ARKTOS WASTES
Beyond the thick taiga woods of Ruthen and the countless peaks of Noreg lies a land of shadow and eternal cold and endless night. It was here, thousands of years ago, that a piece of the star vessels used to propel the Ancient Ones across the Vault of Heaven ruptured. The energy within tore open a portal in space and time - a pitch-black, massive Rift into the hell of the Abyss.
The energy of Corruption and the fetid nature of the Abyss has spread across the seemingly endless tundras of the north -known as the Arktos Wastes. The land was just ice sheets and tundras, home to small prehistoric tribes of hunter-gatherers. Now, it is an ever-shifting landscape - where the land can warp from vast ice fields into a fetid marsh or a barren desert; supernatural storms bring about storms of blood and worse; and basalt monoliths to the Abyssal Princes call out to believers to worship there. The Arktos Wastes are as close as you can get to actually visiting the infinite Abyss.
The Wastes are constantly fluctuating in size and composition, with arcanists believing it reacts to the emotions that humanity feels. As hopelessness and despair grows, so too does the blasphemous wastes creep ever further south. As humanity strives and reaches great heights, it shrinks as the barbaric residents cloister themselves to fight another day. Unfortunately, the Three Hundred Years' War and the terror and death associated with it has caused the wastes to swell, nearly taking over all of Noreg and licking at the feet of Ruthen.
There are also rumors that the Southern Arktos Wastes on the bottom of the World also contain a Rift to the Abyss, but these Wastes are luckily isolated by the ocean. They are said to contain countless hordes of Grendel, however.
RESIDENTS OF THE WASTES
Believe it or not, the race of Man still dwells within the Arktos Wastes. Descendants of the stone-age tribes touched by the Rift millennia ago, these Arktosians have lived under the sway of the Abyssal Princes, worshipping them as gods and joining their ever swelling ranks.
Arktosian is a general term, as they are from countless clans of different backgrounds. The ancient peoples who used to live in Noreg, Chongzen and Dinetah make up the majority of the Arktosians, but others exist too. Within their tribes, they worship the Abyssal Princes in all they do, many tribes following the allegiance of one Prince. They constantly war against each other, much to the delight of the Princes - as war and chaos gives them energy and power.
Arktosians are not the only ones living in the Wastes. Grendels are said to have been born here, and many Wild Hunts can be found stalking the glacial rifts and ragged peaks. Other beings touched by chaos - Ogres, Dragon-Born Ogres, Trolls, Harpies, Mutants and Chimaera either join the hosts of the Princes or ravage the countryside alike. Every once in a while a Demon will romp across the land, though often on its own volition.
LEGIONS OF THE USHER
The Abyssal Princes of Chaos spend endless hours in the Arktos Wastes, assembling massive hosts to throw at each other in their neverending battle of supremacy. Their armies, composed of Howling Marauders and often lead by Fell Knights or Havoc Conjurers, wage massive battles that often leave both sides decimated - only to be built up again to continue the fight. The most powerful Chosen of Chaos - namely the Dread Counts - have their names written in the standing menhirs that dot the landscape, their deeds immortal and their name legend.
Recently however, the Abyssal Princes have come together for the first time in centuries and nominated The Usher - the champion of all four Princes, meant to lead the forces of the Abyss southwards to consume all creation. Crowned by the First Mutant and calling himself Astaroth, he is journeying across the Arktos Wastes to gather a massive Legion to consume the world below, and let the roiling mass of the Abyss engulf all the World.
OUTRO
Well that's the first proper entry for the Three Hundreds' Year War. Obviously based on the Chaos Wastes, this one hewed a little close to the source material since it is such a unique aspect of a Warhammer world. I still think its fun, and I tried to make it a little more generic and broad-strokes than current Warhammer lore. Also, I know I said last time I'd do an overview of Europa, but this bug kinda bit me. Soon, though!
Limitless Worlds

Tuesday, May 9, 2017
Sunday, May 7, 2017
Three Hundred Years' War - The Main Factions
So to start off, I thought I would just do a very brief overview list of the factions that will be present in the Three Hundred Years' War setting - similar to the armies of the Old World.
