Showing posts with label tunnels & trolls. Show all posts
Showing posts with label tunnels & trolls. Show all posts

Wednesday, May 10, 2023

Tunnels & Trolls acquired by Rebellion

 EN World has the full story here. Rebellion in the UK now owns T&T and the other Flying buffalo IPs. This is likely good news, as the ownership of T&T by an obscure holding company a couple years back looked like an odd move destined to kill T&T. Now it looks like T&T will have a new chance at life, and I happen to know it has a pretty decent following in the UK, too. 

I went to Rebellion's site to see what they were all about. There's a Judge Dredd RPG mentioned, and something called Adventure Presents that looks sort of like the classic solo game books of yore.

They have an FAQ there talking about what's planned for Tunnels & Trolls, which includes:

--New planned releases, and an entirely new edition of the game;

--promise to let fan content continue (but see below);

--compatibility with old content is left as a question mark;

--existing content will remain available on Drivethrurpg as PDFs.

I had spoken with a couple people who indicated that there were active takedowns of published T&T compatible third party content going on at Onebookshelf sites. I don't know for sure if this is true or not, as I will be honest, I haven't kept up with what's been going on with 3PP for T&T in recent years. Maybe this was due to the planned sale, some one from the old ownership at the holding company tidying up to make the sale look more lucrative? Maybe Rebellion? I have no idea.

Still, its good to see T&T has a possible publishing future. Unfortunately it may now enter the realm of "Games that grew away from their creators" as I have no evidence, yet, that Ken St. Andre, Steve Crompton or any of the other T&T alumni may be involved in whatever Rebellion has planned....but who knows! Time will, as always, tell. 

Monday, August 17, 2020

Monsters! Monsters! is Here!

The recently kickstarted Monsters! Monsters! RPG in a brand new edition is out, and my copy just arrived. Loaded with cool stuff....figure flats, The Toughest Dungeon in the World and a GM Screen, this is a really sweet package. Best of all is Ken St. Andre's signature, who remains one of the best things to happen to gaming, period. Without Ken much of my gaming life would have been a very different and likely less interesting story.

Cool things about the new edition of M!M! RPG: it's not a huge book; the multi-hundred page Deluxe T&T was awesome, but for many fans of T&T we tend to think of the smaller editions such as 5th as the "definitive ideal size." M!M! RPG sticks to that approach, and covers the length and breadth of the rules in about 30 pages of the 64 page book, with the rest encompassing a solid module for the monsters to explore (rampage) in. 

The book looks like it would serve admirably as a complimentary expansion to Deluxe T&T as well, with plenty of details on rolling up monster PCs that you can use with regular T&T. Likewise, while the core M!M! is based on the abbreviated T&T rules, Deluxe could give you lots of extra optional content to expand on.

I'd also like to mention the amazing art and layout...Steve Crompton is the best there is at what he does, and that is making high quality, amazing old school gaming products. I wish other OSR publishers out there would take note of Steve's approach, he's got this down perfectly.

The Toughest Dungeon in the World looks cool, will have to sit down and play it (unless my kid takes it from me first, which he might). The figure flats look awesome, and should I ever get an opportunity to play at an actual game table again I shall definitely use them. 

Anyway....if you backed it, keep an eye out! If you didn't, but you love all things T&T and Flying Buffalo (and  Trollhalla Press!), you should try to get your hands on a copy for sure.

Thursday, April 9, 2020

Matching Systems to Settings - Worlds Posted on Realms of Chirak and the Systems they Work Best With

I've been scrutinizing other fantasy systems on the shelf with all this extra time spent in social isolation (well, not as much for me...I work in critical services for better or worse) but  it's turned into an interesting case of "find the game system that best fits the world." Or vice versa.

So far, here's where I am finding my campaign settings are landing:

World of Lingusia: With Pathfhinder 2nd Edition it's easy enough to convert any world designed with a D&D theme in mind. In revisiting some worlds, I've found that my Keepers of Lingusia campaign holds up as ever to the rigor of the D&D-esque mechanics and indeed, the more dangerous and low-key component of Pathfinder 2nd Edition gives the experience a somewhat old-school, high-risk tinge to the experience. So for the world of Lingusia, Pathfinder 2nd edition is a natural fit.

Enzada: When Pathfinder 1st Edition released I actually developed a whole new world for it: Enzada. The thematic behind Enzada boils down to these traits: non-western civilizations dominate; it's a world where there are too many gods for anyone, including the GM, to keep track of, and deep down nothing is really as it seems (but in a way that only lends to mystery rather than expose it). I did run some games in Enzada early on last year but alas while the fit is right, many of the non-western monsters and species of Pathfinder 1st Edition are not yet available in 2nd edition so it felt like a project to revisit at a later date. Sometimes a setting really needs its samsarans, catfolk, nagaji, vishkanya and other decidedly exotic races to make things work right, y'know?

Pergerron: this setting has convoluted origins. It started on the blog as a project to design a setting specifically using D&D B/X themes and monsters. In actual play I modified it for a Magic World campaign, and the thematics fit really well for what I wanted out of the setting. Later, when 5th Edition D&D arrived I ran a campaign for about ten levels which went fairly well, but by that point it felt a little off, because even though the starting intent was "a world for classic D&D" the result was something which benefits from the high risk, deadly nature of a BRP system like Magic World or Mythras. My last campaign in Pergerron was a short campaign using Mythras before it was retired, more or less. Could Pathfinder 2E handle it? Probably....but the idea of this setting's themes seem to mesh better with "risky, dangerous, sanity challenging fantasy," so I think BRP/MW should remain the system of choice.

