March 19th

I am setting out to make my way in the world apart from my father, who is warring against the Neveri Nomads in the south. It’s been a long journey up from the coast but I believe I’m on  my last ship for awhile. I’ve booked passage on a ship headed north, to Nordvorn. I am leaving the wars to the south to the old men and instead seeking glory in battle with the fae to the north. I am excited for the journey. Captain Einarsson is charging me nothing for my passage but a promise to defend the ship if it comes under attack, a proper fare for a warrior. Even better: none of the crew seems to have identified me as Sigurðsson. Perhaps I’ll be able to build a reputation in my own name.

 March 21st 

A few more warriors joined us today at Jarngardr. And now the crew knows. I suspect the Hrafnar (Georg) told them. I suspect Loki put him up to it. Thankfully the word hasn’t gotten out about mother. It helps that to hear father, or the skalds tell it, he’s seduced half the women of Nordlond, and half the women among the Aesir as well, so no one questions where one more bastard son came from.

March 23rd

We had a battle today. A longboat with 20 raiders attempted to board us. A few had bows, I recognized them to be the greatest threat to the bird-man and the elf I was going to leave behind me when I boarded the ship. So I threw my spear as the ship came alongside us. I skewered one of the bandits with the bows and then leapt aboard and drew my sword. My bold companions, Natalie, a Gullinálmur, and Chuff, a… Chuff has 3 cat heads. Anyway, my companions were of the same mind I was and we all boarded the ship. I can’t be too mad at the bird-man, one of the bandits managed to get behind me and he stabbed it in the eye. I was able to defend Chuff from one of the bandits engaging her by knocking his axe from his hand. Mostly I felt I could have done more, but Chuff and Natalie’s eagerness left me in a poor tactical position. I will have to demonstrate my leadership abilities so that we may all be more effective in the future.

 We won the day and claimed the bandit ship. I helped impress upon Captain Einarsson the importance of not cheating us out of our spoils while Georg negotiated with him. We are back underway toward Áinferill.

One more thing, a cause for some concern. When Georg was stabbing that bandit who’d gotten behind me, he mentioned something about my mother. Does he know?

This will be the last of the play reports for the first session. You can expect to see several, from different points of view, as the campaign progresses.

Setting the scene:

We started off On A Boat (knar, technically, a big ol fat cargo vessel with no on-deck buildings or fortifications) sailing down an extremely big river (half mile wide) to Aienferill. We were hired on by the knar captain (Einarsson) to protect it from being raided, there having been problems with raiding on this particular route.

Chuff was trying to fish off the deep-water side, and failed, because at least one of her heads kept trying to catch dragonflies and another liked the sparklies of the sun on the water. Natalie the boarfolk hung around with Chuff in hopes of getting a share of fish, should any be caught. Daingean the elfard is hanging out on the prow of the knarr, refusing to say he’s king of the world. Georg the ravenfolk is is playing card games with crew, and confusing everyone with an ever-changing series of “rituals” he apparently has to do before taking a seat, dealing new cards, eating, etc. Rollo the Himneskur (god-blooded) is sulking as far away from the crew as he can get because they won’t stop asking for his signature.

The captain sighted a longboat sailing upriver towards us at full sail, packed with heavily armed warriors (almost 20), and called us all together to do our dang jobs. The approaching raiders either didn’t have missile weapons or were total crap with them, I’m not sure which, but we weren’t threatened at range. We, on the other hand, are lethal at many ranges. Chuff was particularly proud of nailing one with a sling bullet before they threw out the grappling hooks and pulled up along our knar as a prelude to boarding.

As mentioned, we’re deadly at many ranges, but particularly at close range and I don’t think the raiders were expecting a “defensive” group about a quarter their size to start the fight by boarding them. There wasn’t really any room on their longboat to board them, to be fair, but we sorted that out by murdering raiders until we cleared out space, via melee and spell. Georg snuck up invisible and stabbed a raider right in the eye.

The bandits also helped us clear themselves a bit by slipping and sliding on Daingean’s grease spell, tripping over their own spears, and generally doing a Laurel and Hardy bit, but with pointy things. Chuff shatters one bandits knee, and while she tries to avenge herself on Chuff from the deck, she only manages to throw her axe away in the process. George later claimed the axe was clearly a cursed sword. She follows this up by dropping her buckler too.

