On 5th Edition Backgrounds: Calligrapher

Another Patreon Request!

Calligrapher/Scribe
You had a history of making copies of books the hard way.

Skill Proficiency: You are proficient in Intelligence (History)
Tool Proficiency: You have proficiency with Calligrapher's Supplies and Cartographer's Tools.
Languages: Pick one additional language
Equipment: Book, Case, map or scroll x5, Chalk x10, Common Clothes, Ink x 2, Ink Pen, magnifying glass. Paper x50, pouch

Feature:

You can scribe scrolls into spellbooks in one-half the usual time.

Suggested Characteristics

Usually quiet and reserved, Calligraphers and scribes are actually very difficult jobs. It is a technical profession, and the differences between a copyist, scribe, and sofer are more than trivial.

d8 Personality

  1. You would have stayed forever, if the temple hadn't been burnt to the ground. Doing anything other than your work is anxiety inducing.
  2. Tired of writing about it, now you live for adventure!
  3. Actually, you are quite wise and constantly have to correct everyone.
  4. You have your own ideas, and changing texts as a copyist is what got you in trouble in the first place.
  5. It was a boring job and you were bored in it, and you're bored by most things. Everyone should be thankful you have such a vested interest in making things exciting.
  6. Everyone is dumb, better to keep your mouth closed and not prove it to anyone.
  7. You need to find new sources of knowledge instead of copying the old ones.
  8. You like the taste of paper. That doesn't mean your strange. The voices mean that you are strange.


d6 Ideal

  1. Preservation: Knowledge must be recovered and preserved at all costs. (Lawful)
  2. Edification: People can be helped by knowledge and it's your job to help them. (Good)
  3. Greed: Secrets lie in hidden works, and they are yours for the taking. (Chaotic)
  4. Nihilism: Knowledge should be consumed and then destroyed. (Evil)
  5. Discovery: Secrets of ancient gods and power lie on texts. (Neutral)
  6. Exploration: Have your own experiences to be worthy of writing about them. (Chaotic)

d6 Bond
  1. You have a sister that wants to kill you.
  2. You wish to prove yourself to a paramore.
  3. Your faithful pet companion is your truest friend.
  4. You seek revenge against those who have been burning your works.
  5. You have a secret word that must be spread to your unknowing followers.
  6. You have a large tome, which there is only one copy of, and being magical, it requires certain reagents in order to copy it successfully without destroying it. 

d6 Flaw
  1. You are so much better than all the people around you.
  2. Educated, erudite, and beautiful? It's only narcissism if it's not true.
  3. You c-c-can't help but s-s-st-st-stutter.
  4. Magic-immune Leprosy
  5. Now we would say you are "on-spectrum", then, you just smell bad and have trouble with people liking you.
  6. WHO TOUCHED MY THINGS? You're not paranoid if people are actually out to get you.

OSR Package
Running a B/X game? Give these advantages instead of proficiency and features. You can also give these bonuses if running a 5e game using 3d6 for character generation.
  • +1 Intelligence 

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On a 5th Edition Deathmaster

More old 1st edition classes as Class variants for fifth edition.

5th Edition Deathmaster Sorcerer


Sorcerous Origin

Choose a sorcerous origin, which describes the source of your innate magical power: Draconic Bloodline, Psionic Power, Deathmaster or Wild Magic, detailed at the end of the class description.
Your choice grants you features when you choose it at 1st level and again at 6th, 14th, and 18th level.

Deathmaster

Your innate magic comes from the plane of negative material energy. That which animates the unliving is the source of your magic. Most often, sorcerers with this origin trace their lineage to evil undead, Necromancers or Death Priests. Either way, your power comes from the manipulation of the forces of negative energy.


Vessel of the Dead

At 1st level, the sign of death is on your features. Your skin becomes gaunt, and your eyes hollow, and your visage pale. You can speak with and understand any undead creature capable of speech. You have expertise on any social interaction roles with the undead.

You gain access to a selection of bonus spells, not usually available on the sorcerer spell list, noted below. You must choose one of these spells as your first spell gained when able to cast spells of the appropriate level. Note that some of these spells may be available later, in general, or sorcerers. Spells marked with ^ are already in the sorcerer spell list, but count as lower level spells for Deathmasters or they are spells from another class spell list. Spells marked with *'s are new spells. Spells marked with a + are already on the sorcerer list, but count as one of the first spells that must be taken.

