Warlock's Journal 28 Voting
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VOTING GEEKLIST
Special Rules About Thumbing


The contest thread is here: Call for Submissions.

We have a Winner! Entry 9 has won by popular acclaim!

This is the VOTING GEEKLIST. DO NOT THUMB on this geeklist to indicate anything except the single entry for which you would like to vote. You can change your vote as often as you like as long as you only have one vote (e.g., one thumb) on one item on the list (you can thumb the list header if you feel compelled to thumb two things).

Note that users who have entered the contest can thumb their own entries in addition to thumbing another entry (so you don't conflicted). If you didn't enter, you can still vote. ONCE.

Stating the obvious: You are voting for the text entries in this geeklist, not the RPG items used to organize the list in numeric order.

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1. Periodical: Warlock's Journal
Periodical: Warlock's Journal
Clark Timmins
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So stop your cheap comment, 'cause we know what we feel...
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Green to feel blue? Is your vision purely golden? Is your humour black or olden? Do you find you're getting yellow? 'Though you know you're in the red dread...
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Ugh. The small print. Entries must be compliant with the official Terms of Service

tl;dr - don't plagiarize or infringe on copyrights; geekdo owns your first born child

In the meantime, go check out all the previous issues of Warlock's Journal and visit the cool sites of previous (and future) contests for the magical wandering 'zine:

Warlock's Sanctum Games
Tales of a GM
Tiny Gork
Fields of Blood and Honor
Tabletop Adventures
Soul Guardian Publishing
Solo Roleplayer
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2. RPG: Rules of Thumb [Average Rating:0.00 Unranked]
RPG: Rules of Thumb
Clark Timmins
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So stop your cheap comment, 'cause we know what we feel...
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NO HIGGLEDY-PIGGLEDY THUMBING ON THIS GEEKLIST!


Read the rules in the header first!


WARNING: THIS LIST GOES TO 11 12
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3. RPG: One Last Job [Average Rating:8.00 Unranked]
RPG: One Last Job
Clark Timmins
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A Twin Titans Setting


Namma the Wanderer, with her many moons and nomads collecting in villages clinging to her shoulders and hair.

Munnu the Planet-Eater, with her spears and asteroid belt to fuel the great slings of her many arms.

The twin titans roamed the outer reaches when the universe was young, before the galaxy became the graveyard of titans. Then the Headsmen came in their graven masks and purple robes. Munnu, who had destroyed their homeland, was brought low. Only her shell remained and became the new dwelling place of the Headsmen.

Namma's wanderings across the galaxy were brought to a halt at the death of her twin. The link was broken and she collapsed, bringing the villages with her.

Across the years the twin corpses have remained, bearing two nations on a orbit around the first titan, Som. The villages of Namma were brought low by her fall and animosity remains between them and the descendants of the Headsmen, who have carved out their cities in the interior of Munnu. Every year their orbits bring them together and with it, tense trading, much debating, and occasionally battle before they drift apart once more.

The Firmament Weavers of Namma have long sought a way to revive the titan. They defy the Sibyls of the Moons who warn that to awaken Namma means also to revive her twin. In the towers and tunnels of the Munnu interior, the Graven Sentinels have passed down the legend of the rebirth for generations. They claim that if the twins are ever awoken, their destinies are switched. Namma is to be the scourge and Munnu the wanderer. The link between the twins must be severed because to awaken them now, when their orbits coincide, could spell annihilation for both nations.



Found in Munnu:
Mask necropolis tended by watchful stones to honour those who fell in the titan war
The three eyes of Munnu kept as trophies in the Heartstone Vault
Messengers, smuggler chariots, and bloodborn racing along the black arteries through the titan arms
Chain bridge to the rebellious Fifth Arm Colony rooted in the severed arm
Pillar ribs glowing with unnatural light over the Hanging City of the Masked Potentate
Graven Sentinels guarding the passages to the drying ichor mines
Star sea vessels darting through the empty sockets of the splintered Skull Port

Found on Namma:
Star fisher villages tethered to the splayed braids of the fallen titan
The fallen moons, home to the crater seats of the Sibyls
Firmament weavers gathering in elevated roundhouses and skywalks
Flag strewn scaffolding of the many levels of the Palm Markets
Sworn Preservers searching for the boreholes of illegal ichor miners
Plated nets being carted across the surface by sun harvesters
Village representatives gathering at the Crown Assembly to cast lots and decide legal matters through chance and cheating