Axe Bandit cries out in frustration and curses the gods
Daingeann: Oh, I would NOT have cursed the gods. Sometimes they listen.
GM: clearly weren’t listening to broken leg self disarming bandit up till now
Chuff: Oh, they might have been listening. And laughing.
Daingeann: “Make him whiff again!” “Father, haven’t you tired of this?” “Never, Loki. Never. Make him whiff again.”

Finally Chuff spots a raider who managed to set one foot on the knar and completely loses her composure. Screaming a nightmare chorus of “MY ship! Mine mine mine!” (pees on the ship, like any cat would) “MINE!” she brings her Morningstar crashing down onto the offenders skull, for a critical hit doing 40 (!) cr and splattering his head.

After this the fight winds down rapidly, although Chuff does take a solid hit from an axe in the mess, and Georg finishes everything off by grabbing a bandit from behind and slitting his throat quite dramatically.

After the dust settles there’s almost immediately a bit of conflict over who owns the longship of the unfortunate raiders.

Rollo: Their ship is mine!
Chuff: “Just the little one! The big one is MINE! I peed on it!”
Chuff has exactly zero interest in actual ownership.
Georg Svangeirsson: “Chuff, you can’t have the big one, it was already peed on by the captain here.”
Georg Svangeirsson: “The little one’s ours, though.”

Captain Einarsson, on the other hand, clearly feels he has a financial stake in it as well, like any good merchant. He points out that the raiding longboat is a piece of crap Pinto of a longboat, which might be why they were taking such risks to get another vessel. And we aren’t exactly sailors. Negotiations follow hotly, as Rollo and Georg go back and forth with Einarsson over towing the longboat to Aienferril (and lending us enough crew to keep it afloat while we do so), and settle on paying Einarsson 1/6th of whatever we sell the thing for, but he gives up any claim to the raiders equipment. Einarsson also will be helping us get the best deal possible, as of course he has a vested interest now.

One of the players in KN’s just-started Nordlond campaign –  Forumite, Discordian and infrequent guest poster Kalzazz – wanted to play a character from “Totally Not England.” As it turns out, such a place exists. It is called Brionnu, just south of Nordlond, along the eastern coast. There’s another realm/raiding target called Arnulf as well. “Totally Not England” is strongly Celtic in nature. It’s organized in what are best called Parrishes, with a local priest or druid (lots of druids) communing with nature and the gods, and acting as chief and first citizen. The parrishes are not terribly large, which means raiding one won’t get you in trouble with an entire country…just maybe a few thousand folks.

Hey, Vikings gotta Viking.

In any case here’s the first session, which I reported in A Pair of Wizards, as told from his point of view.

We were starting level, we were on a boat, then we fought bandits and crushed them.

Starting on a boat was a nice touch reminding me of Shining Force CD, and bandits of course are the popular starting foes of untold Fire Emblem games (Fire Emblem Gaiden even gives you Bandits on a Boat!).  I was really hopeful we would get to fight Dire Conches though like in Shining Force, some author needs to make those happen.

The fight . . . well.  It was definitely a low level GURPS fight.  Natalie started off auspiciously with a good axe throw, then not so well with a shield rush, so she didn’t get to use her cool boarfolk power.  She fortunately did not actually fall off the boat (though I would have felt that pretty appropriate!).  

I had promised to get hurt so healing could happen, and I was successful on that end.

The topic of contention is to sell the boat or keep it, with the delta about 3.5k either way, so that isn’t enough for any cool magic items I have no strong feelings on the matter.

I did start Natalie with a katana (sorry, a Brionese Sicklesword, the whole D&D idea of druids can use scimitars since are sickle shaped, well, Brionu is Celtic so Druid Land so I’m sure they like katanas!) because reach 2 cutting seems fabulous and they may be hard to get later.   So no quick release backpack or armor.   Getting armor and probably hobnails are in my future.

I’m probably going to spend the 3 CP I just got on Lifting ST, so my armor doesn’t send me careening wildly into the depths of encumbrance.   Encumbrance is very very real even for ST 19 barbarians.

