Friday, 28 November 2025

[MODULE] City of the Ape-Men (NOW AVAILABLE!)

City of the Ape-Men
I am pleased to announce the publication of City of the Ape-Men, a 56-page adventure module for levels 5–8, and the first new release of my new outfit, E.M.D.T. ULTRAREALITY PUBLISHING. As a “lost world” scenario, it revolves around a ruined city ruled by ape-men; as well as the surrounding tropical island. Yet there is more than meets the eye, and the island hides secrets which the ape-men are not aware of.

Linquar the Eternal has fallen, its palaces and temples decaying in the teeming jungles. Few dare to head for the misty island plateau where the ruins stand, and even fewer have succeeded in claiming its treasures from the savage ape-men who now rule in its citizens’ stead. The great city is largely forgotten, and even its name only refers to a squalid pirates’ nest that had once been its trading outpost. What had been the capital of the isles is known as a cursed and abandoned place that’s better left undisturbed. But more often, it is simply known by its current inhabitants… as the City of the Ape-Men!

The module includes the following materials:
  • The town of New Linquar, a lawless place ruled over by gangs of pirates. (17 keyed areas)
  • The Isle of the Dream-Spices, a mountainous tropical island inhabited by hostile megafauna (21 keyed areas).
  • City of the Ape-Men, the ruins of Old Linquar, depopulated in a mysterious incident, and now ruled by hordes of ape-men. (33 keyed areas)
  • Three mini-dungeons (36 keyed areas total).
  • New monsters and magic-items.
  • Two fold-out map sheets with player and GM maps.
  • Way too many ape-men.
City of the Ape-Men features cover art by Cameron Hawkey, and interiors by Graphite Prime, Ferenc Fabian, Peter Mullen, and various Golden Age illustrators. The print version of the module is available from my Bigcartel store; the PDF edition will be published through DriveThruRPG with a few months’ delay. As always, customers who buy the print edition will receive the PDF version free of charge.

NOTE TO US CUSTOMERS: Unfortunately, US shipping is not yet available until the Post implements its system to process the new tariffs. If you would like to be notified when the seas are open again, please mail me at beyond.fomalhaut@gmail.com.

More Apes than Dream-Spices, TBH


Sunday, 16 November 2025

[BLOG] News on the March! Episode XI.

The Many Deceits of Thuzar Yi

This post continues the series of brief play reports I have been posting on Discord. This does not cover every single session (sometimes, recon and setup is what happens), but it covers our ongoing games.

27/07/2025 FOMALHAUT

(Belated) News from ULTRAREALITY! Lost in the cave system beneath the idyllic isle, and seeking to save their companion Ion from the clutches of the beautiful Thuzar Yi, the company wandered mile-long, interconnected passages and strange subterranean gardens, fighting lumbering crustacean beasts and tentacled, pantherlike creatures that could shift their positions, and disintegrate metal with an energy beam. Among them were also warrior women in plate mail and silver masks, fighting fanatically while pleading to be released from undeath. They found a cavern of crystal slabs with the perfectly preserved bodies of young men trapped within, their livers removed – perhaps Thuzar Yi’s former lovers and victims, they thought. Finding a great stone face in a cave passage that concealed a magically locked secret door, they threw it open with magic, and entered. The passage led to a cavern with a faintly lit garden, and a palace standing in the middle. Scouting revealed the place to be guarded by monstrous men with rhinoceros heads; and climbing up on the rooftops, Murat the Etunian spied a large central room with open and closed cages, some containing enormous beasts – six-limbed elephantine beings, and a massive ten-legged lion with several rows of teeth. More beast-men came to feed them, and a plan was developed. Uncorking the flask of spirits, Murat summoned Quoraan the Necrotic to bring terror to the defenders, who were fireballed as they fled. The rhino-men fought desperately from fortified positions, but were killed. The way led deeper into the palace, to its eastern side. Through a portal bedecked with gilded, talking masks depicting beautiful Thuzar Yi, they entered a hall of columns built from marble and alabaster. Thuzar Yi was there, angered by the intrusion and commanding her armoured handmaidens to attack, and gesturing to someone else to come to her aid – it was Ion, drawing his weapon to fight his companion under the charm of the enchantress!

Thuzar Yi’s display of power was impressive, but foolish. As she tried to petrify Lilith, she was cut down by a barrage of laser fire, not even allowing her to teleport away. “There can only be one beautiful woman on the island!”, called Lilith. The undead women were defeated, and the charm lifted from Ion. The rest was to explore and loot the palace suites. In a beautiful indoor garden, they found the glittering golden skin of an ewe hanging from a tree branch – the Golden Fleece, an artifact of legend which would bring power and splendour to one wearing it! Generous treasure was also found in Thuzar Yi’s treasury. Loading it into their portable hole, they departed the underground palace, and traced their steps back through the caverns to the outside. Was Thuzar Yi truly dead, or was she immortal? These were the questions upon their minds. Nevertheless, a smaller group chose to explore the northern half of the island after a rest. Drawn to a mysterious golden pyramid, they climbed to the plateau in incessant rain. The smooth sides of the structure played in glittering colours; several images of the witch were dancing carefree on the surfaces. Making sure to avert their eyes, Murat climbed the structure, retrieving a solid gold pyramidion. Further exploration brought them to a crevasse on the island’s NW side, a lair of ghouls who had preyed on the castaways from Thellas. Elsewhere, a garden hid a pavilion with the rare black lotus, the deadliest poison known to Man. Returning to the ship, Murat – who had maxed out his level as a Thief – conducted a grand sacrifice to Kang the Thousand-Eyed, piling 10,000 coins and many eyes into the fire, including one of his own. The god spoke, rewarding his faithful for one eye with one of his own: granting the power to strike someone motionless with a mere glance. Here, the company sat down to decide what more they wished to accomplish in ULTRAREALITY – or whether Fomalhaut would await again through the great sea portal!

