Beruflich Dokumente
Kultur Dokumente
Features
Science
Science--ology
Broken Chest
11
Beastly Behaviour
16
Submission Guidelines
Please send your submissions, ideas and
comments to the editor, Matty Rhea at
balrogsbane@foreverpeoplerpg.com
Please note: there is no guarantee of
inclusion. We reserve the right to decline
any submission deemed unsuitable.
Midwar
17
24
Departments
Pen & Paper
18
Daemon Dissenter
22
29
Small World
30
Black Squid
35
Bazaar
37
Advertising Rates
Display advertising rates available on
request. Mail enquiry@foreverpeoplerpg.com
Discussion
Join in RPG discussions online in our forum
www.foreverpeoplerpg.com/forum
All subject matter in Wyvern is copyright Forever People Games & RPG. All rights on the content of this e-publication are reserved.
Nothing may be reproduced or redistributed in whole or part without prior written consent of the publishers Forever People Games
& RPG. All opinions expressed are those of the respective authors and reviewers and not necessarily those of the publisher.
WYN F DAWKINS
wyntersong@foreverpeoplerpg.com
N =R* x fp x ne x fl x fi x fc x L
Truly Alien
So let's turn our thoughts away from other
intelligent alien races and concentrate on
something I mentioned earlier: that the
potential for life within our own galaxy,
and indeed our own solar system, is
probably high. Indeed, a group of Indian
scientists involved in high altitude
atmospherics have recently claimed to find
an alien microbe in the Earth's
stratosphere, probably deposited by a
meteorite during burn-up. While this is an
outlandish claim, there is no reason not to
assume microbiotic life is abundant, both
in space and on other worlds.
If microbes and even multi-cellular
organisms can exist in the magma flowing
beneath the Earth's crust, as is proved to
be the case, it seems likely life can also
exist in other hostile environments, such
as those of the other planets or even the
atmosphere of the sun.
Life abhors a vacuum, so spacebound
parasites and organisms are unlikely.
However, meteorites could easily contain
microbiotic life if their core elements
provided adequate sustenance.
Suddenly our vision of a barren galaxy,
devoid of intelligent life, is replaced by
one thriving with an uncountable number
of micro-organisms.
And where micro-organisms thrive, muticelled organisms can potentially grow!
They may not grow to be space-faring
races of super-advanced technology, but
they will surely grow to provide an
interesting encounter for those less than
advanced human explorers who, as a
result of our various roleplaying devices,
find themselves in far-flung corners of
space.
Life is dependant on two factors: water in
liquid state, because water acts as the
suspension medium for all the important
chemical reactions which sustain living
systems; and the ability of carbon atoms
to form long chains, so that a very lare
number of different compounds, with a
large range of possible functions, can be
formed. The presence of hydrogen,
oxygen and nitrogen is also generally
accepted as being crucial for the
development of life.
Alien At A Glance
Some factors you might want to consider in
designing your own non-intelligent alien life-form
should include a consistent application of the
environmental variables. Here are a few:
High gravity (high velocity spin of the planet, or
heavy density of the planetary makeup) - small,
heavy boned creatures with a strong skeletal
structure, bones probably ribbed for strength, they
probably tend to hug the gound and move along in
a sloth-like fashion.
Low gravity (low velocity spin of the planet, or light
density of the planetary makeup) - ethereal
creatures, light and hollow boned. In worlds with a
suitably dense atmosphere, life would favour the air
rather than the ground, though certain predators
would hunt in both environments. Depending on
winds and weather, many creatures would use snare
traps to capture drifting prey, like webs or silk
threads.