I usually think of low level to high level characters in terms of low level characters are those whose biggest challenge is overcoming their own incompetence that gradually morph into being challenged by the coolness of the opposition.   We really weren’t challenged this session, but it still felt pretty low level.  I haven’t played a barbarian before but I think it is a pretty slow burn template unlike knights, swashes or wizards who can really roll from the get go, so I am hoping this campaign goes long enough to be being burning brightly.   The fact we had 30 seconds before the enemy arrived and the enemy did not simply die in a hail of ranged attacks in 5 of those 30 seconds also felt pretty low end, only Chuff (with a sling) and the Elfard Wizard (whose name I dare not try to spell, whats up with Elf Wizards with challenging names?  Seep in DFW has a Special Character in her name!) had the only ranged attacks that actually had ammo.   

The burning question now is in the realm of the Encumbrance and Liquidity constrained, is it better to get overall wimpy armor, or better to have less wimpy armor but more gaps in coverage?

And on the less wimpy but gaps in coverage plan, what do you armor?   Torso (or even front torso) since it is easiest to hit, or hands, feet and skull since weakest points?

An enemy All Out Attack next to me, and of course, my instinct was ‘Telegraphic to the Skull!’, but no Telegraphic in DFRPG.  That is huge.   That really was my crowning moment of feeling like a low level no account starting character scrub . . . . when an Enemy All Out Attack and it had zero input on my action next round, because not enough skill to target the skull, and neck at 11 or less . . . . so I just threw the same generic body blow I would have anyway.

This brought up the other burning question – what option makes the biggest change?  Telegraphic, Committed/Defensive, Evaluate?  (thats a trick question, I am sure it is not Evaluate).   Telegraphic is the Universal Response to All Out Attacks when it exists . . . without it they may be more worth doing, at least against the skill constrained.   What option changes the game the most?  I would be interested to see that discusssed.

Who knows!  Looking forward to next session!  And I really liked the cool map and boats.

Special thanks to Bruno for being general awesome and the reason I wanted to play DFRPG to begin with (and making a fabulous character art for me), Zul for running this (and the super awesome DOA that preceded it), and DHC to creating Nordlond.

FnordCon 2 is looking for folks to run and play RPGs. 14 tables, three days, in Austin TX. Gaming Ballistic will be there; so will Sean Punch. Come by!

This is a repost of the Daily Illuminator. I’d like to point out that RPGs are listed first in the title, and that there are 14 tables for RPGs. That’s more than Car Wars and Munchkin combined. So if you were worried that FnordCon is really MunchkinCon, well, if it were, they’d have called it that.

I’ll be there. So will Sean Punch, who is great fun. I’ll be on two panels: one on GURPS/DFRPG, the other on TFT.

So sign up, and sign up to game. Sign up to RUN a game. I’ll give digital materials, from pre-gen characters from Hall of Judgment to any of the adventures I publish, to anyone that wants to run games at the Con. Let me know you’ve signed up, what games you want to run, and the time slots, and I’ll email you the adventures and map packs if they exist.

I have semi-final table assignments for FnordCon: 14 tables for RPGs, four for Car Wars, six for Munchkin. Times a weekend’s worth of game slots . . . equals a lot of games. And that’s not even taking the open gaming room into account. Or the Ogre room, whose tables will move around depending on the scenario.

There is still time to sign up, and we’d love to have you. Actually, right now would be a great time to register, because I’m about to send out the “want to run games and earn swag?” letter to everyone on the mailing list.

What have we got for you?

     – A weekend of games in a nice hotel.

     – Our staff will be accessible, running games and answering questions.

     – A big game library, and people to teach you both the new things and the classics.

     – Also meet our guest(s) – starting with GoH John Kovalic.  Also: Sean Punch! Drew Metzger! Andrew Hackard! David Blanchard of GPI! Ross Thompson of The Op!

     – See (and help playtest) games and adventures that have not been released, and in some cases have not been announced.

You can register right here.

 Steve Jackson

From the computer in the Lair of the Chaotic GM

Douglas’ Conditional Injury article from Pyramid #3/120 is an excellent alternative to GURPS’ default HP ablation system, especially if you dislike the “death by a thousand papercuts” trope in RPGs. I have built a small tool to facilitate its use:

https://jscalc.io/calc/30GyHBOoMYnXFmRc

It takes into account damage after DR, the target’s HP and other relevant parameters, and outputs the inflicted injury severity. Various consequences such as required HT rolls, shock penalties etc. are also included. The article allows for multiple interpretations of the effects of injury, lending itself very well to different styles of games, but in this case I decided to remain close to the injury rules as presented in the Basic Set.

Enjoy!

“With a world divided who do you turn to?”