(Note: This explicitly breaks the rule of 5th edition having a spell always be the level the spell is listed as. If you wish, you can ignore the following adjustments and just grant the Deathmaster the special ability to prepare Animate Dead only at first level.) 

You gain the following spells added to the Sorcerer spell list.
1stAnimate Dead, Inflict Wounds, Ray of Sickness+
2ndDeath Armor*, Stinking Cloud^, Attract Undead*, Gentle Repose
3rdFeign Death, Conjure Undead*, Fear+, Ray of Enfeeblement
4thConjure Monster*, Charm Undead*, Death Ward, Bestow Curse
5thCreate Undead, Contagion, Move Earth^, Vampiric Touch
6thForbiddance, Harm, Circle of Death+
7thRegenerate, Finger of Death+
8thNone
9thNone

Necromantic Affinity

Starting at 6th level you gain a necromantic affinity. You have advantage on all death saves (including death checks), and you can Speak with the Dead as the spell once for every point of your Charisma bonus per short rest. You have resistance to both sleep and charm effects.


Necromantic Mastery

Starting at 14th level, you begin to master necromantic energies. Undead must succeed at a Will saving throw with a DC equal to 8 + your proficiency bonus + your Charisma bonus in order to attack the Deathmaster. Once they succeed at this roll, they do not have to make it again for a week.

You gain resistance to paralysis effects.

You may use the Animate Dead spell to animate the corpse of a Large or Huge creature instead of just medium and small creatures. Each large creature counts as 2 and each huge creature counts as 4 creatures for the purpose of the number of creatures you can reanimate.

You may use the Create Undead spell to reanimate Large creatures. Each large creature counts as 2 for the purpose of the number of creatures you can reanimate.

You can control 1 additional creature from each spell for each point of Charisma Bonus you possess.

Death Master

Beginning at 18th level, your connection to the Negative material plane strengthens. You no longer require air, food, drink, or sleep. You gain Undead Fortitude (If damage reduces you to 0 hit points you must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is radiant or from a critical hit. On a success, you drop to 1 hit point instead).
You are immune to poison, sleep, charm, paralysis, and the hit point draining effects of necrotic undead.
You have resistance to necrotic damage and non-magical weapons.

You may expend one sorcery point after any successful melee attack to deal 3d6 necrotic damage and regain hit points equal to one-half that amount.

New Spells

Attract Undead
2nd-level necromancy (ritual)
Casting Time: 1 Hour
Range: 10 Feet
Components: V, S, M (100 gp moonstone and fresh grave dirt)
Duration: Instantaneous
You gain the service of an Undead creature. It appears in an unoccupied space within range, with the standard statistics for your type. The type of the servant is chosen by the caster, but it must not have a CR of higher than 1/4th the casters level. (A 1st level caster can have a CR 1/4 undead, a second level caster could have a 1/2 CR undead, a 4th level caster could have a CR 1 undead, and an 8th level caster could have a CR 2 undead servant, and so on.)
Your undead servant acts independently of you, but it always obeys your commands. In combat it rolls its own initiative and acts on its own turn. When the Undead drops to 0 hit points, it collapses, disintegrating into dust. A new undead may be summoned when the spell is cast again.
Your undead servant cannot be dismissed, without it turning into dust. You can't have more than one undead servant at a time.
Your servant cannot deliver touch spells, nor can you see through their eyes. It can attack in combat.

Charm Undead
4th-level necromancy
Casting Time: 1 Action
Range: 30 feet
Components: V, S
Duration: 1 hour

You attempt to charm an undead you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it, even if it immune to charm effects. The charmed creature regards you as a friendly. When the spell ends, the creature reverts back to its previous orders. While the creature considers you friendly, it will follow any instructions you give that do not contradict any other orders it may be under. 
This spell will work against unintelligent undead.
At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional undead for each slot level above 4th. The undead must be within 30 feet of each other when you target them.


