The Alexandrian

Prospero's Dream - Tuesday Knight Games

I’ve been using Prospero’s Dream as the homebase for my Mothership open table set in the Tempest Cluster. This space station is described in A Pound of Flesh and will also be featured in the upcoming Prospero’s Dream boxed set.

Scattered throughout A Pound of Flesh are a bunch of different rumors concerning the station. Among other sources, they can be obtained by:

  • Spending 100cr at the Docks
  • Buying a drink from Sem, bartender at the Stellar Burn
  • Exchanging an O2 tank in the Doptown Slums

I wanted to incorporate these disparate rumors into the wider rumor procedures I’m using for my open table, and to do that easily I wanted to unify them into a single master rumor table for the station. I took the opportunity to add a bunch of new rumors, too.

Since this seems like the sort of thing other GMs using Prospero’s Dream might find useful, I’m sharing the full table here.

PROSPERO’S DREAM – MASTER RUMOR TABLE

d100Rumor
01-02There are strange creatures growing in the Choke. / There have been strange disappearances in Doptown, but no confirmed sighting there yet. / Officials are quietly reassuring the public that there’s no risk of anything escaping the deoxygenated zone. (Chokespawn, APOF p. 35.)
03Yandee, leader of the Golyanova Bratva, is secretly an android. (APOF, p. 8)
04Cutter, commander of the Tempest Mercenary Company, is plotting a secret coup to overthrow Yandee and her Novo Droogs as leader of the station. (APOF, p. 9)
05Ukko/Ukka is a Hunglung sympathizer. (APOF, p. 9)
06-07Imogene Kane, a O2-debtor activist, is planning an uprising. / She’s operating out of Doptown. (APOF, p. 8)
08Imogene Kane and the Hunglungs are planning to overtake the Airlock and invade the Dream. (APOF, p. 8)
09-10There’s a drug called Sycorax that makes installing cybermods a lot easier. / Sycorax requires a fruit that’s harvested from somewhere in Doptown. / Underpaid Doptownians harvest the fruit in the Burrows. (They’ll show the way there for 100cr.) (APOF, p. 23)
11Angus, the leader of the Canyonheavy data brokerage, knows everything about everyone. (APOF, p. 8)
12Brunhildh, Chief Adjudicator of the Court, keeps a pet monster in the Cells. (APOF, p. 27)
13Something called “Caliban” is infecting data terminals throughout Prospero’s Dream. (APOF, p. 6)
14The Aarnivalkea, a tree maintained by the Solarian Church, can heal any disease. (FALSE) (APOF, p. 22)
15-16Someone named Dr. Bancali is modding patients in the Choke. / He’s implanting Doptownians with artificial “gills” to help them live longer. / His lab is hidden behind the Sludge Falls that lie between Doptown and the Sink. (APOF, p. 34)
17There is a secret Farm Two in the Solarian Gardens where drugs are manufactured. (APOF, p. 22)
18Something is growing in the deeps beneath Doptown. It talks to the Doptownians in their sleep. (APOF, p. 30)
19-20Life Support 01, the sole remaining semi-functional life support system in the Choke is failing. / A repair team has recently been lost en route to Life Support 01. / The expensive (50,000cr) industrial filter of Life Support 01 needs to be replaced, which would bring it back up to full capacity. (APOF, p. 32)
21-22Life Support 02, one of the original life support systems on the station, is lost somewhere within the Sink. / If it could be found and repaired, the Choke’s air supply would be restored.
23-24Beneath Doptown lies the Sink, formerly the heart of the station, but now a half-sunken city and wasteland. / The Sink is filled with sewage and strange creatures. (APOF, p. 34)
25A giant wailing creature the Doptownians call the Wire Man stalks the Sink. (APOF, p. 34)
26The safe in Loshe’s office contains plans for an experimental Jump-6 drive. (APOF, p. 11)
27The robotic limbs in the Dock repair bays are glitching, causing long delays. (APOF, p. 10)
28The Q-teams at the Docks are secretly kidnapping new arrivals. (FALSE) (APOF, p. 11)
29The disinfectants supposedly used by the Q-Teams at the Docks are just cover story for implanting nanotech trackers on everyone who comes aboard the station. (FALSE) (APOF, p. 11)
30Indyl, who runs the Ecstasy in the Stellar Burn, has a poison tongue. (APOF, p.12)
31-32The Seraphs of Virtue, who work as bodyguards for Indyl in the Ecstasy at the Stellar Burn, are highly skilled assassins. / They can be hired for 2mcr per target. (APOF, p. 12)
33Zhenya, the holographic assistant at the Chop Shop, has been appearing in Slickworlds. (FALSE) (APOF p. 14 and 21)
34-35The Babushka at the Chop Shop owes Yandee a huge monetary debt. (TRUE) / The Babushka’s debt is due to her addiction to holopet collecting. (FALSE)
36The stock of reaped cybermods at the Chop Shop has recently been refreshed. (APOF, p. 15)
37If you have slickskills from the Ice Box installed, make sure to get the latest upgrades installed. The older versions have glitches. (APOF, p. 21)
38Beware Vox Box scammers: Those with the skillslick installed can record and then mimic other people’s voices. (APOF, p. 21)