The fine folks at Stranger Comics have launched an opportunity to get a Pathfinder 1E module set in Niobe’s world of Asunda, with epic new races, feats, items, and more. Asunda is in development at HBO with creator Sebastian A. Jones co-writing and Executive Producing. Also available on the campaign are beautiful hardcovers for their comics, miniatures, LARP weapons and more! So you can read the books and play the game before it goes to the screen! Creators include: Peter Bergting (Lord of the Rings), Jae Lee (Dark Tower), and Hyoung Taek Nam (The Last of Us)!

I was pointed towards the Niobe and the Untamed project by Sebastian, who contacted me to say nice things about the Nordlond Sagas. Well, right back at ’em: the quality of the visuals and production values of the products offered in their Kickstarter really look top-notch – and they’re not kidding about an HBO series being in development! I can only imagine how awesome it would be to see Nordlond brought to life in either graphic novel format; even more so in live action!

In any case, as we are moving toward the Norðlond Sagas stretch goals, take a moment to look at what they have to offer. I think it’s worth your time, especially if you’re a player of other systems!

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Notionally, the Dungeon Fantasy RPG is about, well, dungeon delving. That’s the core function it’s built to support. That said, Hall of Judgment was mostly an overland trek, with the main encounters being a ruined village and of course the Hall itself. The norðalfar lairs were legit underground dungeon-type stuff.

The Citadel at Norðvörn was a setting, completely without labyrinthine delving of any sort. I have played great games with it, and more than once. The Dungeon Fantasy RPG supports it just fine.

One of the fun things that made it into Citadel at Norðvörn was a village generator. Euan Hastie, a gamer and farmer from New Zealand, had a huge pile of research into modern and ancient farming methods and yields, and he and I worked really hard together to simplify all the data, make it sensible-enough and interesting, and present it in a way where “you wander into town” became something different for each town.

Presented below is one of several village he’s made. There will be more, posted, as this one was, to the Norðlond Sagas crowdfunding campaign as an update.

 Steingarður (The Stoneyard)

Assumptions

  • Very Fertile, but with infertile hills
  • Cool not cold
  • Norman/viking

The center of Norðlond west of Konungsborg (the capitol) boasts some of the most fertile soils known to the realm. The costs of two centuries of war with the Neveri clansmen to the south have prevented the Norðlonders from fully exploiting this boon, but it is still a land of plenty.

Away from the rivers and cities, venturing into southern Norðlond, the village of Steingarður sits where the hills meet the plains. The community is well established but has become something of a backwater in recent decades. This is the type of place a wandering knight might call home. It is a community of some 750 people, with a lackluster inn and sundry support services; one can assume a strong cooperage and enough of a smithy to keep the instruments for harvesting and transporting grain in good order.

Life centers around a walled longhouse, built on the end of ridge offering a strongly defensible location and a view over the plains. A man-made channel hugs the side of the grape-covered ridge, supplying the stronghold with water. While not a towering structure the wall is well made from mortared stone. Unlike the north of Norðlond, there are few mature stands of trees; small areas of tamed and managed woods are present amongst the hedgerows and in the higher valleys. A more considered eye notes the young age of the managed woodlands, the consequences of a feud that flared up a decade back.

Goats, wine, and linen are Steingarður’s main source of money as most other goods aren’t worth the cost to transport to the river. Even so it produces the food required to keep forty of it’s soldiers – the armed levy provided by the riddar to King Krail and the Marshal – fed and supplied while they are in the field against the Neveri.

While on average the people here – many of whom are thralls – are not well armed, those who are are usually older veterans. The town boasts more than a few heirloom weapons that are kept in fully functional condition.

Products

Aside from supporting village life, the industry of Steingarður has two purposes: feeding it’s soldiers and providing the riddar with the liquid assets required to maintain his position. The riddar is young, and has only recently assumed the role. In this case, liquid assets are rather on the nose: the two primary exports are 11,000 gallons (roughly 200 barrels, perhaps 60 tons including both barrel and wine)

Notes

  • Poor in wood
  • One of the northern-most wine producers
  • Valuable wine, a desirable product realising 40-50 per gallon.
  • 1 in 3 wine crops fail due to frost unless a druid is present
  • The gardens near the longhouse struggle due to the poorer soil
  • 2000 goats are kept on the rocky hilly area.
  • Wheat crop fails 1 year in 8

Numbers

  • 11000 gallons of wine in a good year, a lot of which is fine quality.