Conjure Undead
3rd-level necromancy
Casting Time: 1 Action
Range: 60 Feet
Components: V, S
Duration: Concentration, up to 1 hour

You summon souls that take the form of undead and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears.
  • One undead creature of challenge rating 2 or lower
  • Two undead creatures of challenge rating 1 or lower
  • Four undead creatures of challenge rating 1/2 or lower
  • Eight undead creatures  of challenge rating 1/4 or lower
Each creature is considered undead and turns into dust when it drops to 0 hit points or when the spell ends. 
The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures’ statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one o f the summoning options above, and more creatures appear: twice as many with a 5th-level slot, three times as many with a 7th-level slot, and four times as many with a 9th-level slot.

Conjure Monster
4th-level necromancy
Casting Time: 1 Action
Range: Touch/30 feet/120 Feet
Components: V, S, M (component)
Duration:

You summon spirits from higher realms that take the form of monsters and appear in unoccupied spaces that you can see within range. Choose one of the following options for what appears:
• One Monstrosity of challenge rating 2 or lower
• Two Monstrosities of challenge rating 1 or lower
• Four Monstrosities of challenge rating 1/2 or lower
• Eight Monstrosities of challenge rating 1/4 or lower
Each monstrosity disappears when it drops to 0 hit points or when the spell ends. The summoned creatures are friendly to you and your companions. Roll initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don’t issue any commands to them, they defend themselves from hostile creatures, but otherwise take no actions.
The DM has the creatures’ statistics.
At Higher Levels. When you cast this spell using certain higher-level spell slots, you choose one o f the summoning options above, and more creatures appear: twice as many with a 6th-level slot, three times as many with an 8th-level slot.

Death Armor
2nd-level necromancy
Casting Time: 1 Action
Range: Self
Components: V, S, M (a vial of powdered bone cream)
Duration: 1 hour

You rub the bone cream upon your skin, coating it in the vengeance of the dead. Anyone who successfully attacks the deathmaster with a melee attack takes 2d6 (7) points of necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 (3).



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On 5e Backgrounds: Dock Worker

A background, per a Patreon request!

Dock Worker
You load an unload ship's cargo. Anyone asks you about anything else, you don't know nothing. Though you've seen a sight or two in your time.
Skill Proficiency: Gain proficiency in Strength (Athletics) and Intelligence (History)
Languages: Gain two additional languages.
Equipment: Crowbar, Overalls, Hat, Knife, Beer Bottle, Longshoreman's hook. Swole Muscles.

You prefer to be called:
  1. A Stevedore
  2. Longshoreman
  3. Docker
  4. Dock Laborer
  5. Wharfie
  6. Wharf Rat
Feature:

People think loading and unloading ships is easy? It aint! You got to know how to operate loading equipment, techniques for how to lift and stow the goods, working with dangerous arcane mechanisms, and have to be strong and able to follow orders to boot!

You are able to supervise any team of laborers to reduce the amount of time a task of physical labor (digging ditches, setting up camp) by 10%, or can load a vehicle in such a way that it can hold 10% more cargo/weight safely.

You are also proficient in rope use and knotwork.

Suggested Characteristics

Dockworkers make the world go round.
What are you like?

d6 Personality
  1. You like to be busy, keep your hands busy, have something to do. Don't like waiting much.
  2. You need the money, but the best days were when you showed up standing on the shores waiting for work, and you didn't find none. Adventuring and the pursuit of avoiding labor suits you just fine.
  3. You're strong. Not much call for that. 'Cept in loading ships and bashing heads.
  4. It's like a puzzle, loading a ship. Adventuring is full of puzzles like that, only more exciting.
  5. Just a simple country boy, who one day got on a ship and when from longshoreman to adventurer
  6. You're not much of a leader, you like working as part of a well-oiled team

d4 Ideal
  1. Hard Working: Doing more than your fair share is fair. (Lawful)
  2. Greed: Working at the docs grants the opportunity for personal advancement. (Chaotic)
  3. Adventure: You loved hearing the stories of the sailors, now you live them. (Neutral)
  4. Self-Reliance: The team depends on you, you don't make the team support you. (Lawful)
d6 Bond
  1. You have a wife and six daughters at home. Longshoremen have good hours.
  2. Your best friend was a longshoreman and you worked with him for years.
  3. You might have made allies with more than one dog/rat/weasel that works down at the docks.
  4. You've got a secret or two about ship captains that nobody knows you know, you think.
  5. You've been sending letters back and forth over the ocean for years now, you think it's probably time to finish.
  6. You've taken the occasional job aboard a ship, and you have a girl in not quite every port.
d6 Flaw
  1. Your vocabulary is somewhat limited.
  2. Trick knee.
  3. Being in love with your muscles isn't a crime.
  4. You refer to yourself in the third person. (Trust me, it's a flaw).
  5. Look, it's only a problem if you're addicted, besides you can stop at any time. It's not like it's hard to get. (looks at ships on dock).
  6. Unfortunately the loan didn't quite work out. Now you owe the thieves guild some money. Well. A lot of money
OSR Package
Running a B/X game? Give these advantages instead of proficiency and features. You can alos give these bonuses if running a 5e game using 3d6 for character generation.