Sarvaelen: Here's another one which was designed as a writing exercise for the blog, and as a result has a convoluted design history. At some point I decided to write up a setting idea for Tunnels & Trolls, but as it developed I started thinking of how this setting could work well with Magic World...Legend....Mythras.....then Fantasy AGE, which in fact became the first system I actually tried running Sarvaelen (that I can recall!). Thematically Sarvaelen is meant to be a dark, post-apocalyptic world facing a recent magical apocalypse, leaving a realm of haunted dominions behind, dominated by the concept of the Sullen Watch, rangers who protect against the badlands. Although my initial efforts with Fantasy AGE felt "off" I really feel like it's a system that could handle Sarvaelen well....if I take some time to really work on it. Time will tell....I recently picked up the Fantasy AGE Campaign Builder's Guide and it's got some good ideas in there.

Realms of Chirak: okay so at last we come to this one, the Big Daddy and the namesake of the blog. Realms of Chirak has always been about some key inversions of D&D elements, including a post-apocalyptic fantasy realm in which the gods are dead, elves are extremely rare and no longer superheroes (remember, Chirak was devised in the early nineties when elves were seriously overdone in AD&D 2nd edition!), and the idea was that mysteries abounded. For whatever reason, I still feel like D&D 5E is a good system for Chirak, probably because it allows for thematic largesse well enough.....but I ran Chirak in Pathfinder 1st Edition for a good number of years....I just don't feel like taking the effort to do tons of conversion work to PF2E, maybe; especially when I am still trying to update it to 5E first! That said.....these days, thanks to time limits and general life complexity, I could probably do plenty of conversion on the fly if I felt like it; but much like Enzada, Chirak has a lot of moving parts, pieces and bits, all of which are better supported by robust systems right now. D&D 5E has all the content needed for this; Pathfinder 2E probably will soon enough....by this time next year, when we have a Bestiary 2 and 3 out, and some in depth guidelines (pleaaaaase Paizo) on an Advanced Race Guide to cover the many ancestries currently absent from PF2E. Maybe then I'll consider it.

Oddly, I did work on one area of Chirak for conversion: I worked out extensive campaign details on the Sabiri Lands in, believe it or not, Cypher System. I have to say....the concept of Chirak as a Cypher Setting really has me intrigued; I may run it some day soon just to see how it all flows.

Worlds I haven't mentioned largely because I haven't posted about them on the blog include Ensaria, a setting that works best with Cypher System; Altavir (which has been posted here), a setting I think I'd like to use with 5E, T&T or Savage Worlds at some point; Eridu, my ancient Mesopotamia setting which is very specifically designed for use with Mythras; and my as yet-unrecorded on the blog exclusive new setting Oman'Hakat, the First World setting I've been running all adventures in with Pathfinder 2nd Edition for the last six months. As campaigns in that world start to hit their climactic points and spoilers become less of an issue I'll start posting some of that content soon.

Monday, July 9, 2018

Five of the Best Realms of Chirak Articles (according to the author)

I was poking through the years of this blog...like, 8 of them!....and realized I've got some good stuff floating around out there that I'd all but forgotten. Here are five of the cooler articles I unearthed and which I frankly am rather proud of.....


5. Adapting the Alien Universe to Traveller (May 2017)

A quick and dirty but very robust adaptation of the Alien franchise right up through Alien: Covenant. I feel like I should run this.


4. Senempar, City of Shadows for Pathfinder (March 2011)

This was the basis for a campaign I ran for about two and a half years, and the home city of the adventuring party that went from levels 1 to roughly 14. Many good memories, especially of taking down the enigma of the Red God!


3. Pergerron (Starting April 2014)

Now I'm cheating by linking to an Index, but of the various worlds built as exercises on this blog, Pergerron was especially interesting. The setting started as my tribute to classic B/X D&D and eventually morphed into something I used in actual play with Magic World and then D&D 5E. One of the best parts of the setting was the region of the Vosjin Wood, a haunted netherland bordering the mortal realm and the Primordial lands. A lengthy series of encounter write-ups (starting here) were some of the most fun I've had in setting up a weird forest.

Fun fact: I adapted the Ghosts of Dragonspear Castle to Pergerron!


2. Temple of the Whispering Dark (April 2012)

Dual-statted for BRP (Magic World) and T&T, this module remains one of the coolest scenarios I've written which I have never managed to run, mainly because I've never found a way to squeeze the world of Sarvaelen in to my gaming slots, nor decided what system I truly wanted to use for it. Still, it's a great scenario.


1. 28 Days in Savage Space (started February 2014)

You can find it all on the Savage Worlds site index, but before The Last Parsec arrived I was deeply inspired by the fast, furious and fun structure of the Savage Worlds Science Fiction Companion to create a new setting from whole cloth....or in this case, I found a few dozen random cool picture on the internet and used them as the springboard for creating the Savage Space setting, which I have now used for three Savage Worlds SF campaigns. Definitely some of the most fun I've had writing on the blog, and something I must do again, soon.

Thursday, July 5, 2018

Kickstarter Countdown for Vaults of K'Horror (Tunnels & Trolls)

I'm really excited to see this one, T&T needs more GM modules:



Chip in! This is a no brainer for T&T fans. According to the latest post, if they hit the stretch goal then the map goes big and poster sized! This will work perfectly with the stretch goal minis rules. I've actually had a great deal of fun using maps and minis with T&T in the past, and the flexibility of the game makes them a lot of fun.

Thursday, January 25, 2018

Reviewing the Free Edition of Tunnels & Trolls Adventures on Android - Spoiler....It's Kinda fun! (but not free. Nope.)


Tunnels & Trolls Adventures on Android is actually an app which lets you roll up characters and run them through classic T&T solo adventures, of which there are 17 currently available. So yeah, you can via this app roll up a warrior and take him on a challenging solo adventure, in which all the flipping to paragraphs, rolling of dice and messy note taking is handled for you.

