You know him from The Pinky Guard and When Society Collapsed, now Luke Humphris is releasing an amazing new RPG: When Society Collapsed – Dam Nation.
Luke joins Justin to share their best GM tips in the first episode of a new video series!
You know him from The Pinky Guard and When Society Collapsed, now Luke Humphris is releasing an amazing new RPG: When Society Collapsed – Dam Nation.
Luke joins Justin to share their best GM tips in the first episode of a new video series!
The pages of this volume are filled with disturbing and highly detailed diagrams of the most horrible physical deformities and mutations. A closer reading quickly reveals that these deformities – referred to as “the touch of the ebon hand” – are venerated by the writers as the living personification of chaos incarnate. Particularly prized are those functional mutations – an extra eye or oversized arms, for example.
The rest of the book describes horrid rites which make it clear that the Brotherhood of the Ebon Hand not only idolizes deformity and mutation, but seek to inflict it and spread it as well: Ritual scarring. Magical alteration. Alchemical experimentation. Chaositech-induced mutation.
Members of the cult have no distinctive garb, but they usually bear the symbol of a black hand in some form: A tattoo. A charm. A small embroidery on their clothes. Or so forth. Of course, most of them are also marked by their mutations.
BLESSINGS OF MUTATION
Blessing of Mutation
Transmutation [Chaotic]
Level: Clr 5
Components: V, S, M, DF
Casting Time: Standard action
Range: Touch
Target: One living creature
Duration: Instantaneous
Saving Throw: Fortitude negates
Spell Resistance: YesThe target gains the minor mutation template (see Chaositech, Chapter 4). These mutations manifest over a period of 1d2+1 weeks. If this spell is cast every other day during thatperiod, the mutation template becomes moderate. If the spell is cast every day during the period, use the major mutation template.
A target gaining the minor mutation template reduces his experience point total to halfway between his current level and the previous level. He does not gain a new level again until he actually reaches a total that would qualify him for the next level. Thus, if the target is 6th level, his experience point total becomes 12,500 (but his level remains unchanged). He does not gain another level (7th) until he reaches 21,000 XP. A target gaining the moderate mutation template reduces his experience point total to midway between his previous level and the level before that. A target gaining the major mutation template reduces his total to the midpoint between the levels two and three levels below his current one. Characters whose experience point totals fall to zero in this fashion drop into a coma for 1d2 weeks. They awaken with no template but a permanent mutation drawback (see Chapter Four).
This spell does not work on targets that are already mutants.
Material Component: 1,000 gp worth of various chemicals and mixtures, requiring an Alchemy check (DC 20) to concoct. Failure indicates that the chemicals are wasted and ruined.
DESIGN NOTES
Some material on this page is covered by the Open Gaming License.
In the version of this lorebook that I gave to my players, I also attached the entirety of Chapter 4: Blessed Mutation from the Chaositech sourcebook. I won’t reproduce that here for obvi0ous legal reasons, but this is an example of how you can use lorebooks to introduce new mechanical elements to the game. I love pulling material from sourcebooks and packaging it as a lorebook reward for the players. Sometimes this will result in the players engaging deeply with the new material, but even when they don’t, I’ve found that they nevertheless get excited by the material.
Where’s the dwarven beef?
Review Originally Published October 9th, 2001
Azadmere is a HârnWorld supplement, containing four Encyclopedia Hârnica articles: Azadmere (10 pages), Khuzdul (4 pages), Habe (6 pages), and Zerhun (10 pages). It also includes full-page Player Maps (black and white, unlabelled) and Common Maps (full-color, labelled) for Azadmere (the kingdom), Habe, Zerhun, and Azadmere (the town).