I've divided the main factions, 28 in total, into an Order and Chaos orientation. Some of these may not make sense at first blush - such as why the Aztlan, who would traditionally line up with Order, instead fall into Chaos.
I see it instead as human vs. unhuman, with unhumanity lying within Chaos and humanity in Order. That said, these are not 'hard locked' alliances. For example, Couronne and the Imperium have been at a cold war for centuries, yet they are both Order factions. The individual nuances will gain more ground under each individual entry
Without further ado, here is the faction list!
ORDER
I've divided the main factions, 28 in total, into an Order and Chaos orientation. Some of these may not make sense at first blush - such as why the Aztlan, who would traditionally line up with Order, instead fall into Chaos.
I see it instead as human vs. unhuman, with unhumanity lying within Chaos and humanity in Order. That said, these are not 'hard locked' alliances. For example, Couronne and the Imperium have been at a cold war for centuries, yet they are both Order factions. The individual nuances will gain more ground under each individual entry
Without further ado, here is the faction list!
ORDER
- Hespia
- Albain
- Couronne
- The Imperium and Schwarzlander
- Noreg
- The Alpenne States and Lekhitian-Tuvian Commonwealth
- Olmani
- Ruthen
- Gurkani
- Chongzhen
- Nihon
- Dwarven Holds
- Elven Homelands
- Wood Elf Glades
- Aztlan Temple-Cities
- Fomorian Covens
- Skrzzak Kabals
- Vampire Broodhordes
- Defiler Legions
- Orx WAAAGH! Parties
- Grendel Wild Hunts
- Fey Coteries
- Amazonian Hosts
- Ogrish Khanates
- Duergar Ziggarauts
- Siabra Fleets
- Legions of the Usher
- Demoniac Hordes
Next time, I think I will delve into a quick overview of Europa, my Old World expy. Stay tuned!
Friday, May 5, 2017
Three Hundred Years' War - A ZWEIHANDER Setting Series
Hello all, it's been a while. You probably have noticed if you backed my ZWEIHANDER project that we are on the extreme back end of it - illustrated PDFs have gone out, and the print version should be getting in your hands in June.
So in-between that time and our next project, I am going to start a series on here called "The Three Hundred Years' War." ZWEIHANDER doesn't have an inherent setting, which is one of the benefits of it, I feel. However, some people would like to explore in a world of Empires and Liche Kings and so on, so I'm gonna start up one.
It's no mystery that the Old World setting of Warhammer is based roughly around The Thirty Years' War, and I plan to do the same with mine. However, I'm going to have different interpretations of the countries and conflicts within it. There will be both favorites and new things, as well as a few scrubbed ideas.
Each post will address a topic I feel like covering - a race, a country, a religion and so on. It should be a fun writing exercise and will hopefully help quench some peoples' thirsts.
The first one should be coming soon as near as I think up a topic to do it on. Might start out light before going in too hard.
Anyway, I hope you all are as excited as I am, and happy gaming!
So in-between that time and our next project, I am going to start a series on here called "The Three Hundred Years' War." ZWEIHANDER doesn't have an inherent setting, which is one of the benefits of it, I feel. However, some people would like to explore in a world of Empires and Liche Kings and so on, so I'm gonna start up one.
It's no mystery that the Old World setting of Warhammer is based roughly around The Thirty Years' War, and I plan to do the same with mine. However, I'm going to have different interpretations of the countries and conflicts within it. There will be both favorites and new things, as well as a few scrubbed ideas.
Each post will address a topic I feel like covering - a race, a country, a religion and so on. It should be a fun writing exercise and will hopefully help quench some peoples' thirsts.
The first one should be coming soon as near as I think up a topic to do it on. Might start out light before going in too hard.
Anyway, I hope you all are as excited as I am, and happy gaming!
