2022. február 6., vasárnap

Contest in the Arena

    In the dark maw of the entrance through which the jadd has just left
sparkling, variegated magic lights, something hidden praising the magic of a fairground show. Sparks flew, tiny nightmares flared; a slight tingle ran through the spectators' bodies and the hair on the back of their necks stood on end. Somewhere in the darkness of the corridor the horns of the thundering brass blew a crackling fanfare, and hard-packed, horse-skinned clubs danced on the huge kettledrums. Soon the sound of the instruments died away, and a shout of exultation, a percussive 

The champion stepping onto the sand-strewn stage.
- Yas-sar! Yas-sar! Yas-sar!



Hi,

 

Before the next class post I show you how working the combat rules in this system through an example. I made a gladiator contest with the 2 classes.


1. Combat

Yassar is a lvl6 Gladiator, the local champion of the arena.

His statistics are the following:

Level: 6

STR: 16 +2
DEX:
14 +1
CON:
13 +1
INT:
10 0
WIS:
12 +1
CHA:
15 +2

Saves: Fortitude: 6, Will.: 3, Reflex: 3

HP: 52

Attack: 6 Melee: 8/3 Ranged: 7/2

Weapon specialization: Bastard Sword, Longsword 

Champion of the Arena: The Gladiator can win the sympathy of the crowd and can gain potential spirit. He must make a Perform check against 12 and it needs a whole action, so this action consumes the whole first round. Situational modifiers can be applied, for example if the crowd is hostile the mod is -4, If the roll is successful the Gladiator has +1 to the attack and +1 damage for the current contest.

Fighting style:

Dirty tricks: If the character makes +5/+10 manauver in order to trick the opponent (DM discretion needed) the opposite test difficulty is 1 class lower. So if originally the difficulty mod is +10 the test will be +5 and +5 became +0. Dirty trick affects only once in a combat.

Duel: Against single opponent the Gladiator has  +1 damage. If the duel is performed for a audience(20+ people) the character gets additional +1 attack (So the bonus is +1 attack and +1 damage). If the audience is a significant crowd (100+)  the Champion of Arena bonus is double.


Single-Weapon style: The character can choose in every turn: +1 to attack or AC or Initiative.

Great Weapon Fighting: If the character fighting with a two-handed weapon or wield one-handed with two hands, +1 extra damage taken.

Spec: +2 damage when critical.

Weapon: Bastard sword: Attack: +8/+3 Damage: 1d10+4

AC: 16 (Medium Breast Plate, Dex)

Skills:

Animal Training 7
Perform: 7
Swim: 8
Jump: 7


Level: 6

STR:17 +2
DEX:
12 +1
CON:
15 +2
INT:
11 +0
WIS:
13 +1
CHA:
7 -1

Saves: Fortitude: 7, Will: 3, Reflex: 3, 

HP: 57

Attack: 7 Melee: 9/4 Ranged: 8/3

Fighting styles:

Single-Weapon style: The character can choose in every turn: +1 to attack or AC or Initiative.
Shield+Weapon: +1 additional AC if shield wielded.


Specializations: Longsword+4, Longbow +2,

Spec: +2 damage when critical

Weapon:

*Longsword: d8+6
*Longbow: d8+2
  Dagger: d4+2


AC: 17(18) (chain shirt, dex, great metal shield)(if shield FS)


Skills:

Climb:9
Jump:9
Spot:8
Heal:8
Swim:8
Hide:4
Sneak:4


Round 1
----------

Both characters rolls init: 

Yassar: D20+1=14

Drish: D20+1=11


Yassar won the initiative, in every round he will act first and then Drish will the second.

Yassar's turn: 

He is a gladiator, so in the first round he want to use his feat the Champion of Arena. He must roll a prform check against DC12: He rolls 8, +7 perform skill=15. So he succeeded. He has got the following bonuses: 

Because of the succesful performance: +1 attack, +1 damage

Because of the duel FS: +1 attack, +1 damage (Because the audience is lower than 100 double CoA bonus is not aplied.)