Rumours:
The eyes of Munnu have been stolen
The power of the vein Sibyls use to access Namma’s memories is waning
If the severed arm is reunited with the body, Munnu would be revived
There is a Weaver spy in the Hanging City court
The time between Namma and Munnu’s meeting is getting shorter with each orbit
A new drug made from titan ichor grants abilities similar to a Firmament Weaver
A Graven Sentinel is roaming the Palm Markets seeking a “genuine fragment of Munnu’s spear”
A living titan has been spotted in the outer orbit
Som is going to awaken and destroy us all unless Namma and Munnu are revived to defend us
The Masked Potentate was murdered and it’s now their killer behind the mask
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4. RPG: Two-Fisted Tales [Average Rating:6.57 Unranked]
RPG: Two-Fisted Tales
Clark Timmins
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Pretty version here: GDoc PDF

Huginn & Muninn
A game of questions and tales for three players, taking about one quarter of an hour


Two ravens perch on the great god Odinn’s shoulders, closest among his companion spirits.
Each day they fly out across the whole world and return with whispers for his ears.
Odinn is a god of many deeds and travels, visiting the whole reach of the World-Ash-Tree. He is of one hundred names, uncountable guises, dozens of children and lovers, and one burning, searching, eye. He hung as sacrifice to himself on the ash, and claimed the knowledge of the runes so his tales could be recorded. He holds the Hermit’s lamp on the oracle deck.
But he is a blind old fool without his ravens.


One player picks up a stone, saying, “I am Odinn, and over Midgard my ravens fly each day. I fear for Huginn that he may not come back, yet more anxious I am for Muninn.”

Pass the stone counter-clockwise, the player receiving says, “I am Huginn on Odinn’s right shoulder. I am ‘thought’ and sometimes I am ‘carrion.’ I am the un-woven future and I am war. Keep that in your head.”

The remaining player says, “I am Muninn, whispering in Odinn’s left ear. My life is ‘memory’ and sometimes ‘mindfulness.’ I am the norn-woven what-has-passed and I am family. Keep that in your head.”

Each day has a Sunrise, Noon and Nightfall.




The one holding the stone at sunrise begins.

From gallery of shawnssica
If Huginn begins, he brings Odinn a moment requiring a call of judgement - a trial, a puzzle, ethical dilemma
From gallery of shawnssica
If Muninn, he brings Odinn a moment requiring a question of tradition - something long lost returning, a taboo, something new that upsets an assumed order
From gallery of shawnssica
If Odinn holds the stone, he describes an adventure he goes on that day.




At Noon, both other characters may say their piece.

From gallery of shawnssica
From gallery of shawnssica
If a raven began, the other should approach the moment from their temperament and role. Then Odinn weighs in, praising the sage advice of his companions if they agree and asking them to convince him if they differ in opinion.
From gallery of shawnssica
If Odinn began, the ravens may each take turns complicating his exploits. They describe how the weave of fate is more complicated than Odinn even knows, in a way in keeping with their temperaments. Odinn may overcome or be stymied by these twists, but eventually emerges from the story safely.




Come Nightfall, the stone in passed counter-clockwise as the moon travels overhead. Continue for one or more rounds, by consensus or majority or fiat.
From gallery of shawnssica
Odinn says, "Go, my Thought and my Memory, and return to me with news on the morrow."




From gallery of shawnssica
From gallery of shawnssica
When a final day is called for and completed, Huginn and Muninn may each say whether they will bring news back to Odinn as they have done since the dawn of this age, or fly away, never to return.
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5. RPG: Rule of Three [Average Rating:0.00 Unranked]
RPG: Rule of Three
Clark Timmins
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Celephak and Gitornis

From before recorded history, the twin city-states of Celephak and Girtonis have been rivals over the Disputed Lands of Sarasi. This rivalry is unusual, however, because recent centuries have been without warfare.

Three centuries ago, the Tyrant of Celephak and the King of Gitornis, after a series of inconclusive border skirmishes, agreed to meet for a pitched battle. The day had seen storm clouds gathering, with a bitter night obviously coming. Forces mustered, both leaders arranged to join battle at dawn, then settled into their respective pavilions for a night of debauched gluttony while their soldiers endured short rations without shelter in the cold and wet.

