Wednesday, November 12, 2014

Serve the Master!


A fool once said that magicians are "either diabolists or cowards" for even though he was a fool he knew the Power offered by the beings of the Pit outstrips that which can be learned from study alone.  But what is the cost of the Power?

Dark Masters
The only true Way to Power is to submit oneself to the will of a Dark Master.  While this means the loss of one's Will, many see it as superior to scrounging in the dirt for arcane secrets and being limited by the Laws of Reality.

Summoning 
To make a pact with with a Dark Master, one must first summon it into the World.  The rituals for this are usually and unfortunately very simple, but they only have a percentage chance of succeeding equal to the supplicant's Charisma + Level.  After it has first been summoned, the caster may call the Dark Master again at double this percentage chance.

Summoning is a dangerous process.  The supplicant must roll a d20 under their Wisdom score in order to have accurately prepared the protective wards necessary to survive contact with a Lord of the Pit.  If they fail to do so they are either dragged to the Pit or hideously transformed, depending on the nature of the Master.  For example, Armadeus takes men in a puff of greasy, sulfurous smoke while the Horned One turns them into mindless deer-men.

When making a pact, the supplicant must submit to the Service required by the Master.  This is not to be done lightly, but once a Lord of The Pit is summoned they rarely leave without their pound of flesh.

In addition to making pacts, summoned demons may also teach spells.  This requires a sacrifice the total HD of which must be equal to three times the level of the spell or a sinister task created by the referee with the campaign in mind.

Entering into a pact changes the character's alignment to Chaotic automatically, if it was not so already.  Being taught a spell changes the character's alignment to the next alignment towards Chaotic, so Lawful characters become Good, Good characters become Neutral, etc.

Anti-clerics may not enter pacts as the Dark Masters are already the source of their Power.

Pacts
Here are the mechanics for the three most common pacts witches and sorcerers are likely to enter into in the Dark Country.

Armadeus
Armadeus is the master of secrets, shadow, and in some texts the Undead.

Service
The supplicant must write his Secret Name in Armadeus's Black Book in order to receive the Power. Once he has done so, he will automatically fail his saving throw against any effects caused by the demons in Armadeus's twenty and seven legions.

Level 1 (Prestidigitator)
The supplicant receives a familiar in the form of a black cat with piercing green eyes.  Once per day, the familiar will reveal the location of a hidden thing to the supplicant.

The familiar spirit may also be dismissed to search for the Secret Name of any creature.  This process takes one full day for Chaotic creatures, one week for Evil ones, one month for Neutral creatures, and one year for Good creatures.  There is only a 50% chance of success with Neutral creatures and a 25% chance for Good creatures. The familiar will never learn the name of a Lawful creatures.

If the supplicant learns the Secret Name of a creature in this fashion, any saving throws made by the creature against effects caused by the supplicant are at a -4 penalty.

Level 6 (Magician)
The supplicant may retreat into his shadow once per day, becoming two dimensional and immune to non-magical weapons during this time.  While in this form he cannot attack or manipulate three dimensional objects, but he only has a 2 in 6 chance of being noticed by those who did not see him transform.  To exit this state, the supplicant must make a saving throw. On a success, they emerge from their shadow.  If they fail, they must remain in their shadow for a full day.  After three failures, the supplicant is stuck forever as a shadow and becomes an NPC with the statistics of the shadow described in the S&W Monsters booklet.

Level 11 (Wizard)
The supplicant may use their knowledge of a person's - but not a creature's - Secret Name to enthrall them.  To do this, they must make eye contact with the person and the person must make a saving throw at the -4 penalty conferred by knowing their Secret Name.  If they fail they are in the thrall of the supplicant until Dispel Chaos is cast on them.  If the supplicant should die and the person is still enthralled, the victim will seek to resurrect the supplicant in any way possible.

The supplicant may have up to two thralls +/- their Charisma modifier.

Crapoad
Crapoad is the Father of Toads and Font of Blasphemies.

Service
The supplicant must accept a toad into his throat.  This toad will exist parasitically off the supplicant, and thus the supplicant will require twice the amount of food and water normally needed by humans.  If this diet is not met, the supplicant shall not gain any benefit from natural healing.

In addition to this increased need for food, any time a spell is cast by a Cleric in the sight of the supplicant, the toad will belch a hideous blasphemy that has a percentage chance of negating the spell equal to the supplicants Charisma score.