AZADMERE
The titular subject of the supplement, the article on Azadmere devotes one page to discussing the history, government, economics, and religion of the Kingdom of Azadmere. In short: Azadmere is ancient, predating human civilization on Hârn by several millennia. When the first humans (the Jarin) reached Hârn, a symbiotic relationship grew up between the two cultures – with the dwarves increasingly focusing on their mining and craft, while the humans farmed the surrounding land for food. Eventually some human families were adopted into the dwarven clan structure. This caused some problems, however, because the original city of Azadmere was forbidden to humans. To solve this, the Outer City was constructed outside of the mountain (while the original city, within the mountain, became known as the Inner City).
Following this extremely brief summary (figure it out – if less than a page is spent in the book itself on this material, there can’t be that much information left out of my summary of the summary) we are given a full page map of the Outer City. The next two pages give a key for every single building in the outer city (naturally, almost all of these descriptions are extremely brief).
From there we get an even briefer look at the Inner City: Four pages of maps reveal the three primary levels of the Inner City (in relation to the Outer City and with detailed maps of Levels 1 and 2). The description of these maps is summarily squeezed into a single page, leaving room for a one page chart showing the clans of Azadmere and their primary assets.
And that’s it.
All right, I’ll be totally up front with you: My primary reason for buying the book was for the dwarven city. I’ve got a major dwarven city adventure looming on the horizon in my campaign, and so I went looking for extant dwarven city resources to draw upon.
But I’ve got to believe that I would be underwhelmed by this even if it hadn’t been my primary interest in the book.
I mean, the maps are fantastic. No doubt about it. Not only are they gorgeous in the execution, the Outer and Inner Cities are just plain well-designed from the look of it: They make sense, as so many fantasy cities do not.
But I have to admit that I want more description: I want to know what these rooms on the map look like. I want to know more about the people who live here. I want to know more about the politics. I want to know—
You know what? I just want to know more, period. And it’s not that “wow, you’ve told me so much and I’m still hungry for more” feeling (which is a great feeling) – it’s that “uh, did you forget to print something?” feeling (which is a bad feeling).
KHUZDUL
The four page Khuzdul article which follows the Azadmere article didn’t do much to alleviate my trepidations. Again, we are given the lightest coverage seemingly possible for dwarven history, culture, religion, and economics (and at least some of this is repeated from the Azadmere article).
To put this in perspective: The article on the Khuzdul in the Harndex (one of the books which comes as part of the second edition of HârnWorld) is nearly a page long. I would guess that the amount of information has only been expanded by approximately a factor of 5. Maybe.
Actually, the Khuzdul article as it stands in this book would make more sense as the Harndex entry. Or, at best, the outline for a Khuzdul supplement.
HABE & ZERHUN
The last two articles in the book are slightly better. Zerhun, in particular, seems to give a fairly complete picture of its subject matter (a dwarven fort guarding the southern reaches of the kingdom). But this actually serves as a major tip-off to the larger problems this supplement faces: If you need 10 pages to adequately describe a fort and the small town which supports it, what on earth makes you believe that 10 pages will be adequate to describe an entire dwarven city (which is 30 times larger in population alone)?
Habe is a small town, the oldest Jarin settlement in Azadmere. This article is still a little lighter than it probably should be, but doesn’t fare too badly. The maps of the keep in Habe, in particular, are a valuable resource. The maps of the Inn, in my opinion, less so.
CONCLUSION
The problem Azadmere has as a supplement can be summed up simply:
Where’s the dwarven beef?
If this book did nothing except describe the dwarven city of Azadmere, it could most likely do justice to its subject of choice. Similarly, if this book did nothing except describe dwarven culture and history, it could almost certainly do justice to its subject of choice.
Instead, Azadmere chooses to spread its focus too wide – and ends up failing to do justice to any of the material it chooses to present.
What’s in the book is of high quality. But the book remains deeply flawed because of what isn’t to be found here.
I, for one, am disappointed.
Style: 3
Substance: 3
Author: N.R. Crossby, Tom Dalgliesh, and Edwin King
Publisher: Columbia Games, Inc.
