Where's My Ring?

Mangled by a card,
Magic,
A drawing of honest attitudes.
Where now?

Oh but for the grace of bookshelves,
They hid them from us,
For the better.

Take them down and don't go further,
The crevices hide multitudes of histories,
Sweetly minted notes of sensations.

Others, unacquainted, will say it happens,
For the best,
For the time being.
Forever,
Forever.

Background: Kinidymos

Kinidymos, Hunter of the Undivided 


When the inner becomes outer, and the upper becomes lower, when the male and female form the single-backed child who's eyes are replete with eyes and who's image is in place of an image, then you will enter the kingdom. These sidereal psychopomps will lead all matter to the monad and terminal oneness, it is the duty of the kinidymos to ensure this never happens.


Possessions
Dyadic compass
Disunional sword
One weapon of Choice
Lead manacles


Skills 
3 Disunial Sword Fighting
2 Weapon Skill of choice
2 Sneak
2 Second Sight
1 Swim OR Climb OR Disguise
1 Tracking






Item: Dyadic Compass
To the uninitiated this is just a broken compass in a small box, but to the kinidymos and those familiar with their ways it is a precision tool. Test your Second Sight while focusing on the needle to have it direct you towards a point of magical conflux within 6 miles. If multiple points exist it will point the the strongest, which will usually be the kinidymos' quarry.


Item: Disunional Sword *#
The sinister and iconic tool of the hunters of the holy hermaphrodites, made of the basest metal to ensure their separation and descent. The lead blade is as long as a typical longsword's, but its girth and long handle make it look stubby. On a Fumble the weapon is bent out of shape and counts as a mace until repaired. 

  1. 2
  2. 4
  3. 4
  4. 6
  5. 8
  6. 18
  7. 24






Background: Proxy Child

Proxy Child

One day you woke up in the arms of a giant, singed and lolling in its arms. You thought of how nice it would be to stretch your legs, and it put you down. You had trouble walking and felt that maybe this was a hasty decision, it put you on its shoulders. And so on and so on until this point in this place. You are still learning and still making mistakes, but your companion is always there for you, to pick you up again.

Possessions

  • A compression suit



  • A pouch containing interesting things you’ve found since you woke up, most notably a:


(d6)

  1. stuffed animal, though it’s unclear what that animal is
  2. rubber ball that unerringly returns to the hand that throws it
  3. collection of small bones strung together to make a functional puppet. The strings are long enough to stretch to the floor from the shoulders of your Proxy
  4. small furry mammal which refuses to do as you say no matter how hard you think
  5. rusty pistolet with no energy, useful for pretending to shoot the wild animals your Proxy often defends you against
  6. crown you made from a bit of the scrap you woke up surrounded by. It has markings on it that you can’t read.


  • A 7ft tall companion who is moved by your will alone:

Ceramic Proxy
Surgical white (or vividly coloured) plates form the skin of this bipedal behemoth, sliding over each other with the gentle sound of bare feet on sand. Someone made it with an eye to detail, every inch of it is an aesthetic treat. Always has 3 armour

Or an

Organic Proxy
To a casual observer it could be mistaken for a particularly large person, with a barrel chest, cabled arms and a square head. But once they spot those dull eyes it’s clear this is just a puppet. They are capable of speech, though only at your command.

Or a

Mechanical Proxy
An unsubtle conglomeration of articulated metal, its every movement grinds and twangs. This is a functional machine, made without the arrogance of a hominid form. It might be stooped and chicken-like, or a great wheel of arms and legs. Its form is up to you. Always counts as being armed with a weapon of your choice and has 3 skill in its use.



Skills

Proxy
5 Strength
2 Climb
2 Run
2 Heal
2 Swim

Child
2 Second Sight
1 Spell - Random (Table 5)
1 Spell - Random (Table 5)

Special
The Child starts with 2 Skill and 8 Stamina and counts as an oversized item for inventory purposes when carried (they are rather small and feeble). The Proxy is rolled as you would a normal character. They both share a common Luck pool.
The Child may use their own Advanced Skills for any action the Proxy takes, including magic in which case they may also use its Stamina to cast it.
The Proxy ceases to function if it loses all Stamina, is out of sight of the child for more than an hour, or is encased in lead or silver.
The Proxy heals naturally like any other character, regardless of its construction. It can also be Healed (or repaired).
If the Child dies the Proxy ceases to function. If the proxy dies the child is very sad and lonely.



I'm working on Troika! the only way I can. Come watch if you want 


Fever-flipping-Swamp


The air is moist. The moisture mixes with your sweat — the heat is relentless. The drone of insects gives you headaches, and the fever from the infected wounds has left you delirious. Your raft is damaged, and there are spirits in the trees.


You’ve only been here for three days.


Fever Swamp is a hex-crawl sandbox adventure compatible with Lamentations of the Flame Princess and most other Dungeons & Dragons clones.


