Tag: amwriting

Changes to Our TableTop Game Store

Game Store Changes

Hey everyone,

We made a lot of changes to our Tabletop Game Store!  We added several sections including a Dungeons and Dragons section and a market affiliate program with Amazon. Darrell Hardy kindly put up some of his books up here in the Ghost Puncher Section. Angry Ogre put some PDFs into the store for their selection of Board Games. We plan to add more products soon. Sales of our products in the store fund our website and help us to expand. If you need to buy a D&D book, or any other table-top game material consider our portal.

Richard Leon has slacked off of posting so apologies. This will become a weekly thing now. More Game content from now on!

New Gods of Mankind Salamanders of House Draax

Salamanders of House Draax is right around the corner. We plan to release it by next week. Next Monday is the goal. Edits are happening. New content added. Check out an edited excerpt below.

Naalgrom Ports

Sssnamon

Qann

Qann sits to the far east of Naalgrom, a lonely port city burning night and day. Once an outpost during the War of Elements, it grew into an elegant port city befitting its benefactor, Draax. Surrounded by inhospitable wastes and hostiles this port stands isolated and well protected. Here the main temple to Draax stands erects to the Dragon God of the Boiling Seas. Gray stone walls and cobblestone white streets stand in contrast to wooden blue shops with white dragon tiled roofs. A dark blue granite temple trimmed in gold stands at the heart of the city. The Needle of Draax, towering over 300 ft into the air guides ships into the secured harbor. Artificial sea walls stand erect around the port, with small towers at every corner. Inside the small city a healthy trade of exotic slaves and beasts takes place.

Landmarks and Noteworthy Places:

The Needle of Draax

The Needle of Draax looms over the Bay of Qann near the main harbor, isolated on a small outcropping of rocks. Once destroyed by an Undine fleet, the bronze and white marble tower stands rebuilt. It gleams during the day casting a bright yellow-orange flame with a green tinge across the surrounding coasts. A huge mirror inside the top of the lighthouse helps push the light around. The bright yellow-orange flame with its special green ting aura is unique in the whole world. This special light signals all who come near this port, this area belongs to House Draax and the goddess herself.

The Main Harbor of Qann

Large, blue grey walls towering over 50 feet protect the main Harbor of Qann. An underwater sea maze of artificial stones, wave barriers and levies hampers unwelcomed vessels. The harbor master protects the harbor with a garrison of three Shimmering Fang Companies. Shimmering Fangs companies patrol each sea tower and wall. Human, Gnome and Undine saboteurs still continue to attack this harbor.

Draax’s Main Temple

Draax’s Temple towers over the whole port city a huge sea blue granite building cut by the goddess herself. The structure itself has over four wings connecting to a central pool area and sits in the center of the town. Near the central pool is a vast throne room covered in gold and lapis lazuli for the Merchant Queen of Naalgrom. Inside the Merchant Queen’s room is an inner sanctum where the Merchant Queen can commune with the goddess herself. In front of the temple’s southern gates is a life-size statue of Draax herself, painted in detail to look like the goddess incarnate. The boiling sea pools within the center of the temple are world famous.

During the summer months thousands of members of House Draax come to Qann for a pilgrimage. Worshippers make this pilgrimage to Draax’s Temple at least once during their lifetime. Every salamander house knows the Feasts of Draax, is a wild orgy event. Many salamanders conceive during this season long festival. Hostels and Inns fill up during the summer months in the City of Qann.

Slaver’s Market

Inside near the warehouse district sits the Slaver’s Market, a selection of unique people from all over the world of Naalrinnon. This market is an internal market for members of House Draax only. A majority of the slaves are humans, but the occasional Undine, Wood Nymph and Gnome make their way into the market. Several Sylphs help to run the market and do their best to keep it a secret from the other species of Naalrinnon. The summer months is when this market does its best business, right along with the Festival of Draax.

Exotic Beasts Market

The Exotic Beasts Market is a recent addition to Qann. Originally started as a Sylph emporium, it turned into a huge market ran by Salamander Merchant Priests, Sylphs and a few humans as well. Merchants procure and sell all types of beasts including many types of Lashon and the mimic predator, Nassyx. Many salamanders from every House visit this place in this walled off district. Fresh meats from these exotic animals fetch a high price.