Line: Hârn
Price: $15.98
ISBN: 0-920711-09-X
Product Code: 5004
Pages: 40
Does, “Where’s the beef?” still have any cultural cachet?
I was, in fact, hunting for a great dwarven city supplement that I could plug into my ongoing D&D 3rd Edition campaign. Azadmere was not, as I recall, my only disappointment. (I believe there was also a Moria supplement I sampled and rejected, among others.) If I could go back in time and offer a guiding light to my younger self, I’d point him in the direction of DL4: Dragons of Desolation by Tracy Hickman and Michael Dobson, which includes an incredible set of dwarven city geomorphs.
Looking back, I’m realizing that my younger self had, in fact, read that module, but only in a used copy of the DLC1 reprint collection which, vitally, was missing all the geomorphs.
For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

What appears, at first, to be a copy of the Book of Athor is nothing of the sort: The pages inside are covered with scrawled diagrams and heretical desecrations of the Nine Gods.
A closer reading reveals this to be a cult manual for the “Brotherhood of the Blooded Knife”. The cult venerates chaos in all its forms, focusing their blasphemous rituals around the practice of human sacrifice. These sacrifices are given to a Galchutt named Abhoth, who they venerate as the “Source of All Filth” and the “Lord of the Zaug”.
Disturbingly, much of the book is given over to material designed to mock the holy rituals of the Church. It appears that the cult establishes itself secretly in society by posing as other religious orders. Actual followers of the deity may choose to join them, usually to their dismay – either they come to join the cult itself or they die beneath the cult’s “blooded knife”.
In other cases, a few cultists will infiltrate another religion and use force, blackmail, magic, or simple persuasion to sway its members into secretly worshipping chaos. This process can take years, but eventually the cult eats the other religion from the inside out, consuming it until the temple is entirely a front for the altars of the Brotherhood hidden in their subterranean complexes.
The last few pages of the book appear to be a prophetic rambling of sorts, beginning with the words: “In the days before the Night of Dissolution shall come, our pretenses shall drop like rotted flies. In those days the Church shall be broken, and we shall call our true god by an open name.”
The remainder of this section is a description of the faux religious practices for a fanciful “Rat God”, with the apparent intention being that a church could be openly established for this “god”. Eventually, the prophecies, say even this “last pretense” will be abolished and “Abhoth shall be worshipped by all who are not blooded by the knife”.
DESIGN NOTES
This book is designed to reveal that the Temple of the Rat God (Ptolus, p. 363) is the front for a chaos cult. If you can drop some benign references to the Temple of the Rat God into your campaign before the PCs’ find this book, you can get an, “Oh no! They’re already here!” reaction as they finish reading the lorebook. Drop the references into the campaign after they’ve read the lorebook and you’ll instead get a, “Wait a minute! I know that name!”

Venom does not merely destroy. To the flesh it may bring mortality, but it serves a higher purpose. It transforms. It translates. To endure venom’s bite is to find strength. This is how we will bring strength to the world; by being the venom which will test its worth.
This small, gray-covered volume is a paean to all manners of vile activities – drug abuse, sexual perversions, acts of cruelty and violence – treated with the reverence of holy ritual.
In totality, the book appears to be a cult manual for the “Brotherhood of Venom”. They worship chaos, speaking of the “slow swarm of the Elder Brood” – by which they appear to mean the slow, methodical, and (above all) secret sowing of chaos and dissolution. They perceive ordered society as a curse and seek to undermine it through a slow and steady erosion of disintegration.
Entire passages are given over to describing the basic dynamics of power and how to subvert them – serving as a generic manual on how to infiltrate the highest levels of a society through its most important individuals.
The cult prefers the clandestine. They are patient and careful, never wanting the authorities or other potential opponents to know they exist.
A name is scrawled on the inside back cover:
BROTHERHOOD OF PTOLUS
DESIGN NOTES
The Brotherhood of Venom appear in “Temple of Deep Chaos,” one of the adventures from The Night of Dissolution.