Infiltrating the Tower of Prospero

05/08/2025 THISIUM

News from the doomed city of Thisium! A company of five adventurers and as many classed henchmen descended from the garden of Villa Tamburello into the Thisian Underworld. Finding the domed pool room under the garden abandoned, Gata the giant weasel scurried up to the great stone face looming above, finding its empty mouth and eyes to conceal a secret door and a dusty corridor. They explored this passage, and found that it led to the well under Chiaffredo’s garden. They returned where they came, and headed deeper into the maze. They encountered 9 dark hobbits in a side-chamber in one of the long passages, and Giacomo suggested a dagger-throwing contest for the bundle they were concealing. He lost the throw, but with a double-or-nothing bet, won an expensive toga and a silver mask, „found” by the hobbits in the pack of an explorer belonging to a group of nobles heading deeper into the passages. The hobbits had also seen others; unmasked but robed men and women. Continuing on, they entered the Tamburello Crypts with its four powerful suits of animated armour. This time, they came prepared with glue pots ready, and dispatched the guardiand. Examining the crypts, they first went for that of LUCIA TAMBURELLO, finding a chained and padlocked coffin surrounded by heaps of flowers, many still recent. The padlock was sprung and the sarcophagus opened, preparing for the worst, but there was no body therein, only a single, perfect rose  – the rose of resurrection! A sigh came from somewhere deep, deep below, or perhaps it was only the sound of a stray draft. They restored the crypt as best as they could. The next tomb was that of PERSEO TAMBURELLO, where Dorvo, opening the sarcophagus, found himself resting in there. The doppleganger was dispatched, and the sacks of gold it was resting on distributed. An inscription in the crypt of EUSEO TAMBURELLO noted „he had 9 shadows”, something they didn’t want to unleash despite knowing the crypt to contain magic.

Since they were still in good fighting power, they headed deeper down into the underground garden, from which a secret door led into the subterranean tower of the dreaded Prospero, master of the elements. Opening the wizard-locked entrance with a knockspell, they followed a passage into a laboratory with a giant orrery above it. Caliban, a very ugly-looking man was tidying the place as he could, and Aufidia Corvina quickly charmed him, telling him they were expected guests. Caliban told them of his master, who had just recently retired to his upstairs nympharium. He showed them a side-passage with the wizard’s failed experiments, pitiful beings kept behind barred doors, and a drain for garbage disposal inhabited by a „big fish”. They headed downstairs, leaving Caliban to his chores. The next level was a workshop, where a large stone statue with a fiery throat was making iron implements with its bare hands. Deeper still, a locked door led to a damp, dark passageway with lead-lined doors. Unable to open the last door, Aufidia used knockspell. All six doors flew open, and six wights emerged from their cells, among them a once-strong, blond young man. In the melee, Philippos was drained, but the undead were put down. Their cells were forgotten oubliettes with little of note, but in the one where the young man was confined, a scrawled message read: „DANTÉS: 40 NW, 50 N”. Returning to the laboratory, they said their farewells to Caliban, quickly liberating a bunch of magic potions, valuable star charts, and the orrery’s valuable pieces. They returned to the surface, to hear of dreadful news: the apothecary Celeste Domino had been killed by one of the masked assassins who had started terrorising Thisium. At this time, the city had 22 days left...

The Ape-King's Court

11/08/2025 THISIUM

News from the doomed city of Thisium! A group of adventurers rode into the Thisian Plateau to explore more of the Villa of Raniero Galasso. Stopping by Mouseburg Manor to reinforce it with hired men, they navigated the hedge maze around the villa without difficulty. Exploring on the building’s western side, they surprised a group of 15 dark hobbits in the stone-carver’s workshop, and slaughtered them all except for Lobelia Primula, a matron. Tarquinius Faustus, aching for revenge for the death of his adopted son, Secundinus Faustulus, demanded she lead them to the treacherous Otho Pikefoot, and she mentioned she last saw him in the kitchen to the E. They retraced their steps, entering a SE chamber with a monstrous porcine idol suckling two human infants (the orc god Porculus), and six orcs. While fighting the orcs, Lobelia was killed by a stray throwing axe before the idol’s small gemstone eyes were looted. Hearing quarrelling from a northern corridor, they continued, finding their way into a kitchen where 8 hobbits were assisting an ogress cook, and Otho Pikefoot was having his second or third or fourth breakfast by a table. The ogress was killed without difficulty, but one of the hobbit slingers also brained Dracontius the halberdier, whose tamed pet crow, Severian, flew off. Otho was captured alive and tied up for Tarquinius’ revenge. Leaving the kitchen they found a corridor; a fountain with water from the stump of a headless man and paintings depicting all kinds of revenge provided a grotesque sight. Tarquinius came under the spirit of revenge, slaying Otho on the spot, and continuing west into the butlers’ room, where he sated his bloodthirst on 5 ghasts. Behind a painting were some valuables. Westwards was an intersection with the signs of old fire. Using Otho’s body as a trap-finding tool, they discovered a pit trap by pure intuition; the hobbit’s corpse fell into a pit of spikes and yellow mould, a proper end to his misdeeds.

A bedchamber with a canopied bed lie to the south with immured windows. Assuming danger (and guessing the place was disturbingly Xyntillan-like), they hurled a handful of silver coins at the canopy, drawing out buzzing stirges, which were partly killed, partly trapped in a net for later use. In the bed reposed a pale corpse with large, phosphorescent eyes – two medium-sized gemstones! Now examining the windows, they loosened a brick, and beheld a fantastic sight: Villa Raniero’s inner garden was inhabited by a bunch of apes dressed as ladies and gentlemen, and on a throne under a tree sat their leader in splendid armour, King Ukiki, with his faithful vizier, Septimus Magopithecus. Next to them, a sword was stuck in a boulder. Enlarging the window, they hatched a plan of attack. The stirges were let loose, reinforced with Simaetha’s phantasmal forces to make them seem like an enormous cloud, while the king and the vizier came under a barrage of ranged weapons. The apes were driven off by the combined assault or killed, along with the king and his magician. His treasures were magical plate mail, a magic shield, and his sword, capable of shooting a ray of sunlight. Heylepe the Amazon lifted it, and was burned to death as she was Lawful, and the sword was Neutral. Her follower Opiter tried, and as he was Neutral, claimed it as his own, earning his status as a classed character. Likewise, Ansonius the light footman received the magic shield, turning him from a blackpilled doomer into a steadfast optimist. As for the sword in the stone, none could pull it out for all their tries; kingship was elusive and distant. They left behind the villa through the rooftops, carrying Heylepe on her shield. „On her fifth shield”, someone said – and it was so, for she had lost four in this adventure. Thus they returned to Thisium. At this time, the city had 22 days left...

