



The enemy is close at hand. The time of the final battle draws near.So, floridly, ran the intro for a series of little books I devised in the late '90s with my schoolfriend Nick Henfrey. (I don't mean we were at school in the late '90s, that was much earlier; I just want you to know that the RGS Guildford is to blame.)
Your own forces and those of your foe face each other across the dusty plain. Sunlight glints like droplets of fresh blood on bronze shields and polished armour. Swords and spear-tips bristle above the ranks.
Horns and war-drums sound. The troops advance grimly. Each warrior has sworn to fight and even die on your behalf. As their general, you must make sure their sacrifices are not in vain.
To beat your opponent you must strike through to his fortress. Your armies are equally matched in strength, but that is not the only factor that will count in this battle. Luck and skill are even more important.
As you see there, we called the series Conquerors (like conkers, geddit?) and although the prototype was done using fantasy characters, we intended you could have all sorts of themes: Wild West, superheroes, horror, gladiators, aliens, and so on.Find someone else with a Conquerors book and challenge them to a duel.
You both start at the first spread in the book, where you will see there are four characters to choose from. Holding the book up in front of you, decide secretly which of the four you are sending into battle. When you and your opponent have both chosen, you hold out your books to each other with the character you have chosen facing towards the other person. Reciting your character's catchphrase is optional.
Now compare the characters to see who wins. For example, say you chose Greebo the Hog and your opponent chose Sir Grim of Grinn. Sir Grim is CAVALRY and Greebo's results table shows that he beats CAVALRY opponents, so you have won that round. The winner moves on to the next spread while the loser remains on the same spread.
Both of you then decide which character to send into the next round of battle as before. Last round's loser can choose the same character as before if he wishes, or one of the others on that spread.
If you draw with your opponent, both of you move on to the next spread. The winner is the first to win through to the end of their book.
Some more Tamorian magic today. This is typical of many such spells in that you don’t need to whip up a storm of magic points to use it, you just need to know what freaky procedure to follow. Bear in mind that if a Tamorian scholar today found a book containing a spell like this one, he would be highly unlikely to tell anyone else about it. We’re presenting it here for the GM to use in creating a uniquely horrible NPC villain rather than as a resource that should be allowed to get out among the gen-pop of player characters:Process by which one may obtain a familiar servant, or fetchEvidently a loathsome procedure which would most certainly get you burned at the stake in any civilized country in the 10th century A.S.. Squeamish player-characters can console themselves with the thought of Lambo’s historical fate (torn in four parts by a quartet of devils to whom he had each promised his soul) while those who have no scruple at all will merely demand to know the fetch’s specifics, as follows.
being notes from the journal of Septimus Delectus Lambo, master arcanalist of Selentium
“First obtain a mole or other small burrowing creature that has died of natural causes. Place it within a lead box, filled with the caster's own blood and spittle. Seal the box with corpse wax and wind about with the hair of a condemned criminal cut while yet hanging upon the gallows. Next take the box to a sepulchral place and bury it in the rib-cage of a man dead at least forty years. Do this at the dark of the moon. Sleep upon this spot until the time when the moon is full, when the fetch will visit you in a dream. Then the box may be disinterred and the fetch released. Each day the fetch must be allowed to suck blood from its master, whereupon it renders him service. Retain the box as its abode.”
I keep saying, "Here's a curious little fragment" so by now you know that's par for the course around here, right? Today we've got one of several proposals that Jamie and I submitted to Puffin as ideas for Fighting Fantasy books.You are a journeyman-sorcerer travelling to a new College of Magic where you intend to continue your studies. Your journey takes you from the city of Harabnab across the wild moors of Ruddlestone's hinterland. Full of high spirits, you decide to ride on ahead of your retinue to arrange lodging at an inn along the road. As you return to join them, you find yourself riding into gathering fog banks. You can find no sign of your servants, nor of the books and travelling-chest that were on the mules with them. You go on to the inn, expecting your servants to turn up there, but night falls and still they have not arrived.Having crossed the circle of mist around the village, the protagonist finds himself in the Otherworld - a magical envoironment where events follow a strange dreamlike logic. His success will be decided in part by his ability to adjust to the different ways of thinking that this environment demands.
Outside, the fog has closed its grip on the countryside. You can see it sitting along the ridges of the moor like the ranks of a phantom army. You realise you would have no chance of finding your servants now, so you return to brood by the fire. It is nearly midnight when a man staggers in, his clothes torn as if by brambles and his face white with shock. The landlord recognises him as the miller from the next village down the road. He mutters a few cryptic remarks about "the Faerie King" and "the Unseelie Court" before collapsing in delirium.
The next day, you look out of your window to see the village encircled by fog. Stray wisps creep across the ground outside, and it seems the fog is closing in.
You go downstairs to find the villagers gathered in the common room of the inn. There are mutterings about an old stone circle out on the moors, and the village priest fearfully relates the ancient story that this was a portal leading to the Otherworld, where the spiteful fays of the Unseelie Court reign supreme. The ancient tradition was that a blood sacrifice should be made once in every hundred years to keep the portal closed, but since the locals turned to the worship of the benevolent Hamaskis, God of Wisdom, they have not kept up the rituals of their forefathers.
Now the mutterings in the inn begin to grow, and soon panic at the thought of Otherworld magic turns the villagers into a crazed mob. Fearful for their lives, they seize the innkeeper's daughter - a friendly girl who served you food and drink the night before. They mean to sacrifice her to the callous Old Gods in the hope that the magical portal to the Otherworld can be closed again. You are horrified at such a suggestion, though you realise that their terror is such that you cannot hope to reason with them. Along with the priest, you manage to persuade them to at least let you have one day in which to find the stone circle and try closing it with your own magic. What you do not tell them is that you are only a journeyman-sorcerer, and you have scant hope that your own power will be enough. Still, you must try - or else an innocent girl will go to her doom, and her blood will be on the hands of these honest but frightened villagers.
It is quite likely that the first volume of the Fabled Lands RPG, if it ever appears, will come packaged with a sourcebook of Akatsurai, the eastern island inspired by Jamie's and my love of Oriental cultures."...I could not only admire ukiyo-e by Kuniyoshi such as “Mitsukuni defying the skeleton specter,” but also saw mummies of yokai. These were apparently preserved in temples, where in the past they must have been taken out of their boxes and shown to the gullible country folk whenever the priest wanted to scare them into belief in higher powers. They were made by stitching together the bones and skulls of small animals as monkeys and birds and adding feathers or skin (or doing intricate things with washi paper). These yokai mummies looked so creepy that they really scared me more than the prints!"