Sum: +2 attack, +2 damage

Nothing else happend in this turn, the gladiator showed some strength and the people accepted and encourages him.

Drish's turn: 

Drish is a Fighter, so he can't wait immediatelly attacks. He choosed longsword+shield combo. Roll=16, Attack sum=25. Success, but not critical. Damage=1d8+6=12.

Second attack: Only 14, unsuccesful.

HP: Yassar: 40, Drish: 52.

Round 2
----------

Yassar:

Yassar feels, that his opponent is skilled and powerful, so he decide that he tries to make a tricky attack. He wants to push up his opponent. It is a +5 test, but Yassar does not suffer penalty, because of dirty trick feat. Opposite attack rolls mus be taken: Yassar: d20+6=12+6=18, Drish: d20+7=1+7=8. The difference is exactly 10, so the DM decides that Drish suffers besides the falling 1d6 extra damage. The roll is 3.

Yassar has another attack: He rolls 1, so it is also unsuccesful. Maybe the success of the +5 manauver is surprised him.

HP: Yassar: 40, Drish: 49.

Drish:

The warrior tries to stand up, he provokes an attack from the gladiator, the attack roll is 13, the damage is 7.  Now Drish can attack: Roll=12, Attack sum:21, hit. Damage: 9.

The second attack is unsuccessful again. Roll:8.

HP: Yassar: 31, Drish: 49.


Round 3
----------

Yassar:

Yassar tries to break his opponent's shield. It is a +10 manauver, but for Yassar is only +5: Roll: 16, Sum:  22. Drish's result is only 15, so the shield is broken.

Yassar makes his second attack and he earns 16, because the fighter's shield is broken it is a succes. The damage is 7.


Drish:

The fighter is angry because of the lost shield and he switches to single-weapon style. (+1 Attack) He rolls, and the first attack result is 27. Oh, its a critical hit! Damage: 11. Double damage is 22!

Second attack is only a normal hit->19, but the damage is 10. Yassar falls to the ground.


Because of the -10 rules Yassar survived the contest, the doctors saved his life, but some scars reminds him to the shame, that he suffered on that day, when a beginner arena fighter won against him.

As you can see the combat is very unpredictible, and a the combat style, the +5/+10 manauvers can change the nature of the combat. And the player creativity can be game changer somtimes besides the rolls.


Thank you for the attention! 













2021. szeptember 10., péntek

Fighter and Gladiator

Fighter

 


 


HD: D10

ATT: lvl*1

Save: Fortitude: Save1, Reflex, Willpower: Save2

Weapon use: any
Armour use: any except heavy

Skills:


1 Weapon specialization: +2 Damage 
2 Fighting Style
3 +1 Ability score, +1 Damage in case of CH
4 Weapon specialization: +2 Damage.
5 Fighting Style
6 Battle formation
7 Weapon specialization: +2 Damage.(from this level double specialization is available)
8 Fighting Style
9 +1 Ability score +1 Damage in case of CH
10 Weapon specialization: +2 Damage.
11 Fighting Style
12 +1 Ability score +1 Damage in case of CH

Battle formation: Over lvl6 the Fighter can use the expirience that is gained in the battlefield and the character can organize the allies into a battle formation. If the character commands up to 10 soldiers (their class does not matter), they get +1 Attack and +1 AC.  And if you use moral rules +1 moral check.

Weapon specialization can be selected only 2 times and over lvl7.

Fighting styles

The characters can learn several fighting styles. Fighters can learn in every 3rd level (2,5,8,11). Clerics, Thieves can learn at level 6. 9. and 12. Magic-Users can not learn to fight. Multiclass characters earn fighting styles based on each class. For example, Fig3/Thi3 character has 1 fighting style because of the Fig2 class, the next style will be learned on Fig5 or Thi6.

Single-Weapon style: The character can choose in every turn: +1 to attack or AC or Initiative.

