The Two Kingdoms – Rekellia and Redami

Summerfort Sunday
Summerfort is based on the border of two kingdoms. The first is Rekellia, largest and longest-lived of the countries in Galtharion. The second is Redami, youngest kingdom in the world.

Rekellia is the remains of a continent-spanning empire that once united Galtharion. Its culture and history are rich and full, and though its time of dominance has passed, its people still remain proud of their heritage.

Redami, on the other hand, is the last province to split away from the Rekellian Dominion. As a young kingdom, it clings fiercely to its national identity and clashes with Rekellia on all fronts in an effort to define itself and legitimize itself.

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Secrets of the Dragons

Summerfort Sunday

Summerfort being a border town of appreciable size has attracted a handful of scholars from the Imperial capital. These scholars hope to discover, investigate, and catalogue traces of lost civilizations. Their mandate from the Empire comes from an Imperial desire to recover weapons to use against its enemies, and so their support is dependent on acquisition of such artifacts.

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Keeping NPCs inline with the party

NPCs in Æther can be created one of two ways. You can choose to create them as a standard character, giving the character points in attributes, then skill points then bonus points. Advancing the character is as simple as giving more skill points and spending them accordingly. That process can keep the bad guys the most fair, and the most in line with the characters.

Sometimes you might be in a hurry though, and you might just want to give the bad guys some stats; and you don’t have an archetype available that fits the bill. Assigning stats on the fly can work, but it takes some practice to get the mix right. Too many attribute points or skill points and the challenge is too great for the party, too few, and it’s too easy. Experienced Narrators know what their parties can and cannot handle, and the enemies and NPCs need to be tailored to the party as well as the adventure.

The purpose of the NPC is almost as important as the attributes and skill values. If the NPC is to be in for the long haul, then the character needs to advance along with the PCs. If the NPC is a short term opponent or ally, the skills and abilities that the character has can be far in excess of those of the PCs. If the PCs are too over shadowed though, they may not have fun because they feel powerless against them or useless beside them.

The same can be said for any system, but in Æther, little tweaks to skills start making a huge difference in a hurry. Twenty points there, or a Base Attribute Modifier of another 10 is a gigantic advantage in most cases.

Keep things going with the NPCs, they are an integral part of the adventure, and should not, in most cases be considered part of the furniture of the setting. Not every NPC needs a name, but the important ones do, and they need attributes and skills to make the encounters memorable, especially if the plan is to keep them around for a while.


The Cult of Blood

Summerfort Sunday

The villain in A Darkness at Summerfort is a sect of the Cult of Blood. No secret there. But who are they? Why are they so ominously named? I’ll tell you.

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Introducing Stocking Stuffers in the SGG Store!

Do you have something you want to give that certain someone, but it’s an electronic copy of an adventure or book? It’s tough to give that away; during this time of the year, it’s the thought that counts, but you can’t hand someone an electronic copy of an adventure.

Except we made it so you can.

With a Silver Gryphon Stocking Stuffer, you can give any of our electronic products to someone. With a few simple clicks, you get a selection of certificates to use, fill out, and give to anyone on your shopping list for them to redeem. We will email you a Stocking Stuffer Secret Code for your recipient to use and voila!

When your recipient wants to redeem their Silver Gryphon Stocking Stuffer, they select the appropriate product and use the Secret Code in the coupon section of the page. The coupon is for 100% off a product’s value, so even if you buy it on sale, your recipient gets it for free!

Season’s Greetings from all of us here at Silver Gryphon Games, and we wish you all the best, whether it’s a Happy Chaunukha, a Merry Christmas, a Joyous Kwanza, or a Joyous Yuletide; because whatever your reason to celebrate, we hope that this year, and every year, it’s wonderful!

Visit our store today and pick up something for that special someone!


Creating Memorable NPCs: Osric the Worthy

Summerfort Sunday

Summerfort is home to a number of interesting, unusual, and colorful characters. It’s also home to a number of intentionally bland and unexciting folk. I wrote them that way to draw attention to the more exciting characters, but also to make the city seem more believable.

To illustrate this, here I present one of the major characters in A Darkness at Summerfort.

Osric the Worthy (captain of the town guard)

Personality: Uncompromising, Stubborn

Physical Attributes: Muscular, Strong Jaw, Harsh Eyes

Voice: Strong

Something to note here: each NPC in A Darkness at Summerfort has a full list of game statistics, but also a set of roleplaying statistics like those above. These quick notes are intended to give game masters an idea of how to act the NPC out, should they so choose.

About Osric

The master of Summerfort’s town guard, Osric gained his nickname by besting a gurunil raiding party alone. He’s a handsome man, even in his fifties, and a very capable fighter. Osric is outwardly uncompromising and will not sacrifice the town’s safety for any reason.