Oh and check out the awesome cardstock buildings we have in the store. 

Temple of the Gods Richard Leon

  • Time to worship your god. Some places require a place of worship. Give your followers a place to call home with our set. Customization flames and pillars set this set apart from other buildings. Check it out and bring your village to life
  • Dark Skull Studios

The Old Sylph On The Mountain

Artwork by Chris Malidore. Find his excellent work here.
Galt climbed the mountainside, inch by inch, tortured by heat and pain.
With his two daggers, Frostfang and Venomblade, he punched into the rock, one at a time. He tied a rope, twenty paces long to each dagger and threw it eighteen paces. Slowly he climbed the rope, a good white hemp rope made by folks down near the Crystal Lakes, hand over fist to the dagger lodged in the granite stone.
If one was to look at Galt’s progress up the mountainside, all you would see is three sacks, rope, and daggers.
Galt, blessed by his god of Shadows, was given three gifts. The first two gifts were the daggers, enchanted by his god, one made to freeze and the other to poison. His last gift gave him the ability to blend in to his surroundings. Galt looked much like the beige granite mountainside he was climbing. Even Galt’s shadow was blended in so no one would notice. He is the perfect hero for a god who loves death, dances in shadows and plays with snakes.
During the climb he thought about his god’s command: “Go find the old sylph, the one who lives in a cave near the top of Thumbstone Mountain.” Why would he go find a cranky old sylph? The old ones are unusually cunning, full of words and themselves. They smelled like musty old leather that needs to be oiled along with whatever strange weed they were smoking. And the teas, always strange, made of exotic compounds such as claw of harpy and eye of Lashon, with some mint for taste, of course. The older sylphs had desks, inks and parchment made of strange leathers and papers so they could write out whatever claptrap they knew. Gold and secrets, it was their stock and trade.

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The Future of New Gods of Mankind

Hey Gang,

Earlier this year on my old website I posted about not seeking to do another Kickstarter. I felt like the fan base was not there and I did not want to go through all that trouble for nothing.

Well I am about to go back on that.

Currently I am in talks to get the official license for Savage Worlds. Right now the Kickstarter will depend on if I get official backing.

If New Gods of Mankind becomes an official Savage Worlds product, I will do a proper Kickstarter.

What will change?

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Making Antagonists and Villains

Creating memorable antagonists, be they heroes, events or villains, anchors your game or story with a personality. A foe in direct conflict with the players. Dungeons and bosses, storms and rivals vie for the chance to put an end to your player’s current state of livelihood. Often building an implementing such a fiendish creation requires much time and preparation. After creating a tavern and quest plot, this should be the main focus of any writer or game master. When you create an antagonist, you should keep in mind their looks, personality, motivations, ties to the players (direct or indirect) and flash. This applies not just to evil liches, but a paladin from a rival order, a dungeon keep belonging to a dead uncle or a huge blizzard filled with horrible creatures. 

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Dealing with Rejection

Here is a subject I do feel like an expert in. Rejection. The stinging rebuke. An emotional moment where your ego falls apart and your self esteem takes a nose dive. Your stomach turns and a shudder crawls up inside you. Every person in life, rich or poor, sick or well faces this. I am here to tell you something. You are not alone.

Starting from childhood, rejection rears its ugly head. We find rejection in our parental relationships, sibling relationships and school. This is the fertile ground that shapes our future selves. Coping mechanisms should be instilled within us during these times to let you know life will get hard. Some people might not accept who you are. Too often parents coddle their children without teaching valuable lessons of how to handle this state of affairs. Kids should learns how to deal with these situations. But many people in America and across the world do not get an excellent upbringing. This sets people up for all types of mental problems in the future. No I am not a doctor but I can tell you, if you have poor coping skills in life, you will not be able to handle dating, or getting a job. Life will pass you by and you will be on the outside looking in on this small screen here.

Five ways you can deal with rejection:

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