Two-Weapon style:  If the character wields two-weapon the following options are available: Attack with left hand too, -3 to both attack (Dex bonus decrease the modifier).  Or the character can attack only with the right hand, in this case +2 is given to the melee AC. In the beginning of the turn the character can choose between the two usages of the style. The secondary weapon must be the same or smaller than the primary. Without this style, the combat modifier is -3/-6 (pri/sec)

Great Weapon Fighting: If the character fighting with a two-handed weapon or wield one-handed with two hands, +1 extra damage taken.

Shield+Weapon:  If shield wielded, +1 additional AC above the shield AC.

Brawling: Character can choose between lethal or nonlethal damage, and the unarmed damage is 1d6.

Mounted combat: At the beginning of the  combat character have to roll riding test against DC12. In case success the character has an advantage, +1 to attack and +1 AC. If the mount is battle mount it can attack also. If the character does not have the style in case of a successful Riding test the modifier is not applied, only the character does not fall off the horse. Spellcasters must make concentration test.

Blind-Fight: The modifiers changes to the following values: -2 to attack, -1 AC. Sight Based skill checks failed automatically. Without the style: -4 to attack, -2 AC.  Sight Based skill checks failed automatically.

Heavy Armor fight:  The character can wear Heavy Armor in combat. Note: In MAGUS the Heavy Armor master is the Knight class, so they will get the whole range of armor wearing ability, because they must have an advantage in combat against the other combat classes.

Gladiator

 

HD: D10+1


ATT: lvl*1

Save: Fortitude: Save1, Reflex, Willpower: Save2

Weapon use: any 

Armour use: any except heavy

Skills:


 
1 Weapon specialization: +2 Damage 
2 Fighting Style
3 +1 Ability score, +1 Damage in case of CH
4 Weapon specialization: +2 Damage.
5 Fighting Style
6 Champion of the Arena
7 Weapon specialization: +2 Damage.(from this level double specialization is available)
8 Fighting Style
9 +1 Ability score +1 Damage in case of CH
10 Weapon specialization: +2 Damage.
11 Fighting Style
12 +1 Ability score +1 Damage in case of CH

 

 Champion of the Arena: The Gladiator can win the sympathy of the crowd and can gain potential spirit. He must make a Perform check against 12 and it needs a whole action, so this action consumes the whole first round.. Situational modifiers can be applied, for example if the crowd is hostile the mod is -4, If the roll is successful the Gladiator has +1 to the attack and +1 damage for the current contest.

The fighting styles of the main class is still available for the gladiator, but they can choose from the following styles also:

Gladiator fighting styles:

Dirty tricks: If the character makes +5/+10 manauver in order to trick the opponent (DM discretion needed) the opposite test difficulty is 1 class lower. So if originally the difficulty mod is +10 the test will be +5 and +5 became +0. Dirty trick affects only once in a combat.

Duel: Against single opponent the Gladiator has  +1 damage. If the duel is performed for a audience(20+ people) the character gets additional +1 attack (So the bonus is +1 attack and +1 damage). If the audience is a significant crowd (100+)  the Champion of Arena bonus is double.


2021. augusztus 26., csütörtök

Class design principles

 Hi,

 Planned Classes

Nothing special, the base classes are the following: Fighter, Gladiator, Assassin, Knight, Thief, Bard, Cleric, Paladin, Martial Artist, Swordmaster, Witch, Warlock, Firemage, Wizard. 

 Levels

In this game as i mentioned earlier the starting level is the 3rd. So a new PC is not experienced.  That fits to the old M.A.G.U.S design pattern, because in that system starting PCs were professionals, but not seasoned. Below the 3rd level the characters are common soldiers, apprentices,etc.  

Lvl 4-6 for experienced adventurers, most of them finishes their adventurer life and settle, retire or undertake a peaceful duty. Mostly some local leader, a commander of city forces, master of a local mage guild, or  head of a temple, etc. Some of them touches the politics, but it is not general.

