- Blood Bowl: First images!
19 December 2007 5:27 pm (0)
Focus Home Interactive has the pleasure to introduce the first images from Blood Bowl, the video game adaptation of Games Workshop’s famous board game.
A brutal team sport unfolding in a parallel fantasy world based on Warhammer and American football, Blood Bowl invites gamers to form a team of players from races including: Orcs, Elves, Humans, [...] - Rock Band Gets TIMMY!
11 December 2007 2:13 pm (0)Timmy & The Lords of the Underworld comes to rock band as a bonus track. (If you don’t know who Timmy and the Lords of the Underworld are, then your just too out of touch to be reading this in the first place…) Proof is in the pudding. The unfortunate part is that it [...]
- Video Review: Assassin’s Creed
5 December 2007 4:20 pm (0)
From our neighboring site, Sector360.net, enjoy the newest video review for Faffing About Creed…I mean Assassin’s Creed. Also enjoy the new layout of the Sector, which will be coming soon to the Basement here!
I got this game about a day or so after it’s release and was extremely excited to play it. [...]
- Video PreView: Dungeons and Dragons 4th Edition Monsters
19 November 2007 11:15 pm (0)
So you’ve been wondering what is gonna be the big bad monster for 4th edition Dungeons and Dragons (beyond the obvious DRAGONS). Well the answer is short and sweet, well technically it is round and large with a bunch of eyestalks…yup the Beholder! Here’s the video that showcases it.
http://www.youtube.com/watch?v=72LQ6W2W_TU
[?]
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- Video Review: Clive Barker’s Jericho
14 November 2007 6:26 pm (0)
I have to say it always warms the heart to find out that other’s share your views. This week Yahtzee Croshaw reviews Clive Barker’s Jericho and does such in his stylish way that shows my own review to be that of a wanna be video game reviewer. Perhaps one day I will be [...]
- New Video Review at Sector360
7 November 2007 10:05 pm (0)
It’s Wednesday which means it’s time for a new Yahtzee Croshaw video review. Be sure to check it out over at Sector 360. You can watch it HERE.
Mr. Johnson[?]
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- DM Ride-Along: The Final Touches of Kh’bai cont.
6 November 2007 10:16 pm (0)
In Tonight’s Exciting Episode—
I also wanted to take an episodic approach to the adventures. Generally, a gaming session is a Sunday afternoon stretching into evening, all-told about eight hours. Take into account that the players will always be late, break for food, and rant about the state of the world for anywhere [...]
- DM Ride-Along: The Final Touches of Kh’bai
4 November 2007 10:14 pm (0)
It’s hard to believe that this entire series of articles came about based on the hurried thoughts of last minute game preparation. What has stretched out over weeks in terms of the reports on Basement 51 flew by quickly over the course of only a few days. Before getting to the opening music [...]
- House Rules: Experience More
28 October 2007 6:36 pm (0)
One of the greatest obstacles my gaming groups and I face is time. The era of week-long gaming sessions during summer breaks or blowing off a symposium on Truth and Hegel to play Dungeons and Dragons all day are long gone. Responsibilities and burdens like children, wives, and jobs relegate gaming to a [...]
- DM Ride-Along: Choices of History for Kh’bai cont.
25 October 2007 8:47 pm (0)
Continuing from Monday….
On the heels of the short history of Kh’bai, I want to take a moment to look at some of the choices I made and why. As I’ve said, I always value a world that has a bit of background to it and I feel that also contributes a great deal towards [...]
- Warhammer 40,000 the Role Playing Game Sampler
24 October 2007 9:49 pm (0)
Ok, maybe the word sampler is not the right word, but it is a demo of the game. While we have not had the chance to test the system here at the basement, we all have a connection to Games Workshop, so we are very excited to test the system and then we’ll let everyone [...]
- DM Ride-Along: Choices of History for Kh’bai
22 October 2007 8:29 pm (0)
On the heels of the short history of Kh’bai, I want to take a moment to look at some of the choices I made and why. As I’ve said, I always value a world that has a bit of background to it [...]
- DM Ride-Along: Background History of Kh’bai, Part 2
20 October 2007 5:31 pm (0)
While Kings Namadangken I and II represented recent history, their successor King Namadangken III would be the king that the player characters would be beholden to. I wanted him not only to continue an age of prosperity for the empire but also [...]