Level 1 (Prestidigitator)
The supplicant gains a toad as a familiar.  This is not the same toad that lives in his throat.  Once per day this toad will reveal the location of any text the supplicant can describe, including a spell scroll.

Level 6 (Magician)
Once per day the supplicant may see through the eyes of any toads within the five mile hex they currently are in.  In doing so they automatically find any locations, persons, or creatures that are outside, assuming the weather is amenable to toads.  While searching in this way, the supplicant's body is in a catatonic state.  A saving throw is required to exit this state.  After three failed saving throws the supplicant's mind is switched with that of a toad and he is sent to wander among the bog as his body hunts for worms and flies to eat.

Level 11 (Wizard)
The supplicant may "silence" a cleric by causing any utterance - including attempts to cast spells - to come out as some hideous blasphemy or heresy.  This requires eye contact and the sign of the evil eye to be made at the cleric, at which point the victim gets a saving throw.  The effect lasts until a successful save dispels it, with a new save allowed every sunrise or until Remove Curse or a similar spell can be cast.

The Horned One
The Horned One is the Master of Beasts and of the Lusts of Men and Women.

Service
The supplicant must submit to the Horned One's hideous advances, After the initial pact is made, all of the supplicants hit die are rerolled until a lower number is achieved.  This becomes the new HP total for the supplicant until they gain a level.  There is also a 30% chance the supplicant, regardless of gender, becomes impregnated with 1d3 devil-men as describe in the post on the Horned One.

The supplicant must renew the pact every year at a Black Sabbath held on Candlemass Eve.  When this occurs the HD are again rerolled, though only once and the lower of the two HP totals is taken, meaning their may be no change.  There is also, again, a 30% chance of becoming host to 1d3 devil-men.

Level 1 (Prestidigitator)
The supplicant gains a black goat as a familiar. This goat, at any time, may lead the supplicant to the nearest community of beast-men, devil-men, witches, or werewolves.  This is easy as these often cohabitate.  These beings will also know the supplicant as a friend.

The familiar also speaks the secret language of beasts, and once per day will translate for the supplicant.  He will under no circumstances teach this language.

Level 6 (Magician)
Once per day, the supplicant may summon 2d6 hit die worth of beasts or beast-men - the type of which is determined by the refree and the number of which is determined by the hit die.  These creatures attack anyone in the immediate area of the caster.  The supplicant, and anyone aligned with him, must make a saving throw or be assaulted themselves.  Good and Lawful characters always fail these saving throws.  Once their quarry has been slain, they will return from whence they came.

Level 11 (Wizard)
The supplicant may, once per day, turn 2d6 hit die worth of persons into beasts or beast-men, caster's discretion.  There is no limit to the HD affected, but a saving throw is allowed.

Marks
In addition to the other traits gained through pacts, each Dark Master makes its Mark on the supplicant.  This becomes more pronounced as the supplicant levels.  The individual marks are omitted from this post in order to prevent the Nightwick playgroup from metagaming.


Monday, November 10, 2014

Lerouxville

A long while ago I ran a modern Call of Cthulhu game on G+ set in a fictional town in Louisiana modeled after my hometown of Hattiesburg Mississippi.  There is a fairly likely chance that I'll be running a mini-campaign for my home group in the Classic/1920s era of Cthulhu.  As a thought experiment this morning, I decided to sketch out what I think Lerouxville and its surroundings would be like in the '20s.



Lerouxville - An Arkham-sized town that, while extant as long ago as 1810, grew in prominence due to a mass migration of carpet baggers after the Civil War.  It was for many decades a combination logging town and rail hub, but as logging has moved to the Pacific Northwest the magnates of the town have come to focus more on other forms of commerce.  The town is surprisingly Klan free, in part due to the Klan's opposition to bootlegging, which has recently lined the pockets of many residents.

Borden College - This college was founded about 30 years ago as a teaching college, but in the intervening years it has added a number of eclectic departments.  It is known throughout the region as a haven for radicals and wackos, many of whom were rejected from the more conservative institutions nearby.

Perilloup - This small community is a mix of Cajuns, African Americans, and mixed raced individuals and the subject of many rumors.  It is older than Lerouxville and by historical accident is home to the Skipwith Parish* courthouse.  It is home to an illicit gambling house and brothel, originally intended to service the loggers in Lerouxville.  These establishments have seen better days.  Many of the residents here make alcohol, which is smuggled to other parts of the country via Lerouxville.