Those who continues the adventuring reach the lvl6 get the signiture feature, which rise them into the heroes. Between lvl7-9 the adventurer steps into the major league. Usually besides of the adventuring the characters get involved in the higher politics. 

The real unique heroes, demigods, immortals are starting at lvl10, between the lvl10-12 the characters are world famous or feared who are able to change  the destiny of a empire or a continent. Pontifexes, emperors, world leaders, arch mages, thief princes etc. can be in this level.

 


 

 

Abilities

 I do not want to change this part of the game. Classes will not affect it, only the races. There is no ability requirements also.

 

Secondary values

I want to keep the well developed trends. Warrior classes has d10-d12 HD, Rogue/Religious% classes: d8, Magic-Users: d6.  

Saves are diverse, typically the strong and high hp characters has the better grade on the Fortitude, Rogue classes are best in Reflexes, Magic-Users are the champion of the Will saving throws. Some classes has advantage on the saves, mostly the defensive, supportive classes, like cleric, paladin. It means that they have the better grade in two or three saves.

Attack value follows the Saves, warrior classes lvl*1, Rogue/Religious classes: lvl*2/3, Magic Users: lvl*1/2.
The attack of the paladin and the assassin is still undecided. Because the paladin in the original MAGUS system starting with warrior values, but the per level increment is lower because of the religious knowledge (limited divine magic, knowledge skills). So it is a knight or fighter who uses divine magic. Assassin in d20 systems is rather rogue (lower combat values, sneak attack, etc.), but in the MAGUS system it is rather warrior with rogue skills, so I will follow this scheme. Unfortunately the MAGUS system was imba and the assassin is the most powerful (besides the wizard), because of it is full warrior. Only the skillpoints are lower than the figthers, but it has free skills in exchange, but in the other hand it has damage bonus, sneak attack, some slan psi. Assasin in MAGUS is a super agent. But in this system i would correct this imbalanced situation, so my intention is that fighter, knight, gladiator must be better warrior face to face and only the backstab and other dirty tricks will compensate the difference of the combat skills.
At the martial classes I have a dilemma also. They are in the beginning  fighters with special slan psi, that boosts their combat skills. (for example: chi fighting add some combat bonus, deadly finger: HP damage with touch, etc.) So i think i will follow the Azael example and the martial class progress will be at rogue level in combat values, but they will have martial features, like the slan psi and some daily usage feat.

AC: Some feat can modify the AC, for example the unarmored Martial Artist will get AC bonus.

Alignment: D20 and MAGUS has a simple alignment system. In MAGUS you have 2 categories: order-chaos and the life/death. There is no neutral value. In this system there is no affection of  the alignment. So I can keep the old dnd alignment system. Currently this is my viewpoint.

 


Feats 

The following categories will be regarding the Features:

Class: The base package, these features describe the profession of the class. (weapon specialization, sneak attack, etc)

Combat: The feats that modify the combat values or grants new maneuvers in combat.

Social: Helps to the character deal with NPC-s, mostly active feats with daily usage. Eg.: Charm feature for the Bard.

Skill: Extra skill, or advantege on existing skill in order to show the class specialty.

Intrigue: I am planning an intrigue system, the characters will have some resource and they can indicate itrigue actions like scandals, spying, etc. through their contacts. It is optional, instead of this subsystem the DM can use flat bonuses.

Roleplay: Mostly titles, that helps to the NPC to judge the character in roleplay situation. Eg: Noble title for the Knight. Titles can be replaced if the current character background justify it. For example if  the Knight character is a member an order and not inherited the knight he is not a noble, so you have to add another title. 

 Not all category will be used and sometimes one category will be allocated more than one time exchange for another.

If you have any suggestion please let me know!