It's kind of cool, actually! And very much like playing and actual T&T solo. But there are a few catches.

The first is price: you get two solos unlocked, including a decent introductory adventure "The Ascendant," and the legendary Naked Doom. As old T&T vets know, Naked Doom was something of a character grinder...it was rife with quick death. Some of the Android store reviews reflect the dissatisfaction with this (pansy noobs that they are). So far so good.

Once you are done with those two modules, the rest are unlocked for between 10 jewels (for mini solos like Circle of Ice and Grimtina's Guard), 40 jewels (for most normal sized solos such as Mistywood and Caravan to Tiern) and 50 jewels for Overkill. All told I determined that it would cost 450 jewels to get all of the solos currently available. The going rate right now is 10 jewels for .99 and 110 jewels for $9.99....so essentially it's $41 to get all the modules. Not horrible, I suppose, unless you maybe have all of them on PDF and have played more than a few to death....also there's some question of overall replayability; you can only play Naked Doom so many times, for example, before you've memorized the module more or less.

To contrast, other solos in the style of pic-a-path adventures available on Android range from the Sorcery! series at $4.99 for each entry to the many Fighting Fantasy adaptations which tend to be priced at $2.99. Arguably the T&T experience is a better deal....but it's really interesting that T&T is presented as a single app from which you then buy module installments. This does have the advantage of supporting your recurring cast of characters as you play through the game.

Interestingly, when your character dies the game doesn't delete it....but you do get a trophy hall which shows which characters actually did succeed at a module. Also, you can delete your character if you so desire, and roll again.

Things that perplex me so far:

First, you seem to be able to only roll warriors. I think this is because the app currently doesn't support magic options and the solo choices definitely reflect that. In order to get the full T&T experience this needs to be upgraded, soon.

Second, since when do humans roll twice because they're human? I guess this isn't a complaint....it's nice to know they have a slight edge, but that took me by surprise.

Third, the game so far seems to be liberally exploiting existing T&T art to accompany the text. I haven't ponied up for any of the premium modules yet so I don't know if there's more new art elsewhere, but I can say that it would be nice if they broadened the range. Especially since the full cost of this app to get all content is currently $41.

Finally, it is currently missing a number of solos, though I suspect that's because they haven't implemented a way to handle spell casting wizards and rogues, and some of those solos just aren't going to be fun without those classes.

Also of note is the ad at the top of this blog....notice it mentions "create?" So when do we get to see this feature? Color me very intrigued. If they implement a creator tool for solos, it will be a major step up from most of the other competition on the Android.

Beyond that, I'm really kind of happy to have this. It's a trip down memory lane for me (I haven't played any T&T solos in many years) and the app makes it incredibly easy to revisit T&T on the solo side. So....I wonder when we can expect a T&T Beyond for some tabletop fun?????

Tuesday, January 23, 2018

More T&T News: Tunnels & Trolls Adventures RPG is now on Android and iOS stores


I stopped by Flying Buffalo to see if anything new was posted in the wake of discovering the Elven Lord Revisited Kickstarter, and lo and behold I discovered a notice that MetaArcade apparently had adapted the venerable T&T to an android and Apple store app. I don't know if this is a "new" thing or a port of the classic early nineties T&T CRPG.

I'm not reviewing it just yet, but thought I'd let y'all know it exists. It's a free app....but it apparently has an in-game purchase option (for what I am not sure yet). I'll post more soon as I have a chance to explore it properly and see just what this is all about (right now it's sitting at 0% in a download update...hmmm). I would greatly have preferred it to be an up-front purchase (as a rule I do not play in-app "freemium" games) but who knows, maybe it's not the usual cash grab.

It's got a 3.6 rating on the app store right now for Android. FB's website implies a small payment can be made to remove ads.

UPDATE: so it appears that solo modules are available through this app and you buy in game currency to play once or own them. The first module is titled "The Ascendant" and is free....another one I saw was 40 jewels. Not sure how much jewels cost....yet. The game's internal downloader is slooooooow.



Monday, January 22, 2018

Tunnels & Trolls: Elven Lords Module New Special Edition Kickstarter

Very exciting news: Elven Lords was one of the better solitaire adventures published back in the day for Tunnels & Trolls. a new Kickstarted edition is now available for an August release date from Liza Danforth, Steve Crompton and Mike Stackpole. This will include a black and white edition for $20 as well as a limited full color edition for $75. I'm backing the regular copy for the moment but the full color edition is very tempting, and the samples look gorgeous.

If you're not a T&T person the new print will include the rules necessary to play, so check it out...T&T remains the best non D&D classic fantasy experience you can find.

Tuesday, May 16, 2017

Mercenaries, Spies & Private Eyes is now available in PDF


If you're an old fan of Tunnels & Trolls and Flying Buffalo (or even the later Sleuth Productions) then odds are you've either seen or played Mercenaries, Spies & Private Eyes. I own two copies of this game, as well as a third very worn original edition....getting a PDF version is a no-brainer.

For those not familiar with it, MSPE was a modern ruleset adapted from Tunnels & Trolls 5th Edition (the legendary edition everyone talks about when praising T&T, fyi). In many ways it was the definitive follow-up to T&T, and had T&T 6th edition not been mythical it could have introduced the extra mechanical features of MSPE and the game would have been perfect at that point.

MSPE is excellent for historical and modern gaming up through the nineties. It's missing the stuff you need to take it in to the internet age but I think such equipment and rules as needed could be added without too much effort. The game itself supports any range of mystery, suspense, action and adventure style drama with an emphasis on realism and verisimilitude....I have never played another game which so effectively left you with a feeling of mortal fear for your character's imminent risk of death in a gun battle, even as you blazed away to glory thanks to some amazing saves. It's a grimly efficient system for hardboiled adventure, and true to the T&T rules it is based on life is cheap and to the careful go the spoils. Like certain other historical/modern systems (Call of Cthulhu) MSPE encourages creative and smart play with realistic consequences.