www.hadesgate.co.uk
Imp
Imperial
erial Age: Magick
Adamant Entertainment $5.95 pdf
http://www.rpgnow.com/product_info.php?produ
cts_id=20352&
Back to Blacktooth
Ridge
Troll Lord Games $1 pdf
Castles & Crusades
http://www.rpgnow.com/product_info.php?produ
cts_id=20423&
All opinions expressed are those of individual reviewers and not necessarily those of Wyvern. All files for review should be sent to
balrogsbane@foreverpeoplerpg.com Be warned- reviews are honest and frank. We do not promise glowing reviews in return for the file
you send us. All reviews are accompanied by a clickable link to a pdf, hard-print or POD URL where the reader can buy your product.
http://rpg.drivethrustuff.com/catalog/product_info.php?cPath=602&products_id=23309
By David Sharrock
Talon is the third of the sacred swords
sought after by the Bleak Revival. This
magical elven blade was given to the famous
elvish explorer Gellert Aelandiar by the
Eladrin of Clanmarch.
Gellert was the son of the great elvish king
Elric Aelandiar, the true elf king of
Clanmarch between the full seasons 220pN
(pre-Nirgal) and 40pN. In 125 pN, trained as
a defender of his homeland and a paladin of
Aerdry, Gellert left the safety of the king's
city of Mahrsomn to travel the bredth of the
Clanmarch and meet the people he would
one day command as king.
The people loved Gellert and his father Elric,
whose term of rule had provided a new
lushness to the greenery of Clanmarch and a
thriving vitality to the elves living there. As
Gellert traversed the country he met many
different types of elf, from the Spire elves
who gave to him a staff made of
dragonstooth ivory, to the Bralani who gave
him a magical flute which would play
beautiful music of its own accord. The
Ghaele gave him the cloak of Nagador, a
magical artefact enabling the wearer to turn
invisible at will. The Valley elves trained him
in the complex art of hand to hand combat.
The sword of talon is the most well known
gift procured during Gellert's trek across his
homeland and has become the focus of
many elvish fables, stories and songs, the
most popular of which is the fair song of
Elmidrandill Mythaeloress (Gellert Aelandiar's
Sword).
Freth Elmidrandill laes khanlan
March randil Elrik Aelandiar clan
Lert middel, Elmidrandill ril Clanmarch
Efran middel, inthrim, mythtarch
Lansonelrik elnu enyatoerm
Speskeron Eladrin Oerm
Randillallimy negellindoryp
Aeloress Aerdketh eth darintip
Middlemist is now available as a one-off Big Meg file or as a series of smaller filesize eBooks. Get the core book free
http://rpg.drivethrustuff.com/catalog/product_info.php?manufacturers_id=361&products_id=12294
The Set
Set--up
Rule over the land of Thurgaar is in dispute.
The evil lord Scavengar, vying for the human
kingdom Thelinor, has enlisted the aid of the
humans' most ancient enemy; the Black
Dragons of Khrell. The human queen,
Maelindar, has been assassinated by a Black
Dragon rider and spiritual strength now ebbs
from the land of Thelinor. Much of the
queen's own army have fled for southern
lands, fearing death. Those who inhabit the
fields of north Thelinor expect swift
annihilation at any moment.
Thus, a small band of mercenary humans,
without a queen or an army, but intent on
saving their farmsteads and villages
nonetheless, have travelled to the far land of
Browfath and enlisted the help of strange
allies.
For centuries the Bright Dragons of
Browfath's borderlands have been enemies
of the Black Dragon scourge. Many years
have passed since the Brights and the
humans fought together against their
common enemy, but now the enemy is
returned in strength and
both must unite to save
their respective realms
from certain destruction.
The Basics
Dragon Raiders is a mini
tabletop wargame for
multiple players (minimum
2). Each player controls
one side of the table and a
hoard of miniature
combatants. The miniature
standies and scenery for
Dragon Raiders can be
found in this issue's Small
World. Print, cut them out
and assemble as shown.
Split your standies so one
player, or group of players,
The Battlefield
Your battlefield is set up as follws. The
Thelinor player(s) begin by building their
side of the table, which should be
approximately half the table on the Thelinor
side. The Thelinor group start with 50
scenery points and must spend those points
on the scenery as listed below.