 

BR,

P

2020. szeptember 22., kedd

The M.A.G.U.S, The Most Popular Shared Fantasy World in Hungary

 Hi,

 First time here is a picture from a M.A.G.U.S supplement. The specialty of the picture, that the paladin is the former executive of the Valhalla Paholy (publisher of the M.A.G.U.S.) and his former girlfriend. :)

 

 

 

 

 

 

 

 

Short  post. I found a study about the M.A.G.U.S. and Ynev, what explains better than me the essence of the setting and its literature. Enjoy it!


https://www.academia.edu/35862420/The_M_A_G_U_S_Series_Its_Creators_and_the_Hero_The_Most_Popular_Shared_Fantasy_World_in_Hungary?email_work_card=title


BR,

P

2020. február 2., vasárnap

Playable races of D20Ynev

Hi,

In this post I show you the playable races of the basic edition of the D20Ynev. Ynev is a human focused setting, but you can find some other races in the periphery of the continent or minglinged with the humans.


Elf

In Ynev the elves are rare folks, they have two separeted nations in the north and in the south. But adventurers, merchants and other travellers can reach the human civilizitatons. In some places there are elf communes.

Elves start their career with the following  statistics modifiers and features:

Abilitiy modifier:

Dex: +2
Con: -1

They have -2 Save modifier on the Necromancy based attacks because elves are sensitive to it.

Proficiencies:

Weapon: Longsword, Longbow.

Skill: Survival.

They have a Twighlight vision.

Half-Elf

Half-elf who has a human and an elf ancestor. They are very rare, so there is no half-elf community in Ynev.

Half-elves start their career with the following  statistics modifiers and features:

Abilitiy modifier:

Dex: +1
Con: -1

They have -1 Save modifier on the Necromancy based attacks because half-elves are sensitive to it.

Proficiencies:

Weapon: Longsword, Longbow.

Skill: Survival.

They have a Twighlight vision.

Dwarf

Dwarfs are more common in the continent. They have communities almost everywhere. The largest dwarf groups lives in the Northern Allianace territories, because Tarin the dwarf kingdom is there. But you can find clans, families in the city of adventurers, in Erion.


Dwarfs start their career with the following  statistics modifiers and features:

Abilitiy modifier:

Con: +1
Cha: -1

Move: 20'

+2 Save modifier on the disease and poison tests.


They have a Night vision.

Noble Orc

Noble Orcs are magically created and bred for guarding purpose. They are not common in the ynevian realms, but if a noble orc appears it is not a surprise. They are fighters, gladiators, bodyguards usually.


Noble Orcs start their career with the following  statistics modifiers and features:

Abilitiy modifier:

Str: +2
Con: +1
Cha: -2

+2 to smell based perception tests.


They have Twighlight vision.

Humans: 

Same as in Sword and Magic. Nations in MAGUS:

Amazons: Amazon
Kyrs, Toronians:  Imperial
Korgs: Northmen with Find Tracks skill instead of Sail.
Other nations are standard human.

Standard Human modifier: +1 Skillpoint 

Some rule explanation:

Twighlight Vision: x2 sight in starlight,moonlight,with torch and in similar condition. When this vision is on, then the character can see colors.

Night Vision: 60 feet sight in darkness, it provides only black and white image.

Thank You for your attention!

BR,

P

2020. január 26., vasárnap

Sword and Magic skills in D20Ynev

Hi,

As I promised I go on the system conversation with the old skills. In this post, I show you how can you handle the original skills in the Basic/Master relation. Remember master level grants only the possibility of the skill check, it is not grant success.

Here are the skills:

Animal Training (Cha): Basic skilled animal trainer can look after common animals, but masters can handle exotic animals.

Appraise (Int): With basic skill, the character can evaluate common stuff, masters can value rare and expensive masterpieces.

Balance (Dex): Beginner rope-dancer can move on easy ground(planks, wide edges, etc.), masters can balancing almost everywhere. (eg.: thin rope)

Brew Poison (Int): Basic poison makers can make small portions of light poisons. Masters are able to make the strongest poisons.