- DM Ride-Along: Background History of Kh’bai, Part 1
17 October 2007 5:29 pm (0)
With my early map and a rough idea of what I needed from the world, I needed to flesh out the history of the Empire that the characters would adventure in. Early on, I knew the PC’s would be adventuring in the service of the King and Emperor of the nation of Kh’bai so [...]
- DM Ride-Along: The Lands of Kh’bai on Paper
14 October 2007 7:30 pm (0)
With two players, one week, and a desire to delve into the various oddball rules of Dungeons and Dragons and, in particular, The Book of Nine Swords, the Lands of Kh’bai were born. But my first step in devising a campaign world is a map. For me, it is the map of a [...]
- New Dungeons and Dragons Cartoon
11 October 2007 9:41 pm (0)
Have you been wondering where the next great cartoon may come from? A cartoon that helps to truly express your feelings as a Dungeons and Dragons gamer? Well, we have the solution for you. From the website Fear the Boot, Shamus Young and Shawn Gaston have collaborated to create a new comic [...]
- What’s your inner D&D character? A revolutionary questionnaire!
6 October 2007 7:11 pm (0)
From DungeonMastering, he’s got a pretty cool survey going. Answer 25 questions. That’s all you need to do to know what your inner D&D character is. It’s that easy! Oh, and if you get something confusing like Lawful Good Barbarian Dwarf or something like that…it’s all your inner turmoil that is confusing, not the [...]
- DM Ride-Along: Kh’bai for the Characters
4 October 2007 4:11 pm (0)
I was looking forward to writing adventures for only two players. It reminded me of my earliest role-playing game days when it was hard to scare up an entire group in such a small town. (Yes, we’re talking back in the dark ages when notes were kept in spiral-bound notepads, not laptops, and [...]
- DM Ride-Along: Opening Concepts for Kh’bai
1 October 2007 4:01 pm (0)
As I do with all campaigns before they begin, I work from a handful of central themes. In designing what will be known as the Kh’bai Campaign, I had the added element of doing so on very short notice after our regularly scheduled game had to be cancelled. With one week as a [...]
- DM Ride-Along: The Introduction
28 September 2007 3:51 pm (0)
Over the past few months I’ve published a number of articles here at Basement51 about campaign building and customizing worlds for Dungeons & Dragons. Recently we had a gap in our normal gaming routine. Rather than lament another week without gaming, I took the opportunity to experiment with a few very unique concepts [...]
- Wheel of Time Stops Rolling
18 September 2007 2:26 pm (0)While I am not a fan of the Robert Jordan Wheel of Time series, nor of his writing style, I do recognize the impact he has had on millions of readers and thousands of gamers and their kampaign worlds. Today, the Facility Manager sent me a post that announced that Robert Jordan has passed. [...]
- Find the Soul of the Game
16 September 2007 8:32 pm (1)The soul of a game. Some of us here at Basement51 have been talking about this issue for a bit now, so I think it’s time to share some of those thoughts. Some of you might be asking yourselves, “What does he mean by the soul of a game?” YourDictionary.com defines the [...]
- Fiction: The Litanies of Redemption and Judgment pt. 4b
11 September 2007 11:57 pm (0)Continuing our story from yesterday…
With the mountains purged of fell giants, accursed elves, and the infected bestial tribes, we set out overland towards the massive forests of the fey folk and their battered faerie queen. In parting, we assured the giant-folk that we would speak of their bravery and of their valiant warrior?s sacrifice. [...] - Fiction: The Litanies of Redemption and Judgment pt. 4
10 September 2007 11:50 pm (0)So recounts Ayideros Vaul, Faithful of Aunseir, of his life’s only journey?
And so it followed, that after the return of Gideon’s soul and the celebrations of the proud giant-folk at the return of their young women I spent my evening in penance and meditation. The joy I felt at the rising of Gideon could [...] - From the Soap Box: 4th Edition Dungeons and Dragons: Revisited
7 September 2007 6:39 pm (0)While my soap box has recently been used elsewhere for the purposes of discussing politics and criminal justice elsewhere, I dragged it back over here to the Basement to address Fourth Edition Dungeons and Dragons some more. While I’ve already aired my concerns about the upcoming edition, I would also like to take a [...]