  • Stevedore: +2 Strength, -1 Charisma, Gain 2 extra languages

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    On Hack & Slash TV 3: Monte Cook Games and the American Indian

    Is Monte Cook Games exploiting the American Native for profit? We talk about it today in this weeks Hack & Slash TV.
    We also spend a bit talking about Yoon-Suin! Check it out.




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    On a Useful Review of Red and Pleasant Land

    Well, let's take a look.

    • This is the nicest, highest quality, rpg book I've ever seen or heard word of. Contenders include the leather bound Cthulhu editions with gold trim or the leather bound Encyclopedia Magicas. It's simply beautiful. An actual artifact.
    • The cover map+encounter table communicates enough setting information to be a complete supplement in itself. You could hand that map to someone along with a copy of your favorite OSR ruleset, and that's a campaign right there.
    • The interior is heavy stock cream pages. This book is like a dessert.
    • There is a little knight on a rocking horse on the how to use this book page, along with the suggestion that it can be used to kill small animals or choke large ones. The time spent on the product is evident.
      • This, I think, is the fundamental difference between corporate work and the aesthetic of the "OSR". Corporate work is deadlined content, sometimes good, sometimes bland, but needing to fill a page count with material. OSR work comes in two styles—labors of love that are worked on till they are finally complete, or things released because we are just tired of working on it for years. Sometimes both in the same product.
        • Clearly, I prefer the second. 
    • Zak Sabbath is obsessed^H^H^H^H^H^H quite fond of the letter V.
    • The logic in the book is fairy tale logic, which is both wonderful and challenging, considering keeping it all in mind is somewhat difficult. Using this book as a campaign setting requires a fair bit of preparation. This is different than Yoon-Suin which also requires preparation, in that you generate the situation ahead of time in Yoon-Suin, whereas Red and Pleasant Land works better if you can remember all the strange rules during play. I would not expect to need to reference Yoon-Suin frequently during a game; I would expect to reference Red and Pleasant Land.
      • There is in fact a note to this effect in the book, suggesting you don't worry about it too much and focus on the important stuff, without letting things degenerate into chaotic randomness.
    • There is a lot of concrete advice over how to run and use the book in actual play.
    • There is an illustrated bestiary running from pages 35 to 83. Also this book is A5, and there are 3-4 monsters a page (including a Jabberwok and Jub Jub)
    • The majority of the book is taken up with two adventure locations. These include strange gravities, tesseracts, puzzles, keys, nightmares and dreams. I would say more, but I don't wish to spoil any of the surprises.
    • There are a slew of optional rules, and all the tables in the book are reprinted for reference in the back. Of particular note are the growing and shrinking rules and the rules for warfare.
    • Though this doesn't detract from my enjoyment of the product, there are a few small graphical and layout errors, and I appear to be missing both players handout 6 and the chess puzzle from the back of the book.
    • The sampled locations, a maze, a battle frozen in time, and a forest containing two thieves are some top-tier one page style dungeons. 
    • The tables are very useful. There's a very good animal table, as well as a useful generate a random quest table.
    • That's the key feature of the majority of the dungeons in the book, They are interesting dream-logic type places to explore. which makes them perfect for weird, fantastic, adventures. Is that what you want? This delivers that, in spades. . . and hearts, and clubs, and diamonds. It's worth the cover price + shipping, even just to strip it for ideas. 
    The quality of material coming out lately keeps rising. It's really a new golden age.

    I suggest picking it up before it sells out. I missed the last book (Vornhiem) and my wife had to contact dozens of people to eventually get one sent to me from the other side of the world. This one will also sell out.