In his youth, Osric was an adventurer. As he got older, he decided to retire from a life of adventuring to start a family. His wife Lila, three sons, and two daughters live with him in a large stone house near the North Gate of Summerfort. Osric and Lila had a sixth child, a son named Zutry, who disappeared on a foraging trip fifteen years ago. Though Osric spent almost a full year searching for him, Zutry was never found again. That loss stings bitterly for both Osric and Lila to this day.

Ten years ago, the baron who owns the land Summerfort is built on approached Osric to offer him captaincy of the town guard. At the time, Osric had a poor opinion of Baron Auler, but accepted anyway. He wanted a chance to protect Summerfort, and this was the best opportunity he’d be likely to get. He has been the captain of the guard ever since.



Thanksgiving, Sales, and Æthursday!

Happy Thanksgiving to all of our American fans! From all of us here to all of you out there, we hope your holiday is safe and that you enjoy this time observing the traditions that you have!

On that note, one of the most American of traditions is Black Thursday and Cyber Monday. No doubt you have been inundated with sale announcements and all kinds of special deals and offers. At our Store you can enjoy 25% off everything, now through Monday the 26th! These deals come by only once a year, and only our April sale gives you more bang for your buck! Stop by the store and see our new Christmas video as well!

On that note, don’t forget to check us out on Facebook! All of our fans who have “Liked” us receive a 10% off coupon, and yes, it stacks with the 25% off coupon for the holidays, and the 10% coupon if you have won one of our Silver Gryphon poker chips at a con! If you’ve had that opportunity, you can take 45% off our regular prices!

Finally, it’s Æthursday, so we’re capping this week’s Thursday post off with something to get you into the holiday spirit, the Wereturkey!

A lesser known lycanthrope, Wereturkeys are prevalent in early American history, and the settlers of Europe had vicious battles with them. It took help from the Native American tribes in the area to teach the settlers the weaknesses of the terrifying bird/human hybrids: the naturally growing herb of sage. This war against the Wereturkeys has gone largely unrecorded in history, but remnants of it can be found in folk art, particularly in the anthropomorphization of the common turkey around Thanksgiving time. These are not attempts to be cute, but rather, they are attempts to remove the horror from the ingrained memories passed down by our ancestors.

Wereturkeys in Æther are cursed and they pass their curse on genetically as well as transmitting it like an infection through their bite. Their abilities do not manifest until the next full moon, and after that they are stronger, faster, and tougher in their human form and even more so in their wereturkey form. Wereturkeys have two forms: Human and a Human/Turkey Hybrid. The Hybrid form can curl their wings into rough hands and manipulate large objects; bows and arrows are beyond their abilities, but using weapons such as muskets and blunderbusses are terrifyingly possible.

Apply the following templates to a previously created character.

Wereturkeys have the following bonuses in Human form:

Attribute Bonuses:
Muscle +1
Reflexes +1
Toughness +1
Wits +1

Skill Bonuses:
Perception +25
Survival +25

Colossal Armor: 0/Sage
Regeneration: 1 SD / round
Weakness: Sage

Wereturkeys have the following bonuses in Hybrid form. The bonuses to their skills and attributes stack with those they receive in their Human form.

Attribute Changes:
Aim -2 (to a minimum of 1)
Muscle +3
Reflexes +3
Toughness +3
Wits +3

Skill Bonuses:
Perception +50
Survival +50
Stealth +25

Colossal Armor: 0 / Sage
Weakness: Sage
Claws and Bite attack
Terror Gobble

Colossal Armor
Wereturkeys have colossal armor against all damage sources except sage. If a sage-coated item does damage to them, it does damage as normal.

Wereturkeys will regenerate 1 SD per round until they are completely healed. They will not regenerate wounds from sage-based weapons if the sage is still in them (i.e. a snapped off stick or stuffing). They will regenerate limbs in a week, but they cannot regenerate their head; decapitation kills them. They are instantly healed whenever they change form unless they have taken damage from a silver weapon. Changing form does not regenerate lost limbs or speed up the process, but the wound from the loss of limb will heal over and stop bleeding.

Sage is the wereturkey’s only weakness. It by-passes their Colossal armor ability and causes lasting damage. The only ways to kill a wereturkey are to destroy its heart with a sage-based weapon or to decapitate it. This is why sage is such a common ingredient in stuffing on Thanksgiving: it’s the only way to be sure.

Claw and Bite Attack
In were form, the wereturkey has claw and bite attacks. Its claws and bite each do 1D10 / 3 + their Damage Modifier in Hard Damage. Their bite can cause an infection that will turn the victim into a wereturkey on the next full moon. Bitten victims make a Resist Poison check immediately with a target of 150. If they fail, they will become a wereturkey. If they pass, they are not infected.

