The Second Calamity

 Broken Heart

Within Every major city lies a massive Aether Stone called a Heartstone. This building sized depository of magic pulses with energy and sends it flowing through the city. This eldritch energy powered street lights, heating, and allowed for smaller stone charging. The quaking of prior events had caused a deep flaw to run through the center of the Elven Heartstone. The fear of running out of magic caused the citizens to charge more stones. This panicked drawing of energy caused the Heartstone to crack along its flaw. With a brittle snap heard through the city the Heartstone disgorged its contents, the unstable magic warped everything it touched. Most of the Elven race twisted and mutated into hundreds of monstrous forms, their souls the only thing more monstrous than their new bodies. These creatures tore across the aligned realms leaving swathes of destruction in their wake. Eventually this horde was stopped by an alliance of Dwarves, Men, and the remaining pure Elves. Broken into tribes and scattered across the lands. In the aftermath, the tallied loss of life, and remaining Aether Stones was disheartening. What remained of the Elves wandered into the far wilderness to atone for their mystic gluttony never to be heard from again.

New Game


Started working on a Dark Heresy scenario. This is a game I have run a couple of other times without much long running success. Previously I had run “The Edge of Darkness” the introductory scenario to completion, and one or two games on a different occasion.

I like this system well enough and it is planned to only be a few months, but it may be less than that. That’s  okay though because I am going to come up with ideas that are somewhat episodical. As my players read my blog all I will say is that it involves a spaceship.

Oh, what a fiasco it was to hunt down a ship schematic for the 40k universe. The stumbling block here seemed to be that the ships in Warhammer are like massive cities floating through space. Mobile hive worlds really. I ended up scratching out my own using some other pictures as a reference. I may make up my own random events chart for the ship as well.

One of the negatives to DH is that it is a mission oriented game. Meaning that your characters are sent on missions by an authority figure with an expectation to fulfill the objective in some sort of satisfactory manner. The fulfillment criteria can (and should) be flexible, but still, doing missions on someone else’s’ behalf gets old after awhile. So with this run I am going to use an Inquisitor with a somewhat looser hand which opens up all sorts of boundaries that the Warhammer 40K universe places on its self.

One of the exciting things for me is wondering what type of characters the players will make. I can make guesses based on player preferences but in the end I don’t know…especially with a game like DH.

Gun, Spell, and Blade Part one

In any RPG you have to ask the question, “what is this game about?” or “what is it that I do  in this game?”  If you answer that question and it isn’t an answer you like then you go back to the drawing board.

With that having been said, what is it that you do in GSB? What is the game about?  The direct answer to that is; ADVENTURE!  The world of GSB isn’t a pre-defined world as much as a tone, a feeling. You make the world, invent the towns and countries and the bad guys.  You make the theme of the stories you tell what ever you wish.  As this goes along I will make up things how I like them but will make no mention of specific cities or villains. If the things I make up don’t interest you, tweek them how you will.

The ONE thing that you must do, is have adventures. Your characters must do things, great things, tell great stories or die trying. So the first thing that you should do is create a Concept.

Concept- It doesn’t have to be long, but it should include any physical descriptors such as race, sex, age etc. It MUST include a back story, a reason your character is adventuring, and goals. This has to be better than “I was bored.”

Race-Mostly you will be humans, normal ol’ humans. The blood is diluted from the days of old but occasionally greatness rises up and new bloodlines may be forged. Humans shoulder the burden of the mistakes of the races alone, while the others hide away from it. So they are a little bitter towards the others still.

Dwarves, but all but a few Dwarves locked themselves into the tunnels in the bones of the world and those that stagger out occasional are warped and twisted little engines of death all hunch backed and broken with mutations and disfigurements. Nothing like the old stories tell of them.  They rave and froth as they come bounding out of holes in the earth, chasing after some ancient evil torn up from the deep rock. After the creature is brutally slain, the little tortured beast will turn its attention to the nearest town and rain down upon it burning and destruction. The wreckage will continue until the Dwarf is put down like a sick animal.  Sightings of normal Dwarves occur, but very rarely and usually only a glimpse.

         Elves- they hide in the center of the Great Forest maintaining it against the blights with the last of their old magics. There they sit inside their great walled city, breathing in the vapours of the waking dream, to cope with their immortality. Failure to deal with the long years of sorrow and guilt bring about “the howling madness” where the only sound the Elf can make is to wail endlessly. The only Elves who leave the dreaming city are dangerous criminals, the mentally unstable, and those who are born with a touch of the ancient wanderlust in their souls. Once an Elf passes the edge of the forest his memories of where the city is located are erased, along with his knowledges and skills, as if she had been born anew.  So outside the forest if you see an Elf it is best you run because either the Elf is; a dangerous criminal, an ancient Elf gone mad, or a young Elf hungry for adventure.

Sex- The world is a harsh place where everyone must pull their own weight to survive. Men and Women are regarded as equals because there is no room for weakness.

Age– adulthood comes early to the land. You are considered an adult at age fifteen and expected to make your own way at that point.

Other description- Add more for fun! Tattoos, scars, and piercings. Maybe a limp or disfigurement to change things up. Work some details into your character and bring it together.