You could do Indiana Jones in MSPE....just remember he's probably earned a lot of XP over the years. You could also do The Shadow, the Phantom or the 1938 Batman. Hell, you could do the Nolan Batman with this system without too much effort. It is not a system for superheroes, though....but I could see someone modding it for such.

Some of my fondest 80's gaming experiences were with MSPE. One of my most memorable convention games was around 1986 or 1987 and while I forget the name of the GM (he was known for a prolific Stormbringer fanzine back in the day) he ran this awesome game involving a squard in Vietnam looking for a group of missing POWs. It was an intense, fun experience and the game's rules were amazingly evocative of the sense of danger and urgency of being in hostile territory with death around every corner. It was Real-Effing-Vietnam instead of Fantasy-Effing_Vietnam (we got plenty of the latter out of some awesome T&T games).

This plus the recently re-released Tunnels & Trolls 5th Edition has me very nostalgic for the 80's right now. If I could find a PDF of 1st edition Gamma World, DragonQuest and a copy of the Red-on-Black Cover Palladium Fantasy 1st edition original, then the trip down nostalgia lane would be nearly complete for me!

I must think a bit about working up a blog supplement for MSPE soon that provides equipment and rules to carry it in to the 2010's. Hmmmm.

By the way, if you want to jump right in to MSPE it's one solo adventure, Adventure of the Jade Jaguar, has been available in PDF for ages.

Thursday, December 31, 2015

Death Bat's Top Five Tabletop RPGs for 2015

Now for the paper, pencil and dice side of the equation! In keeping with the computer gaming awards I'll give categories to each of the five.


#5. Best OSR Game: Beyond the Wall and Other Tales

I wrote about it already, and concede this game has been around longer than 2015, so I'll just point to the Further Afield source book and say it's enough justification. Beyond the Wall is like only a handful of other OSR RPGs on the market, of which I include Dungeon Crawl Classics and some source books like a Red and Pleasant Land: these are brilliant, unique tomes that take the core of classic D&D and spin it in directions you really want to play. Beyond the Wall does this by modeling the fictional realms of Lloyd Alexander, Ursula K. Le Guin and other young fantasy authors to recapture a feel and style I had all but forgotten I loved, then codified it in the unique playbook and scenario pack mechanics which make gaming on the fly easier than ever, and also provides a technique for teaching GMs (old and new) how to run improvisational games using the scenario packs. Fantastic books, get both the core book and Further Afield.

Runner Up: Everything publish to date by New Big Dragon Games.


#4. Best Fantasy RPG: Deluxe Tunnels & Trolls

Deluxe Tunnels & Trolls is the definitive, fantastic "ultimate edition" to the second RPG to come out after the original D&D. Now with tons of extra content, rules options and world details...yet still compatible with older editions. A must have if regular gaming is hard for you to find, thanks to T&T's long line of solo adventures, or want to learn about Troll World, or just want the best pickup-and-play beer-and-pretzels RPG to exist, period.

Runner Up: Luther Arkwright is an amazing multi-dimensional modern fantasy setting (with sci fi trappings) for Runequest 6 (alias the Design Mechanism Engine) and is well worth checking out. Based on a series of graphic novels it gives you all the tools you need to engage in modern gaming with the RQ6 engine.


#3. Best Horror RPG: Chill 3rd Edition

If you missed the days when Chill was a thing, now's your chance to experience it again, in a modern format with what is very much still the same core rules and setting intact, a rarity for so many games these days. Chill is about monster hunting, exploration and stopping great evil as an agent of S.A.V.E. which works to protect mankind from ancient horrors. The newest edition has the right lineage of design and does a great job of bringing Chill back to life. My suggestion is to splurge for the deluxe premium color POD edition.

Runner Up: I was really impressed with Silent Legions from Sine Nomine, which includes a unique sort of "create your own mythos" mechanic.


#2. Best Science Fiction RPG: The Last Parsec for Savage Worlds

Written for use with the Savage Worlds Science Fiction Companion (which I went gaga for last year), the Last Parsec is a multi-tome setting and campaign aimed squarely at big-concept SF in the modern tradition of the fiction and films which inspired it. If you get the four core books you'll have enough immediate scenario content to run several years without exhausting what has been provided. The writing, imagination and graphics are all top-notch.

Thanks to my wife who recently ran a Last Parsec scenario which I got to play in!!!

Runner Up: Retrostar, the RPG of 70's era science fiction. This amazing book precisely captures the style of SF in the delicate years of 1970-1979, a time when SF was experiencing a revolution in interest and imagination, limited only by the crappy budgets most TV series labored under.


#1. RPG Book of the Year: Fantasy AGE

Green Ronin finally released the AGE System as a stand-alone rule set, immediately creating a unique contestant for the otherwise crowded fantasy game corner of the market. Fantasy AGE introduces mechanics which put it in direct competition with both D&D and Runequest, while retaining its own unique style of play that focuses on the epic story and quest over the more mundane. It only has one sourcebook out there right now (Titansgrave), but I'm crossing my fingers and hoping Fantasy AGE gets a lot of new content for 2016.

Runner Up: Out of the Abyss for D&D 5E. This is not only a cool module but the first one they devised which I feel is relatively easy to adapt to other world settings, and adds themes and elements distinct in flavor that set it apart from the last two years of official adventures. Fans of the Underdark must check this one out.

Honorable Mention

I'd like to point out that a lot of good RPGs came out this year, and a few worth investigating that I didn't mention include:

White Star: takes the core conceit of the Swords & Wizardry Whitebox edition and applies it to SF (EDIT: given how much fun I am having with this one in 2016, I think it will be my 2016 OSR game of the year....unless someone comes along with something even more impressive....)

