awesome entertainment experiences in the world. You can completely lose yourself in a Great World. I've done that. Conversely, mediocre and Bad GMs can drain the life right out of you and make you want to fall asleep for a thousand years. And well, the Ugly? We don't even want to go there.

So my advice to GMs is study those points under the Good section above, memorize them, and try your best to work on getting good at those skills. There's a lot of room out there for Excellence in Gamesmastering, and only one person can turn you into one of the Good GMs. You.

That said, I don't think you could easily come up with a definitive answer to the question of what makes a Good GM under all circumstances, actually. Not one that everyone would agree on, anyway. This is because for the story aspect of the game at least it seems very much to depend much on what the group is in the mood for. Some groups want comedy. Some want horror. Some want random adventure and some want epic story. So to some degree "Good" GMing depends on the subjective preferences of the Players and what they are looking for from a game at any particular time. And players preferences are also subject to change depending on their moods. So a Good GM also has to have enough horse sense to look at the group of Players at hand and determine what they're in the mood for, and then play to that. Or, conversely, draw them into the genre s/he's the mood for and carry that forward into the game. I've seen both done well.

Ok, so all that in mind - Play On!

Thursday, September 24, 2009

Elthos RPG Design Goals


Whenever you work on any project that is going to take a long time to complete, you have the risk of diffusion, where your interests and energies tend to draw you away from your goal toward other things. It is perhaps passing strange that in all the years that I've worked on Elthos, my attention has never wandered far, and I've maintained a relatively constant focus on the project. Some people would say, and perhaps rightly, that it is a bit weird. But then again, I don't look at Elthos as something To-Be-Finished, but rather as something that is, and will always be, in a state of continuous evolution.

I started Elthos RPG back in 1978 shortly after I was introduced to the original Dungeons & Dragons RPG. At the time I had no plans to publish it as it was simply one among many homebrews that were spawned in the early days of RPGs. It may come as a bit of surprise to those who never read the first three D&D booklets but Gary Gygax and David Arneson encouraged us to take his original rules and spawn our own individual systems from them. And so that's what many of us did. It's been a delightful hobby all these years, and I never seem to tire of it.

As for my own homebrew, I wanted it to meet certain design goals. Principally I wanted a system that would be easy to run. The original D&D was pretty easy to run, but it was still, even then, just a little too complex for my tastes. There were simply too many divergent charts, and rules. I wanted my RPG to have a single centralized mechanic for conflict and skills resolution, and as few charts as possible. Really, I wanted to focus on the story aspect of the game, more than the gamist aspect. To that end I came up with the idea of a General Resolution Matrix which pits Skill Level vs. Difficulty Level and comes up with a chance of success. Roll higher, and the character succeeds. A very simple system. I'm gratified to see that many systems since then have also decided this is a good way to handle conflict and skills resolution as it gives me a little vindication every time I see it. As there was not much to perfect with this idea, it has remained the central mechanic of Elthos RPG for 30 years. I did, however, did come up with several versions. One uses a 100 sided die for the resolution, then I had ones for three six sided dice, and now, I've boiled it down to one six sided die for the "One Die System", which is currently my new favorite.

I wanted to limit the tendency of ever expanding charts, and so I deliberately created core charts that would suffice for as much as possible, and so I tried my best to make those core charts as generic as possible so that I would not have to expand the number of them too much. In the past thirty years I've come to about 10 charts total. That's quite enough for me.

The third thing I wanted was for the system to be reasonably easy to run, with math that would not require too much brain power, since I wanted to reserve as much of that as possible for my favorite part of the game - the creation and running of my World, Elthos. To this end I've tried to make the Elthos charts as simple and clear as I can, mathematically, so that they are easy to remember, and take very little effort to expand with new items. The numbers in my world, now, have become very small. 6 is a big number in Elthos. 12 is almost unheard of. I like it that way. It makes the math easy.

These design goals culminated into the Elthos RPG, of which there are two versions; Elthos Prime which is the original larger system, and the Elthos "One Die System" (ODS), which is much condensed, though they both have the same general mechanics which are based loosely on the original D&D. Thus Elthos uses a Life Points system, with Skills and Classes, Experience Points and Levels. In that sense, it's not very original. However, it does resolve what I considered to be imbalances with the original D&D, and so as far as I'm concerned, it's a nice little system, which I am my players have been happy with for a long time.

In 1994 I decided to program my system, since it already had a modular and relatively simple resolution mechanism and a few simple charts. I conjectured that since it was far less complex than many of the other RPG systems that came out by then it should not be so hard to program. Problem: I didn't know anything about programming. Ancillary Problem: because I had no knowledge of programming, I had no way of estimating how long it would take to develop the system, and so as a result I vastly underestimated. That's ok. I've really enjoyed the process, and in the meantime made a career for myself as a programmer / analyst. The symbiosis has been helpful on both sides of the equation.

To help me in the process, and with some help from my dear friend David, I taught myself programming, and then got a job as a programmer. I learned database design, project management, and the skill of programming. And so it took me 12 years to finish the Elthos Prime Gamesmaster's Toolbox, which was based on my original 1978 rules. Then, in 2006, I decided to start over with a new web based application that would be much simpler to build, and much easier, therefore, to maintain.

And so, the the Elthos "One Die System" was born out of my interactions with The Literary Role Playing Game Society of Westchester. We were meet at a local pub and discuss the topic of "How to make better, higher, more literary quality RPG Worlds". It's an interesting group with an interesting topic. I decided it would be helpful to be able to use a very tight mini-system so we could experiment with ideas at the table, with just one six sided die, and very few, easily memorized, charts. And so this is how the Elthos ODS was born.

The Elthos ODS Web Application took three years, and is quite close to being finished (I honestly believe that, but have to laugh because I know just how wrong I can be about such things). It's design goals are fairly straight forward: provide Gamesmastering services such as character generation, print outs, and help to manage and maintain the back story and history of the world and it's campaigns. I'm using it now in play testing mode. The play tests are also going over the rules and how well they work, to make sure that they're simple, yet effective. Overall, it goes well. Albeit, veeeerrrryyyyy slowly. As always.

And no, I don't expect to actually ever Finish. It is a work in progress, and if I have anything to say about it, it always will be.