 

The Mysterious Dome

17/08/2025 FOMALHAUT

News from ULTRAREALITY! A company of 4 adventurers and 9 followers set out from the pirate town of Linquar to seek a priceless gemstone, reputedly found in a mysterious dome in a mountaintop crater on the Isle of the Dream-Spices. The island was well known for its savage ape-men, and their ruined city, which the adventurers hoped to avoid. They sailed to the island’s western side, looking for a way up to the plateau. Fighting off pteranodons, they made landfall to explore the coast, leaving their ship to their hired fighting-men Sand and Kuman, and Bok the porter. The expedition into the jungle only led to a giant spider lair, and returning at sunset, they found their ship gone, and Kuman left for dead by Sand, a pirate who had stolen the vessel and kidnapped Bok. They were now left with no way out of here. Making camp, they were ambushed at night by what is colloquially known as “a Big Fucking Snake”, slaying it, and roasting it over their campfire. The next day, they proceeded to a river mouth, discovering the ruins of a gold-mining settlement fallen prey to an ape-man massacre. To their delight, an old boat was found here, fit for repairs. They continued up to the mist-shrouded plateau, discovering an old, overgrown road. It led to the outskirts of the City of the Ape-Men. Dodging an ape-man patrol, they decided to look for the crater from the tallest island peak. On its northern side, they climbed a barren plateau dotted with sinkholes. A telepathic chorus of voices called on them not to disturb them, and they obliged. The telepaths called themselves the collective spirit of the island. When asked about the crater and a dome, they spoke: the island has been wounded, and contaminated with a foulness, a poison. They parted, heading for the high peak on a flight of ancient, crumbling stairs.

Higher up, they encountered a splendid two-headed lion with a golden mane: it breathed icy cold, freezing Kamamuri the bowman and Khan the hunting dog into statues. They fled from the beast back to the jungle, but from the slopes, they could at least see the southern peak, and what looked like a crater ridge. After spending a night in the jungle, where the ape-men were already hunting for the strangers whose boat had been seen by the eyes of their GODDESS, they headed for their destination. A horde of 40 ape-men surrounded them, and issued a challenge, which Bloody Fang the Barbarian eagerly accepted. In the terrible melee, Kamari the bowman, Stor the war dog, and Aletheia the Amazon were slain, but the ape-men were defeated or sent fleeing, with three captured for interrogation. News were gained of civil war among the apes. As for the southern peak, the ape-men shunned it on orders of GODDESS as a cursed place. This was the place. They climbed the peak along a cascading river carrying dull red mud, and finally gained the ridge. Looking down into the crater, they saw a silent and lifeless place, and a red lake fringed by alien vegetation. The dome they sought was there, except it was no dome, but a metal disk. Descending, they discovered a breach into its interior, but sensing by magic that the area was poisonous to those who lingered. Entering, they passed half-emptied storage spaces, finding valuable rock samples and platinum ingots. They defeated a conical mechanical guardian that could shoot terrible rays and use strong metallic pincers, and looted a stock of regenerative gel. Deeper inside, they found a central garden area with weird vegetation, which they steered clear of. A central command area with two dormant guardians didn’t hold what they sought, but in a corner corridor, they found the traces of previous explorers, blasted and burned by the disk’s defenders. From here, they captured gems, jewellery, and magic items.

Close, a large chamber bathed by heated lights held a wasteland landscape or diorama, seemingly stretching far beyond the confines of the room, dotted with strange rocks. Hrut the Butcher went to investigate the rocks, and found a particularly interesting one. He paid less attention to a sinister shadow creeping up on him: an invisible beast pounced on him, tearing him limb from limb as the others fled the room. The western half of the disk didn’t have the gem they sought. In its SE quadrant, they found round, cool cylinders, a hatchway into empty storage space below deck, and a room with a cube-shaped containment chamber surrounded by a strong electromagnetic force field. An augury spell revealed that entering the chamber would bring weal, but did not reveal the method to do so. The force field attracted metal, but no nearby device would create an opening, and a confrontation with a mechanical guardian proved almost fatal (Bloody Fang took a 29 Hp blast and lived). Finally, an accidental experiment with metal crates provided the solution: overwhelming the electromagnetic field with heavy metal items, they could enter the mysterious chamber. They found a wealth of valuables: weird energy-spears, polished gemstones, precious metal ingots, and the great gem they were looking for, glinting in the alien colour of ulfire. Not tempting fate, they left the place as quickly as they could, fearing its guardians and invisible poison. They descended from the peak to the plateau, from there to the ruined colony, and repairing the boat, sailed back to Linquar... although with thoughts of visiting the deadly island again. Of the thirteen who set out, not counting Sand and Bok, only five lived to tell the tale.