Climb (Str): Basic: easy tracks, like a castle wall, trees, low cliffs. Masters can climb hard routes, for example, wet castle wall, well built dwarven stronghold, hard cliffs.

Concentration (Wis): Basic users have +5 DC in concentration. Masters do not suffer a penalty.

Craft or Profession (Int or Dex): Basic craftsmen can make only common items, masters have the knowledge to make rare and refined things.

Disguise (Cha): Basic user can disguise as common people, which is fit in the current situation. For example, a guard in a fortress. Masters can hide behind an uncommon mask, eg.: A merchant from Enosuke in a pyarronian ball.

Escape Artist (Dex): Basic skilled people know common knots, masters know almost every special knots.

Find and Remove Traps (Dex): As the Escape Artist, Basic: common traps, Master: exotic, magic traps.

Find Tracks (Wis): Basic trackers can find common tracks, humanoids, animals,etc. Master trackers can find exotic rare species tracks.

Forgery (Int): Basic skilled people can make common papers, arts, masters can forge exotic, rare things.

Heal (Wis): Basic healers can regain only HP, DC 8: 1d4, DC 12: 2d4, DC 16: 3D4, DC 22: 4D4. Master healers can regain vitality (see later) and critical wounds. (broken limbs, special diseases)

Hide (Dex): Basic skilled hiding men can hide in common places, for example in a shadow of the huge pillar. Masters can hide in impossible places. Eg.: behind a thin pole.

Jump (Str): Common distances for basic skilled jumpers (1-7 meters), special hard jumps for masters.

Knowledge (Int) – History, Magic, Theology, Wilderness, Plants etc.: Average everyday knowledge with basic skill, exotic, rare things for masters.

Listen (Wis): Basic users can hear sounds from normal distance, without noise. Masters can hear from far and even behind noise.

Open Locks (Dex):  Basic: Common locks, Master: special, magic locks.

Perform (Cha): Basic skilled performers can make easy performs, for example, playing a common customer in the local store. Masters can perform dramas, complex roles to scam.

Pick Pockets (Dex): Basic pickpockets can steal from common people in the crowded marketplace, masters can steal almost everything in everywhere.

Read Signs (Int): Basic: common signs, master: rare ancient and exotic writings.

Ride (Dex): Basic riders can handle average situations, for example, calm a scared horse. Masters have skills for exceptional riding situations and for exotic mounts.

Sail (Dex): Basic skilled sailors can handle the sails in everyday situations, masters are prepared for special cases, for example, magic storm, sea monsters.

Sneak (Dex): Common sneakers can avoid easy targets, for example on a rocky surfaces a sleepy guard. Masters can sneak hard targets also.

Spellcraft (Int): Basic skilled magicians have a +5 penalty on this skill.

Spot (Wis): Basic spotter can recognize easy targets, masters spots almost everything.

Stargazing (Wis) Basic skilled gazers have +5 penalty on this skill.

Swim (Str): Basic skilled swimmers can move on still easy water, masters can swim through hard obstacles, for example, whirlpool.


These are the original skills from SaM and usage in the D20Ynev. Hope you can find it useful.

Br,

P

2020. január 19., vasárnap

Sad day - In memoriam Wayne Chapman 1965-2020

Breaking post!

Wayne Chapman alias Andras Gaspar founder of the Ynev setting yesterday passed away.

"Never forget the wisdom that rights for both life principle and epitaph."


He was born in 1965, he has been involved with science fiction since the early eighties, editing fanzine as a high school student and translator as a college student. He wrote short stories for Galaktika magazine in 1985, and soon became a member of the editorial staff.

In 1989 he graduated as a history teacher at Eötvös Loránd University. In addition to his James Bond translations and reading editorial duties for the Galaktika, he was co-editor of Atlantisz Magazine.
In 1990 he published his novel Kiálts Farkast, then the Ezüst félhold blues and, under the pseudonym Ed Fisher, the Han Solo nomádjai. In 1991 he published his novel Halál havában co-written with Csanad Novák, under the pseudonym Wayne Chapman.