Continuing our look at the world of Camlann by N3rdal3rt, we have experienced the Gods and Goddesses, the Creation of the World, and the darkest of times when Heaven and Earth burned. Today we put the world into a perspective for the the kampaign, the Time line. Without a sense of history, often times Kampaigns become a kill fest…and let’s face it you may as well being playing an MMO (see the article 18 ways to increase combat duration by Yax). Time lines can give the players a perspective of the world around them, good or bad, so that they can develop their characters within the context of that history, thus enabling them to create their own history of sorts.
The Historical Time Line of Camlann
?? - 5,000 B.I.R. (Before Imperial Reckoning)
The Age of Dragons- During this period the benevolent Dragons raised the races of Camlann and taught them the worship of the gods. Arcana, the magics of wizards, was also made available. Of all races the elves were the most proficient walking the path of the arcanist.
The Age of Tyranny- A great majority of the Dragons now began to assert themselves as gods on earth. The “lesser” races of Camlann now grew to fear their once benevolent overseers. The Dragons “twisted” other races to create proper servitor races. The first Orcs and goblins spread across Camlann, as well as other dark creatures, founding mighty kingdoms and enslaving other races in the name of their draconic masters. The other races began to rebel against the dragons, most notably the dwarves, elves and man. Eventually their combined forces cast down the dragons and their allies of evil creatures. Now the races of Camlann were free to pursue their own destinies.
4,999 - 4,500 B.I.R.
The Great Migration- The human clans begin to leave their homes in the dense forests of the north west of Camlann and spread to the south and east. They topple the remnants of the once mighty orc and goblin kingdoms and begin to found kingdoms of their own.
4,499 - 3,000 B.I.R.
The Dreaming Age- With the last great threat from the Age of Tyranny seemingly defeated, the lands of man, dwarf and elf enter a long period of peace and prosperity for all. The elves teach their arcane secrets to both dwarf and man, while the dwarves (albeit begrudgingly) send their craftsman and metal workers to the other races to instruct them in the “proper” ways. Ideals of freedom and democracy begin to take hold in human lands, and they are quick to adapt to the knew teachings of the dwarves and elves. Along with freedom, knowledge spreads quickly among the lands of man and soon many of the most prominent wizards of the age are of human stock.
2,999 - 2,600 B.I.R.
The Goblin Wars- Long thought defeated, orcs and goblins had hid themselves in the darkest reaches of Camlann. While the other races of Camlann busied themselves with peace, orcs and goblins had prepared for war. The green skins struck with such shock and awe that near a century passed before the other races could even mount a passable defense. The *Dreaming Age* had been shattered and three centuries of bitter warfare had begun. When all seemed lost a dwarven king, Kellgan Stone-Fisted, stepped forward to take command of the armies opposed to the green skins. His final victory resulted in the deaths of the greatest leaders of the green skins. Though Kellgan himself was mortally wounded in the battle, without their leadership the green skins fell upon one another vying for power and were subsequently defeated.
2,599 - 1,400 B.I.R.
The Long War- Though the *Goblin Wars* had ended peace did not return to Camlann. During the early years of the wars, the elves had been forced back to their arboreal kingdoms in the north and eventually to the lands of their birth away from Camlann itself and across the Sea of Glass to the high arctic mountains of Hyboria. The dwarves claimed that the elves were not battered back to their homelands but had in fact steadily retreated and left the brunt of the fighting to fall on the shoulders of dwarf and man. Similar claims were leveled against the elves by the human kingdoms of the south and west, those closely allied with the dwarves. While to the north and east the numerous petty kingdoms of man accused each other of not bearing their share of the war. Open hostilities began in 2,504 B.I.R. when an army of dwarves entered the former woodland realms of the elves in the north lands, intent on looting whatever remained of the elven kingdoms as recompense for the perceived lack of elven aid during the wars. They were never heard from again. The *Long War* between the elves and dwarves began.
1,399 - 600 B.I.R.