Pinewood - A small farming community of old Southerners with only a handful of last names.  Locals are poor, insular, and bitter.  About halfway between Lerouxville and Pinewood is the Pinewood Asylum, which was built with a grant from the Collins family of Lerouxville.

Bayeux St Foy - About 30 miles south of Lerouxville, many of the Lerouxville magnates have second homes here to enjoy the lush scenery.  Many of these homes include surrounding communities of share croppers.  The town is rounded out with old cajun families who are resentful of the "New People."

*About 1/3 of Lerouxville lies in Skipwith Parish

Home Group Players Do not Read Beyond this Point
The supernatural elements can be roughly broken down as follows:


- The weird shit at the college - strange science experiments, weird ancient books, etc.


- The various turpitudes of the town magnates - usually pacts with Shub-Niggurath or Nyrlathotep for their own prosperity.  Some will have oddly old world or New England character.


- Hoodoo - usually presented as weird practices but some of which will have obvious mythos roots.  Practiced by African Americans, Cajuns, and old Southern families.


- D'Iberville Forest - strange standing stones in a region with mostly clay and sandy soils, "swam monsters," half-monster squatters


- Yig - might use Yig to tie it all together because of its association with African, New World, and really really old Old World stuff.  Also there's just a lot of snakes


.

Wednesday, October 15, 2014

Only 8 Hours Left to Get Your Hands on the Slumbering Ursine Dunes


The Slumbering Ursine Dunes is only going to be available for a few more hours.

Honestly I could go on and on about how great the material Chris has made for his long-running campaign is and how it has been one of the greatest D&D experiences of my life to play in it, but since time is short and I need you to read this quickly, I'd rather focus on something more of immediate interest to me: two more dungeons.

If the kickstarter can just make a few more dollars, Chris will be producing two dungeons which have bedeviled and bamboozled us in the party for some time.  They are the sinister Frog Demon Temple, whose deadliness has become a running joke in the campaign, and Bad Rajetz, whose mutable nature we have yet to solve after years of playtime.  Plus Jason Sholtis of Dungeon Dozen and They Stalk The Underworld fame will be doing the art for them!

I want to see them.  I bet you want to see them, and if you pledge you can also get another of other great locales in addition to the Dunes.  Go ahead, you know you want to.

Monday, August 18, 2014

A Guide to Viridistan

The City State of the World Emperor is surrounded by a great, green-stone wall and dominated by the equally green palace of His Piscine Majesty and temple of Mer Shunna.  These, and other temples to the chief gods of the city, form a large square in the south of the city.  From this square run great avenues that divide the city into its various districts and quarters.  Between these avenues run various side streets and allies that give Viridistan the appearance of a tremendous spiderweb.

Below are description of the city's main quarters.  Note that individual streets within these quarters will often contradict the general description provided here, and it is not uncommon to find extreme poverty in some of the older areas of the Noble Quarter or opulence in the Seafront.


The Temple Squares
As mentioned above, the southern portion of the city is dominated by a series of connected squares and plazas, themselves dominated by temples to various deities.  Hypothetically, these squares should be the most open areas of the city, but they are so often thronging with the ecstatic members of various faiths, as well as those visiting the farmers markets, that is usually quite difficult to move from one side of the plazas to the other.  The other major feature of these plazas is that they lie ever in the shadow of the fortress-palace of the World Emperor, a green-stone building of a size that rivals the Mer Shunna temple.

Example Place to Rob: Temple Tempter - this temple to Nephtys, goddess of wealth, acts as both temple and bank, though rumor has it that its vaults are currently filled with giant spiders, the result of a strange heresy best discussed elsewhere.



The Noble Quarter
To the East of the Mer Shunna temple lies the Noble Quarter, which is comprised of a series of small palaces, townhouses, gardens, and the various service industries the decadent nobility of such a city require.  The design of these structures, with their courtyards, adjoining servants quarters, and in some cases private menageries, mean that this quarter takes up a disproportionate amount of the city's acreage.  However, even with these lavish structures, there are still many pockets of poverty - old palaces converted into tenements, neighborhoods designed only for slaves, etc.