 

Raid on the Enchanted Glade

18/08/2025 THISIUM

News from the doomed city of Thisium! A group of 11 adventurers, mostly new recruits, sailed out from Thisium, seeking to deliver a letter to Falumfano, a musician and former member of the Tisian Lyceum. Not knowing where he lived in the archipelago, they started exploring the isles where they suspected he might reside. The first island consisted of barren, rocky land under a mesa covered with lush old-growth forests. A miserable village of stone huts proved to be a poor farming community, whose inhabitants toiled to serve the priests of the plateau, where those working diligently could retire to live out the end of their days in the proximity of the holy men. Not much later, a group of armed toughs descended down a rocky path, ordering the visitors to depart at once. Not wishing to risk open combat, but hoping Falumfano may be residing up in the forest, they sailed out of port, but navigated around the island. Finding a hidden little bay with a steep footpath to the plateau, they entered the forbidden Enchanted Glade. Avoiding a marble temple and smaller barracks around it, they found the rest of the place a pleasant forest retreat. A plan was hatched to draw the place’s defenders by starting a fire in the dry forest while they could loot the temple. The plan worked well enough: most of the plateau’s armed men rushed off to fight the fire, leaving several old servants, a few brigand overseers, strange animal-masked priests, and the high priest. In an ambush, the defenders were slain, but Carlotta the light foot, a noblewoman who had worked pro bono, was killed by a brigand, and Ordric the Fighting-Man and Bambino the Fighting-Man were held by the High Priest, and killed by his followers. However, the attack was overwhelming, and the gilded idol was pulled down, the priests killed, and the treasures of the sanctum, and a set of magical plate mail carried off by the raiders before the defenders could return to stop them.

The next place visited was an isle overgrown with wet tropical forests, much unlike the previous one. A broken great stone head was discovered on an earth mound, worshipped by 5 lizardmen. The lizards were threatening, calling the intruders the servants of the Flying Gods, and an enemy to their deity, the stone head. Not wanting a fight, they retreated to ship – Falumfano was clearly not here – and checked the next island, a hilly place of olive tree groves, and old marble stairs leading to the island interior. At sunset, they arrived at a great antique hall surrounded by broken statues of gymnasts, and a sign announcing this as the Therms of Carvilius Vitulus. Making sure the statues were not doppelgangers (a curious habit), they opened the doors (before checking they were not doppelgangers either), finding the hall occupied by a large thermal pool surrounded by more broken statues. Ragazzino the Fighting-Man, Bambino’s twin brother, checked the pool to find chests resting underwater in the muddy, steaming water, before he was dragged off by a giant octopus dwelling in the pool. The creature and a second octopus were slain, and the items under the water lifted out: antique chests encrusted with limestone, containing precious treasures. It was now evening: and through the night, the company sailed back to Thisium, four fewer but quite a good deal richer. At this time, the city had 22 days left...

The Isle of Daphne di Leonti

04/09/2025 THISIUM

News from the doomed city of Thisium! Seeking to deliver a message to the musician Falumfano, the company sailed out of Thisium to find him in the archipelago. They headed for an island surrounded by steep 80’ cliffsides, its plateau occupied by the ruins of a marble palace in pastel hues – and guarded by two enormous griffons. Sailing around the island, they found no easier way up than rock-climbing, but there was a spot where they could do so without drawing attention. Exploring the plateau, they found a ruined terrace with a throne overlooking the eastern seas, and marble statues which Manubalistos, one of the henchmen, identified as incredibly valuable antiques. They were soon attacked by one of the great griffons, and Modestia the Pigmy, a sworn enemy of birds, delivered the killing blow with a critical hit. Continuing on the N side, they spotted a large chessboard on an elegant overlook. A man of splendid appearance and golden armour was contemplating the game just as the second griffon swooped in. Calling out to the warrior, they fought side by side, and Modestia once again killed her quarry with a critical, taking revenge on her people’s ancient foes. The warrior introduced himself as Kadorto, and was surprised that while he had been absorbed in the game (against the most difficult opponent, himself), the palace seems to have fallen into disrepair. Kadorto, as it turned out, was the guest of Daphné di Leonti, the island’s mistress, and the tutor to multiple of Thisium’s noted M-Us – Yldegonda Gremullo, Doriano, and even dread Prospero. Leaving him to finish up the game, they turned their attention to the island’s southern side. A giant iron cage, the griffons’ nest, was surrounded by three enormous stone spheres, which proved to be animated. Aldo the crossbowman barely avoided being flattened by them – earning a 100 gp bonus and a promotion to Fighting-Man. Avoiding the site, they climbed the tall central tower.

A statue stood on the balcony overlooking azure seas: a woman of red marble, remarkably lifelike, dressed in fine clothes and holding a valuable gold-and-ruby pomegranate: presumably Daphné herself. Was this somehow related to the dooms? They entered the tower’s suite, overgrown with unruly houseplants, and guarded by two iron statues. A talking stone face in a stone slab revealed Daphné had not been in this room for 12775 days. He was willing to share three spellbooks for study, as long as nothing was removed from the chamber – he would regrettably have to destroy the thieves. He also confirmed Kadorto was one of the guests, here for 12885 days. Leaving things be, they climbed the exterior to the upper story, a nice sitting room. A life-sized mirror held the likeness of Adrius Doriano in his splendid youth – in their own time, Doriano was an aged wretch after his mirror was destroyed, so this image was a mystery. Nevertheless, the mirror was wrapped up and lowered to the ground along with other valuables. Next, they hit up the eastern, windowless building, whose interior held gold according to Ser Narvi’s magic sword. The interior was a maze, patrolled by an enormous rolling boulder. Timing their movements, they navigated the twists and turns, discovering a locked treasury. Unlocking the portcullis, they found piles of gold and silver, and an open-mouthed stone face. From this mouth came the guardian: a giant bronze snake, whose fiery breath killed Aldo the crossbowman, Quico the porter, and Godinez the crossbowman. But the beast was slain and the treasures brought back on ship, with which they returned to Thisium, richer, although without having found Falumfano. At this time, the city had 21 days left...

