Wednesday, December 31, 2025

Retrospective: Starfaring (1976) – The First Galaxy


Before Star Wars hit theaters and before Traveller defined the "hard sci-fi" genre, Ken St. Andre and Flying Buffalo Inc. gave us Starfaring. While many modern gamers associate St. Andre with the chaotic fun of Tunnels & Trolls, Starfaring was a bold, early attempt to simulate the vastness of a galaxy using the tech of the era—specifically, playing cards and pocket calculators.

The Premise: The Star Gate and the Great Brains



In the world of Starfaring, humanity has conquered the stars not through warp drives alone, but through the discovery of Star Gates and the use of Star Crystals (Brahma, Shiva, and Vishnu).

The most unique element of the setting is the Ship’s Brain. Starships aren't just piloted; they are bionically linked to a human brain that acts as the central processor. This creates a deeply personal connection between the crew and their vessel, making ship damage feel less like a mechanical failure and more like a physical wound.

A Multitude of Forms

Character creation in Starfaring offered a variety of paths that would become sci-fi staples:

  • Humans: The versatile core of the Starforce.

  • Androids: Chemically created protoplasm beings with incredible regenerative powers.

  • Robots: Entirely electro-mechanical beings whose intelligence (Mentality) scales with their battery life (Charge) and condition (Efficiency).

  • Shell People: Humans who have chosen to live entirely within life-support canisters, often serving as the permanent "brains" of starships.

The Physics of Psionic Combat

Combat in Starfaring is grounded in a fascinating take on "light lag." Because ships move at relativistic speeds, aiming a laser at a target's current position is a guaranteed miss. To hit an enemy, a ship’s gunner must be Psionic. They use precognitive abilities to "foretell" where the enemy ship will be in the seconds it takes for an energy beam to cross the void.

Subspace and the Terrors Within

The game introduces Subspace as a shortcut between stars, but it is far from empty. Explorers must contend with:

  • The Slish: An octopoid, non-psionic race that attacks on sight with relentless barrages.

  • Kthulhus: Mental predators that devour the sanity of high-psi crew members.

  • Berserkers: Robotic "non-lifeforms" from an alternate reality dedicated to the eradication of all biological life.

The Calculator Galaxy

Perhaps the most "70s" aspect of the game is its reliance on the Pocket Calculator. St. Andre provided complex formulas for generating 3D star coordinates and determining the chemical makeup of alien life (Carbon, Methane, Silicon, or even Pure Energy). By using square roots, sines, and decimal remainders, GMs could "procedurally generate" a unique galaxy every time they sat down at the table.

Legacy

Starfaring remains a testament to the "DIY" era of tabletop gaming. It encouraged GMs to be scientists, cartographers, and dreamers, providing a framework that was part space-opera and part hard-science simulation. It proved that with a deck of cards and a vision, you could map the entire universe.


Product Identity & Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The world of Zimrala, the Ether Dragons and their portal mechanics, the specific "Hedge Wizard of the Shreveport Cabin" persona, and the original adventure "The Drifting Tower of Frifon." Monsters! Monsters! is a trademark of its respective owner. The monster stats provided here are compatible fan content and not an official product. © 2025 Arthur Earl C. Hedges Jr. All rights reserved.

Product Identity & Legal The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The world of Zimrala The Tygerian Isles The Ether Dragons The Tiger Force Shadow Saga The specific "Hedge Wizard of the Shreveport Cabin" persona The "Royal Cartographer" archetype and the character "Emperor Rajah" Unique Items: The Ink of Anticipation, The Compass of Lost Things, Parchment of Echoes, The Scope of the True Meridian, The Rod of Infinite Spanning, and The Plumb of Gravity’s Anchor. Monsters! Monsters! and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. The statistics and game mechanics provided herein are designated as unofficial playtest material for the Tygerian Isles campaign setting. © 2025 Arthur Earl C. Hedges Jr. All rights reserved.