In the No Man’s Land between the opposing forces, lightning shattered and set alight an ancient, massive tree stump. Taking this for an omen, night patrols from either side dragged together deadwood from the surrounding area, cooperating to build a great bonfire. Rapidly the hungry, frozen soldiers and camp-followers of both armies drew together to share the warmth of the massive blaze.

Their many fireside arguments reached agreement on one point: both cities could do without without their corrupt, incompetent and tyrannical rulers. All declared before the dread Elder Gods that from that night they would be their own masters, refusing to obey unwarranted power.

“We call no biped Lord or Sir, and bend the knee to no man.”

The Tyrant of Celephak and the King of Gitornis emerged next morning into a new world. They and their sycophants found that their commands, once unquestioned law, were met with scorn and ridicule. Soldiers, whores and even piss-boys directed their former rulers to take care of their own needs; even executioners demanded that the aristocrats carry out their own sentences. Gradually the palaces were stripped, the treasuries drained and noble properties seized by those who had previously guarded them.

Faced with universal embargo, ignored and unfed, the nobility of both cities drifted away to take refuge with relatives in neighbouring kingdoms. The few remaining aristocrats earned the right to lead through the respect of their fellow citizens, alongside new leaders who had risen through merit.

The citizens of Celephak and Gitornis, free of their rulers and aristocrats, achieved what had eluded them for generations: peace, of a sort. It is a peace filled with argument, squabbling, robbery, duels and even assassinations, but without large-scale bloodshed. Anyone seeking leadership requires the support of their followers, obtained by reasoned argument and clear community benefit.

Today, passionate public argument is the “sport” of both Celephak and Gitornis. Citizens take a keen interest in the politics of their city; Celephakians enjoy loud, explosive discussions filled with expletives, while Gitornians prefer to listen, interrupting a few perfectly-chosen words at precisely the right moment. Celephakians consider the Gitornians to be smart-alecks; Gitornians regard Celephakians as boorish louts.

The common culture of Celephak and Gitornis is best illustrated by their customary insults and mottos:
“If you seek to lead, you must first stand up.”
“That may be a fine action, but can you back it up with speech?”
“Action is easy, but words display your soul.”
“You speak like a ruler; tell me how your feet and hands will get dirty.”

The cities still battle over dominance of the Disputed Lands of Sarasi, but it is a dominance of minds, not flesh. Nevertheless, anyone trying to exploit their differences will discover that the two cities are twin siblings: eternally bickering, but combining ferociously against a common threat.
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6. RPG: Four (2016) [Average Rating:0.00 Unranked]
RPG: Four (2016)
Clark Timmins
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The theme of twin cities compels me...

One heads-up: although nothing is explicit, some might find the subtext a touch racy.

Warlock’s Journal entry -- The Virgin and the Defiler

One city pursues another across the Great Plain of Tau Ceti IV. In Cegandar, "He-flees," silk pagodas sway atop wooden platforms, while the smooth sounds of flutes and tenor voices float on the warm breeze. Dreaming Cegandar sleepwalks the grasslands on wagons with wickerwork rails and clumsy metal pylons knee-jointed and shod in bronze.

Dilpharar, "She-Who-Chases," boasts no such locomotion. That city's masons construct new dry-stone buildings on the edge of the city closest to Cegandar, using materials from old structures on the farthest side. Each building pulls Dilpharar a few yards closer in pursuit of the fleeing Cegandar. Dilpharar is a chaos of bellowings for stone and ale, girls hauling stone to their aunts for the new walls. Yet none has ever known a father, and of men few words are spoken.

On the Great Plain, some betrayals remain too deep.

Wheels and legs and rolling stock always outpace masonry. Yet Dilpharar's every effort is bent towards reunion. The masons send forth spies, who report: this autumn Cegandar takes the vapours at the Baths of Madness -- and towers rise on that city-side; Cegandar is in the mountains for Festival, and Dilpaharar’s walls bend toward the highlands.

Cegandar, in her wandering, finds here a market, there a vendor of fine porcelain; or dallies with a purveyor of herbs that make dreams bright, or terrible, or bring laughter where once tears burned. For each purchase the men of Cegandar trade away some silks, while their wagons grow heavy with golden idols, herbs, and crystal flasks of perfumes, wines and unguents. Wagons merge into slow-rolling pavilions, from which warm breezes waft the scents of opium and musk.