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    On A 5th Edition Paladin Variant, Arrikhan, Oath of the Beast

    Way back in February of 1986, Dragon Magazine made some paladin variants. Fortunately 5th Edition already has a system in place to handle such things. Let's take a look, shall we?

    Sacred Oath

    When you reach 3rd level, you swear the oath that binds you as a Paladin forever. up to this time you have been in a preparatory stage, committed to the path but not yet sworn to it. Now you choose the Oath of Devotion, The Oath of the Ancients, or Oath of the Beast, all are detailed at the end of the class description.
    Your choice grants you features at 3rd level and again at 7th, 15th, and 20th level. Those features include oath spells and the Channel Divinity feature.

    Oath Spells

    Each oath has a list of assoicated spells. You gain access to these spells at the levels specified in the oath description. Once you gain access to an oath spell, you always have it prepared. oath spells don't count against the number of spells you can prepare each day.
    If you gain an oath spell that doesn't appear on the paladin spell list, the spell is nonetheless a paladin spell for you.

    Channel Divinity

    Your oath allows you to channel divine energy to fuel magical effects. Each Channel Divinity option provided by your oath explains how to use it.
    When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again.
    Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.

    Sacred Oaths

    Become a paladin involves taking vows that commit the paladin to the cause of righteousness, an active path of fighting wickedness. The final oath, taken when he or she reaches 3rd level is the culmination of all the Paladin's training. Some characters with this class don't consider themselves true paladins until they have reached 3rd level and made this oath. For others, the actual swearing of the oath is a formality, an official stamp on what has always been true in the paladin's heart.

    Oath of Beast

    The Oath of the Beast binds a paladin to the ideals of a serving their god by becoming a pargon of personal power. The more powerful the Arrikhan is, the better served their god is. All creatures exist for the good of the Arrikhan. In order that all know his power, the Arrikhan is fond of slaying the most powerful creature she can and then wearing that creatures skin as armor. There is no person or creature more important than the Arrikhan, so if one is ever traveling with companions, it is only because those companions serve the purpose of the Arrikhan.
    This oath may only be taken for deities who have animals. wildness or savagery as part of their domain.

    Tenants of the Oath of the Beast

    The tenets of the Oath of Beast vary by paladin, but all the tenants revolve around stuff
    Personal Power Acquiring more power at any expense is the most explicit directive of the oath. Anything that increases the station or force of the paladin increases the prestige of the god.  
    Service to Divinity You exist to serve your god, and all living and dead creatures exist to serve you. No creature can be placed higher than yourself, and no person has any worth beyond what value they can add to the glory of your divinity.
    Devotion to Divinity Any items or treasure gained go entirely to the church of your god, if a formal church exists, which may or may not allow you the use of such items or money.


    Oath Spells

    You gain oath spells at the paladin levels listed
    1st Animal Friendship, Speak with Animals
    5th Animal Messenger, Beast Sense
    9th Conjure Animals, Speak with Plants
    13th Conjure Woodland Beings, Grasping Vines
    17th Insect Plague, Polymorph

    Channel Divinity

    When you take this oath at 3rd level, you gain the following two Channel Divinity options.
    Control Undead. As an action you present your holy symbol and speak a prayer commanding the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails it's saving throw, it is charmed for 1 minute or until it takes any damage. Mindless undead can be charmed in this way and follow the directions of the Paladin for 1 minute, after which they become neutral. Intelligent undead gain the charmed condition.
    Control Animals..As an action you present your holy symbol and speak a prayer invoking the beast. Each non-magical animal that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails it's saving throw, it is charmed for 1 minute or until it takes any damage.

    Master of the Beast

    At 7th level, the Arrikhan gains proficiency in the poisoner's kit, the torturer's kit, the Stealth skill, the Slight of Hand skill, and the Animal Handling skill. If the Arrikhan already has any of the tool skills, she may pick a different tool skill. If the Arrikhan already has any of the ability skills, she may choose to gain expertise in that skill or pick proficiency in a skill of her choice.

    Beastly Resistance

    At 17th level, the Arrikhan gains Magic Resistance (Advantage on Saving throws versus Spells) as well as proficiency in another saving throw of the Arrikhan's choice.