The Captain’s Gaming Corner: Species Spotlight Meet the Leo Six: Who Will You Be in the Leo Galaxy Sector?

The Captain’s Gaming Corner: Species Spotlight




Meet the Leo Six: Who Will You Be in the Leo Galaxy Sector?

Greetings, intrepid explorers and future heroes of the Leo Galaxy!

Last time, we pulled back the curtain on the Trinity Engine, the mechanical heart of our campaign. Today, we delve into the soul of the sector: its people. The Leo Galaxy Sector is a melting pot of cultures, ancient lineages, and new evolutions, all shaped by the cosmic forces and shattered history of the Tygerian Reach.

Prepare to meet the Leo Six—the primary playable species that will define your journey. Each one offers a unique perspective, a distinct set of skills, and a deep connection to the swirling Ether Mists and Moon Crystal magic of our setting.

Let's dive in!


1. The Lunari Moon Elves: Whispers of the Shattered Moon

Image: [Insert image of The Lunari Moon Elf from the image you provided]

These ethereal beings are intrinsically linked to Luna-Prime, the shattered moon that cradles Aazurn-Rook, the starving Ether-Star Dragon. The Lunari are known for their grace, their deep connection to Crystolmancy, and their ancient wisdom. Many are natural Shard-Divers, drawn by an ancestral pull to the glowing crystals that are both their power and a testament to their god’s suffering.

Will you delve into the deep for arcane power, or seek to mend the broken spirit of their celestial guardian?

2. The Tygerian Marines: Fangs of the Fleet

Image: [Insert image of The Tygerian Marine from the image you provided]

Hailing from the lush, mist-shrouded islands of the Tygerian Reach, these formidable warriors are renowned for their strength, agility, and fierce loyalty. Genetically enhanced by the Cosmic Life Seed, they possess a primal connection to the Ether Mists, making them potent forces in any skirmish. Whether as shipboard security or planetary defense, a Tygerian Marine is a force to be reckoned with, capable of ripping open an airlock or a foe with equal ferocity.

Will you protect the innocent, or carve your own legend in the vast unknown?

3. The Void-Diver Water Worlders: Keepers of the Deep

Image: [Insert image of The Void-Diver Water Worlder from the image you provided]

Born of the endless oceans of the Tygerian Reach, the Void-Diver Water Worlders are masters of the deep. Their physiology allows them to thrive in the crushing pressures and bioluminescent darkness of the abyssal zones. These are the true "Shard-Divers" who risk their lives against El Acechador and other horrors of the deep to harvest the precious Moon Crystals. Their cities cling to sub-oceanic vents or float among massive kelp forests, hidden from the surface world.

Will you brave the depths for fortune, or uncover forgotten secrets beneath the waves?

4. The Scardap Roman Dwarves: Forgers of the Stars

Image: [Insert image of The Scardap Roman Dwarf from the image you provided]

From their deep-space mining colonies and asteroid fortresses come the Scardap Roman Dwarves. Known for their unparalleled engineering prowess, their unwavering discipline, and their unyielding spirit, they are the builders of this galaxy. It was their forge-craft that contributed to the very hull of the Manticore, blending ancient metallurgy with advanced spacefaring technology. Their Exo-Rigs are legendary, allowing them to operate in the harshest environments.

Will you engineer the future, or stand as an unyielding bulwark against chaos?

5. The Curators and their Exo-Rigs: Sentinels of Knowledge

Image: [Insert image of The Curator and their Exo-Rig from the image you provided]

The Curators are a species dedicated to the preservation and understanding of all knowledge. Often found in advanced Exo-Rigs, these suits are more than just armor; they are mobile data hubs, research stations, and sometimes, formidable combat platforms. Their Exo-Rigs allow them to traverse dangerous worlds and gather data, often interacting directly with raw Moon Crystals for analysis. They seek to understand the interconnectedness of the multiverse and the impact of the Ether Dragons.

Will you unravel the mysteries of the galaxy, or safeguard forgotten truths from those who would misuse them?