The Age of Dominion- The *Long War* came to an abrupt halt in 1,387 B.I.R. In that year a vast legion of green skins reemerged, seemingly to renew the *Goblin Wars*. However it was no hobgoblin or orc chieftain that lead them to war. A most fell Giant King, Asgeirr, that could wield sword and spell with equal and unmatched power, had brought forth this new horde. Dwarf, elf and man found themselves united once again against a common enemy. An entire generation of man was born, lived and died fighting the green skins before this horde was too defeated. All had gone according to the Asgeirr’s plan. The prominent races had depleted themselves fighting the ferocious green skins. Now King Asgeirr’s true army marched forth, an army of Giants and Dragons. In 1,301 B.I.R. Asgeirr had himself crowned High King of all Camlann. And his Dominion was absolute. During the *Age of Dominion* High King Asgeirr had outlawed the teachings of arcane power and enslaved all the races of Camlann under his rule and that of his Giant generals and lords. Most notably the race of dwarves, whom he had forge for him his crown and upon it’s creation he and his minions slaughtered the entire clan of dwarf craftsman responsible for it’s crafting and forging. The dwarves of Camlann constantly rebelled and were made to suffer for their disobedience. However in the snow and ice covered peaks of Hyboria there were small enclaves of free elves. It was in these enclaves that the lessons of arcana, as taught by the once benevolent dragons, were kept alive. Many humans, seeking an end to the reign of Asgeirr sought out these elves at great peril to themselves. The few that actually survived the perilous journey and proved themselves worthy of the elven mages would return to their lands and take on apprentices.
599 - 200 B.I.R.
The Age Eldritch Might- High King Asgeirr fell in the year 584 B.I.R. Although giants are among the longest lived races of Camlann, Asgeirr had used some of the more horrific aspects of sorcery to extend his life. Four mighty Arch Mages of human stock had raised armies from the down trodden human slaves and began an open rebellion in 598 B.I.R. Their ultimate goal was realized when together the four entered a magical duel with Asgeirr himself, while the armies of both sides clashed around them. In the aftermath of Asgeirr’s destruction one of the four also lost his life. With the Kingdom of Asgeirr broken the peoples of Camlann cheered as the remaining three divided Camalnn amongst themselves. Magic and sorcery flourished, the elves seemingly returned from Hyboria to the northern forests of Camlann. As wizardry was held in such high esteem, mages began to form an exclusive “new” nobility. And they began to seek greater power for themselves. Even the three Arch Mages were not immune. Believing their powers to be above all else, the Mage-Kings of Camlann began to proscribe the proper worship of the gods. Many clerics were executed along With those people who clung to their faith. In 559 B.I.R. one of the three Arch Mages was assassinated by his apprentice, who sought rulership for himself. Instead he was disintegrated by the remaining Arch Mages, who in turn raised armies to war With each other to gain the throne left vacant by their fallen comrade. Their internal war ended in 545 B.I.R. when they mutually annihilated one another. The lesser Mage-Kings of Camlann began to war With each other in a quest for supreme power. Great and terrible magics were unleashed during these times, to the sorrow of all of Camlann.
199 - 50 B.I.R.
The Wars of Cult- As the Mage-Kings destroyed one another With bloody war and drove themselves insane while searching the depths of forbidden lore, they decimated the population their forebears had freed from the despotic rule of High King Asgeirr. The “old” nobility of Camlann began to reassert themselves and With the aid of the remaining clerics and faithful freed themselves from the rule of the arcanists. A new and horrific faith had gripped most of the population by this time. The worship of the Proscribed Host had become widespread and openly embraced during the terror of the *Age of Eldritch Might*. Those whom held fast their faith in the Heavenly, Earthly and Primordial Hosts began to cast down these dark cults. Until once again the proper and true gods of Camlann were held in high esteem, and given their proper worship. During this time the practice of arcana became outlawed throughout Camlann, and the formations of the unified churches was laid.
49- 0 B.I.R.
Cyrranian Assertion- The north east of Camlann is a cold rugged and harsh land of mountains and thin soil. Only the strong survive and thus it became home to a hearty kingdom of men known as Cyrrania. During the *Wars of Cult* the Cyrranian’s were ardent followers of Uronseir and as such led many crusades against their neighbors in the north east. The lands they conquered they added to their growing kingdom. By the year 30 B.I.R. Cyrrania had become the first human kingdom of true worth, both in landmass, force of arms and faith. In the year 10 B.I.R. the reigning king began to revel in his own opulence and grow decadent. He raised the worship of Daciana above that of Uronseir. As self indulgence took its toll the king began to imagine plots to unseat him. His paranoia was fulled by the sycophants he appointed as his ministers and advisers. Soon his reign turned to cruelty and despotism. He either banished or killed all other members of the royal family. Going so far as to have his young son strangled for fear the 8 year old boy was plotting With his toy tin knights to over throw his father. The only blood relative to survive was his eldest sister, whom had been married off to a knight and general named Klytus. At the time of her marriage the king’s paranoia was just beginning and he believed if she were married to a man who’s lands were far to the south of the capital she would pose no threat. And perhaps, since the lands granted to Lord Klytus were marcher lands in disputed territory with a neighboring kingdom, the enemies of Camlann would perform the bloody task of her death for him. In the year 1 B.I.R. his closest “friends” staged a coupe and assassinated him. They sought to crown one of their own as king. However Lord Klytus, upon hearing the news of the kings death, mustered his army and took the capital. All the conspirators were executed and Klytus declared the following year “Zero”, ‘The year without a king”.