Tuesday, October 25, 2016
Zweihander in the Hyborian Age

Hey there everyone, long time no post
So basically over the last year and a half, I have been neck deep in co-writing Zweihander, a WFRP style retroclone that was successfully funded on Kickstarter a few months ago. If you backed it, I'd like to thank you and let you know we are very close to getting the final thing out of the door.
So onto the point of this post - I have recently gotten into the Conan stories by Robert E Howard and boy are they great. Not to mention the RPG soon being released by Modiphius and a new board game on the way, and its high time for some Hyborian action. After looking at it, I realized it would not be overly difficult to adapt the Hyborian setting to Zweihander. So below, I present to you just exactly how to do that!
I've drawn info from basically all the Conan games, from the Mongoose one to GURPS to the original TSR set. I'm no expert, but I think it would work well
Races
There are four races available to players while playing in the Hyborian setting. Humans are the default race, and the other three races should only be played with express permission from the GM, as many of them are not welcome in civilized lands.
Degenerate Humans - Proto-cavemen, near devolved humans. Use the Orx race
Satyrs - Humans with faun-like qualities, the product of ancient magic. Use the Grendel race
Serpent Men - The old masters of Hyboria, now nearly extinct. Use the Aztlan race
Culture
Humans have a cultural identity that is hyper important to them. Depending on the Human racil trait a character gets, they will be classified as part of a certain culture. The cultures are listed below
Himelian Tribesman (Kosala, Ghulistan, Meru, Uttaru Kuru) - Blessing in Disguise
Hyborian (Argos, Aquilonia, Barachan, Bossonian, Brythunia, Corinithia, Gunderland, Khauran, Koth, Hyperborea, Nemedia, Ophir, Tauran) - Grim Resolve
Hyrkanian or Turanian (Hyrkania, Turan) - Dauntless
Khitan (Khitai, Kambuja) - Esoteric Memory
Black Kingdom Tribesman (Aphaki, Black Kingdoms, Darfar, Ghanata, Keshan, Kush, Punt, Zembabwei) - Natural Selection
Northmen (Vanaheim, Asgard, Cimmera )- Mountain Amongst Men
Pict (Pictish Wilderness) - Noble Savage
Shemite (Shem, Pelishtim) - Fortune's Wheel
Stygian (Stygia) - Mixed Bloodline
Vendhyran (Vendhya) - Seventh Sense
Zamorian (Zamora) - Danger Sense
Zingaran (Zingara) - Manifest Destiny
Divine and Arcane Magick
Divine magick is easy to do, replaced by a Hyborian god or pantheon of gods. Arcane magick is instead replaced with a sorcerer's circle, a group of like minded arcanists
Divine
Animal Gods (Gullah, Hanuman, Jhebbal Sag, Jhil) - Demiurge
Asura (Ibis) - Learner
Crom (Bori, Badb, Lir, Macha, Mannanan Mac Lir, Morrigan, Nemain) - Winter King
Erlik (Tarim) - Steward
Khitai Pantheon (Yogah, Yun) - Custodian
Mitra - God-Emperor
Shemite Pantheon (Adonis, Anu, Ashtoreth, Bel, Ishtar) - Martyr
Stygian Pantheon (Set, Derketo, Harakht) - Crouching One
Zamora Pantheon (Zath) - Nightfather
Ymir (Atali) - Leviathan
Arcane
Acheron Remnants - Pyromancy
Bearer of the Book of Skelos - Necromancy
Black Ring of Stygia - Sorcery
Black Seers of Yimsha - Shadowmancy
Kushite Witch-Finder - Luminescence
Pictish Shaman - Animism
Scarlet Circle of Khitai - Astromancy
Serpent Magic - Transmutation
White Hand of Hyperborea - Morticism
Wise-Woman or Cunning-Man - Elementalism
Modifications
There are a few points of contention you must change about Zweihander to best work in Hyboria
- Gunpowder has not been discovered (or used to its full potential), so firearms don't exist
- 100 RP must be spent to become literate in a language. Languages include: Aquilonian, Argossian, Brythunian, Cimmerian, Corinthian, Darfari, Hyperborean, Hyrkanian, Iranistani, Keshani, Kothic, Kushite, Nemedian, Nordheimer, Ophirean, Pictish, Punt, Shemitish, Stygian, Turanian, Zamorian, Zembabwein and Zingaran. Regional languages also exist, and ancient languages include Acheronian, Ancient Stygian, Atlantean, Ligurean, Lemurian and Valusian
And that's basically it. There are other little bits and pieces, but this should get you up and running to run adventures in the shadowed lands of Hyboria!