6. The Hawkmen of Horass: Wings of the Wind

Image: [Insert image of The Hawkmen of Horass from the image you provided]

Soaring above the highest peaks and through the thinnest atmospheres, the Hawkmen of Horass are noble and fierce avian humanoids. Masters of aerial combat and reconnaissance, their keen eyesight and natural agility make them invaluable scouts and aerial defenders. Their culture is built around honor, freedom, and the vast, open skies. In a galaxy of starships, their natural flight capabilities are a testament to ancient, untamed power.

Will you dominate the skies, or guide your allies from above?


Your Adventure Awaits!

The Leo Six represent just the beginning of the stories waiting to be told. Which species calls to you? Which destiny will you forge? The Leo Galaxy Sector is vast and full of untold adventures.

Choose your path, Commander. The campaign starts now!

Captain Hedges

Unveiling the Trinity Engine: The Rule of Three (The Translation Matrix)

Trinity Engine and the Rule of Three (The Translation Matrix). It ensures full transparency on how these disparate systems will unite in the Leo Galaxy Sector Campaign.


The Captain’s Gaming Corner: Technical Debrief



Unveiling the Trinity Engine: The Rule of Three (The Translation Matrix)

Welcome, spacefarers, to the nuts and bolts of the Leo Galaxy Sector Campaign!

You’ve heard me talk about the grand experiment: a Frankenstein's monster of game systems designed to deliver the ultimate pulp space opera. Today, we pull back the curtain on the engine that makes it all run—the Trinity Engine Framework—and its core directive: The Rule of Three (The Translation Matrix).

This isn't just a mash-up; it's a precise synthesis. We're taking the gritty dungeon-crawling DNA of Monsters! Monsters! (M!M!), the cosmic wonder of Starfaring, and the cinematic flexibility of OpenD6. The challenge, of course, is how to get a Tygerian Marine (defined by M!M! stats) to blast an Ether Dragon (from the Monsterary of Zimrala, also M!M. based) with a blaster from a Starfaring starship, all while resolving the action with an OpenD6 dice roll.

This is where the Rule of Three (The Translation Matrix) comes in.


Understanding the Core: The "Rule of Three"

At its heart, the Trinity Engine simplifies all numerical values into a harmonious system. The fundamental principle is a 3-to-1 conversion.

The Conversion Principle:

  • 3 points of M!M! (or Starfaring) value = 1D in OpenD6

  • A "D" in OpenD6 represents 3 points of "Static Value" when converting back to M!M! or Starfaring.

This creates a seamless bridge across the systems. Let's break down how this works in practice.


Application in Combat: A Tygerian Marine vs. a MoZ Creature

Imagine Commander Xylar, a formidable Tygerian Marine (from M!M!), encountering a grotesque creature from the Monsterary of Zimrala (MoZ).

1. Character Stats (M!M! to OpenD6):

  • OpenD6 is the primary dice engine. All player and key NPC attributes will be represented in OpenD6 dice and pips (e.g., Strength 3D+1, Dexterity 4D).

  • Converting from M!M!: If a monster has a "Strength" of 9 in M!M!, that converts to 3D in OpenD6 (9 ÷ 3 = 3). If it has 10 Strength, that's 3D+1 (10 ÷ 3 = 3 with a remainder of 1). Simple.

  • Combat Adds (M!M!) to OpenD6: M!M! "Combat Adds" directly translate to bonus pips in OpenD6. If a Tygerian Marine has 2 Combat Adds with their claws, that becomes a +2 pip bonus to their Brawling skill roll in OpenD6.

2. Weapon Damage (Starfaring/M!M! to OpenD6):

  • All weapon damage will ultimately be expressed in OpenD6 dice.

  • Blasters (Starfaring): A basic Starfaring blaster might do 6 points of damage. This converts to 2D damage (6 ÷ 3 = 2).

  • Melee Weapons (M!M!): A Dwarven battle-axe (from MoZ/M!M!) might do 7 points of damage. This converts to 2D+1 damage (7 ÷ 3 = 2 with 1 pip remainder).