Temple of the Bat-God

09/09/2025 THISIUM

News from the doomed city of Thisium! A company of adventurers left from the Pickled Carp, and descended into the Thisian Underworld through Chiaffredo’s well to seek the source of the doom from beneath the city. They first visited the sorceress Yldegonda Gremullo to inform her of having pinned their break-in at Prospero on her, but were rebuffed by her djinn butler: Prospero had already paid Yldegonda a visit for this intransigence, and Yldegonda was in no mood to talk to them. Meeting and avoiding a group of black-robed men in the passages,, they descended down a deep well into a cistern on the lower level, building a via ferrata in one of the walls with spikes and ropes to get safely to the ledge along the chamber. A giant catfish lurking in the cistern was vanquished, and a large chest hauled on shore: it contained mud and silver, but a secret compartment held a pricy royal sapphire! They continued from here along a passage lined with ancient, broken stone jugs the size of men, walking into a tripwire trap and a goblin ambush. The small attackers were subdued and interrogated. They were guarding the door at the end of the passage at the behest of people from the city; the mysterious dark-robed men and women! After giving the goblins the silver from the cistern haul, they revealed the secret door from which the visitors were coming. Behind, a high well lead upwards into a torchlit room; an iron cage could be seen hanging from above – an elevator of sorts. Leaving this be, they opened the guarded entrance. Beyond was a great dark cavern, twisting stairs descending into its depths along antique columns with old braziers, and slumbering giant bats hanging from the ceiling. These beasts were targeted and attacked, one trapped in a net and carried back to the elevator shaft, where it was unleashed on the torchit room’s hapless guardian. The way down to the cavern awaited.

They descended to the cavern floor, strewn with debris and piles of ancient bones. A columned hall’s entrance opened to the S, with the inscription „KNOW THYSELF” above the brass gates, and womens’ giggling coming from inside. This they avoided, and instead, followed stairs further down, from the end of which, lights could be seen and voices heard. The stairs ended at a halfway-open secret door. Peering behind, they beheld a fire-lit hall, dominated by the great idol of a bat with glittering ruby eyes, and a group of black-robed worshippers gathered before an altar. The leaders of the group were familiar: the noblewoman Genesia Mazza with the ceremonial staff of high priestess; Assunta Passeri, the late Adonis Gratianus’ love, to be inducted into the cult’s rites, and Claudio Laguardia, Thisium’s police chief! Genesia spoke, announcing that the Bat would defeat the Owl, and eventually carry away the faithful on Thisium’s final days in safety:

“Oh mighty Bat, our lord, gloomy nighttime shape / We pray to thee for us, on final night to take / On wings of shadow-ink, to lands distant and safe / And protect thine from those, who in deep vengeance make!”

Coming up with a swift plan, Aufidia Corvina used a spell to speak through the idol, ordering Genesia and Claudio to fight each other as a test of faith, while Gata whisked away Assunta to the party’s safety. A sleep spell felled many of the lay cultists, but was heard clearly by Genesia, who ordered the remaining followers – veterans of the city guard – to attack. In the battle, some were slain, but the high priestess and the police chief got away by fleeing deeper into the Underworld. The victorious adventurers announced that the cult was thrown down, but Thisium would be saved. Carrying away the temple’s treasure hoard, they escorted the captured cultists to their entrance – to their surprise, emerging in the basement of the of the Pickled Carp! At this time, the city had 21 days left...

14/09/2025 FOMALHAUT

News from ULTRAREALITY! A large group of adventurers sailed into ULTRAREALITY to plunder the City of the Ape-Men, and avenge their fallen comrades. Anchoring their ship in a safe harbour, they quickly realised they had brought way too little food, and they would soon be starving without supplies in the constant rainfall. In the evening, they were ambushed by a swarm of large, one-eyed parrots who snatched away metal items (weapons and shields) with magnetic eye-beams before just as quickly flying off. The next day, they climbed to the island plateau, fleeing from an enormous flying manta ray which almost fried one of them with an electric arc. Following an overgrown road in the jungle, they emerged on the edge of the city ruins. Their first target was a palace, which proved to be the lair of a succubus. She charmed and drained Ozmund, Cleric of Yol, but agreed to share information on the city, divided among three ape-man factions, and all serving the mysterious GODDESS. The succubus, Isomena, charged Ozmund with destroying GODDESS so she could take her place as the ape-men’s object of worship. Indeed, shortly afterwards, they met a large team of 35 ape-men, most of whom were fireballed, the rest fleeing or getting cut down. Proceeding to the city’s eastern side at dusk, they decided to recon the tower of Lath-Orn, the weakest of the ape-man leaders. They walked into an ambush of the defenders, who cast spears from behind a low defensive wall, killing Kob the porter, Yolssonir the bowman, and Halfdan the swordsman. Wulfric the bowman fled from the battle into the ruins, and was seen no more. However, a second fireball blasted the apes, and sent the survivors, including Lath-Orn, fleeing. The tower was theirs as a defendable base of operations.

The following day, they explored a row of crumbling step-pyramids next to one of the city’s avenues. Four enormous flying manta rays were fought, and Yolsson the bowman was fried by a lightning strike. Exploring the top chambers of the pyramids after the battle, they found a buried treasure cache, including a valuable astronomical mirror of solid gold. Next, they checked out a large well at one of the intersections, clearing away killer vines with fire and sword. The well was shallow due to accumulated silt – checking it resulted in a heavy, enormously valuable golden cauldron studded with gemstones! Finally, they explored one of the intact palaces, where they were almost ambushed by two two-headed lions, fleeing upstairs and escaping through one of the windows. The next day, they investigated along the western outskirts. A derelict tower looked interesting: Elric the Northman climbed up in the interior, finding himself face-to-face with five weird spider creatures with humanoid upper torsos. The beings tried to control his mind, but Elric fled, and the company escaped into the jungles, with the spider-things in pursuit through the branches until they could be shaken off. They headed for a domed structure they knew as the temple of GODDESS. In the front, they encountered two ape-men who were less hostile than usual. Bloody Tusk the Caveman barbarian talked to them boldly and proudly, announcing they were the followers of Loth-Uru the New, come to worship GODDESS. Suitably impressed, the apes invited Bloody Tusk to speak in person before Lath-Lar in the northern ruins. “I am the son of the White Ape!”, announced the barbarian. Parting with the ape-men and entering the shrine, they sacrificed before the idol of a beautiful, naked woman. GODDESS spoke, tasking them with finding the Crown of Power and destroying Lath-Lar. But something was off, and inspecting the wall’s bas-reliefs, Ozmund spotted something that placed everything in doubt.