39The Evangelical Solarian Church is planning a solar astrological survey of nearby systems to prepare a new solar pilgrimage route. (APOF, p. 22)
40If you see someone with a sunspot (a bindi burned into their forehead), they’re a member of the Solarian Church. (APOF, p. 22)
41Ukko/Ukka, leader of the Solarian Church, leads a holy Solarian ceremony at the Altar of Dawn at “dawn” (0600 hrs), “high sun” (1200 hrs), and “sundown” (1800 hrs). The curious are always welcome.
42-43The Solarians have a lot more money than tithing from the faithful would explain. / They’re drug manufacturers, working for Yandee.
44Teamsters Local 32819L is a powerful shipping union… but only because they smuggle drugs for the Golyanova Bratva. / If you can get in good with Reidmar, the leader of the union, there’s a lot of money to be made. (APOF, p. 9)
45The Solarians have quietly sent out feelers. They’re looking for qualified chemist. (They’re looking to hire people to work in the drug labs of Farm Two.) (APOF, p. 22)
46The Aarnivalkea is a giant tree, the first to be grown n the sunspheres of Prospero’s Dream. It’s said the roots go down four storeys. (APOF, p. 22)
47The Aarnivalkea, the giant tree that’s a holy site for Solarians, bears fruit. The gardener monks harvest the fruit, but no one knows what they do with it. (APOF, p. 22)
48-49Prospero’s Dream is known for its exotic drugs. / You’ll find them in the Sun Market. (APOF, p. 22)
50You can win big cash prizes competing in e-sports at the Battlestations in the CANYONHEAVY.market. / Buying a seat will cost you beaucoup creds, though. (APOF, p. 24)
51You can become an Advocate for trial by combat at the Courts. Build a rep and earn a lot of creds from the desperate. Or take public defender gigs for 5kcr. (APOF, p. 26)
52Someone (Ukko/Ukka) is paying extra creds to sponsor advocates for O2 debtors in the Courts. (APOF, p. 26)
53Have you seen the pit creatures at the Courts? My favorite are the diamond dogs. (APOF, p. 27)
54There are a lot more than just troops hidden in the Tempest Mercenary Company HQ. They’ve got a whole R&D department hidden in there, researching God knows what. (APOF, p. 28)
55The Tempest Mercenary Company is always hiring new recruits. If you survive, I’ve heard the higher ranks can earn a lot of money. (APOF, p. 28)
56I heard a bunch of Tempest mercenaries on an outer hull patrol got blasted off. Their corpses are still orbiting the station and you can hear ‘em bump against the bulkheads. (APOF, p. 29)
57When KAS pulled out and abandoned the Sink, rumor has it that a bunch of their old labs were never properly cleaned out. There’ s a ton of valuable xenoarchaeological artifacts still to be found down there.
58My cousin was stuck in the Choke until I paid his O2 debt. / He told me he saw terrible things down there, like pulsating sacks of flesh stuck to the walls. (APOF, p. 30)
59Pay your O2 taxes. Banishment to Doptown is as good as a death sentence. (APOF, p. 30)
60The Airlock (APOF, p. 30) is a lie. There are old maintenance tunnels, drainage pipes, and ventilation shafts that connect the Choke to everywhere else on the station. (APOF, p. 35)
61Prospero’s Dream was originally built by aliens. They still live down in the Sink (APOF, p. 34), using the Doptowners for experiments and probing. (FALSE)
62Mama’s Game is the best Mahjong club on the station, but there’s no androids allowed. (APOF, p. 42)
63Yandee’s Penthouse is guarded by at least twenty armored troopers. (APOF, p. 43)
64CANYONHEAVY is the premiere data brokerage firm in the Cluster. / They can also be hired for espionage work. (APOF, p. 24)
65Reidmar is the union leader of Teamster Local 32819L. (APOF, p. 8) / His daughter, Trieu, owns a ship called the Conquer All. / They’re fixing it up together. (APOF, p. 11)
66There’s a heavily secured hangar bay in the Docks that only Reidmar and his personal retinue are allowed to enter. (APOF, p. 10)
67Union meetings for the Teamsters Local 32819L are held in the offices of Loshe, the dockmaster. (APOF, p. 8 and 10)
68Brunhildh, Chief Adjudicator of the Courts, is a retired bounty hunter. (APOF, p. 9)
69Brunhildh, Chief Adjudicator of the Courts, is Yandee’s right hand. (TRUE) / But it’s said that she wants to overthrow her boss and take control of the bratva. (FALSE) (APOF, p. 8-9)
70The Hunglungs are a telepathic hivemind. (FALSE) (APOF, p. 6)
71Race Cutter, commander of the Tempest Mercenary Company, may be station-bound now, but he cut his teeth as a privateer. (APOF, p. 8)
72Race Cutter, commander of the Tempest Mercenary Company, is known to frequent the Ecstasy. (APOF, p. 12)
73The secret Shinken-Ri Dojo can train in the secret martial arts of the God’s Fist. (APOF, p. 43)
74There is a warp core vault located below the Docks. (APOF, p. 10)
75Meat is surprisingly cheap on Prospero’s Dream. / Because of the Slaughterfactory, a massive biological tissue cloning and meat processing plant. (APOF, p. 43)
76-80Roll on the Ships Currently Docked table (APOF, p .11).
81-00Roll on the Prospero’s Dream Crisis Rumors table.