Class Compendium: Barrel Rider Games' compendium of classes for classic-era B/X style D&D is an invaluable resource to old school gaming.

Cypher System: possibly the best new multigenre RPG out there the only reason it didn't make my top five list somewhere is that it's got a set of core mechanics that are taking my brain a bit of time to adjust to. The book itself is presented as a robust toolkit and well worth investigating, especially if you like Monte Cook's other titles.

Peril on the Purple Planet: this boxed set is the first truly distinct setting/module set for Dungeon Crawl Classics to emphasize the weird settings that the game is most suited for.


Wednesday, November 4, 2015

Sorcery of the High Mountains: Nalinot in the Age of Strife

This article was originally a draft for a campaign I ran in roughly 1990 using AD&D 2nd edition. It first appeared in print in an issue of the revived TSS (#44) but I've since modified it a bit and added D&D 5E stats, modified the OSR stats and also added Tunnels & Trolls stats. The default location for the setting as described is my current 2,090 AW era Age of Strife setting for Lingusia (if you are keeping score), but it's pretty malleable.

I really like the core conceit (Tibetan mythology as a Real Thing) as I do it here, but suspect that in today's climate I could probably attempt to rewrite and revise the entire thing into some sort of gargantuan entity for publication. To that end I'll just leave it alone for now...


Sorcerery of the High Mountains
A Keepers of Lingusia: Age of Strife Supplment on The Mountain Kingdom of Nalinot

Nalinot is located deep in the heart of this vast eastern continent, and little is known about it save what can be found below. You may find this an interesting addition or a suitably exotic locale to send off intrepid adventurers… I suggest that a dwarven airship caught in a storm could be a suitable lead-in, since I have not (as yet) released much data on the continent of Takkai. Likewise, you could easily take the data below and extrapolate from or port it in to a campaign backdrop of your own choosing or for your homebrew. The data below is based on some research I did decades ago in traditional mysticism in Tibet, which is used as a springboard for a realm inspired by such.

The Kingdom of the Mountain Sorcerers
   Nestled within the world's most expansive (and second tallest) mountain range are the people called Nalinot. An eon of warfare and subjugation under the mantle of the Tai’Kong Empire of the western lowlands, coupled with the constant fear and strife caused by the closeness of the mysterious  hundred years of close experiences with the demonic entities of Holkynyn have left Nalinot rife with superstitious barbarians that are being slowly but surely absorbed into the mainline consciousness of Tai'Kong. Fortunately, the people of the mountains have managed to cope with the influx of Tai’Kong culture and beliefs. Those who have accepted the ways of the foreigners have integrated the new ways with the principles of the old. Meanwhile, devout tribesmen continue their ancient traditions, worshipping the mysteries of the Bon, which has been their way of life for two thousand years now.

   There are a number of important things to distinguish Nalinot from other regions. The most important is its gods, which are of two different religions, the old Bon Cult and the new Lamas of the Adibuddha. They are categorized as follows:

The Lamaists
   The Lamas of Nalinot, led by the Dali‑Lama, are the two‑hundred year old followers of Tai’Kong monks who came with the first directed houses of Tai'Kong. Their religion has since diverged from the common followers of the Path among the western empire, and now takes on a pantheistic form all of its own. Mixed with the beliefs of the older Bon cults, they now seek to suppress the hardcore followers of the older way, perceiving them as originating their beliefs from the demons of Holkynyn to the north.

   Lamaists revere their principle deity, the Adibuddha, followed by a pantheon of lesser gods (the bodhisattva). The lamaists of the Adibuddha must uphold three significant notions to their teachings, regardless of which class they specifically follow. They must learn these teachings through the understanding and use of Mantras, and all magic of lamaists is performed through the chanting of these memorized mantras (therefore, all Lamaist magic is verbal in its components; additional components apply as necessary).

   The three ideals of the Lamaist are as follows:
  • Clang: The Spiritual Power of the Adibuddha, and the power of the self. This must be understood to attain internal understanding.
  • lung: Knowledge of teachings. The knowledge that is imparted of life and those who speak of it must be understood. This entails not merely the process of learning, but of knowing how to learn.
  • hired: Ability to teach is the final great requirement of the Lamaists, to be imparted to them upon attaining the other two states, but not necessarily having attained dbang (enlightenment). Then, the knowledge previously gained can be imparted to others.

   PCs should be awarded experience for upholding to these three ideals.

   Some titles among the Lamaists are as follows, with meanings:
  • K'anpo These are the monastery heads who oversee the teachings and activities of their charges.
  • LoPon: These are the travelling buddhist teachers of the Path.
  • Lama: The lamaists of the monasteries, the most common priests.
  • DaliLama: The Lama who has been chosen to be the mortal incarnation of Buddha.
   There are several principal deities recognized by the Lamaists. These deities are usually identified as the bodhisattvas, and reflect influence from Tai’Kong in the west and Al’Jhira in the south. They include:

Adibuddha (Life‑Death‑Rebirth)
   The Adibuddha is the embodiment of Buddha as seen by the Lamaists; the latest of a cyclical series of incarnations, the Adibuddha is also the most northern incarnation of the Followers of the Path. The Adibuddha, within Nalinot, has been seen to manifest additional incarnations which reflect the needs of Nalinot life. These manifestations are known as the Boddisatvas.

Ch’os-Skyon (servants of Adibuddha)
   There are said to have been eight giant immortals who have reached the heavens and ascended to true enlightenment. These immortals are collectively the Ch’os-Skyon, and they are regarded as the servants of Adibuddha, slayers of those who stand against him, and fierce archons of power. They appear as immense, fire-breathing three-headed giants.