Should the walls of Dilpharar breach the horizon, Cegandar flees until they are seen no more. Yet once a generation, Cegandar strikes an obstacle: a gibber plain of loose boulders; a shallow sea from unseasonable rains; lifeless dunes that wheels cannot cross.

So Dilpharar's march brings her upon Cegandar, and for a time both cities merge; the Defiler, it is said, has taken the Virgin. The masons rage throughout that newborn metropolis, while gilded greybeards and red-lipped boys cowering within ornate caravans. Tearing their tunics, the roaring masons expose flesh that reeks of stone-dust and sour ale. The men turn their noses from the coarse women of Dilpharar; yet their eyes drift back to the muscular arms, callused palms and sweat-filmed breasts of their pursuers.

And all that long afternoon arise sounds unheard in a generation: of perfumed swains, bespectacled scholars and doddering elders swooning beneath the shouting, sweating, brawling mason-women; and perhaps, in places, a faint sigh as a Defiler rests in the soft lap of a no-longer-virgin youth.

That evening the stonemasons roll upon the streets, boasting their conquests over carafes of sweet brandy. One summons her friends, offering to trade lovers, or spinning lies of a particularly beautiful or adventuresome youth.

Later, the masons return staggering to their new loves, but the caravans are locked. Screaming, sobbing, they rage and beat the shutters, but without reply. Then, exhausted, the masons of Dilpharar descend into stupor.

When they wake, the sun boils their eyes and Dilpharar’s walls echo with anguish: Cegandar's caravans and wagons are at the horizon, a tail of dust reddening the sky. The masons howl, tearing stone from the furthest buildings; new walls arise and Dilpharar lurches in pursuit.

And again, as for millennia, the Defiler pursues the Virgin across the Great Plain of Tau Ceti IV.
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7. RPG: The Five [Average Rating:0.00 Unranked]
RPG: The Five
Clark Timmins
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West Jordan
Utah
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The Eyes of Ombradine

Once when the world was young, and gods walked among us, there was the Temple of Truth and Lies, dedicated to Ombradine. On an unadorned altar of plain stone, was a glorious uncut gem, scintillating with iridescence. The Eye of Ombradine it was called. For it saw into the heart of any matter, separating the truth from the lies. It was used to bring Justice. Until the day it was used to circumvent Justice. But this too the Eye had foreseen.

Used to make the innocent guilty, the Eye split into two pieces, no longer able to hold its abilities in harmony. One half became the Unblinking Eye of Justice, filled with Truth Seeking properties. The other became the Iridescent Eye of Night, for it obscured the true intent of any who held it. Both pieces were lost in legends.

Until now.

Almost 6,000 years from their fateful split, rumors say the Eyes have resurfaced. While the Temple of Truth and Lies has long sense fallen to dust, other temples have suffered from a rash of portents, all pointing to the rediscovery of the Eyes. Now it is a race to find them, and harness the powers they represent.

Both Eyes are stone roughly the size of two fists. One side is flat, slightly jagged, and sharp from where it sheared away from its twin. They are semi-spherical, forming a smooth dome, but that is where the similarities end.

The Unblinking Eye of Justice is a pale watery green, a shade just shy of pond water at noon. When held it glows faintly, attuning itself to the holder, gaining one of six possible properties. It is surprisingly light for its size, following the belief that the truth will unburden you. At some point it was likely set into metal – silver, gold, or something more exotic – and put on a chain, to both protect the bearers from the sharp edges, and to make it easier to carry.

The Iridescent Eye of Night is filled with rippling iridescence which swirls from smoky dusk to shades of midnight. When held it gets darker, attuning itself to the holder, gaining one of six possible properties. It is heavier than expected, but not so heavy as to be impractical to move around. At some point it was likely set into a braided leather band or put into a pouch of some kind, both to protect the bearers from the sharp edges, and to make it easier to carry.