Note: Some rumors are divided into parts using one or more /’s. Additional parts develop the rumor in more detail. You may choose to give the full rumor, or the additional parts might be rewarded for investigating the rumor, over time (as events develop), or as the result of rolling the rumor a second time.

PROSPERO’S DREAM – CRISIS RUMORS

d10Rumor
01-03Outbreak Rumor
04-06Strike Rumor
07-09Unrest Rumor
10Roll random Headline* and generate a rumor.

*See Open Table Headlines for more details.

In A Pound of Flesh, there are three Crises currently happening on Prospero’s Dream. Each Crisis is divided into three phases, during which various events are happening and locations are being altered. These rumors are designed to point the PCs towards where the weird/interesting stuff is happening.

Arranging these rumors into a random table, however, is difficult, since the situation on the station is constantly evolving. (This is particularly true in my campaign, as I’ve separated the Crises and have them advancing independently of each other.) Therefore, you can roll on the table above to determine which Crisis the rumor belongs to and then select a rumor from the appropriate phase for that crisis.

Note: In your campaign, you’ll know what the current status of each Crisis is and could stock and update a rumor table with only those rumors that are currently relevant.

OUTBREAK RUMORS

  • [Outbreak 1] There’s a strange girl who keeps showing up in the Slickworlds in the Ice Box (APOF, p. 200. / She says her name is Ariel.
  • [Outbreak 1] Several Slickbay users have gone catatonic. / Some have awoken, describing a cryhing girl who calls herself Ariel.
  • [Outbreak 1] The plague is coming through the air filters from The Choke.
  • [Outbreak 1] There’s going to be a mass execution of infected prisoners at the Courts.
  • [Outbreak 2] Strange images of a laughing man (Dr. Bancali) flash on terminals across the station.
  • [Outbreak 2] Gilled Hunglungs are suffering severe mutations. / They’re the source of the plague. / They’re desperate to have the modification removed and the Chop Shop is overwhelmed.
  • [Outbreak 2] The Ice Box slickworlds have been shut down. Something has gone seriously wrong with them. / All the slickworlds merged into a single bleak wasteland ruled by a demon named Caliban.
  • [Outbreak 2] I saw a huge, fleshy mouth open in the bulkhead.
  • [Outbreak 2] The Hunglungs have bred monsters and released them into the station. (FALSE)
  • [Outbreak 3] Report of the latest location to be taken over by Caliban. (APOF, p. 7)
  • [Outbreak 3] CANYONHEAVY.market has been shut down. The doors are being welded shut.
  • [Outbreak 3] Everyone in DOPTOWN has asphyxiated.