Avolakita (love, war)
   Avolakita is a deity who makes her presence known in Al’jhira in the south, and manifests as Kuan Yin in Tai'Kong. She is seen in Nalinot as a manifestation of mercy, compassion, and other important human elements, and one of the derivations of the Adibuddha. She is a goddess of love and fertilitity, and sometimes takes on Athena-like aspects of war. Her temples in the deep south are manned by priestesses who are also sacred prostitutes, but the phenomenon is less common in Nalinot, where her cult has spread intermittently.

Da (war)
   Da is the representative of war, who sits upon all warriors' shoulders with bow in hand. He is the conqueror of enemies in all forms, and the favorite god of the Nalinot warriors. He receives attention both among the Lamaists and the Bon cults.

Manjasri (wisdom, age)
   Manhasset is the Boddisatva of Wisdom, the representative of the idealized concept of "the right choice, the best possible action." Manjasri is respected among the venerable elders of Nalinot, and is a god which all, with age, will embrace with time. Manjasri is principally worshipped only among Lamaists, though, and rarely recognized by the old traditionalist cults of the Bon.

sGrol‑Ma (Nature)
   sGrol‑Ma is the mother goddess of the land. Her form is the mountains, her breath the clouds. She is a representative of nature, but also in known for fertility, sGrol‑Ma is debatably an incarnation; her origins could go far beyond the Lamaists into the Bon. She is one goddess on whom the Bon and the Lamaist both agree about, and both cults worship her equally. SGrol-Ma is said to have married sPyan-ras-gzigs, the monkey god, and it was through this union that all things of the earth emerged.

The Bon Cults
   The Bon Cults hold to the belief of many more gods, some of which (Nan Iha, for example) are tolerated by the Followers of the Path. The Bon Priests are called Nag‑pas, and are not in fact religious men but shamans and sorcerers who work to defeat the evil demons (I suggest that player characters who follow the way fo the Bon choose multiclass combinations such as sorcerer and shamans combined with clerics).
   Nalinot demons are called the po, or mo for females, and their dark powers are used by malevolent shamans of the Bon, while other nag-pas seek the aid of the good spirits (called iha). The Po demons are said to come from Holkynyn, while the Lha are said to embody the land of Nalinot. These spirits are grouped as follows:


rGyal‑po: The King Fiends
   There are eight classes of fiend demons in the Bon myths, and this is the most malevolent of them. They might be considered comparable to traditional greater demons of different types, and one could no doubt find evil personages such as Demogorgon, Orcus, and Yeenoghu labeled among them. To model fiendish servants of the rGyal-po, one might use oni or other ogres to typify their followers in Nalinot.

Dharmalapolas: The Protectors of Religion
   These are the demonic fiends who serve to maintain the balance of spiritual energies necessary for the pursuit of worship; they are the generals of Yi‑Dan, who is a manifestation of Kali, from Akira. Priestesses of Yi‑Dan look to Kali for their class requirements, and do exist within Nalinot, gaining the additional fealty of the Dharmalapolas.

Yul‑lha: bDud, the hoarder
   The Yul‑lha are one of the eight classes of benevolent demons in the Bon cult, and bDud is the most famous, a fiend who is known for having great treasure, and a free will to prosecute the lamaist priests.  Nag-Pa who call upon bDud are very dangerous sorcerers, and seek to destroy the lamaists and drive them from Nalinot.

Hayagriva: The Horse Protector
   A dreadful demonic god, Hayagriva is the originator and protector of horses, which are a rare and desired commodity in the Nalinot Mountains, where yaks are far more common. Hayagriva is given tribute by any warrior who wishes his mount good health.

Ma‑Mo: The Mistresses of Disease
   These are among the eight classes of fiends, and are wicked mistresses of disease and other forms of bodily detriment. They are tortuous and come with the night winds, to seduce and infect those who would fall prey.

Non‑lha: The House God
   In all houses of the Nalinot, both Buddhist and Bon alike, you can find ceremonial shrines to the house god Non‑lha. Non‑lha is the one to bring benefits to the house and those who live within, and keeps it free of the Srin‑po (ghouls and vampires).

Srin‑po: The Ghouls and Vampires
   The ghouls and vampires of Nalinot lore come from this category of fiends; these fierce and deceptive undead are vicious beast who prey upon the living in many different forms. The MC stats will work for representing members of this fiend class.

Other Gods of Nalinot
   There are, in fact, a great many more gods than this in the pantheons of the Nalinot, but the deities mentioned tend to be the most active and important in the affairs of the present. If you are interested in more deities, or would like to read a nice treatment of the Tibetan Mountain God religion, I recommend http://journal.oraltradition.org/files/articles/16ii/Xie_Jisheng.pdf for a useful and interesting overview of Tibetan myth. Take note that the Nalinot religions are still steeped in fantasy, so you need not extrapolate everything whole-cloth from traditional Tibetan belief, but by all means, pull anything out that you like if it makes for a good story!

The Nag‑Pa: Sorcerers of the Bon
   These are the mysterious devil dancers, who take up sword and armor to combat the fiends of the Bon. Believing that the lamaists are misleading in their attempts at order in the midst of the obvious conflict between good and evil that occurs within the mountains, the Nag‑Pa have a strong following among the barbarians and traditionalists of Nalinot.

   The Nag‑Pa are not recognized by the Lamas of Nalinot, but often works with them, indirectly, simply because both believe in the need to defeat the demons that plague the mountains, pouring in from the northern lands of Holkynyn. This has often created some strange alliances between the two rather contentious religious factions

Nag-Pa and Lamaist Player Characters
   The Nag-Pa is less of a class and more of a way of thought. In D&D 5E, for example, a Nag-Pa could easily belong to the cleric, druid or sorcerer class; what matters is how that character perceives his universe, one of perpetual conflict between mortals and demons, with a very difficult road to the path of enlightenment. The Nag-Pa certainly fight the demons of chaos, but they themselves tend to be wrapped within chaos to do so.

