Tag: worldbuilding

House of Holma (Healing)

The House of Holma is the branch tasked with healing. Despite what would be expected, Holma is one of the most highly criticized Houses. Naturally, their abilities are in high demand which has often made them the targets of extortion, kidnapping and bribery. Due to those realities they are secretive and mostly nomadic. Their own temples are unmarked, located in difficult to reach areas or out of sight in dark alleys. These serve as reprieves and safe houses for them. Everywhere they go they are in high demand if their GIFT is discovered. Instead, they work with the other Houses and travel to where they are needed for a few days before moving onto the next.

GM Note: Holma is intended to be a difficult House to play. If the PC’s identity is discovered they will be pursued. Sometimes the need is legitimate and sometimes it is born out of greed. The player should feel cautious any time they reveal their GIFT

Granted Power: Once per game session the character can use any talent they have without fuel or tokens.

  1. Cure Light Wounds: Cures 1d8 damage +1/level (max +5).
  2. Neutralize Poison: Immunizes subject against poison, detoxifies venom in or on subject.
  3. Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).
  4. Remove Blindness/Deafness: Cures normal or magical conditions.
  5. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).
  6. Remove Disease: Cures all diseases affecting subject.
  7. Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.
  8. Heal: Cures 10 points/level of damage, all diseases and mental conditions.
  9. Regenerate: Subject’s severed limbs grow back, cures 4d8 damage +1/level (max +35).

The Whip of Andrei Korsky

The Editor noticed that a certain magical whip has been instrumental in several battles during Mike’s Isenwald campaign, so I asked him to give us a write-up of the whip and its origin. He couldn’t remember much of the details about the session, but he did have this character profile for Andrei Korsky, which includes a description and stats for the whip. Enjoy!

—Bryan


Andrei “the Scourge” Korsky, Yepiskop’s Henchman

The Yepiskop of Ariangrad has numerous agents to do his bidding, but Andrei Korsky is one of his most brutal deputies. Though the Yepiskop ultimately trusts no one, he trusted Andrei enough to bestow upon him a special gift—an enchanted knout. (A knout is a whip designed specifically for punishment.) He wields this in battle with good effect, enough to earn him the nickname “the Scourge”. He has killed more than one man with a single blow of the knout. Read more

Faith and Gaming: Teleology

God of our fathers, Whose almighty hand
Leads forth in beauty all the starry band
Of shining worlds in splendor through the skies
Our grateful songs before Thy throne arise.

There’s an old joke about a comedians convention at which those in attendance didn’t bother to tell any jokes in their speeches, but rather referred to the jokes by number so everyone could think of the joke and laugh, and the speaker could get on with his speech. In much the same way, people who discuss philosophy and theology have given labels to a handful of ideas which attempt to prove that God exists. One of those, the one in which we are interested at the moment, is called the teleological argument for the existence of God. It’s an argument you’ve surely heard, but might not know by that name. Teleology is about design.

In the classic formation of the argument presented by William Paley in his Evidences of the Christian Religion, it is predicated that the existence of a watch demands the existence of a watchmaker. From this it is then argued that the universe has the marks of a designer, the act of an intelligence who or which put it all together. Hence there must be a god (not necessarily the Christian God, but at least a creative intelligence) responsible for the construction of the world. Read more

House of Ascen (Good)

Guild member R.C. Brooks returns with more Lands in the Clouds, a home-brewed OGL setting and system.


The House of Ascen, or simply Ascen, is the sect devoted to that which is good. More specifically, good is that which edifies. It heals the soul. In the world they are often the shelter for those dealing with grief and loss. Mechanically they are the House that deals with SPIRIT damage and combating evil entities. The House of Holma may heal the body, but SPIRIT wounds are more dangerous and can fester.

Typical temples are humble buildings often in poor or otherwise troubled areas as that is where they are needed most. Almost all carry low level tokens.

Once per game session, a character of the House of Ascen may use his SPIRIT score as an attack, defense or damage reduction vs SPIRIT opponents/damage.

Ascen Tokens:

  1. Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.
  2. Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary SPIRIT +1/level (max +10).
  3. Shelter (Magic Circle against Evil): As Protection from Evil, but 10-ft. radius and 10 min./level.
  4. Holy Smite: Damages and blinds evil creatures.
  5. Dispel Evil: +4 bonus against attacks by evil creatures.
  6. Heroes’ Feast: Food for one creature/level cures and grants combat bonuses.
  7. Holy Word: Kills, paralyzes, slows, or deafens non-good subjects.
  8. Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells.
  9. Grace: Removes all STRESS points for any willing up to 1 character/lvl in the House.

Spirit Kin and the Great Houses

Great Houses

In ages past, when the Harbingers made landfall at Cloudhead, they brought the GIFTS with them. Since that day, people in the solar system have discovered special abilities given to them. The GIFTS were to help the people thrive together and to fight against the evils which had implanted themselves into the solar system. People bearing similar GIFTS gathered together and formed what now are referred to as Houses. These Houses are not geographical distinctions, but rather talent distinctions. There are 12 Great Houses representing the most prominent GIFTS. There are unrepresented GIFTS, but they are exceedingly rare.

The Houses function like churches. The Houses are most like religious organizations and all share the same faith but pursue the tenets through the GIFTS they have. There are different sects within each House but they largely share the same principles and work towards the same goals. Read more