STRIKE RUMORS

  • [Strike 1] Ships operated by the Teamster Local 32819L have been missing their docking dates.
  • [Strike 1] (INSERT FACTION) is responsible for the missing ships! (FALSE)
  • [Strike 1] The Stratemeyer Syndicate has claimed responsibility for the missing ships. They’re demanding a 30mcr ransom payment.
  • [Strike 1] Negotiations between Yandee and Reidmar have broken down. Rumor is the Teamsters are planning to go on strike.
  • [Strike 1] Teamsters are offering a 2mcr bounty for the return of the teamsters being held hostage.
  • [Strike 2] Tempest Mercenaries are planning to assassinate Reidmar and disband the union.
  • [Strike 2] The Golyanova Bratva is recruiting scab ships willing to cross the teamsters’ picket line and get trade flowing again.
  • [Stirke 2] Fuel prices have spiked as a result of the strike.
  • [Strike 2] The Life Support modules are being shut down from lack of supplies due to the strike. The whole station is going to turn into Doptown! (FALSE)
  • [Strike 2] Teamsters are subject to mass arrests. The holding cells at the Courts are overflowing.
  • [Strike/Unrest 3] The Tempest Mercenary HQ is in total lockdown. No one in or out.

UNREST RUMORS

  • [Unrest 1] It would take 50.4bcr to pay off the O2 debt of everyone currently living in the Choke.
  • [Unrest 1] Report of the most recent bombing. (APOF, p. 7)
  • [Unrest 1] A Hunglung wants to recruit you to join the revolution.
  • [Unrest 1] Identified Hunglungs are being snuck off station somehow. / Someone must be bankrolling the operation. (It’s the Solarian Church.)
  • [Unrest 2] The Solarian Church was working with the Hunglungs! / Tempest Mercenaries have laid siege to the Farm.
  • [Unrest 2] Yandee has ordered the Airlock to be sealed. The entire Choke is now under Quarantine.
  • [Unrest 2] Yandee has ordered all O2 debts to be doubled.
  • [Strike/Unrest 3] The Tempest Mercenary HQ is in total lockdown. No one in or out.
  • [Unrest 3] The Airlock has fallen!

Updates from Patreon

November 4th, 2026

Patreon

Patreon is forcing some big changes to the Alexandrian.

I started using Patreon all the way back in 2014. Since then, all of my patrons have transformed the site and made everything at the Alexandrian possible. It’s literally impossible for me to express my eternal gratitude to you.

Since the beginning, I’ve used a per-creation option where my patrons support each creative post I make: I think this is fair and it’s also a great way to keep me motivated in creating and sharing new work. This also originally featured micro-payments, where backers could choose to pay as little as 10 cents per post, coming together collectively support the things that we loved.

Patreon eventually removed that option, but I’ve continued using the per-creation options while patrons were able to set caps to control how much support they were comfortable giving each month.

Now, after 12 years, Patreon is removing the per-creation option. Going forward, only monthly or yearly subscriptions will be possible.

I would like to be able to tell you more about what this means. Unfortunately, despite promising for months to provide a coordinator who would work with me during the transition, Patreon has completely failed to do so. They’ve also simply stopped replying to support messages.

Here’s what I know:

  • The Alexandrian “will be switched to subscription billing in November.”
  • At some point during November, a switch will be thrown and the Alexandrian will transition to monthly billing.
  • I will then need to “confirm the new tier prices” to “resume billing.”
  • All existing patrons will then be billed December 1st. Future patrons will be charged on whatever day of the month they originally subscribed.

Here’s what I don’t know, because Patreon won’t tell me:

  • Will November creations still be charged per-creation? If so, for the whole month? Or only up to the point where the switch is thrown?
  • Although creators were told they would be able to consult on the new subscription tiers (since monthly tiers and per-post tiers would obviously be completely different), this has not happened. All I know is that the new tiers are being automatically generated.
  • I don’t know if “confirm the new tier prices” will give me any ability to review or revise those tiers.
  • Patreon has promised that no patron will be charged more than they’re currently paying per month.

My hope had been that this post would be able to lay out a clear vision for the future of the Alexandrian and Patreon. Unfortunately, Patreon has made that impossible. All I can promise is that as soon as I know more about what this transition will look like and what the new tiers (and their rewards) will be, I’ll communicate that ASAP.