   Likewise, the Lamaist is most likely to be a paladin or cleric, a character with a stronger sense of good and evil and a firm belief that the forces of darkness can be dispatched, allowing for peace in the land and a chance to at last attain enlightenment. The Lamaists revere no single god, and serve the Dali-Lama with their lives. A traveling lamaist might join a party because he has a vision or a sudden sense of intuition that he must aid these souls, or help them on their path. 

The Phurbu
   Nag-Pas use a specialized ritual dagger in their arts. The Phurbu is a mystically enchanted dagger for use against demons. It will purge a body of possessing spirits, and acts as a magical weapon against those creatures affected by such.

      To create a Phurbu, the Nag‑Pa must have a properly prepared dagger which he then performs the ceremony upon. The ceremony lasts six hours, and imbues any dagger forged of iron with the following traits (a Nag-Pa may only ever make one):




The Phurbu Dagger (D&D 5E)

+1 (uncommon), +2 (rare) or +3 (very rare); requires attunement.
This is an iron dagger carved with sacred mandalas, pulsing with dark energy to harm demons and other spirits. It can be found in different varieties of power. A +1 Phurbu deals an additional +1D6 damage against demons, devils and other evil outsiders. A +2 dagger deals +1D8, and a +3 dagger deals +1D12. Once per day you may declare any attack roll with the dagger to be a critical hit (this replenishes at dawn each morning).

A Nag-Pa makes a +1 dagger if he is level 1-8, a +2 dagger if he is level 9-15 and a +3 dagger if he is level 16-20. Though a Nag-Pa can only ever make one dagger, if it is destroyed he can forge another. He does not need to be the wielder.

The Phurbu in OSR & AD&D:
   The Phurbu Dagger is a basic +1 /+3 versus Bon fiends (any demons, devils, daemons, evil gods, Baatezu, Oni, etc. will do). Once per day the dagger will do double damage against such a target. A level 9 Nag-Pa can forge a dagger that is +2/+6 vs. Bon weapon fiends, and a level 17+ can forge a dagger that is +3/+9 vs. Bon fiends. It is rumored at even higher levels very powerful Nag-Pa could forge artifact-like weapons.

Phurbu Daggers in DT&T
In T&T the Phurbu Dagger may be any type of dagger/short blade but it deals double dice and adds against demonic foes that qualify as Bon and deals spite damage to such creatures on a 5 or 6. Against all other foes it is enchanted to deal +1D6 additional dice in its attacks. The wizard spell Enchant Phurbu Dagger is a level 1 spell that costs 20 WIZ to cast and forges the basic dagger. A level 7 spell costs 50 WIZ plus a permanent sacrifice of 5 WIZ and forges one which deals triple dice damage and +3D6 against normal foes. A level 11 spell lets the wizard forge one which deals quadruple dice against demons and +6D6 against normal foes but costs 100 WIZ to cast and requires a sacrifice of 10 permanent WIZ or 5 WIZ and 5 CON. 

...Yes, this is the dagger which attacked Lamont Cranston, alias the Shadow. For a fiend-possessed Phurbu you could look to the animated object stat blocks for some ideas.



Landmarks of Nalinot
   The following are some of the locations that can be visited within the mysterious mountains of Nalinot. It is very difficult to map this realm, as the constant groaning of the mountains, the howling winds, the constant snow and the endless mist seem to leave the land constantly swathed in mystery and uncertainty; stories of Tai’Kongese cartographers going mad in this land are common fables among western entertainers!

Rataeo
   This is the capitol of the New Nalinot government, established by the Jade Emperor, and maintained by the ever‑present House Sho'jukin. The current Lord of Nalinot is Hendicho, who is served by a coalition of necromancers called Ch'yo Kyon and the family housings (mostly in Ishikoro) are the dwelling spots of the Na'Ch'un, the representative advisor to Lord Hendicho. Needless to say, neither the local Bon cults nor the Lamaists appreciate the presence of the Ch’yo Kyon in their lands, but they are forced (on the surface) to tolerate this enclave of the governor’s own deviant servants. Rumors abound that the depravity of these eunuch-sorcerers was so strong that the Emperor banished them along with Hendicho to this remote corner of the empire specifically to keep them as far away from the palace as possible!

   Rataeo is the most secure city in Nalinot, but it has strong, ancient stone walls for defense and maintains a strong regular garrison to stave off local attacks from angry tribesmen. It seems like every season another charismatic Bon sorcerer sends some local tribe of barbarians in to a frenzy against the city walls, to overthrow the foreigners.
   There are a few other local threats, as well. The mysterious Tiger Cults from the south has a presence here, and among some of the more elite members of Rataeo it has become fashionable to espouse membership in this mystery cult. The hardcore members of this group are said to subject themselves to transformations, changing in to actual tigers for strange rites.

Shining Sky Monastery
   Several miles up from the virtual sea-level grasslands of the western Tano province, resting on the slopes of the Sacred Seat of the AdiBuddha (the name given to the mountain) is the Shining Sky Monastery, the heart of the Followers of the Path in Nalinot. Here the Dali Lama directs the ceremonies and intrigues of the Lamas, while working to persuade the government of their interests over that of the Ch’yo Kyon. The current Dali Lama was chosen long ago (centuries, the Lamaists suggest) as a young boy, but he is now venerable and beyond all human years in appearance. There are rumors and whispers that he will soon shed his mortal coils and ascend to the heavens and true enlightenment, but no one knows who, then, will become the spiritual vessel for the next Dali Lama…

Place of Seeing
   Atop the Sacred Seat of AdiBuddha, still a half-mile above the Shining Sky Monastery, is an ancient center of Bon sacrifice, that has since been decentralized in its meaning to include a place of spiritual sanctity for the Lamaists of the Shining Sky Monastery. Still, on certain starless nights during the equinox and solstice, secretive cults of Bon travel to this point to carry out their ancient rituals.