It was a glinting little object of glass embedded in the intricate stonework. It could not have been magical, as it didn’t detect as such during their earlier sweep. Leaving the temple and holding conclave, they decided to check more directly. Despite the idol’s words to stop, they pried out the thing: a small metal tube with a glass lens in the front. Was this thing an eye of some sort? There could be no hidden chamber, as the building’s dimension wouldn’t allow for it. Pondering the significance of their find, they explored the ruins some more, but their resources were running low, many followers were lost, and they barely had food left except what they found in the ape tower: they thus left behind the city, and headed back to their ship to plan for their next expedition.

(Appropriately enough, it was raining incessantly both on the jungle island and IRL, so the mood was set. Shades of Aguirre too with depleted supplies, starvation and rain.)

Battle of the Hallway

15/09/2025 THISIUM

News from the doomed city of Thisium! A company of 12 characters rode through the Thisian Plateau to plunder Villa Raniero. Passing through its hedge maze, they headed for a room on the W side, marked on a treasure map as the „Altar of Time”. Fighting two poisonous spiders in the room, they found it bedecked in sombre black drapes. Behind an altar stood a statue depicting the Grim Reaper, a glass hourglass in a hand. Anhel the Elf stepped forward, reasoning she might be aged, but not as much as mortal men. Yet such was the weight of years that she too crumbled to dust under them. Yet the hourglass was now running: and Thisium gained one week of reprieve from the vengeance of the gods! Remembering Anhel’s deed, they looted a reliquary of several pricy valuables, then continued deeper into the villa. In a fully stocked armoury, they met four ugly, squat humanoids examining the weaponry – these regenerating fellows fought boldly and well, but were eventually slain. Three suits of plate and many weapons were the prize, as well as a display case with three particularly valuable weapons. Carelessly opening the display released poison gas, and Cavigni the heavy footman fell on the ground, dead. Among the valuable pieces was one that Tarquinius Faustulus (a Neutral) could not lift, but Clotilde the Fighting-Woman, follower of Law, could – a sword +1/+3 vs. regenerating creatures! Satisfied with these finds, they went north, into a once decorative hall turned into a filthy den by the villa’s chaotic hobbits. Seeing one bolt aside, they didn’t walk into the obvious ambush, but circled around to attack from the flank. But the cursed little things were prepared, killing Verezzi the heavy footman with a hail of slingstones before the company – including Clotilde’s heroic charge – could cut them down. The hobbit den held several thousand silver pieces (some from a treasure they could not carry off), and a box of marbles which proved to be gemstones.

The hobbit quarters were a dump. A secret exit led outside from an abandoned kitchen; in a room with several garbage piles, they found a survivor, Brontho Blackleg hiding under the rubbish, and emerging once they discussed burning the pile with flaming oil. Interrogating the chaotic little chap about the orcish presence in the villa, he mentioned they were soldiers of the spreading orcish empire, and also that the empire was not yet ruled by an Imperator, but three orc lords. Brontho was tied and pressed into frontline duty. In one room, they found a shrine to the family’s household gods, but could not make much of it. However, to the east was a thermal bath of several pools, and a crystal statue with a beating red heart. Sensing danger, they ordered Brontho to topple it, and predictably, he was crushed by the statue’s fists. The plodding statue, which they could barely hit, almost killed Bregor the Fighting-Man too, but they could flee safely, as it was very slow. After some more recon, they decided to leave the villa while they were in good shape. On the ride back to Thisium, they met Ottilia Cardone, headed to the northern parts of the Forest of Verrilli for an adventure of her own. They directed her to the villa, and its considerable hoard of silver pieces, which would help her and Egmont Mouseburg raise more troops against the orcish menace. She mentioned that she knew of a ruined castle in the northern mountains: Castrum Rapax, an impregnable fortress built into a mountainside, and once the centre of a small kingdom. Was this where the orcs were making lair? That was a mystery. With their loot, they rode back to Thisium. At this time, the city once again had 28 days left.

Saturday, 8 November 2025

[BLOG] Year Nine: An Off Year

The Hall of Mirrors Extends, Slightly
This blog started on 5 August 2016, making August a good time to take stock and reflect. It is now November, so take this for what it’s worth. This has been kind of an off year; the last one was very productive, while this one, a lot less so. Getting lost in larger projects slowed down visible progress, while too much real-life work has taken over a lot of the time left for the hobby From the grind, good things may emerge. But to tell the truth, it has been tiring.

The State of the Fanzine & Other Projects

 
This year, EMDT has published 4 releases, two in English – a setting guide to Fomalhaut, and an Echoes issue. This isn’t much. A lot of the summer was spent moving from a sole proprietorship to an LLC, which took up a lot more time than initially anticipated. It had to be done, as the business side grew too large for a sole prop, but figuring it out and setting things up was a lot of time not spent on the actual hobby. This is the less fun side of making the sausage. It is rewarding to write, do layout, commission orders, create maps, pack orders and go to the post, while this was just drudgery, and it started feeling a lot like a badly paid job. By the time things were set up properly, I got hit by an avalanche of short-deadline tasks at my day job, so I put things aside again, and it is now three months later with little to show. This was really annoying, but you don't get ahead by staying that way. E.M.D.T. ULTRAREALITY Publishing Kft. is up and running at last.