To be perfectly honest, I’m stressed out of my mind by this. Patreon is how I make my mortgage payment each month. If Patreon screws this up (as seems quite plausible given their broken promises and lack of communication) and patronage collapses, I and my family could be in a lot of trouble.

At the moment, all I can say is that I appreciate your support and I will do everything in my power to make this transition as smooth as possible for all of you. If all goes well, I’m hoping that the Alexandrian will continue chugging along and we’ll barely even notice this transition.

You’ll be hearing more from me later this month as I get more information.

Thank you.

Demon City Shinjuku: Roleplaying Game and Resource Book (Guardians of Order)

Originally Published in Pyramid Magazine – September 15th, 2000

In 1988 the anime feature film Makai Toshi Shinjuku was released in Japan. Based on a novel by Hideyuki Kikuchi (the Japanese SF/Horror author), Shinjuku told the story of Kyoya, a young student of the mystic combat art of Nempo.

Ten years before the film begins, Kyoya’s father (a Nempo master himself) attempted to prevent Levih Rah (a Nempo master who had turned to evil) from summoning demonic powers to conquer the Earth. He died in the attempt, but not before he disrupted Levih Rah’s spell. Instead of conquering all of humanity in a single blow, Rah is only able to summon his demonic horde to a localized area: the Shinjuku district of downtown Tokyo. A massive earthquake wreaks devastation across dozens of city blocks, and Rah begins to prepare for the day when his dreams of conquest will reach true fruition. Now, a decade later, Kyoya must venture into this modern city of the damned, and finish what his father started…

Several years after the film’s original release, Central Park Media translated it into English as Demon City Shinjuku. In America, as in Japan before it, Shinjuku quickly became a classic of both its medium and genre. And now, twelve years later, Guardians of Order has presented us with the Demon City Shinjuku Roleplaying Game and Resource Book.

Demon City Shinjuku is not the first, nor will it be the last, of GoO’s licensed anime games (it was preceded by Sailor Moon and Dominion: Tank Police, and has been followed by Tenchi Muyo!). Like these other games, Demon City Shinjuku uses the Tri-Stat System which first appeared in the critically acclaimed Big Eyes, Small Mouth.

Action resolution is handled in a fairly standard and straight-forward manner: A roll of 2d6 is modified by a difficulty and compared to the appropriate Stat or Skill. Combat uses the same basic mechanic to determine the relative effectiveness of attack and defense. Damage is determined through the combination of a secondary attribute and the weapon’s damage rating. One nice touch throughout the game are two simple flowcharts (one for combat and one for character creation) which clearly and concisely summarize the rules for easy reference during gameplay.

Character creation is based primarily on three things: Three character Stats (Body, Mind, and Soul – hence the name “Tri-Stat”), Character Attributes, and Skills. Each of these systems is point-based, with fairly broad and open-ended definitions. For example, your character might have a Level 3 in Massive Damage – allowing you increase your damage in combat by 15 points because you know precisely where to land a blow to cause the maximum possible amount of damage. However, precisely how your character knows how to land such a blow is left open-ended – they might have trained in the martial arts; or perhaps they receive mystic insight into where to place each strike.

This system is mechanically very precise while, simultaneously, modeling a wide variety of phenomena in the Demon City Shinjuku universe in a simple and easy-to-use manner. In addition, a great amount of care has been taken so that the elements of the game system will interact in exactly the manner shown in the movie – if doing X and Y in the movie allowed a character to achieve Z, then doing X and Y with the game system will also result in Z.

As impressive as the system is, though, the Demon City Shinjuku Roleplaying Game really begins to shine when we reach the second part of its title: Resource Book.

In addition to simply presenting a roleplaying game for their licensed products, Guardians of Order also present their books as generic resources for fans of the source material. In addition to creating a higher potential for the development of a crossover market of anime fans interested in purchasing the book, this also lends to the book a true depth of source material which is often lacking in licensed products. Instead of simply covering the material found in the movie, GoO has taken the next logical step of supporting the movie with a wide variety of supporting details – exactly the type of details which a GM craves when running an adventure.

While doing this, however, they have very carefully not imposed a vision of Demon City Shinjuku beyond the confines of the movie. Instead they have presented a wide-open toolbox with which a GM can create their own version of the Demon City Shinjuku universe. By doing so they don’t lock the property into their own vision of “how things are supposed to be,” instead opening it up to a multitude of visions limited only by the extent of your own imagination and desire. Want a campaign where Shinjuku was only one of many cities struck by Levih Rah’s spell? You’ll find support for it here. Want a campaign set in the years between Levih Rah’s spell and Kyoya’s success? You’ll find support for it here. Want a campaign where Kyoya failed? You’ll find support for it here. And so forth.