Charts:

Unblinking Eye of Justice:
1) Light of Truth – Detect lies, reveal hidden doors, shed light on what is otherwise obscured
2) Truer Words – Everyone in a 5’ radius can only speak the truth
3) Illuminated Blade – A sword made of light hovers nearby and does your bidding
4) Radiant Locator – A ray of light points towards the location of the Eye of Night, or any single object you want to find
5) Aspect of Justice – Gain a bonus when persuading/intimidating while telling the truth
6) Resplendent Vision – Can see in darkness, light, and even into ultraviolet and infrared spectrums

Iridescent Eye of Night:
1) Shadow Paths – Find less obvious paths through an area, whether smuggler’s paths, or hidden tracks
2) Obscure Intent – Gain a bonus when gathering information while lying
3) Form of Smoke – Fade away into the shadows, becoming very hard to see
4) Evading Visions – Harder to be located by magic, or the Eye of Justice
5) Daggers of Deception – A host of whirling smoky daggers leap out to attack at your bidding
6) Looks can be Deceiving – Gain a disguise, obscuring your true features
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8. RPG: Grey Six [Average Rating:0.00 Unranked]
RPG: Grey Six
Clark Timmins
United States
West Jordan
Utah
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So stop your cheap comment, 'cause we know what we feel...
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Green to feel blue? Is your vision purely golden? Is your humour black or olden? Do you find you're getting yellow? 'Though you know you're in the red dread...
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Music & Lights: A Bardic Mage Duo

Delotor the Music

Delotor is a human mage and graduate of the Collegium of Dance in the Kingdom of Eternal Summer on Arborea. He is young, slim, with dark skin and braided black hair. Delotor prefers loose, brightly-coloured clothing which gives him freedom of movement to dance and perform.

He is proficient with drums, lute and pipes, switching between instruments according to the needs of the dance. Augmented by his magic, Delotor prefers to lead audiences in vigorous dances, rarely restricting himself to just the ballroom or concert hall.

Many of his spells enhance his own dance stamina, or enable him to perform prodigious displays of agility. However, he also has a repertoire of spells to coerce reluctant members of the audience onto the dance floor. Deletor's lively performances often culminate is a raucous line of dancers threading through the neighbourhood, sweeping up all the residents into a joyous frenzy of communal dance.


Tinnuthwen of Lights

Deletor's music is designed to be enhanced by the visual pyrotechnics of Tinnuthwen of Lights. She is an elven mage, devoted to colourful light magic. The pair met at a ball on Arborea, and have travelled the Cosmos ever since.

Tinnuthwen is tall and pale, with short-cropped hair. She prefers white dresses, which she decks in colourful balls of light which roll across the fabric, or slowly orbit her body. Tinnuthwen snatches up these balls, then throws them into the air where they transform into glowing rainbows, clouds of drifting colour or explosions of light.

The pair have performed together long enough to tightly co-ordinate their magic, with music building off the light show, and vice-versa. For those unfamiliar with flashy magic, a performance by Music and Lights is an intoxicating experience.

Happy Gaming
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9. RPG: Black Seven [Average Rating:6.00 Unranked]
RPG: Black Seven
Clark Timmins
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Night and Day
An addition for fantasy, sci-fi, weird games
based in part on Swords Without Master


Print Helios / Selene on opposite sides of a card and place in the centre of the table. Each side represents the influence of the deity. When an aspect of their portfolio is at hand in the scene, players and NPCs who incorporate it gain an edge toward their goals.

Using the mechanics of the system you're playing in and based on how centrally the theme is incorporated, grant a minor or major boon to randomized actions.

Examples:
With Helios showing, a ranger uses the bright sunlight to outline her targets and lets loose a volley of arrows. In D&D 5E, grant Advantage on the roll. If they describe it vividly, grant Inspiration that they can spend on this roll or later during the scene.

Again with Helios showing, this time during a session of Monsterhearts, the Serpent is setting fire to their estate when confronted by their parents. They try to escape by jumping through the blazing fire in the foyer. Grant +1 hold for the upcoming rolls, either to Lash Out / Run Away / skin move, or offer upgraded 10+/7-9/6- results with 'Success at great cost' on a 6-.

With Selene showing, an investigator slips into the police station under cover of darkness. They whisper quietly with someone locked in the holding cell, trying to gain an important clue. In Call of Cthulhu, this could confer 10-20% bonus to any rolls to maintain secrecy and stealth, and keep the prisoner quiet during their meeting.

Under Selene's moonlight, Snargle in Lady Blackbird spots a Sky Squid that's swum up from the depths to open space. They cut the engines on The Owl and let 'er coast, silently drifting parallel to the behemoth. Everyone holds their breath while the goblin steers the ship away under the control of just the flaps. Pass Snargle's player an extra dice or two that doesn't deplete their pool, or add a Success outright when they make a Pilot roll.