Example Place to Rob: The Apothecary - the nameless apothecary shop where the Noble Quarter meets the main Temple Square is known to but a few in the city.  It's proprietor is a mysterious hooded man, though it is well known - well, well known to those who know of him in the first place - that he rarely spends any time within the shop.  The classification of it as an "apothecary" is, perhaps, inaccurate and certainly belies the many magical wonders to be found within.



The Military District
North of the Noble Quarter is the Military District, a mix of barracks, military-service industries, and tenements for out of luck ex-soldiers.  The tenements are sometimes purchased by up and coming mercenary companies and turned into makeshift fortresses.  Brawls are almost as common here as fires, due to the animosity between the Viridian, Ghinorian, and Tharabian troops.

Example Place to Rob: The Green Warlords Armory - The Green Warlords rival the Imperial Guard in terms of prestige within the city.  They are, in essence, a Viridian-only mercenary company in the permanent employ of the God-Priest of Armadod-Bog, who just so happens to be the World Emperor.  Their armory is filled with alchemical weapons of various designs, as well as weapon-relics said to be from the Uttermost War and the days of the First Men.  It is also well known to be heavily guarded, and not just by men. 


The Guildsmen Quarter
The Guildsmen Quarter is a thin strip that of what passes for a middle-class  neighborhood in the Wilderlands.  As one would suspect, it houses the members of various guilds, both mundane and arcane, as well as their supporting businesses.  Each street and alley that pierces the quarter is named for a particular guild, though oddly the vagaries of time mean that the guild present and the street name often become disassociated.  

Example Place to Rob: The Ravishing Bazaar - While some may think of this place as a glorified toy store, this house of curiosities and amusements contains wonders which, while not particularly practical, are often valuable to the right kinds of perverts.


The Merchants and Thieves Quarters
These quarters, while technically separate, are so intertwined that it is impossible for those not native to the city to distinguish them.  The Merchants Quarter is closer to the Temple Squares, but the characteristics of both - poor houses, raucous bazaars, hawkers of fine crap, and, of course, thieves - are common throughout.  Like the Guildsmen quarter, most houses and businesses are multistory mudbrick affairs, though the slightly higher percentage of wooden structures makes fire a constant problem, as it is in the Military District.

Example Place to Rob: The Slop and Hop - it is a well known secret that this local tavern serves as the headquarters of the "thieves' guild," though whether or not such a thing exists as a unified front is debatable.  Regardless, the thieves who operate out of the Slop and Hop supposedly store their goods beneath the tavern while looking for a good fence, so it may be a good place to rob the robbers.


The Elephan Quarter and Seafront District
These quarters are easier to differentiate than the Merchants and Thieves Quarters, but are similar enough that they may be discussed together.  The Elephan quarter lies south of the Merchants Quarter, just below a fairly steep escarpment.  It is a ghetto for the city's Elephan population, and thus is perhaps the worst maintained area in the city - more for the neglect of the city officials than any villainy on the part of the Elephans.  It merges with the Seafront District where an artificial channel has  been created to serve as a docking place for ships.  The Seafront District is almost equally impoverished, but more often houses foreigners of various sorts.

Example Place to Rob: Spice Warehouse - Viridistan is known as the City of Spices, and the Mer Shunna temple holds a virtual monopoly on the procurement and sale of these valuable items.  An enormous warehouse, constructed where once several Elephan families lived in terrible conditions, dominates the northern end of the docks and houses much of Mer Shunna's wealth. 

Friday, August 15, 2014

Wilderpeople

This page describes the various races that may serve as PCs - and some only as NPCs - in the Viridistan campaign.  This page will be updated when new races become available.

Human Ethnicities
All of these ethnicities use the rules for humans found in the Basic D&D pdf.


Altanians
Altanians are red skinned (ranging from rusty clay to coke can) barbarians from the jungles of Altanis.  Some sages believe they may be related to the Orichalcans who ruled an empire that stretched the entirety of the Pazidun Peninsula before the kingdom of Kelnore.  Now they live in tribal groups and hunt the ruins of their(?) glorious  past.  Antilians and Viridians often use them as slaves, and they may also be found throughout the Wilderlands of Swords and Devilry serving as mercenaries and body guards.  Women and men are, unusually for the Wilderlands, more or less equal among these people, but women more often fill spiritual roles while men fill martial ones.