My shop is back up, and orders are open again for most of the world. Stock is available for most releases, except Helvéczia (which will be reprinted next year – it’s a complex product); what is not available at this time will be reprinted. US shipping is not yet available: the international postal system, of which the Hungarian Post is part, has not yet figured out how to administer tariffs. To my best knowledge, the baselines have been hammered out, but they have not yet been implemented on the ground level. This means things will take a bit more time to open up for the US side; once the system is online, I will need to learn and test it. I foresee things opening up fully by early 2025. If you would like to be notified of this, please send an e-mail to beyond.fomalhaut@gmail.com, and I will put you on the list.
 
The Ape-Men Didn't Know Whom They Were Messing With 
But this year has also involved slow background work. I have the first new adventure written and laid out, and the illustrations are rolling in. City of the Ape-Men will be zine-sized, but on the larger end of it – a tropical isle adventure with a ruined city, a wilderness section, a nearby base town, and various smaller dungeons, so a lot of stuff. Hordes of ape-men too (no false advertising in the title), and dinosaurs, and a lot more. This was great fun to run, first in a campaign, then at a convention, then as a standalone multi-session module. It feels polished enough now to release, and it will likely be available in early December. Work is less advanced on Echoes From Fomalhaut #14, but it is slowly, slowly taking shape too.

Three major projects have been on my table, which is the “behind the scenes” work whose fruits are yet to be available. The first one if Gamemaster’s Guidelines Beyond Fomalhaut. This will be a hardcover OSRIC supplement focused on providing practical advice on designing and running old-school adventures and campaigns, from basic philosophy to tested design procedures. It is something you could learn the Classic Adventure Gaming philosophy from, while for old hands, it will provide useful techniques and helpful bits and pieces. This is an area where old-school gaming has been fairly underserved; there have been good primers and lots of good writing, but to my knowledge, no systematic teaching guide to pick up this style of gaming. (To be fair, OSRIC’s new GM book will be a step in this direction.) Obviously, this is a large undertaking, with a final page count promising to be a bit below 300 pages. The book would be available around this time if the year had not been what it was, but that’s not how it worked out.

As things stand, large sections have been done, sections have been partially completed, and there are sections which have not been touched at all. The work continues. For now, here is a list of chapters to give you an idea of what it will be when it is finished:


I. Guiding principles (a primer for CAG-style play, thoughts on sword & sorcery as a distinct style of fantasy, sources of inspiration)

II. Gamemastering (basic and advanced GMing techniques, game styles, harnessing randomness for creativity)

III. Optional rules (a collection of rules from our games for combat, mass battles, experience, magic, survival, poisons and disease, and a bunch of traps)

IV. Adventures and campaigns (the book’s largest section, with a discussion of openness and player agency; guidance and procedures for dungeon, wilderness, city and situation-based adventures; and a section on sandbox campaigns)

V. Fantastic worlds (guidance on creating game-friendly settings, fantastic societies, a larger section on religion, and a shorter one on variant fantasy settings)

VI. Taxes & death (basic domain management rules with procedures for taxation, regional development, construction, and armies)

VII. Monsters (a large section on monsters, some familiar, and quite a lot new; human NPC types; monster variants; and a large set of encounter tables for various purposes – in a sense, the “implied setting” of the campaign)

VIII. Treasure (a whole bunch of magic items, again mixing old and new; technological devices; my system of random treasure tables)

IX. The omniscient oracle (a selection of random inspiration tables: adventure locations, dungeon and wilderness sites, ruins, islands, weird civilisations, magical curiosities, curses, and downtime complication tables)

Still Pretty Doomed
The second project is The Four Dooms of Thisium, a low-level sandbox campaign  centred on the doomed City of Thisium. Thisium first took shape in the time of the Bat Plague, when everyone was locked up and nobody had better things to do than play; developed with maniacal speed and played with relish, a D-Day style campaign with a time limit and massive casualties. It was followed by another campaign with a different group, a bit more leisurely, and we are now playing it for the third time as an open table campaign on the CAG discord, where it is racking up the body count just as fine. (Positions still available.) The campaign has a bit of everything: city, Underworld, countryside, sea and dungeon adventures. It is a high-pressure, “git gud” kind of thing that’s deliberately challenging, but would work just as well for relatively new people. As it stands, the Hungarian version is well along: the manuscript is around 90% complete at around 150 pages of raw text (barring an intro chapter and final post-playtesting editing), all but two of the maps are done, and once playtesting wraps up, it can move into the layout, illustration and production phase. What this will first result in is going to be a book for the local gamers, but from there, I would like to move on to translating it.

The third project is also Hungarian for now. Last year, LFG.HU, our main RPG portal, ran an Adventure Site Contest, with yours truly judging the entries. There were three winning entries and three runners-up, which will fill up a large anthology (or two full-sized pamphlets; we will see). These are module-sized, location-based scenarios which turned out very nicely. I am hoping to publish English versions of the three winners in some way, either as zine articles or standalone booklets (they are kind of on the borderline). The local versions come first, but these, I feel, is something the Hungarian old-school community deserves to be proud of, and which the rest of you should enjoy to see.

Other projects which have seen little progress: Erillion, Land of Adventure (although the Hungarian edition of Baklin came out quite well, and shall be part of the eventual hardcover), the Fomalhaut Boxed Set. Them’s the breaks.

Invincible.

The State of Gaming: Borderlands and Empire (Politisperging Edition)


If we are to discuss the state of old-school gaming this year, we must do so in the context of where D&D and the broader hobby are going. This year’s musings will be less directly concerned with old-school than usual. There are two basic reasons for this. First, the internal trends have barely changed from last year, and need not be repeated in detail: there has been a process of rediscovery, community-building, and new consolidation; returning to old-school gaming’s basic principles. All that was old was new again in 2004–2008, and al that was new in 2004–2008 is newly new again. Solid things are being created – modules like Brink of Calamity and Pestilence at Halith Vorn; fanzines like the renewed Fight On! magazine; the new edition of OSRIC; and the likes of Cauldron Con. That’s jolly good. But second, there seems to be a transformation outside our thing that will have important consequences for us in the next years. Be warned, this will get very political, very fast.