Terror Gobble
In Hybrid form, wereturkeys can unleash a Terror Gobble once every 10 seconds. This gobble requires all non wereturkeys within 100 feet to make a Mental Control check at a 100 difficulty. Those who fail will flee for the next 10 seconds, or until they are at least 100 yards away, whatever comes first. Those who critically fail the roll die instantly of a heart attack. Those who pass can act normally. Using the Terror Gobble is a Full Action for the Turkey.

It is possible to resist the change into a wereturkey, which happens automatically on all three nights of the full moon. The wereturkey can also enact a change at any time during the month, day or night, after they have already gone through their first full moon. The difficulty to change from turkey to man and back again is a 150 Mental Control check. There is no check required to change from man to turkey-human-hybrid during the nights of the full moon; that is free, but to change back into a man requires a Mental Control check of 150. At dawn, the change back to human is automatic and cannot be resisted.


Wellstone City Wednesday – Salvation’s Soldiers

Salvation’s Soldiers

This group, made up almost entirely of veterans from within Wellstone City, is a charity organization that picks up many causes throughout Wellstone, but takes a special interest in the homeless and the victims of domestic abuse. They are mostly well known for two events: a bike ride for Memorial Day at the end of May, and their work during the holidays. Starting on the day after Thanksgiving, these volunteers are on the corner of every major street intersection (in the safer parts of town) and at every shopping mall, ringing their bells and asking for donations.

Unlike some of the other similar organizations, none of the staff of Salvation’s Soldiers are paid. One hundred percent of the donations go to helping various shelters or for soup kitchens or other special needs groups. Very little of the contributions go to things like overhead, but the group does have a few expenses, such as uniforms, advertising, and supplies for donation collection.

One of the few charity organizations in town that the syndicates won’t touch, Salvation’ Soldiers even get a fairly wide avenue of operation from the smaller criminal elements. They are one of the most iconic groups in the city, and that is mostly due to the fact that they started in Wellstone City and they stayed in Wellstone City.


Destroying Summerfort

Summerfort Sunday

For this edition of Summerfort Sundays, I present you with a look into the history of Summerfort’s development, and give you a rundown on where we’re going with it.

The Con Game

The microsetting of Summerfort was born out of a game I threw together for a convention. In the earliest days after Ingenium’s original release in 2010, I didn’t have any games to run at conventions. I’d had adventures that I ran for friends, but nothing printed and fleshed out for public consumption. Even the Ingenium core rules didn’t have a printed adventure.

So, for the first convention we went to in 2011 (which, I believe, may have been Con of the North in Minneapolis), I put together a quick two-hour dungeon dive called “A Darkness at Summerfort.” No one showed up for the adventure, mostly due to horrible event handling at the con in question. However, when I did end up running the adventure, the players had a blast. Over the next weeks and months, A Darkness at Summerfort went through numerous revisions and expansions, finally becoming what it is today. I’ll get to that in a minute.

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Breaking Murphy has been released for Wellstone City!

Have you ever had one of those days…one where nothing seems to be going right? One that starts out bad and just seems to get worse and worse? Today is one of those days. To top it off, your crew just got a call from the Boss; you have three hours to plan a bank hit, get something out of Vault Security Box 42, and get out. So far, you’ve broken a shoe lace, broken a mirror, and feel like you’re being stalked by black cats. You’ve got a bad, bad feeling about this…

This adventure takes a (potential) break from the normal Wellstone City Chronicles and uses a varient in the rules of the Wellstone City Encounter Deck to make an adventure that is literally different every time you play it. By drawing three cards at the beginning of the adventure, the Narrator determines what events happen during the hit that make this time through it unique. These three card draws can dramatically change the way the adventure runs, and even shift alliances of the PCs, so we consider it to be the “gag episode” of Wellstone City.

When drawing cards, you might get any of the following, plus other results for every single other card in the deck:

  • A bus load of kids from a local charity organization is taking a tour of the bank, unbeknownst to the PCs at the initial time of the hit.
  • The mother of one of the PCs is in the bank and recognizes the PC. She does not become one of the people already listed as one of the people in the bank; she is a new person completely.
  • The Bank Manager has a heart attack before the PCs can get the vault open and he is the only one who knew the combination.
  • The power goes out. A pelican dropped a fish into a transformer and it blew up. The city is going to need a few hours to get it sorted out.
  • A rabid bat swarm comes down out of the drop ceiling.

This adventure is filled with art from Ari Syahrazad, and comes with a map provided by Fabled Environments! A larger version of the map can be purchased from Fabled Environments, either from their store front at Drive Thru RPG and their affiliates, or get a huge physical print out from their online store at!

Add Breaking Murphy to your collection of Wellstone City Chronicles today! It is available for both the Savage Worlds and Æther systems!


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