Moving beyond this toolbox, they have provided a wealth of real world information on Japan and Tokyo. This is, essentially, the foundation on which the movie is built – and by stripping away the surface of the movie, and revealing the pylons on which it was constructed, GoO is giving you the same firm base with which to build your own campaign.

By doing this, GoO has proven – once again – that they are capable of looking at things with the eye of a master game designer: Finding the basic elements which make up an experience, and laying them bare for you to use in the easiest fashion possible. The result is a high quality product which is, above all else, useful as a gaming resource.

So, at the end of the day, what is Demon City Shinjuku? It’s a tried and proven rule system which has been expertly adapted into a near perfect adaptation of a licensed property. It’s a property which is, in turn, rich with gaming opportunities — demons on the loose in a mystic post-Armageddon setting with gothic horror themes. It’s presented in a dynamic and open-ended fashion – remaining true to the source material, while simultaneously facilitating a diverse set of visions.

It is, in one hundred and fifty pages, a rich and worthy addition to your library of gaming experiences.

Style: 5
Substance: 5

Writers: David L. Pulver (with Mark C. MacKinnon, Jeff Mackintosh, Karen A. McLarney)
Publisher: Guardians of Order
Price: $19.95
Page Count: 150
ISBN: 0-9682431-9-3
Product Code: 05-001

This review, at long last, concludes the archiving of my older reviews from Pyramid Magazine, Games Unplugged, RPGNet, and others. (One final review, of Gary Gygax’s Lejendary Adventure: Lejend Master’s Lore, unfortunately seems to have been lost to the mists of time. I know it appeared in the June 1st, 2000 Games Unplugged webzine, but I’ve somehow lost the original digital file and the published version wasn’t archived.)

It’s been interesting looking back at where both I and the RPG hobby were at the turn of the millennium. I’ve been reminded of a few old favorites and been inspired in new ways by old “friends.” But I’m also glad this particular project has reached its conclusion. It’s surprisingly time-consuming to do the archival work of reclaiming, reediting, and commenting. (Which is, of course, why it’s taken more than a decade to finish archiving all 200+ reviews.)

Pyramid Review – Diomin

October 30th, 2026

Diomin - Otherworld Creations

The artwork ranges from mediocre to terrible. The pages seem to overflow with wasted white space. There’s a lack of depth to the material. They neglected to put a price on the cover. The soy-based ink their printer used smears at the slightest provocation, leaving your fingers an inky mess. The prose occasionally slips from one tense to another – the bane of the amateur. The maps are of poor quality and reproduced in a manner which makes them nearly impossible to read. The tagline of the game is a needless, second rate rip-off of Talislanta.

It is a litany of faults which first assaults your senses as you take a look at Diomin – but if you let them cloud our judgment, you’ll be missing out on some of the golden material which is hiding underneath its somewhat rough exterior.

So, grit your teeth just a little bit, and come along with me into the world of Diomin…

COSMOLOGY

Diomin opens with a discussion of the cosmology and primal, mythological history of the book. At first glance you may feel your jaw starting to tighten even more, but I suggest you unclench: Although it firmly maintains the feel of a traditional fantasy pantheon, there’s some fascinating material here.

Basically, the creation mythos of Diomin works like this: The One looked out upon the Void and felt alone. And so he created the world, and peopled it with servants who would accompany him. The gods lived with the One in the Divine Realm. But, of course, not all would go well with his creations: Some of them discovered another realm, the Spirit Realm, and sought to understand its secrets. After long debate, the One finally yielded to their wishes and created a passage between the Divine and Spirit Realms: The Physical or Mortal Realm. What they discovered is that a spirit contains tremendous power – and some of them became addicted to that power, and consumed souls whole to grasp it. With inevitability, wars followed.

All of this gives rise to a really great pantheon: The Warriors of the Light serve the One. The Lords of Darkness serve Cedron, the Liberator. And the Children of the Vineyard serve none but themselves. Each god has a vibrant existence, with a fully developed role and presence within the greater cosmology.