Tuesday, July 26, 2016
ZWEIHANDER Kickstarter
Hello all, it has been a while since I last posted. But I come to you with exciting news! Me and my co-author Daniel Fox have launched a Kickstarter for ZWEIHANDER: A Grim and Perilous RPG. Taking inspiration from Warhammer, Black Company, ASOIAF and more, the Kickstarter is doing awesome right now.
Most of my time has been spent in this game writing, and I'm very proud of it! I hope you all take a look at it and consider backing it: we got great rewards that are really cheap! Plus, our turn around time is gonna be super quick, as the whole game is 100% written!
https://www.kickstarter.com/projects/grimandperilous/zweihander-grim-and-perilous-rpg
Most of my time has been spent in this game writing, and I'm very proud of it! I hope you all take a look at it and consider backing it: we got great rewards that are really cheap! Plus, our turn around time is gonna be super quick, as the whole game is 100% written!
https://www.kickstarter.com/projects/grimandperilous/zweihander-grim-and-perilous-rpg
Friday, October 23, 2015
Transhuman Sphere - Some More Info and a Question
Work putters away slowly on Transhuman Sphere (formerly called Transhuman Future), which is my supplement for Mutant Future. I finished my first draft of the intro and character creation chapters, and up next is all about body swapping (called translating in this game), as well as some other fun things like forking.
I do have a question for you readers out there. I haven't decided yet, but how would you feel about short, chapter opening fiction pieces? For example, the chapter on Evolution (the process of digitizing your mind), could open with a prose piece about someone becoming evolved. Likewise, the gear chapter could include a piece about a battle. I wouldn't make them long, maybe a couple of paragraphs/a page each, but I think it could be interesting.
Leave your thoughts below, and I hope to give you more info soon
I do have a question for you readers out there. I haven't decided yet, but how would you feel about short, chapter opening fiction pieces? For example, the chapter on Evolution (the process of digitizing your mind), could open with a prose piece about someone becoming evolved. Likewise, the gear chapter could include a piece about a battle. I wouldn't make them long, maybe a couple of paragraphs/a page each, but I think it could be interesting.
Leave your thoughts below, and I hope to give you more info soon
Thursday, October 15, 2015
Current Projects
Hey all, once again it's been a while so I thought I'd update you on what I'm working on writing wise.
First thing is I am serving as a pick-up writer and probable editor for the upcoming game, Zweihander. It's a Warhammer Fantasy clone that's been in production for a while, but it's getting super close to being done. Daniel (the main author) has smacked down all the mechanics, and we are now working through a ton of flavor text. My main focus right now is on writing the descriptions for the professions/classes, but up next is describing the different gods and arcane schools, which is very exciting to me.
Next up is a personal project that is combining a few things together. Tentatively called Transhuman Future, it is going to be a supplement for Goblinoid Game's Mutant Future RPG. Originally it started as 'Vaults of the Old Earth', a MF supplement designed mostly to add more character options. Then I got interested in transhumanism and figured out how to blow out the setting into that. I'm also adapting some ideas from Miami 2085 too. In addition to new mechanics, which includes races, classes, skills, augments like cyberware and bioware, mechs and spaceships, it will also include a full transhuman setting and details on body swapping and all that.
The full details of the setting aren't fleshed out, but the main three 'cultures' are going to harken some of my favorite sci-fi tropes. I'm also taking small nods from one of my favorite JRPGs, Shin Megami Tensei.