In the same year, he co-founded Valhalla Páholy, the main profile of which, until its dissolution in 2001, was the publication of science fiction and fantasy books. In the summer of 1993, Valhalla Páholy released the first major Hungarian-developed role-playing game, M.A.G.U.S.

In the mid-1990s, under the pseudonym Damien Forrestal, Aliens vs. He appeared with Predators and Doom, his most famous hero, and often referred to as Tier Nan-Gorduin, often referred to as "Ynevian James Bond".

He agreed with Delta Vision in 2007, and his work was published here as Wayne Chapman.

To remember him I will introduce the main part of his ynevian corpus.

His novels under M.A.G.U.S logo:

Gorduin sequence:

Halál Havában (In the Month of Death): Published in 1991. Tier nan Gorduin the famous bard travels with Alyr Arkhon the necromancer from Doran and a thief girl to the Cursed Lands to stop Orwella's manifestation.

Észak lángja: (Flames of North): Published in 1992. Tier nan Gordiin with his friends, mainly with Rosanna the wielder of the red flag of the adventurers helps the north to win the Flag War.

Csepp és Tenger: (Drop and Sea): Published in 1996, The black singer of legends Tier, begin their career as a comedian in Erion. He learns the tricks of survival from the great Haygar Brish, the passion and the mourning under Godora, the power of fear and doom in the alleys of Shulur.

Karnevál I-II. (Carnival I-II.), Published in 1997. The tired black singer in the Flag War seeks tranquility and forgetfulness at a carnival in Narva, but finds only dark passion, ancient secrets, and deadly danger in the walls of the city, built on a swamp.

Keleti Szél I-II. (Eastern Wind I-II.): Published in 1999 and 2006. In the year 3699 of Heavenly Light, at the threshold of the last century of the Seventh Age, the black singer in a Niareian monastery awakes from his dream of death. He hopes to take refuge and peace among the mountains of the Central Empire ... but instead becomes warfare in which many a select few of the power struggle to change the Prophecy, and thus the future.

Other Novels:

Két Hold (Two Moons): Published in 1994. The wildest mendemails of the 3696th year of Heavenly Light are about the beautiful adventurer, Lirian vil Sineas. Some believe she is already dead ... while others believe she has survived the Corlan hunt, but her days have been numbered: she has been overwhelmed by an evil spirit and leads her to monster inhabited cliffs of Ediomad, to the sure death.

Garmacor címere (Garmacor's Coat of arms): Published in 1999. Rudrig Ves Garmacor, a veteran of the Rage War, is bitterly returning from a pointless and bloody campaign in Gorik. The Earl of Count Cormasa is a valiant soldier and a loyal subject ... but a boar, who is in the wilderness of the world of the living and the dead, has a completely different look at Shadon, a city full of pain, betrayal, heresy and purification.

Garmacor Vére (Garmacor's blood): Published in 2011. Rudrig Ves Garmacor. Domvik's soldier, hero and victim of the wars fought on his behalf - the dreaded Boar, who kills others' demons with cold iron to finally reconcile his own. He has no home on the Crown City dens, no family other than two minions and a heretic confessor ... yet, at the behest of his mother, he goes home to find out why his brothers had to die.

There are several other short stories, but these are the most important writings. The reason of this post is, that I wanted to show you the nature of the ynevian adventures and to remember the writer who started the whole M.A.G.U.S. story.

With one quote, thank you for your attention:

"Beautiful, he whispered.
Indeed it is, the bard nodded. "But to be honest ..."
The elf smiled faintly.
- I was thinking of the moon.
- Or so.
- It is a delight to see the horizon appear in the azure nebula and roll over its designated path. He's never late, he never gives up, and when he leaves he always comes back, like a real friend. And everyone needs friends, right?"
In the Month of Death.


Contest in the Arena

     In the dark maw of the entrance through which the jadd has just left sparkling, variegated magic lights, something hidden praising the ...