Each acre planted produces:

  • 213 pounds of oats
  • 499 pounds of Rye
  • 495 pounds of Barley
  • 180 pounds of Flax fiber
  • 20 pounds of surplus flax seed
  • 900 pounds of grapes
  • 610 pounds of wheat

Notable surpluses for trade

  • 11,000 gallons of wine
  • 50,000 pounds of grain
  • 240 goats
  • 800 lbs of goat hide
  • 3000 pounds of cloth and clothes

So that’s Stoneyard! A winery that depends on grain and wine for sustenance, with a newbie ruler. The riddar could be a threatened ally, or a ripe plum ready for picking. The village could be something the adventurers just pass through, or perhaps they must take refuge at the village inn, which used to be a thriving place of business but has fallen on hard times.

Look for more villages in coming days. Want more information on Stoneyard? Ask away!

This and more can be had at the Nordlond Sagas crowdfunding campaign, active until October 12.

Intro: May the FNORD Be With Us

Over Apr 6-7, I went down to FNORDCon, Steve Jackson Games’ first gaming convention that they planned and ran themselves. Originally, there wasn’t going to be any GURPS/DFRPG content at all – maybe not even any roleplaying – but I and one of my authors, also a MiB, volunteered to fix that right up. He was going to run two sessions of his upcoming The Dragons of Rosgarth, while I’d do one session each of Hall of Judgment and one of the almost-ready Citadel at Nordvorn.

Both sessions of mine were really, really full. I have a bit of a policy that if you come to one of my games, you play in one of my games. Especially with so few opportunities for RPGing while there. So both games had 12-13 folks in them.

I’ll be reaching out to my other players tonight, and we’ll see if anyone else has thoughts.

If you like what you read below . . . preorders for Citadel at Nordvorn are open!

Session Report by Carl Patten

My background going in: Backed Dungeon Fantasy Monsters II and backed the Citadel of Nordvorn based on recommendation from there. I am very familiar, if rusty, with GURPS, and own Dungeon Fantasy but hadn’t played it in a group yet. My wife has played several D&D campaigns but has only played GURPS once.

First of all, congratulations on running a session with 12 people that actually got stuff done! It’s really easy to get bogged down in details in DF and GURPS, and my wife appreciated the “GURPS super light” approach you took. You also were able to consistently answer our basic rule questions off the top of your head, which kept the pacing fast. Similarly, starting with “you’re all together on a boat, which is being attacked by another boat” successfully got us into the action right away without needing to reach a consensus first. The discussion afterward about what to do with our brand-new boat was hilarious!

Next, the setting rocked! We were the two Minnesotan expats in the room, and even though we may not have actually encountered the Minnesota/Iron Range references during this session, knowing they were in there got us pumped! The time you spent storytelling, describing the setting and why people acted as they did, was just as entertaining as the time we spent as characters in-game. This also paid off in the story hooks; hearing the story of the lady whose father shamed her suitor in public legitimately pissed us off! I’m going to have to run this setting just to find out what the hell is happening there!

We very much enjoyed the pre-made characters, my wife the “mace to the face” cat folk and me the halfling scout. I was worried that as two odd-ball characters we might miss out on some of the Norseness, but no, we were fully included! The descriptions and design notes were fun to read and helped us both jump into these characters immediately.

Minor character highlight was the great big lady wrestler who showed off what the Fantastic Dungeon Grappling can do. Sold me on checking it out, that’s for sure.

The Warding Temple quest to defend the village against 12 hobbs and 3 trolls was a mixed success. It succeeded in reuniting the party after we went a few different ways in Nordvorn, and ending on a big fight was a satisfying wrap-up so I’m glad we went there, but I got confused on where our party started in relation to the fey (ironic since I was the scout!), and that made it tough to sort out what to do other than just “shoot” or “run up and hit/bodyslam them”. Maybe a simple “who’s charging in and who’s staying back” table on the giant notepad would have helped? Fortunately the spellcaster next to me concussed the snot out of half the bad guys (and a few of us too) which helped us win the fight and end on time.

One last highlight: we arrived at the dock of Nordvorn with that brand new ship and the official asked us where we got it. We were standing around hum-hawing because, although per custom we’d claimed it fair and square, we weren’t sure exactly how to explain it. Suddenly you as our NPC boat captain whom we’d saved jumped in with “LET ME TELL YOU THE STORY!” It was an awesome moment of GMing and got us through that awkward pause while making us feel like righteous Norse heroes.