For a long time, the old-school has been kind of an island, existing not quite in splendid isolation, but at least partially insulated from a lot of the trends transforming gaming business-wise and culturally. Which is not to say it was all a bed of roses: the dangerhair takeover attempt of the late 2010s was a shameful episode that destroyed a lot of the accumulated trust and goodwill in what had previously been a very positive community; and the sheer sadism exhibited against James Raggi in particular an event which should make decent people recoil with shame. I believe this is mostly solved. The worst characters have fucked off to be a nuisance elsewhere, and the rest have sorted themselves into sufficiently separated sub-communities where there is little space or reason for conflict, increasingly for a lack of interaction. On the political side, there is correlation between personal politics and hobbyist niches, but no clear correspondence. If things didn’t become so utterly poisonous as they did for a while, this would be unremarkable. As is, armed vigilance is warranted, and lets people focus on creative growth. For now, this works better than pushing everyone together into a single room. It is easier to be on decent terms with a little space between us.
 
A Working Model

Now the thornier hobby context. If old-school gaming’s communities are keeps on the Borderlands, then the Borderlands are on the fringes of the Empire, modern Dungeons & Dragons. For over two decades, there was little reason to be involved with the affairs of the imperial core: the OGL served as a good basis to build our own thing, and the hobby’s good general health has had benefits for this far-flung corner. For all its merits and flaws, 5e’s success was the rising tide that lifted all ships. But that has changed. My thesis is that the Empire has entered a phase of stark decline, which will eventually impact it as a business, and as a hobby. This, in turn, will spill over into the periphery we inhabit.

The matter is not simply political – creative exhaustion and predatory business models play a large role – but politics is a big part of it. In the 2010s, fringe leftist politics would infiltrate every facet of society. If you are asking why your crocheting circle, aquarist Facebook group, or niche retrogaming community started to be about the New Thing all of a sudden, it is because everything started to be about the New Thing. This is the problem of the German Cat (many such cases!). Tabletop gaming was just one of the many hobbies downstream of this trend, although probably more vulnerable than others due to its general leftist slant and emphasis on inclusion. Even so, it took a while for things to change substantially, since “there is a great deal of ruin in a nation”. But the deal is done: hilariously obnoxious activism has utterly consumed D&D, and turned it into a weird “slice of life” fantasy game with twee Starbucks aesthetics, HR-approved messaging, and an inexplicable baking fetish. Credit where credit’s due, the activists’ victory has been complete, since they have, indeed, successfully redefined what D&D is in the public eye. As a minor side-effect, D&D 2024 is pretty much dead in the water, and nobody really cares for it. It sold well, but has no buzz, and does not seem to be played at all in the same circles where 5e had made an enormous splash.
 
A D&D

The activist victory came at the precise cultural moment when people have just had enough of this shit. D&D’s core audience is young men, and it was always a game focused on their interests. “Norman wants to be a warrior-hero, using complex mathematical equations to blast big-breasted monsters into oblivion” as the late, great Jeff Freeman put it in the prophetic Chicks in Gaming, all the way back in 1997. It is fair to say that D&D 2024 is not a game for Norman, and has made this very clear in its messaging – it is for a new, modern, enlightened, diverse (etc.) audience that doesn’t really exist in large numbers outside girlboss-friendly Powerpoint presentations. As young men are departing the plantation en masse in the most hilarious outcome of modern politics, they are abandoning modern D&D as well, along with the rest of the popular culture which has tried, and in its largest self-own, finally succeed at exiling them into the wilderness.

It would be fun to think of them suddenly developing a range of incredibly right-wing games – Bronze Age Mindset has always called for an RPG adaptation ("Steppe barbarian. Nationalist, Fascist, Nudist Bodybuilder! Purification of world. Revolt of the damned. Destruction of the cities!") – but there are no signs they will do so. Adventurer, Conqueror, King comes closest to a moderate centrist idea of the concept of “slightly right-coded D&D” with its Roman Empire callbacks, historically solid sense of cultural colour (it is actually cool to play a badass Persian warrior when it is not accompanied by endless HR lady nagging), solid focus on conflict and warfare, and even its baseline mechanical complexity that appeals to slightly autistic young men, but ACKS cannot do the kind of heavy lifting only D&D is capable of. And D&D is incapable of course correction, in the same way fantasy publishing, or the movies, or computer gaming are incapable of course correction due to the tremendous inertia these systems have accumulated, and the institutional death-grip that holds them hostage. And so it goes. Gaming will not be more right-wing, it will most likely become irrelevant, abandoned by a generation of potential hobbyists. There is no greater sin in culture than being cringe, and role-playing has become really, really cringe. Nobody wants to play the pumpkin spice latte gay wedding game, sorry, HR ladies, none of us do. People put up with it for a time, but you were just far too obnoxious. A generation of angry young men will create a new culture of their own, but signs indicate tabletop gaming will not be a part of it.

These are the affairs of the Empire. What does this hold for the Borderlands? Imperial decline will mean what these things always mean: fewer resources flowing outwards, shrinking populations, and all that comes with being cut off. Shrinkage and decline will spill over to this corner of the hobby as well. Luxury edition Kickstarters are not going to be sustainable beyond the next few years. But it can also mean that the freedom of the frontiers can be preserved and formalised. Old-school communities, of which there are now multiple (separated by preferences which are not merely political), are well positioned to exist independently, as this has been the way they have grown up, and it was the brief period of rubbing shoulders with “industry professionals” and winning trophies at award shows that was the ill-fitting exception. These were never our core values. Old-school gaming will work well if it retains a cohesive creative focus, and cultivates excellence in its own framework. This will enable it to attract and retain new people on fair terms. When we look at successful releases, communities or events, this is the principle that animates them: they do a specific thing well. And this can let us survive and flourish, against the backdrop of a burning Empire.
 
Promising Signs for the Season Ahead