Helios
Sun / Sunlight
Brightness
Fire
Bombast
Passion
Frankness
Bolster / Reinforce
Hasty action
Brute strength


Selene
Moon / Moonlight
Darkness
Water
Silence
Tenderness
Secrecy
Subvert / Sabotage
Contemplation
Magic or spiritual power



When a scene ends, the GM can flip the card themselves or ask a player to choose the next influence. It doesn't necessarily need to alternate. However, if the past few minutes of play have been high-intensity consider offering Selene as a way to give subtle players the spotlight; if stealth and scheming has dominated the session thus far, flip to Helios to encourage the resolution of plans.
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10. RPG: I Forget What Eight Was For... [Average Rating:0.00 Unranked]
RPG: I Forget What Eight Was For...
Clark Timmins
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FACE in the MIRROR

The young wizard’s knuckles were white as he clenched the gnarled staff in his hands. Facing his opponent, he watched him make the exact same movements and gaze back with an identical stare. For long moments they stood, gauging each for any sign that the other might be different in any way from them. If wizard saw a flaw in the other, they gave not a single indication.

Elsewhere in the large underground room, the sounds of battle could be heard. Sword clanged against sword and the whizzing sound of arrows was heavy in the air. Equidistant about the circular room stood mirrors, a straight forward magical trap the young wizard surmised as it was set off. As soon as he and his adventuring companions had stepped in view of the reflective surfaces, a dark counterpart of each of them stepped out of a different one.

Even now, the young wizard’s allies fought their own twisted double. His brother, a noble knight, matched swords and shield with a dark armored warrior of identical caliber. The party scout traded dagger thrusts with a far more vicious looking version of herself, the duplicate’s blade dripping with caustic venom. The quiet ranger knocked arrows out of the air and watched his get shot aside in turn by a sneering braggart of a woodsman. But the young wizard’s match was something different entirely.

The wizard was not so noble as his compatriots, to him good and evil were mere philosophical differences. The only truth in the world was knowledge and no knowledge was so precious as magic. As he and his equal locked gazed, each knew at the same moment what needed to be done. Consumed, as their fellows were, by the thought that only one of each pair could survive, they strode towards each other, identical words of power issuing from their lips. Then, when they stood not five feet from one another, they completed their incantations in unison, blinding flame and smoke appearing between them, engulfing them both in a ball of white fire.

And when the smoke cleared, only one wizard remained.

Many years later, the former adventurers, long since retired and settled down, would often gather at the inn where they first met and regale their own children and the other youths of the town with their adventures. One of their favorite tales was of the room of mirrors, where they each defeated evil versions of themselves, emphasizing to the young listeners the lesson that good will always triumph over evil. But each time this story is told they make sure to gloss over the wizards’ duel for when it was done and the heroes had gazed upon their companion they had asked tentatively, “Which one of you won?” and no matter how many more times the question was asked, the answer was always the same.

“I did.”
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11. RPG: Department Nine [Average Rating:0.00 Unranked]
RPG: Department Nine
Clark Timmins
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Utah
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WINNER!


Two Brothers

Rahli

Let me start of by saying, I deeply regret the actions of my older brother. I know, we are twins. But he is older, if only by a small passage of time. I know that he thought he was doing the right thing, doing what had to be done. I also know that this comes as little consolation. Perhaps if you knew him better.

My brother Kahrn took his rites at a younger age than any who came before him, or any that have come since. When the goddess Aniri rained starfire upon him on his twelfth bornday, Kahrn did not cower and was unscathed. When Tolok, he who drinks the world, drained Kahrn of his very being, my brother did not falter. Then, at last, when Xliuch the Disguised whispered the unspoken into Kahrn's ear, my brother responded in turn. As none have done before.

I see the look in your eyes. You think me mad or foolish. Perhaps both. But I speak the truth and you have heard this tale before. Most likely dismissed as rumor or delusion. Know that what I tell you now is the truth as only I can speak it, and it is all that I can speak. My brother was taken from us that day, taken by Xliuch and thought gone forever. Yesterday was our birthday. Kahrn is returned to us after thirty circles of season. I cannot, no will not, speak of where he was taken, what became of him. You think me mad enough already, and were I to repeat his words, you would be certain of it. I will only say that I fear he may have been right in his cause, if not in his actions. Please. Allow me to finish.