A river can be included but must have at
least two bridges. The river can run across
the full width of the pass if all players agree
to this. Hedgerows should be placed to
create fields no smaller than 3x3 inches. Any
field thus created must have at least one
farmstead or village inside. Farmsteads and
villages may also be free standing, without
fields. Stonewalls may be placed end to end
(straight line or angled up to 90 degrees),
but must otherwise be at least 4 inches away
from one another. The same applies to
reinforced walls. Villages must be at least 5
inches apart and farmsteads must be at least
6 inches apart. Villages and farmsteads may
be placed anywhere within the 4 inches at
the edge of the game table on the Thelinor
side.
River section = 20 pts
River section with Bridge = 25 pts
1 lngth hedgerow = 1pt
1 lngth stone wall = 3pts
1 lngth reinforced wall = 5pts
1 village (minimum 1 req.) = 20pts
1 farmstead (minumum 1 req.) = 3pts
1 castle = 35pts
1 woodland = 5pts per scenery section
1 forest = 10pts per scenery section
After the Thelinor player(s) have placed their
scenery, the Khrell player(s) do the same on
their side of the table. An imaginary central
line should divide the table in half and this is
considered the border. If a dispute occurs, a
real line should be fashioned using string.
Order of Play
The Bright Dragons and the Black Dragons
start the game together. Both players or
groups position their dragons along the
edge on their respective sides of the table.
Dragons hold two dragon riders which can
fire a maximum 2 arrows down upon the
enemy during a round. If a dragon takes a
hit, the riders count as the first two hit point
losses (they are killed), all subsequent losses
taken from the dragon itself.
Ground units on the Thelinor side also enter
the battlefield at the beginning of the game,
having emerged from the villages and
farmsteads. The Thelinor player(s) now
distribute the ground units along the edge of
the table on their side and move forward
accordingly in their next turn. Distributing
Rounds
Rounds go as follows:
Movement - the player moves, starting with
the Khrell player who distributes his dragons
primarily. The Thelinor player distributes his
units and dragons, then the Khrell player
makes his first move.
Magic/archery - all ranged attacks and
magic casting takes place.
Melee - any touching units fight.
Retreat - any unit wishing to retreat may do
so at a loss of 1d6 HPs. Only a defending
player may do this and his unit must move in
the opposite direction from the attacking
unit.
Magic Spells
Both sides have access to magic users. Only
one unit of magic user per side may cast a
spell in any one round.
Fireball - causes 2HP damage. Target must
be within range. Treat as ranged attack.
Booster - fired at a friendly unit within the
magic unit's range. The friendly unit gets a
+1d6 boost to their DEF for the next round
only. Can be cast on self.
Dragon Repel - causes a dragon within
range to retreat automatically in his player's
next retreat round. Treat as a combat spell,
using DEX.
Crumble - causes 1HP damage to structures
such as village or farmstead. Causes 1
length of stone wall or hedgerow to collapse
(removed from play). Doesn't work against
reinforced walls. Treat as a ranged attack.
Storm - spans the whole battlefield. Causes
six random lightning bolts which deduct
6HPs from up to 6 enemy units or buildings.
Attacking player decides which. Costs his
wizard unit 1d6 HPs to cast.
Speed - gives a boost of double movement
rate to friendly unit. Can be cast on self.
Target must be within range.
Wall of Fire - sets one length of hedgerow
permanently on fire for duration of enemy's
next turn, making it impassable for ground
units during this time. Wizard unit must be
touching hedgerow.
'Tis the season to be jolly, drink lots, eat lots and save the world from certain doom. In the spirit of
all that, here's a special festive, one off adventure scenario for you to play prior to, or even on, the
big day. This is very much a tongue-in-cheek fantasy outing, not to be taken too seriously...
