Wild Hunt Studios creates original tabletop role-playing games, and illustrations for your games, and is committed to the ideals of independent publishing and creator-ownership.

WHS is currently publishing material for 3rd Edition Dungeons & Dragons and a mini-supplement for the indie RPG Sorcerer entitled Electric Ghosts.

Wild Hunt News

Blood and Illumination
May 3rd, 2015

At the end of 2014, Wild Hunt Studios embarked on a new project, the creation of an illuminated manuscript titled “Rose, Mist, and Thorn: Elves of the Bloodwood” developed by way of patronage through the Patreon website. Patreon is based on the historical concept of patronage (very fitting, given the nature of this project!), allowing individuals to support artists and creators by pledging small donations in return for content — some artists are using Patreon for music, others for webcomics, maps, paintings, or even whole magazines.

At it’s heart, this project is a pseudo-travelogue about a grim enclave of elves, their forest homeland, and its history, based more on classic legends about the fey folk than on Tolkien’s own take on the same, done in an illuminated style of my own design. It is not specifically a game-related product and is not tied to any RPG system, but presents ideas that can be used for such, as well as enjoyed simply for pleasure and its aesthetics.

You can learn more about my Patreon, and see the pages that have already been completed, here: https://www.patreon.com/greyorm

Fairies and Half-trolls and Liches, Oh My!
March 11th, 2015

Over on Nerdwerds, a point was raised about letting players with wild character concepts play those characters, and play them as conceived rather than hosed versions of them. And it reminded me of a few times this has come up in my own gaming history as a GM.

Around a decade ago, for an on-line game I was DMing, our group had put out a call for new players. One of the applicants had a character concept he insisted I should give a chance, that it was a great character: a high level multi-class half-troll (a rogue-cleric-mage). The character could regenerate, the Ability scores were insane. I think there were some other bits that resulted in quirked eyebrows, but those things are what I recall.

I turned the character down for being much too powergame-y and didn’t think much about it.

Read the rest of this entry »

The Primordial Age of Demons
November 3rd, 2014

I’ve been playing Tony Dowler’s “How to Host a Dungeon” the last few nights, and realized it would be interesting to record my results for each Age in terms of a potential campaign setting, beginning with the Primordial.

I rolled a river with multiple waterfalls, some mithril deposits, ancient beasts near to the surface, and a demon civilization deep under the earth–which lasted only one season before erupting upwards without interacting with anything else. At the end of the Age, earthquakes caused multiple rifts intersecting the river.

Then I spent some time thinking about what all that meant for the developing dungeon, eventually moving away from the idea I was just developing a single dungeon here. At least in this portion. This felt more like a chance for world creation.

Read the rest of this entry »

Niflgap Now Available
July 1st, 2014

It is time! Vikings! Zombies! Spaceships!

Sail the black tides of the cosmos in “Niflgap.”

Pelgrane Press has released the latest “Series Pitch of the Month” for the DramaSystem, Raven Daegmorgan’s Niflgap, based on ideas from his long-unpublished RPG, Dead*Space: as the universe dies, you, the fractious Norse gods, set forth in starships from lonesome Midgaard, hoping to find salvation in the void where armies of the hungry dead writhe endless beneath black suns.

You can order Niflgap, and all the other great pitches, from the Pelgrane Store. Look under ‘Other Publications’.

The Walhkrevt’s Well
May 22nd, 2014

An homage to Undermountain and the mega-dungeons…

On an exposed outcrop high on a stony mountainside there is a broad pit. The pit is ringed by a low stone lip carven with all manner of gargoyles and obscene figures; swaying over it is a heavy black bucket large enough to fit two men, suspended with thick cables from a sturdy-but-worn wooden frame. A great, iron winch carven with skulls beckons. None know who maintains the apparatus, only that it is.

To those few mountain-dwellers of the area, this place is called the Well, but no one draws water forth from its depths. Only evil.

Were a brave or foolish soul to descend in the bucket (as some have), they would find someone–something–has carven rooms and burrowed tunnels through the casement all along the descent into the nethermost-depths; each entry along the way down leading to new complex of rooms: some small, some large, and some sprawling. The Well holds level-upon-level of cursed dungeons and cavern lairs, each holding horrors independent of the others. And at the very bottom…

Read the rest of this entry »