1- 513 I.R. (Imperial Reckoning)
Cyrranian Empire- Lord Klytus busied himself during the year “0″. He gained the support of the nobles to succeed his brother-in-law as king through his rights of marriage. He gained the support of the populace by restoring the church of Uronseir as the dominant church above all others. So as the year “0″ ended, on the first day of the new year Lord Klytus was crowned Emperor of Cyrrania by the Lord High Bishop of the church of Uronseir. By the time of his death in 33 I.R. Emperor Klytus I would subjugate half of Camlann to become provinces of the Cyrranian Empire. His heirs would follow their ancestor’s designs and by 101 I.R. all but the primeval forests of the north west would be subjects of the Cyrranian crown. Though the dwarves of the south and west especially would dispute this, claiming their holds were “allies” of the Cyrranian Empire and while Cyrranians held dominion above the mountains the dwarves were the true lords underneath the earth and stone. Though all of their clan lords did pay homage to the Cyrranian Emperors. As well the elven princesses and queens of the northern forests and Hyboria did bow before the throne of Cyrrania, though no Cyrranian army or citizen set foot n the elfish realms. The barbarians of the north west of Camlann proved too ferocious to be tamed and that country was left to its own devices.
514 - 950 I.R.
The Thousand Kingdoms- Cyrranian power began to wan in the last half of the 5th century. And finally came undone between 501 and 513 I.R. when there were no less than twenty emperors crowned. The last of which murdered his brother, whom he had helped gain the throne only three months before and on the day of his coronation took his own life before the assembly of nobles and bishops in a fit of remorse and guilt. As he tore open his throat with his bare hands he begged forgiveness from the Heavenly Host for his sin of fratricide. Almost immediately every man with a noble title and at least an acre of land declared himself a king. Long and bloody wars erupted as the strong subsumed the weak and intern had themselves overthrown when several smaller kingdoms would unite against the threat to their autonomy. The only stable force in the lives of all was that of the churches. Many a would be king found himself on the run from his own subjects if he were denounced by the local clerics and Bishops.
948 - 1065 I.R.
The Grand Alliances- In the arid southwest of Camlann the city states of Thelos became besieged by armies of reptile folk lead by dreaded Yuan-Ti, during the end of the 9th century. Fearful that the serpents would conquer their lands and thus destroy the Grand Temple of Arratis, the primary temple for that religion and from which all the great libraries and scholarly academies of Thelos had sprung, the leaders of the city states united and repulsed the serpent armies. Driving the snake folk back across the sea to their jungle continent. After which the city states pledged allegiance to one another in times of need. The first alliance was born. In the year 940 I.R. the city states of Thelos once again found themselves besieged. This time by their neighbors to the north east, from the lands of Skalladonia. No match for the Kensai Warlords of Skalladonia, the Thelosian leaders forged a pact with the dwarves to their north. In short order their combined forces drove back the warlords. To the north west of Thelos and neighboring the dwarves was the large prosperous coastal kingdom of Morgland, which had seen little bloodshed during the *Thousand Kingdoms* and thus had been the most stable of lands which allowed for its growth of wealth. Fearing that the Thelosians and their dwarven allies would soon covet the wealth of his lands the High King of Morgland wasted no time in signing pacts with the Thelosian city states and dwarven clan holds. The first Grand Alliance was then formed in 948 I.R. Within a years time all other kingdoms of Camlann followed suite and the Alliances found themselves deadlocked in a state of mutual armament. No one Alliance could topple another with out causing another continent wide war. Soon even the warlords of Skalladonia joined, what became known as, the Thelosian League. It was quickly surmised that only with new lands could one Alliance gain the upper hand over all others and in 1056 I.R. the kingdoms all across Camlann began to enter the untapped lands of the northwest. Entering the primordial forests that hadn’t been penetrated sine the time of the *Great Migration*.
1066 I.R.
Autumn. Our story begins…
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