Kahrn returned with purpose, having been granted a vision of some far away tomorrow. In this vision, revealed by the Diguised, the goddess Aniri had gone mad with jealousy over being jilted by a careless lover. This man, for a man he was, was one of our own, but not yet born. Aniri brought the sky down upon our children's children and when she was done, there were none left. Gone! Our tribe ended!

I beg you consider this before passing judgement on Kahrn.


Kahrn


I'm not Kahrn, I am Rahli! My brother deceives you. I know not why. I know not what has brought this madness upon him. I have not seen him since our twelfth bornday when he ran away rather than begin our preparations for the rites that would come one year later. I know not why he took the spirit eye and why he, how he... is it true? Aniri destroyed?

Look, look! This scar that runs the length of my arm, a mark left by a longfang. You there, you remember don't you? How I saved those two children from being eaten alive just two circles ago? I am Rahli, I tell you! And you! Was it not I that helped to save your crops when Tolok drank all of the rain and nothing would grow? Please, I beg you, look at me. I am Rahli! Please.

For many circles I have walked among you and shared your burdens. Will you not look upon me now as you build this pyre around me? Will you not hear my voice? Call forth Xliuch himself if you will. He will show you the truth of this. Stop! I beg you, do not light that oil! I am Rahli!
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12. RPG: Act Ten [Average Rating:0.00 Unranked]
RPG: Act Ten
Clark Timmins
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West Jordan
Utah
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Hatta and Marri


The planet Khosht orbits the binary suns, Hatta and Marri as they themselves spin around each other. The suns give not only light to the planet, energy for growth but also their power and influence. Overlaying the seasons from Khosht's tilt the suns give supraseasons, each lasting seven years.

The first off worlders to visit didn't stay long enough to see the change of suns and struggled to believe it the same world when they returned to a different Supraseason. Khosht's inhabitants, however, revel in the contrasts and variety their world provides.

Hatta - The Equaliser

Under Hatta's influence winters are mild, summers cooler and these two seasons extend to virtually meet each other. Spring and Autumn last only a few days, bringing heavy rainfall and carpeting the ground with colour. The plants that grow best in this Supraseason are those with mild tastes, good for soothing upset stomachs and slow growing. Flora and fauna that doesn't suit Hatta's influence will barely change throughout, some even go dormant or hibernate until Marri breathes life to them again.

Children born under Hatta are even tempered, the best will be great diplomats and problem solvers. They grow tall and thickly built, the strongest have a great slow power, to move mountains in their time. When Hatta dominates the sky they strengthen their weaknesses, while under Marri they lose some of their strengths.

Marri - The Changer

Marri brings four equal seasons. The winter is characterised by thick snowfall, bitter frosts and little light. Counterpoint is the fiery, hot, summer, with frequent grassland fires and droughts. Spring and Autumn mirror each other's changeable nature, going from heavy rain to warm, breezy sunshine in a heartbeat and back again. The plants that grow best under Marri's influence have intense flavours, they grow quickly and often thrive and germinate in the wake of fires. Flora and fauna that flourishes under Hatta's influence often use Marri's Supraseason for growth spurts or laying down energy stores.

Children born under Marri are inquisitive and determined, the best will change the world, overturning conventions and making discoveries. They often have quick tempers, lithe, short builds and question everything. When Marri is in the sky they excel in their strengths, more than making up for their loss in those areas under Hatta.

Appendix

Under Hatta
Hatta people see a benefit to their weakest stat.
Marri people see a detriment to their strongest stat.
Off worlder people see both a benefit to their weakest stat and a detriment to their strongest stat.

Under Marri
Hatta people see a detriment to their strongest stat.
Marri people see a benefit to their strongest stat.
Off worlder people see both a benefit to their strongest stat and a detriment to their weakest stat.
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13. RPG: The Eleventh Hour [Average Rating:0.00 Unranked]
RPG: The Eleventh Hour
Clark Timmins
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Heima and Heimsil

Twin childs to their parents Grotheim, Silkolf, and Toma, Heima and Heimsil are often seen in each other's company. With their green hair, bright blue eyes and sinewy bodys they both look just like their grandfather (say those who have known him). To help others distinguish between them, Heima and Heimsil each wear a necklace with their name, and their parents claim that they never even attempted to exchange them and see who would notice. The twins are amiable and charming. Between them and around close friends, they betray a wicked sense of humour, but never behave in mean ways. They are well liked.