The Anarch Alliance is taking notes from 70s dark horror sci-fi, as well as hints of psychedelia. Think Alien and the Thing, with claustrophobic interiors and busted fusion reactors. The Anarchs are hedonists and extremists, who love pushing their minds and bodies to the extreme, and they are often looked down upon and discriminated by the other cultures. Takes some cues from the scum and anarchists of Eclipse Phase, as well as bits of 40k, post-Vietnam sensibilities, the video game SOMA, and a general pessimistic hedonism.
The Axiom Federation is pure atompunk of the 60s, ripped straight out of the pages of Twilight Zone and Fallout. The Federation is really the only stable body of government; they are restrictive, exceptionalists, isolationist and war-ready. Just take all the bad parts of the Cold War, throw them in a blender, and serve to taste. Rips from Fallout, Buck Rogers, 1982, McCarthy witchhunts and decadent imperialism.
Finally is the Adapt Consortium, which is a corruption of 80s cyberpunk mixed with the musical/cultural style of vaporwave. Composed of an alliance of gigacorps and independents, the Consortium thinks everything as a price. Hyper neon, chrome, plastic and old Apple II monitors are the style. It's laughable and a parody, but the Consortium has enough muscle that they don't care. Borrows from the Matrix, Neuromancer, Miami Vice, Drive and capitalism gone horribly wrong.
The only thing is I don't want to write a 200 page treatise on the setting, but I also want to make it unique and memorable. I think around 48 pages would be good, but I want to write out all the mechanics first before I dedicate space.
First thing is I am serving as a pick-up writer and probable editor for the upcoming game, Zweihander. It's a Warhammer Fantasy clone that's been in production for a while, but it's getting super close to being done. Daniel (the main author) has smacked down all the mechanics, and we are now working through a ton of flavor text. My main focus right now is on writing the descriptions for the professions/classes, but up next is describing the different gods and arcane schools, which is very exciting to me.
Next up is a personal project that is combining a few things together. Tentatively called Transhuman Future, it is going to be a supplement for Goblinoid Game's Mutant Future RPG. Originally it started as 'Vaults of the Old Earth', a MF supplement designed mostly to add more character options. Then I got interested in transhumanism and figured out how to blow out the setting into that. I'm also adapting some ideas from Miami 2085 too. In addition to new mechanics, which includes races, classes, skills, augments like cyberware and bioware, mechs and spaceships, it will also include a full transhuman setting and details on body swapping and all that.
The full details of the setting aren't fleshed out, but the main three 'cultures' are going to harken some of my favorite sci-fi tropes. I'm also taking small nods from one of my favorite JRPGs, Shin Megami Tensei.
The Anarch Alliance is taking notes from 70s dark horror sci-fi, as well as hints of psychedelia. Think Alien and the Thing, with claustrophobic interiors and busted fusion reactors. The Anarchs are hedonists and extremists, who love pushing their minds and bodies to the extreme, and they are often looked down upon and discriminated by the other cultures. Takes some cues from the scum and anarchists of Eclipse Phase, as well as bits of 40k, post-Vietnam sensibilities, the video game SOMA, and a general pessimistic hedonism.
The Axiom Federation is pure atompunk of the 60s, ripped straight out of the pages of Twilight Zone and Fallout. The Federation is really the only stable body of government; they are restrictive, exceptionalists, isolationist and war-ready. Just take all the bad parts of the Cold War, throw them in a blender, and serve to taste. Rips from Fallout, Buck Rogers, 1982, McCarthy witchhunts and decadent imperialism.
Finally is the Adapt Consortium, which is a corruption of 80s cyberpunk mixed with the musical/cultural style of vaporwave. Composed of an alliance of gigacorps and independents, the Consortium thinks everything as a price. Hyper neon, chrome, plastic and old Apple II monitors are the style. It's laughable and a parody, but the Consortium has enough muscle that they don't care. Borrows from the Matrix, Neuromancer, Miami Vice, Drive and capitalism gone horribly wrong.
The only thing is I don't want to write a 200 page treatise on the setting, but I also want to make it unique and memorable. I think around 48 pages would be good, but I want to write out all the mechanics first before I dedicate space.
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