    Poison Strike & Leadership

    A number of times equal to the Arrikhan's Wisdom bonus per short rest, the Arrikhan may coat his blade in poison as a bonus action. The next person the Arrikhan strikes within 1 minute, takes an additional 6d10 poison damage and gains the poisoned condition. On a successful Constitution saving thrown the target takes half that damage and doesn't gain the poisoned condition. The Arrikhan gains all uses of this ability back on a short rest.

    In addition, At any given time, the Arrikhan can have a servant from the following list. She may only have one of the following options from this list. If at any time the creature is dismissed or dies, a new one can be contacted the following week to serve. 

    The servant is friendly to you and your companions. Roll initiative for the creature, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you), as long as they don't violate its alignment. If you don’t issue any commands to the creature, it defends itself from hostile creatures but otherwise takes no actions.

    4 Ettercaps
    2 Phase Spiders
    A Fomorian
    A Wyvern
    A Night Hag
    A Shadow Demon


    On a Useful Review of Yoon-Suin

    Matthew Adams
    Step one: Buy it.

    Step two: Read the review.

    Step three: Congratulate yourself on how smart you were for already buying it!


    • Mathew Adams is the best illustrator of the New Wave OSR. And he has extremely stiff competition.
    • Oh, heck, the format. 9x7? Where do I fit that on the shelf? It's simultaneously super annoying, and yet contributes to the weird eastern aesthetic of the setting. Also, keep in mind it's 315 pages. It's larger than a player's handbook of any edition of Dungeons & Dragons.
    • It is the best example I've ever seen of a special snowflake, dying world, setting in print. Not that the world of Yoon-Suin is dying, but it captures better than any other role playing game book the ideal of an impartial and merciless world, completely immune to anything the characters can do to change it. It does this better than the Dying Earth game. An example:
      • "How does one describe the Hundred Kingdoms? Each has its own ruler, its own spirits, its own schools of fakirs, its own enemies, its own intrigues, its own allies, its own particular cruelties. It is in ever sense varied. And yet in that very variety there is unity. Though the people living in each city-state abide by their own laws and customs and often war viciously against their neighbors in the name of their ancient rights, at the end of each day the same farmers return home to eat flat bread and curry and suck on hookah pipes while they watch the sun set; at each road-side passers-by pay homage to the same fakirs performing feats of strange and horrible endurance; in the fields groups of devout holy fighters practice with the same tulwars, gurj, barcha and bagh nakh."
      • Does this sound like a bad thing? It isn't. Do you like Lovecraft? Kipling? The old pulps about foreign and lost lands? This isn't a game about heros, it's a game about exploring a mysterious and unknowable realm, far from our own.  
    • The special snowflake book of Yoon-Suin is a toolkit to create your own special snowflake Yoon-Suin. The imperative is explicit on the page of Four Mysteries. Create your own Yoon-Suin.
    • Logistically, what's in here?
      • A new B/X style race/class: Crab-man
      • Dwarves, Humans, Slug-men as races. (Classes as per the variant used.)
      • A large bestiary, 42 pages, unillustrated. 
      • Random tables for campaign creation of the various regions.
    • There are several regions, each contains an extensive section that allows you to generate the contents of that region. 
      • The Yellow City: A good starting point. Engage in intrigues in the city, recovering lost treasures in the overgrown ruins of old town, sell their services to guilds, or takes sides in conflict between differing societies. 
      • The Hundred Kingdoms: A perfect place for campaigns involving war, revolution, exploration, politicking, or exploration.
      • Lamarakh: The flooded lands are good for exploration, travel and trade. Get involved in trade wars, river piracy, or search the jungle for rare creatures or treasures. 
      • Sughd and the Mountains of the Moon: Another setting that works as an introduction to Yoon-Suin  Explore abandoned dwarven citidels, become hired swords, engage in trade and brave the god river, or explore the great cragged wilderness.
    I'm breaking out of the dots here, because you have to know.

    My mind is blown.

    This artifact, one of many I have sitting on my desk, is a labor of wonder. It is as stepping into a very idosyncratic storybook, with step by step instructions on how to have a magical adventure within. It is 300 pages of love, allowing endless adventure.

    To David and Matthew: Good on you sirs! Good on you. 

    I look forward to visiting again as soon as possible.

    Yoon-Suin in .pdf
    Yoon-Suin in print


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