Antilians
Antilians are the inhabitants of the city of Antil, though their merchant ships may be found slaving or selling slaves in nearly every part of the Wilderlands.  Men typically shave their heads and wear outrageous sword & sorcery badguy armor rather than anything practical.  They are known for their highly sexist society and their hatred of Amazons.


Ghinorians
Ghinorians were the dominate ethnicity of the Kelnore Empire and they are still the dominate ethnicity in the area surrounding Viridistan.  They most closely resemble the Greeks of our world during the period after the death of Alexander.  They still rule several kingdoms in the southern part of the Wilderlands, but these are small and so constantly at war with eachother that they rarely effect politics in the north.  The Overlord of the White Throne, the ruler of the newly independent Damkina, is a Ghinorian and is attempting to rally the northern Ghinorians around him against the Viridian Emperor.


Tharabians
These barbarian people originally hailed from somewhere north of the Valley of the Ancients.  They were invited several generations ago by the Viridian Emperor to serve as mercenaries against the Invincible Overlord.  Since then they have settled land now known as the Tharabian Coast, and are now also found in the service of Bjorn the Mighty, the Invincible Overlord.  Their material culture is a mixture of Celtic and Scythian.


Common Viridians
These are the descendants of the inhuman True Viridians and their Ghinorian subjects.  Since only a few True Viridians exist in the world, the "common" Viridians have taken over most of the administration of the empire and the temples of Armadod-bog and Natch Ur.  They resemble the Persians of our world, particularly the Sassanians, but their greenish skin and fantastical weaponry would immediately show them as being not from Earth.

Non-human PC Races
These races function as their D&D counterparts except where noted below.


Dwarves
Most Dwarves in the North hail from either Thunderhold or the recently reconquered Majestic Mountains.  As the picture implies, they are more or less like the dwarves from the Hobbit cartoon.  The stats for Hill Dwarves represent those from Thunderhold while the stats for Mountain Dwarves represent those Dwarves from the Majestic Fastness.


Elves
All Northern Elves possess blue skin, though the "high" variety tends to be more of a deep blue while the "wood" variety is kind of a blue green.  High Elves are likely from Valon or from some other bastion of the old elven kingdom in the Elephand lands.  Wood Elves found in Viridistan usually come from the Elsenwood, but they only rarely visit the city since the Viridians have great antipathy for them. "Dark Elves" of the Wilderlands are different from Drow and are not available as player characters.


Halflings
Halflings are Hobbits, though both stout and lightfoot varieties are found in the Wilderlands.  They are very rare in Viridistan, and are more commonly found around Eastern cities such as Tarsh and on the Ebony Coast.


Tieflings
The ancient Markrabs, a long extinct race, bred many of their servitor demons with human stock.  The descendents of these mating experiments still exist throughout the urban areas of the Wilderlands, and new parings are still made in the distant Demon Empires of the South.  Tieflings tend to show more subtle signs of their heritage than their normal (5e) D&D counterparts.

Non-human(?) NPC Races
These races are not available as PCs yet.  This is mostly because I haven't worked up stats for them, but in the case of True Viridians it is because their population is not large enough to support a flow of PCs.


Amazons
Amazons are a strange race which sages believe was created many years ago by a strange wizard named Lurr.  He supposedly saw a vision from a distant world depicting a savage warrior woman, and decided to construct his own for reasons I'd rather not get into.  Amazons produce with gynogenesis and thus are all identical in appearance, resembling the woman of Lurr's strange dream. They are all female and almost all powerful warriors. 


Elephan Cavemen
The Elephan Cavemen are the neanderthal-like inhabitants of the Elephand Lands and posses a strange affinity both for Wilderlands "mammoths" and for elves.  They have been subjugated by the Viridian Emperor, though this has allowed them to best their fellow cavemen with the superior military technology of that strange race.  There is a significant population of them in the city of Viridistan itself, where they have their own quarter.


True Viridians
These are the green-skinned, chosen people of Armadod-bog - though even they must whip themselves with silver fish tails for the crime of being born land things.  It is believed that the Viridian Emperor and his handful of sister-wives are the last of their race.  These wives are, unfortunately for the Viridians but perhaps fortunately for mankind, so inbred as to be infertile.  The man pictured above may have resembled the emperor in the distant past, but now he is twisted and bloated, and it is believed he has scarred his face to more closely resemble the visage of his master.