Written by David Sharrock, based on an idea by Suzanna Hope
Player Introduction
The group have just completed a rather
exhausting adventure and find themselves laden
down with a nice bit of treasure, or not as the case
may be, and travelling across wintery fields
covered in snow and icy mist, searching for a place
to shelter from the cold. Their path eventually
brings them to the crumbling carcass of a large
gothic-looking temple, stonework chalked white
with snow and frost, a chill mist swirling around
the old structure like a living thing.
This place is well known to locals as Black
Hoodlum's Chimney, a haunted ruin where bandits
and ne'erdowells hide out after jobs. The PCs give
the place a once over as they walk by and think
little of what they see; fallen columns, broken
walls covered in climbing ivy and choking lichen,
the odd carved face of some god or another.
Nothing of value, in short.
Then again, this is a ruined temple, these are
adventurers, and it is bloody cold. There could be
something here worth finding- a hidden crypt filled
with gemstones perhaps? A tomb containing the
remains of an old priest and all the gold plated
religious paraphenalia that entails? Somewhere to
light a fire and unravel a bedroll? So, like idiots,
the party investigate the temple a little closer,
which is when they come across Fatso The Red.
Fatso is a large bellied man dressed in red robes
fringed with fluffy white wool. His enormous beard
is equally fluffy and equally white, while his cheeks
glow the colour of cherries. He looks frightfully
cheerful despite being surrounded by an ugly gang
of evil bandits, two of whom are sharpening
vicious looking knives and grinning at him in a
none-too-wholesome way.
When Fatso spots the adventurers he pleads,
"please help me, you girls and boys won't get any
toys if you can't get me out of this pickle."
The bandits round on the PCs and draw swords.
GM Information
Fatso is not really this man's name, but it is the
name given to him by the bandits who found him
loitering here in 'their' temple and Fatso is honour
bound to accept as written any name given to him
by those who believe he exists. Thus, in this world,
he is Fatso the Red and from this day forth, he
shall always be known as such to all who choose
to believe in him.
If asked, however, he will state a preference for
Home Truths
The GM should hand the player in question a d20
and announce, "here is the sacred artefact. No
really, that's exactly what it looks like."
When (PC name) touches the artefact, the truth
becomes humiliatingly clear. He/she, and
everything he/she knows to be real, is
part of an imaginary roleplaying
game dreamed up by some
spotty nerd for the amusement
of a few geeks who get
together once or twice a
week and play their game
around a table in a fairly
nondescript room in a fairly
nondescript house in a world far
less interesting than the one
known to the PC.
The PC, in short, doesn't exist,
is merely a figment of a lesser
mortal's imagination. He/she is
not a hero, but a means of
escapism for a teenager with
too much time on his/her
hands.
Worse still, now that the PC
knows this, nothing he does
will matter. He knows he is
pointless. He knows his life
RECOGNISING
NOT ONLY OUR OWN IN-HOUSE TALENTS BUT ALSO UP AND COMING TALENTS OF NEW
PRODUCTION COMPANIES AND INDIVIDUALS, THE BEST REVIEWED MATERIAL OF THE PREVIOUS SEASON AND
RECOGNISED ACHIEVEMENTS BY INDUSTRY LEADERS, SMALL PRESS AND PDF SPECIFIC DEVELOPERS. THE
FOLLOWING AWARDS HAVE BEEN DESIGNATED BY DAVID SHARROCK, FOREVER PEOPLE 'S FOUNDING MEMBER.
http://www.drivethrustuff.com/catalog/index.php?cPath=602&sort=xa&page=3
Steve Dean continues our guide to alternative starting points for new games
st
wooccupant
s.
The druid Varque and his friend Hamelo have
dwelt in the tower these past few decades,
driven here by a need for solace and quiet.
Unfortunately, their time here is often
disturbed by the banging of the iron
knocker, or the shouting of raucous voices.
Of course they help, they always do. All
those injured are welcomed in and given the
best attention. Every year, at least one
adventurer has been saved .
They demand nothing for their time and
knowledge, but sometimes accept
interesting gifts if their donors insist.