What makes this work is the successful wedding of two worlds: Savage has taken the mythology surrounding Christianity, given it a couple of unique twists, and then jacked up the pantheist elements by several notches. The result is a tapestry providing a rich setting from which to build a world.

RACES

When the conflict between the Divine Children had come to an end, the Lords of Darkness withdrew beneath the earth with those who had followed them, while the Warriors of the Light stayed to tend their flock of mortal followers. In both cases, the care of the gods (whether nefarious or beneficent) reshaped some of the mortal stock into new forms.

The Arak were the original race of Diomin and the Mortal Realm. They are tall and blue-skinned, with red eyes and black hair. They are a proud, barbaric people (very Howard-esque) who look down upon the “Seconds.” Five of the Arak clans remain intact, the rest were changed by the gods:

The Gnolaum were taken to the lands of the East, where they learned strange mystic arts which extended the span of their lives and turned them into a fair and beautiful people. When their race became corrupted, those who remained loyal to the Warriors of the Light were forced to flee back across the sea to Diomin.

There are two human races on Diomin: The Tirasim and the Zeredites – their history is locked together.

Finally, there are the Gadianti – strange, cat-like creatures who were corrupted by the Lords of Darkness and now are the bane of all civilized existence.

In recent years another race has appeared, apparently not of Arak stock – although their true origins remain unknown: The Hearthrom are living statues.

What’s really nice about this is that Diomin manages to capture the feel of the traditional/Tolkienesque fantasy races used by D&D and its brethren (elves, dwarves, and halflings) without actually using those races (or pale rip-offs of them). This is a major strength for the product (which is, unfortunately, buried somewhat behind the lame derivative of Talislanta’s “Still no elves” in Diomin’s backcover text of “Elves? We don’t need no stinkin’ elves…” and “Who needs elves?”).

Indeed, it can be said that the races are the showcase on which the value of this product rests (with some major assists from the cosmology and a minor assist from the classes): They are presented with a wealth of detail, and are easily appreciated as fully developed cultures.

An unfortunate fault in an otherwise excellent section is the lack of the coverage of the half-Arak races (which are explicitly mentioned in the text) in the rules, and the lack of coverage for any of the other possible racial combinations.

CLASSES

Diomin performs some simple modifications on a couple of classes to give them a unique flavor and presence within the game world – and it works quite well. It also introduces a new class, the Shaman, which works with spirits – this is also well done.

A SECOND LITANY

It is rather unfortunate that a product which is labeled a Worldbook is, essentially, completely lacking in actual world information: Geography is not detailed. Nations are not detailed. Cities are not detailed. These are all left ciphers upon the nearly illegible maps located at the back of the book. In a book with a low page count, massive sidebars, and a layout which promiscuously wastes space as if it were going of fashion this is simply inexcusable.

For example, in one of the most insulting bits, the solar-based calendars which are used by most of the races on Diomin is explained in one sidebar. At the end of the explanation, we are told that the Arak use a lunar-based calendar. This lunar-based calendar is not described in the text – despite the fact that if you move your eyes from the page on which the solar-based calendar is detailed across to the facing page, you see a gaping, empty sidebar which, of course, could have been filled with just that detail.

Furthermore, the maps themselves – from what can be made out on them – are far too simplistic: Even if this world had been described, it would not be as impressive as the stuff from which it was getting made. The Arak have a nation. The two human races each have a nation. The Gnolaum have a nation. The Gadianti have a nation. And the Hearthrom have a nation. And the world itself is incredibly tiny: Although the maps lack a legend, you can extrapolate from a travel time given in the text and reach the conclusion that no point in the world is more than ten days distant from any other point.

And never, ever describe something in a fantasy world by saying “it’s just like the FBI” – especially when you’re wrong, and it’s not “just like the FBI.”

As I noted, all of this would be more forgivable except for the fact that the product also wastes space: Not just in layout, but in content decisions. How did the authors convince themselves that they didn’t need to include a single monster (once you’ve eliminated elves and dwarves, why would you bring in orcs and goblins?), but did need to include a 30+ page adventure in a 112 page book? An adventure which is nothing more than a “hired in a bar” yawner? An adventure which uses seven pages for random encounter tables? (Random encounter tables, note, which a more sensible lay-out could have gotten onto a single page.)

I just don’t get it.

IN CONCLUSION…

As I mentioned above, there are three areas where Diomin shines: The cosmology (primal myth and gods); the races; and the information regarding classes.