Thursday, August 14, 2014

Wilderlands of Swords & Devilry: Viridistan

So despite my last post calling for players, I decided to put my Uz campaign on hiatus because I had that age old problem of burnout.  Now I'm feeling less burned out in time for the release of 5e, and I've mentioned a couple of times that that system fills my nostalgia-sack to bursting with precious orgone, so I thought I'd give it a whirl.  As I was going to do with the playtest version, I'll be using the Wilderlands for this, since it is at least somewhat close to 5e's default assumptions while still being palatable to me. 

Mer Shunna Temple, Most Holy Shrine (on Land) of Armadod-bog

In the dying years of Kelnore, when that glittering but death-sick empire collapsed under the weight of its own decadence and hordes of invaders, a strange people came to the shores of the Trident Gulf.  They were a green skinned people, and legend says their blood carried an ancient lineage from the Demon Kingdoms in the distant south.  In the gulf they found the god Armadod-Bog and the race of fish-men that were at that time his servitors.  Armadod-bog promised these green men that they should have a great empire if they venerated him and mortified themselves for the sin of being born land-things.

And so the Viridians met their god and their fanatical hordes of flagellants conquered many of the cities of old Kelnore, enslaved the caveman of the Elephan Lands, and butchered many northern elves.  Eventually they traded fanatics for keen archers, but this did little to stem the tide of their empire building.  Twice they forced the "Invincible" Overlord to submit, first at the infamous Bloodless Battle and again when the great and terrible relic from the Uttermost War nearly destroyed the City State.  They ruled territory as far north as Damkina, as far south as the hills north of Lenap, and as far east as the Majestic Mountains.

But those days are gone.  Like Kelnore before them, and like the First men and the Markrabs before them, their empire is dying.  His Piscine Majesty, the seemingly immortal Viridian Emperor, has retreated with his sister-wives, the infertile remnants of his once powerful race, into the Mer Shunna Temple, and rumors abound that he is losing his power.  Certainly that seems to be the case abroad - Damkina has asserted its independence, the new Invincible Overlord - Bjorn the Mighty - and his Skandik allies are reclaiming the land beyond the Majestic Mountains, and even the Elves of Elsenwood have grown bold enough to once again challenge Viridian soldiers.  There are even rumors that the Satrap of Tell Qa seeks to join Damkina in its revolt against the Lord of Land and Sea.

Even Armadod-bog seems to have turned his many, ever-open eyes away from the city.  The sect of Mycr, a peaceful god worshiped in the Desert Lands, has been growing within the city and throughout the empire.  It is said that they work magics to undo the rituals to the city's traditional gods, and that they preach such rank heresy that the gods are literally sickened by them.  During better times, his Piscine Majesty would have drowned these freakish blasphemers by the thousands.  Once his hosts even stormed their strange cave cities and sacked the temple to their "true god."  Now only a few score are killed every year, and without the Emperor's emerald hand to guide them these few executions are at best half-hearted.

Despite all this, it is doubtful that any city in the Wilderlands can rival the splendor of Viridistan even in this debased state, much less any "empire."  For this reason it has attracted a large population of Tharabian mercenaries and many adventurers.  The PCs are presumably of this second category.  One can carve a lot of wealth out of the corpse of a dead empire.

In future posts I hope to cover some subtle differences in the races and backgrounds of the PCs as well as give an overview of the different quarters of the city, its common religions, and the nearby dungeons.


Saturday, May 24, 2014

Uz: Looking For Players


In the distant time of the Future/Past, men lived and loved... and died!  In the deserts of the dawn of time and the doom of the world, man built the greatest city of all.  Uz! The First City of Men. Uz! Whose horrid fire god called for the sacrifice of babes.  Uz! Whose armies stretched across the Desert of Demons.  Uz! Whose towering ziggurats blotted out the sun.

You've read about it, now experience it for yourself.  See Mu-Tants, the slave race from an alien planet long destroyed!  Visit the forgotten ruins of the Wastes of Rust!  Tremble in terror at the excesses of the Dero, savage beings from the Earth's core!  Gasp at the unspeakable rites of Moloch! Witness the last days of Man!

Do you have what it takes to survive in... UZ?!*

Uz is coming to a G+ Hangout near you every Monday at 8:30 CDT.  For more information contact me at evan.van.elkins@gmail.com

*Based on theories developed by the finest minds of the History Channel.