Many adventurers now regularly pass this
way when heading to the forest, bringing
food and wine and other items not easily
found in this area.
You yourself have been healed, not once but
twice, by this pair, and they have since
become friends. Recently, after many years
of wandering, you have decided to retire.
You have plenty of gold, but lack a place to
st
her
ush?
www.chaosium.com
www.chaosium.com
Last Issue
crossword
ACROSS
1. Man orc
4. Ghast
7. Tyr
8. Valar
9. Dice
11. Jetsam
13. Ladled
17. Tars
19. Grail
20. TNT
21. Thrud
22. Sinbad
DOWN
1. Mithril Shirt
2. Nerd
3. Coven
4. Gold
5. Arrows
6. Transmutated.
10. Idol
12. Thor
14. Dagger
15. Atlas
16. Bard
18. Stab
PRIZE GIVEAWAY
NEXT ISSUE
The New Year is upon us!
Science-ology
Wyn F Dawkins studies the
realities of terraforming. Just
how possible will
terraforming be and how can
you include this intriguing
concept in your crunchy sci-fi
campaign.
Kid Marvel
A superhero adventure with a
difference, designed for use
with the Squadron UK game
system.
Riddle
The 20 worth
of pdf giveaway
connundrum
was solved by
Eric Nail - the
answer being
that most
archetypal of
fantasy writers,
Conan creator
Robert E
Howard, of
course.
However, Eric,
we didn't get
your address to
send the CD
containing the
pdfs. Please get
in touch!!
The bogus
Pokemon was
Blobosaur.
Enjoy the book
Jamie Philips
from Cardiff!
Alter-fight
Pen & Paper returns with
some alternative and easy to
use combat systems for GMs
and players who just want to
get straight into the action!
PLUS MORE FROM:
HOOKED
BLACK SQUID
DAEMON
DISSENTER
MIDWAR
BEASTLY
BEHAVIOUR
BROKEN CHEST
SMALL WORLD
BAZAAR
Plus more prizes, giveaways,
offers, treats and outstanding
articles from some of Forever
Peopl
e
sbestwr
i
t
er
s.
We appreciate your
continuing support and look
forward to seeing you in the
new year!
It's Christmas, so we
thought it only fitting that
we give away something
really special. Thus, this
month there is only one
prize to win, and it's pretty
darned special!
ACROSS
1. First a bird,
then a token
without the lie
for a fantasy icon
(1,1,1,7)
6. Water for a
spaniard under
the shade and
engraving with
acid (8)
9. Short of
wisdom in a d20
game (3)
10. Bury the
bomb will be a
matter of tea (4)
11. Sounds like
the wheat on
horseback (4)
14. Angry beast
scarier than most
in Dungeons &
Dragons (4)
FOR
ONE THING, I AM
WIDE . FIRST AND
FOREMOST, I AM A
BROTHER. ADDITION IS MY
NEXT BEST THING, THEN
THE SHARP BITING BLADE .
IT MAY SOUND A BIT
BACKWARDS, BUT A DARK
ELF MEETS AN END AFTER
A MEETING WITH THE
BOARD.
18. A pearl of a
game, and takes
just a second
(1,1,1,1)
19. Green
skinned and
awkward at the
start (3)
20. Fleeing
reality and
getting drunk on
fantasy (8)
22. White Dwarf
barbarian (5)
22 & 2 down. To
rent fog with an
absent mind (9)
DOWN
1. That bird
again is ejected
for one who
duels (7)
balrogsbane@foreverpeoplerpg.com
Visit the Forever People website for updates and forum discussion
on your favourite RPG topics. Go to www.foreverpeoplerpg.com
Copyright 2006 Forever People Games & RPG
All rights reserved
d20 and Wizards of the Coast are trademarks of Wizards of the Coast and in no way affiliated with Forever People
Reviews contained within this eZine are specific to the reviewer and do not necessarily reflect the general
opinion of Wyvern or Forever People.