Fever Swamp was written by Young Master +Luke Gearing , previously famed for his contributions to the world's favourite outsider role-playing 'zine, The Undercroft, and illustrated by +Andrew Walter, who surreptitiously inserted sigil magic into his work on our previous publication, Crypts of Indormancy, to uncertain ends.

On top of this, +Christian Kessler  and +Jarrett Crader have done an outrageously good job on the layout. The PDF is a thing of functional beauty.


Hard copies+PDF direct from us (PDF now, order shipped when the books arrive)

Just the PDF, from RPGNow

Some thoughts on god

Everything is metaphors, everything is reflected from above downwards. By observing the dramas that unfold between the dragonflys and the bees one can ascertain the movements of the stars.

"Hell" is anything sufficiently removed from the acquaintance of god that it looks like a degenerate satire.

Hell is therefore relative according to your position.

"Heaven" as a definitive end point is nothing like what anyone expects. Multiple heavens therefore exist and represent idealised versions of the sphere from which it is viewed. There may be clouds and naked babies, or it might just be less awful.

Definitive, terminal heaven is inconceivable oneness. Impractical though factual.

When planning a campaign be a seer. From tea leaves you see the future: broaden that. Take the interplay of simple things and apply it to larger scales higher up the ladder. The Demon Sea is the Mariana Trench with bigger fish and plans.

Everything is true, even when you're making it up. If you can't fit everything together now that just means hyper-god works in mysterious ways.

Hyper-god does not work. Hyper-god is not the totality of existence. The spheres are a series of reflections of hyper-god of increasing obscurity. He does not move the spheres, the spheres move in response to him.

Spherical reflections are distorting.

Visiting an aeon

Reflections are different but not independent.

Every campaign as a 70s sci-fi novel. The world is a wall; the world is a tree; owls can't die and are sent here to observe us by some unknown party; golden barges are like boats; they're just spaceships; they're, like, a state of mind man; everyone except the players sees an idealised world while the players see filth and muck (who's right?).

Every campaign as a mystery. Have a complicated network of logic between strange people and things and then introduce the players without any context. They have to learn.

Every campaign as a farce of manners. Social traps: does the snake-crab-thing want us to drink the tea or make the tea? Choose wrong and it might snip off your head a lay eggs in your belly. Do it right and it might let you ride on its shell to the nearest barge repairman.



Campaign ship

A basic campaign structure for Troika! is to give the party a golden barge, or horizon fort, or some other convenient mode of cosmic travel. At the beginning of the campaign they might be aware of a handful of spheres, or parts of spheres, or at least discrete locations. Provide some information about what can be found in these places.

Information handed out like this should be in the same way you'd expect a 10th century sailor would have it. Spices comes from that way sorta and there are dragons there and a fountain that grants eternal life and the emperor owns a tea set that summons swans when served from. There should be desirous things that players may want.

The spiders of the spider bank have found a way to weave more robust golden sails. They refuse to sell it, ensuring their treasure ships are the fastest vessels in the spheres. Getting your hands on it would ensure faster and safer journeys.

While travelling between spheres the players must expend huge resources to fuel the ships. Most of them run on gold, but more elaborate ones might have plasmic engines.

The ship will encounter troubles between places. Go watch the ship episodes of Cowboy Beebop. Turn the ship in to a little dungeon and play the Alien film.

Bad cosmic weather, or too many beasts have attached themselves to the sails and weighed it down. The further you go without stopping to scrape of these horrifying barnacles the more dangerous the trip will be, eventually scraping your metaphysical hull against the tip of a sphere, causing reality to crash right in to you.

Keeping the ship running becomes a driving factor. Making the ship nicer, or getting a better ship, or hijacking and staffing a horizon fort: also fun. Eventually the hold will be full of arcane treasures.

Golden Barge
Horizon Fort



Fever Swamp


Why look at that cover. My, what a handsome cover! Don't take my word for it, look at it again. Now imagine the kind of words such a cover must contain. Yes! That good.

I'll spare you the endless marketing jabber and just say this: THIS IS THE NEXT BOOK FROM THE MELSONIAN ARTS COUNCIL, BOUND BY WRITING ALL-STAR LUKE GEARING'S WORDS.

Fever Swamp is:

  • An adventure
  • A hex crawl
  • A sandbox
  • In a swamp
  • Very pretty
  • Compatible with Lamentations of the Flame Princess

Fever Swamp is not:
  • Appropriate
  • Half bad


Give us all your money so that we can continue making these nice things.


Please.

My Very Own GenCon Stall




It's GenCon and I'm too poor and hate-filled to run a stall there, so instead I'm going to project my malignant presence via the magic of contrived sale events.

Spend £10 or more and you won't pay postage, even if you're Johnny Foreigner. Buy some books, or pictures, or paper miniatures, or tell someone else to do it for you, or something, or other, and so on and so on.

Where: www.melsonia.com


Coupon Code: DONTTOUCHME



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