Heimsil plots to kill her sibling and replace her with a copy of herself, without anybody noticing. She has build a secret lab to create her clone. Heimsil-9 is definitely an improvement over the previous eight, but Heimsil (the original, or "Zero", as she thinks of herself) knows she will need a couple more iterations before she reaches the refinement and cunning she is looking for. Heimsil-1 through 9 are destined to stay submerged in stasis tubes. Combined with their green hair, the light sources behind the tubes create a calm, green atmosphere in the central lab hub. Zero contemplates using 9 to help in the slaughtering of Heima. She suspects that at least one of her parents suspects her plans, but silently approves. Even if it's merely a hope, this could be a powerful ally in the future. Zero occasionally takes 7, 8, or 9 out of their tubes and chats with them. She may take out 6 again, too, but the memory of what she only refers to the "incident" has refrained her so far. She still can hear 6's snarl, and the unexpected hate in her eyes. 6 was an important step forward, but... she should probably stay in stasis. Although researching her behaviour and mentality would yield results more meaningful than analyzing the same on 7, 8, and 9, in which certain aspects are already less pronounced but still present. Zero's afraid of hitting a dead end, and getting 6 out again may be her best option to move forward.

Heima is oblivious about Heimsil's plans. To them, getting to know strangers - whether through direct interactions, or listening to stories - is the most important thing in the world. Books abound in Heima's place, and chairs to sit down and enjoy a cup of bram, and there's a lovely shrubbery to walk around and watch butterflies and share feelings and thoughts. It is, obviously, ironic that of all fellow beings, their twin Heimsil's deepest wishes should remain unknown to Heima, ever looking for better understanding of other creatures. Recently, Heima has been taught by a strange, thin birder who looked like a twig, to converse with a low magnate from the incorporeality. The experience, and the influx of new knowledge, the access to new horizons, has changed Heima more than her closest relatives would allow. Heima seems to pursue her previous routines - inviting strangers to dinner, standing among flowers apparently in long silence, reading or watching plays for hours and hours - just as before, but they are rapidly making acquaintance with a host of incorporeal personas, getting soaked in everything these beings choose to tell her, and imparting everything about corporeality to them that Heima themself has learned.

Heimsil sits in the green glow before Heimsil-6's tube, pondering. Heima sits on a stone in a red sunbeam, trading secrets between planes of existences. Their necklaces glint in the light.
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14. System: 12°
System: 12°
Clark Timmins
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Sword and Shield

Sword
Unnamed bastard sword, colloquially coined the "Slicer"

The origins of and the swordsmith who forged it remain unknown and unrecorded in its history. What is known is that Slicer's blade is made of the material fresium, a rare material produced just moments before the collapse of an otherworldly star. In and of its own, fresium contains unlimited potential energy that constantly changes state - this causes Slicer to appear differently in time and place.

One thing remains unchanged - the sword's power. These were rumoured to be said by those who have seen it:

"It's amazing! How it cut through rock and metal as if they were paper!"

"It appeared like any plain iron sword, but when it struck the creature, the sword flamed to life and glowed a fiery orange! The creature shrieked when struck..."

"Alas, I heard it was lost, cast into the Sea of Sorrows in regret."

"I wonder what would happen, if Slicer met Shade. Would the sword be stopped, or the shield broken?"

Shield
Unnamed metal shield, colloquially coined the "Shade"

At a time after Slicer's appearance, the interdimensionary council of mages decided that the sword was too powerful and its presence would bring about certain catastrophe. They gathered five of their most powerful mages, giving instruction to each and what was to be created - a nemesis to the sword. And the nemesis should never become another threat, so it was decided that a shield was the answer.

The council simply named it the Shade, a shield so strong that it opposed any weapon. In it, each of the mage imbued their powers - Strength, Wisdom, Empathy, Regeneration and Knowledge. It was to be a shield that spoke with the mind of its bearer to create a connection so powerful that nothing could penetrate it, including the sword.

Fortunately or unfortunately, the shield was also rumoured lost, although it was said to be last wielded by a moon elf warrior bearing an ancient scripture tattooed on his chest.[/q]
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Issue: Warlock's Journal (Issue 28 - Jul 2016)
Clark Timmins
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The resulting issue
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