What happened here recently?
Funnel World at Gauntlet Con 2017 (00:27)
What should I be on the lookout for?
Sword Breaker #5 (10:05)
What here is not what it appears to be?
What here is useful or valuable to me?
New contest announcement (33:52)
The Horn of Nammu (36:37)
Old King Myrmiron (37:35)
What is about to happen?
Our ongoing comic strip AP featuring the story of St. Evelyn the White (40:49)
Discern Realities (42:30)
“God damn it!” (46:32)
List of Keeper titles
Solitary, Devious, Intelligent, Planar
Jellyfish claws (d10 damage)
Old King Myrmiron was a triton king from the ancient past; a schemer who consorted with dark gods imprisoned in the deepest parts of the ocean. His people eventually grew weary of his heretical wickedness and beheaded him. But like many ancient kings, his spirit is bound to the physical world, and can never truly be destroyed, only contained. Now a vengeful revenant, he occasionally gathers enough strength to be a menace to the peaceful people of the world, and great heroes must step forward to subdue and imprison him anew. Old King Myrmiron appears as a headless triton wearing long kelp robes festooned with pearls. He has a pair of large jellyfish on his claw-like hands. His favorite tactic in combat is to transport his enemies to a small, undersea pocket dimension that resembles his coral throne room from the Days of Old. Though victims can swim to the surface of this tiny ocean, which leads to wherever he was originally encountered, it allows him to summon dangerous sea creatures to aid him in battle (which often appear by wriggling out of the gaping hole between his shoulders).
Instinct: To escape his prison
- Summon sharks and eels.
- Paralyze foe.
Horn of Nammu
This horn appears to be made from a large, pink and silver conch shell. When you are facing down certain death and you blow the horn, roll +CHA. *On a 10+, the power of the ancient sea will rescue you from the danger. *On a 7-9, the power of the ancient sea will assist you in escaping the danger, but will not rescue you outright. *On a 6-, the ancient sea finds you wanting. The GM may hold 1 and spend it to bring down the wrath of the primordial ocean upon you.