In conclusion, this was a tremendously exciting setting and session. Thanks for running it!

I got back into D&D after a long, long time with GURPS (though I did not, and will not, stop creating for that system) by joining Erik Tenkar, Peter Dell’Orto, Tim Shorts, Joe the Lawyer (I never actually got his whole name), and several others in Erik’s “B-Team.”

We played once a month, and compressed a whole lot of gaming into 2-3 hours. We used the Swords & Wizardry system, a retro-clone that showed me how much fun rules-light gaming can be, and helped me appreciate Fifth Edition a bit more when it came out.

S&W taught me to think simple, think fast, and think light. It helped me shape my grappling rules into something anyone would want to pick up, and could either “play easy” or add as much modular awesome as they could.

I got to know Matt Finch through Erik, and I believe other than the Wednesday night Tavern Chats, we started to get to know each other when he started “ambush interviewing” me for his D&D Neighborhood YouTube shows. While the first interview was me chatting with him about Dragon Heresy and related stuff, he tapped me for a few other shows like “How to write a player’s guide.” He’s a good guy, drives a good interview (maybe the legal training), and runs a good game, which I got to experience at GameHole Con in November of 2018 (this past year).

When it came time to introduce this second edition of Lost Hall, I asked him if he would be willing to contribute a Foreword, and he agreed.

Here’s the laid-out Foreword for your image perusal, followed by the text and a link to a PDF as well.

Foreword to Lost Hall of Tyr (2nd Edition)

by Matt Finch

Some longish time ago, I was talking with Doug Cole via Google Hangout. As the conversation went on, it started to dawn on me that he was sitting in the middle of what looked like a small armory of blades, axes, and shields—all of them made of wood. So after a while, of course, I had to ask about this clutter of weaponry piled up all around him. Now, anyone who knows Doug already knows that “enthusiastic” only vaguely succeeds in capturing the essence of Doug. Seconds later, I was looking through my computer screen at a sword-wielding, shieldbearing warrior in fighting stance, delivering an energetic lecture on the proper way to use a Viking-type shield. As the lecture evolved into methods of using the sword in concert with the shield, I started to realize why there’s no furniture anywhere near his computer. Or, at least, what happened to it if there once was. As I’ve said, “enthusiastic” doesn’t quite capture it.

Doug manages to infuse his writing with the same effervescent energy, making for a wild ride through his game world and the adventures to be found in it. Since I’m no expert on Vikings or Norse mythology I can’t speak to how much of Doug’s exploration into the wyrd, wild world of Viking adventure is based on history and how much of it is just a sheer, fantastic Norseplosion of adventure. It doesn’t really matter, of course —this book is a mix of pure mystery and adrenaline for RPG gaming, and that’s what counts in the long run.

One is always tempted to write a long foreword to a good book, sprinkling spoilers here and there in an effort to tell the reader how to enjoy what they’re about to encounter in it. But I don’t think that’s the purpose of a foreword. A foreword is for setting the mood: giving the reader that last deep breath before the plunge into strange worlds and vivid imagery. I can assure you, even though the world of Norse adventuring might seem familiar on the surface, what lies beneath that surface is strange and mythic indeed. And so, consider that last, deep breath to have now been drawn—it’s time to turn the page and let yourself go a-Viking in the rich sea of ideas you’ll find beyond!

 LINK TO PDF FILE

When putting together some of the cities and towns in Dragon Heresy, I used an article by S. John Ross called Medieval Demographics Made Easy.

It’s pretty much what it says on the tin: a tightly-presented metasystem and consolidated research finding on the population of medieval towns, villages, and cities. It provides die rolls, tables, and other necessities to quickly understand how many of what profession are going to be in a given place, as well as talking about castles, agriculture, and more.

When S. John restructured his website, The Blue Room, it became convenient for him to offer this file to host on other blogs, and I asked if Gaming Ballistic could be one of them.

I intend to keep using this for Dragon Heresy, and I recommend it strongly, if for nothing else to avoid the trope of medieval villages that feel like 21st century suburbs and strip malls.

Enjoy!

Full File Here:

Medieval Demographics Made Easy (by S. John Ross)

Introduction to Medieval Demographics Made Easy, by S. John Ross
Introduction to Medieval Demographics Made Easy, by S. John Ross