Caverns of the Horned Devil
   This is a difficult  place to reach, known only by the Nomads of the mountains. It is a legendary center of Bon activity and belief, a sacred place of supernatural manifestations as powerful in its magic as that of the nearby Shining Sky Monastery. Strange and horrifying things occur here; the Tiger‑Cults also meet inside a section of the caves to carry out their shape-shifting ceremonies. The cult leader is a Bon priest called Anhama, a powerful woman who some claim is a Deva, descended from the benevolent gods, but cast out of her community in Al’Jhira in the south for her sacrilegious practices.

Valley of Many Voices
   Here, it is said that the voices of the dead echo through the canyon, bringing down avalanches on the living below. It is a dangerous place to cross, but the only "safe" way to get to the southern regions of Nalinot. Any traveler who wishes to travel to the rural lowlands of the mountain range, to Al’Jhira beyond, or to the long but safe western valley which leads to the Tano province of Tai’Kong must pass through this valley. It’s haunted nature scares many superstitious folk away, and the native mountain dwellers  appreciate it!

Weeping Valley
   The name of the Weeping Valley stems from an ancient local legend about several mysterious hags that dwell within the valley, seeking out the unwary travelers who would fall into their grasp. The Hags are given to be Me, Demons who were once women that lost their lives looking for the men of a tribe that was buried beneath an avalanche. They have been driven mad in their new-found state, and while they might initially disguise themselves and beautiful nymphs and attempt to lure hapless men to the valley, they will inevitably grow angry that these are not the men they seek, and tear them apart, devouring the marrow of their bones. Or so the tales go…

Nalinot Villages
   Some of the villages deep in the mountains include Ago, Gosh'pon, Alo'Pan, Chanja, Ishikoro, Tano, Tasgon, Loga, Compos, Cheno. These are the towns, villages, and cities which are loyal to the indigenous government established two centuries ago by the Jade Emperor, for the dissident tribes tend to roam as nomads. Nonetheless, the villagers of these town are fearful and superstitious, and tend to revere both the Lamaist faith and the Bon cult at the same time.

Bon tribelands
   These include Cheno, Yoinja, and many nomad groups. These are only two of many isolated towns, as well as hundreds of nomad groups that exist throughout the mountains, continuing the way of life that that they remain happy with, even after the arrival of modem Tai’Kong beaucracy. They will not necessarily be hostile to outsiders, though they may look askance at any adventurers from foreign lands who somehow think that Nalinot is a fun place to travel!
  
Encounters in Nalinot:
   The mysterious, ice-covered, snow-laden mountains of Nalinot are filled with frozen undead, chilling demons, and dark spirits. This place at the top of the world appears to be a center of spectral and demonic activity, and it is no small wonder that the Bon cults are so certain that a great conflict between the heavens is spilling down to the mountains. The demon-haunted lands of Nalinot are a great place to mix up some unusual encounters. A few suggestions follow:  

Srinpo
Ghouls and vampires of all types (pretty much any free-willed undead) prowl the desolate mountainlands terrorizing the hearty folk who dwell here

Hags
Hags, such as in the Weeping Valley, are a particularly cruel form of local undead.
Oni and Ogres-the ogres and their smarter cousins are dangerous giant-kin dwelling in the mountains, and see all humans on the region as encroaching on their territory. They dwell in the many deep caverns of the mountains, but regularly emerge to harry caravans, travelers and smaller villages. The oni strongly revere the rGyal-Po demon fiends.

Kala Frost Barbarians
This especially remote tribe of barbarians believe they were the first men of the land, born from the very frost, sculpted in to life by bDud himself. It is possible, at best, to earn the grudging respect of a tribe of Kala, but rarely will they ever be friendly, or even trade amongst any other than their own kind. They are a harsh, forlorn people.
Lamias-The lamias are a dangerous local presence, and strong servants of the rGyal-Po in this region. Lamias build up covens of evil Bon sorcerers and dedicated remote tribes to carry out their will, and often war with one another. In the hierarchy of demon-servants they are near the top.

Bakemono Goblins and Hobgoblins
The bakemono of the mountains, goblins and hobgoblins are a terrible plague, said as a race to have sprung from the sweat of the rGyal-Po in the old days during the great wars of the demons against the gods. The goblins do little to quell this belief, as they worship the rGyal-Po feverishly, are terribly obedient to lamia and oni alike, and strike out against man whenever and wherever they can from their subterranean lairs.

Lha Spirit Tiger Cultists
   These weretigers are dangerous cultists locally, belonging to the slowly growing mystery cult formed by an enclave of exiled evil devas and rakshasas who dwell in Caverns of the Horned Devil.

Yetis
   The yetis are a powerful yet mysterious presence in the lands of Nalinot. The most powerful of the yetis are called Dzu-Teh, and their lesser kin include Meh-the and Yeh-teh, the smaller and smallest of their kind.

Local Wildlife
From the semi-intelligent deranged snow-trolls, Yaks, snow tigers to the remhoras ice wyrms, there are many local dangers that adventurers can encounter. Nagas are also a local danger, often dwelling in ancient ruins of pre-human kings, guarding their sacred treasures. Some dragons also make their home in the high mountains, although these are the mysterious and haughty eastern dragons who believe themselves to be divine celestial beings.




If I find the map I made I'll scan it in...otherwise I'll make a new one soon(ish).