I suspect that, if it had been included, the bestiary would have been equally impressive. And it was possible that, despite the simplistic maps, the world itself could have had potential. Tragically, we don’t know if this is true or not.

However, I will give this cautious recommendation: The tool-set found in Diomin is extremely rich, and could easily serve as the foundation of a truly excellent, and uniquely different, fantasy world. But Diomin itself misses the target substantially, and squanders its potential.

This doesn’t mean, however, that you must squander it. Or waste it. Although the cover charge is a bit steep here, I would say that it wouldn’t necessarily be a bad idea to pick up Diomin and then using the building blocks it presents to build your own fantasy world. Or just use it to construct a “land beyond the seas” for your existing fantasy world – a region with unique flavor, utterly different than the realms with which your players are already familiar.

Give it some thought.

Writers: R. Hyrum Savage, Chad Cunningham, Christopher T. Miller
Publisher: OtherWorld Creations
Price: $19.95
Page Count: 112
ISBN: 0-9705312-0-6
Product Code: OWC1001

This review was originally written for Pyramid Magazine back in 2000, but was never published. Unlike similar reviews, however, I apparently never found a new home for this one and it has instead lurked unread and unloved on my hard drive for the past quarter century.

It’s interesting reading my critiques of the Diomin‘s shortcomings. They’re certainly true, but overall I’ve generally had a fond impression of the book whenever I’ve noticed it on my shelf. On the other hand, I’ve also never actually used it for anything. For better or worse, there’s always been a faint whiff of Fantasy Heartbreaker around Diomin for me. (But that idea of using it as a “land beyond the seas” is really intriguing.)

Tilaxic (Spineseeker) - The Book of Fiends (Green Ronin)

And the Dukes of Chaos raised up the least among their servants and they were the most plentiful of their servants and the formless among many and riven of all nature.

This scroll describes, in brief, the Elder Brood – a myriad horde of “creatures born of chaos” who are the “least among the servitors of the Galchutt”. Names like akop, bulugon, nyogoth, obaan, and the like are listed.

But the scroll then settles into a particular subset of lore describing one creature from amongst the Elder Brood: The Spineseekers known as Tilaxic.

Tilaxic possess the body of a snake covered with the chitin of a scorpion. Hundreds of spiky legs jut out form their lithe forms, and their bellies are marked with three suckered and befanged mouths. Wriggling, tentacled arms and insectoid wings rise from the creature’s sides and back.

Tilaxic will swarm over the backs of their victims, suctioning their mouths lamprey-like over the spinal column and sending tendrils piercing into the flesh. A tilaxic which successfully parasites itself to a host will take control of its motor functions from the neck down, while slowly sucking the vitality and life from them.

SUMMONING RITUAL

The book also describes the particular details of the summoning ritual necessary to call forth a tilaxic from “the teeming mass of the Elder Brood”.

A summon fiend spell can be used to temporarily call forth a tilaxic, but the rituals described also allow one to use 1,000 gp of material components and cast the spell using a 6th-level spell slot to bring forth the tilaxic full-bodied.

THE TILAXIC’S CAGE

However, caution is also given that tilaxics are inherently untrustworthy creatures. Those who attempt to turn them against their foes are just as likely to find the tilaxic turn against them.

“And thus cages were crafted for the treacherous brood-spawn, and their purposes turned to those who would harvest for the Lords of Chaos…”

Tilaxic’s Cage: A small glass box in which arcane symbols of gold have been suspended. One side is hinged, allowing a tilaxic to be sealed within. The cage places the tilaxic in a state of suspended animation (similar to a hold monster spell cast by a 9th-level wizard). When the cage is activated it can either be opened immediately, within 1d4 rounds, or within 1d4 minutes (depending on which rune are touched on the cage). When the cage opens, the tilaxic is released.

Market Price: 1,500 gp
Weight: 4 lbs.

DESIGN NOTES

I created the name Tilaxic to fit in with the rest of the Elder Brood, but this creature is a Spineseeker, once again from The Book of Fiends.

You can see an example of the intended use of the Books of the Elder Brood in Running the Campaign: Inserting Bangs, where a tilaxic was sent by the chaos cultists as an assassin in my Ptolus campaign. The Elder Brood is a tool used by the cultists, and if the PCs could discover these volumes of lore before the cultists used them, then they might be able to glean important advantages. (Or perhaps even learn how to turn the Elder Brood against the cultists.)

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