Deep beneath the ocean, a creature of immeasurable power slumbers eternally, utterly alien in form, a great winged beast with tremendous psychic sway that spreads across the world.
Considering human beings trap small Pokemon and train them to fight, there are some terrifying entities higher up in their ranks. Creatures wrought of legend, gods and fiends, ancient and terrible monstrosities that can end worlds, or create them. And apparently they can be contained and made to fight in very terrestrial competitions.
So as I sit writing entries for my personal Pokenomicon, I find that I’m building from the inside out. Taking my combination of Cthulhu and Lugia as my central point I’m designing the rest of my maniacal menagerie from concept of that deep and ancient terror, Cthulugia. Let’s take a look at the components: (more…)
It has been a couple of years since the release of the core set – Players Handbook, Monster Manual and Dungeon Master’s Guide – and in between we’ve mostly seen the release of campaign books that have added their own flavour that a half-awake DM can implement to great effect in his/her own games.
Across the last two editions we’ve seen something of a template in terms of extra material, and the same with independent adaption Pathfinder; more monster manuals, more player options, flavour books that add new worlds or mixed materials that play to a theme, accompanied by campaign modules which are primarily focused on a playable adventure, rather than adding usable material for anyone to use. (more…)