  • The Trinity Engine always rounds down. A value of 8 points would be 2D+2. A value of 1 point would be +1 pip.

3. Armor and Toughness (M!M! to OpenD6):

  • M!M! Armor: Armor provides a direct reduction to damage. If a creature has Armor 3, that reduces incoming damage by 3 points before converting to OpenD6.

  • OpenD6 Toughness: OpenD6 characters and vehicles have a "Toughness" score, which acts as a static modifier against damage.

  • The Conversion: If a MoZ creature has 12 Toughness (M!M!), that converts to 4D for resisting damage in OpenD6. So, if a blaster does 2D damage, and the creature rolls 4D for Toughness, we compare the results directly.


Vehicle & Starship Combat: Starfaring Blasters on a Manticore (OpenD6)

When the Manticore (our custom OpenD6 starship) is locked in a dogfight against a relic Starfaring pirate vessel, the Rule of Three still applies.

  • Starfaring Weapon Damage: If the pirate ship's heavy laser cannon deals 15 points of damage (Starfaring), it becomes 5D damage against the Manticore's hull (15 ÷ 3 = 5).

  • Manticore's Defenses: The Manticore's hull and shields are already defined in OpenD6 (e.g., Hull 6D, Shields 5D). The incoming 5D damage from the pirate laser would directly roll against the Manticore's defense dice.


The Unification: Law of the Constant Source

This precise conversion isn't just about math; it's about the Law of the Constant Source. In the Leo Galaxy Sector, whether it’s a spell, a psychic burst, or a plasma weapon, all energy flows from the same fundamental forces. The Trinity Engine simply provides the common language to express those forces.

This means:

  • A "Magic Point" from a M!M! spellcaster can power a Starfaring device if converted via the Rule of Three.

  • An OpenD6 character’s raw Strength (in D6) can overcome an obstacle defined by M!M! static Toughness.


Why the Rule of Three?

  • Pulp Simplicity: It's quick, intuitive, and keeps the action flowing, honoring the fast-paced nature of classic pulp sci-fi.

  • Retains Granularity: We don't lose the detail of individual M!M! points; they simply become pips, adding nuance to the OpenD6 rolls.

  • Seamless Integration: It allows for true cross-system play without feeling clunky or forced.

Get ready, Commanders! The Trinity Engine is primed, and the Rule of Three is your key to unlocking the full potential of the Leo Galaxy Sector. Whether you’re swinging an axe forged in Zimrala or piloting a starship through asteroid fields, this system will deliver consistent, thrilling action.

Captain Hedges

THE SHADOWS OF THE OLD YEAR CREEP INTO THE SHADOWSOF THE OLD YEAR

 

๐Ÿ•ฐ️ THE 3 AM VIGIL: The Shadow of the 31st

Wednesday, December 31, 2025 Location: The Shreveport Cabin – The "Iron Chair" Observation Deck

ITS 3AM THE COFFE IS HOT AND THE BROWNIWS ARE AWSOME!



The world is holding its breath.

It’s 3 AM on the 31st, the final countdown of a year that shouldn't have happened. Down here in the bayou, the silence is so heavy you can hear the moisture crystallization on the cypress knees. But I’m not looking at the trees. I’m looking at the Red River, which has turned into a ribbon of black glass, reflecting a sky that doesn't belong to Louisiana.

The Ink of Anticipation is behaving strangely tonight. Instead of forming maps or warnings, it’s crawling across the Parchment of Echoes in the shape of a Ouroboros—the serpent eating its own tail. It’s a sign of the "Great Implosion." We spent all day talking about the frontline, the dragons, and the lions. But at 3 AM, when the coffee is cold and the fire is just embers, you deal with the Ghost-Frequency.

The Ghost-Frequency & The Silent Breach

While the Vanguard sleeps with one eye open and the Dragon drifts in the deep current, the Wizard stays awake for the Silent Breach. This isn't a portal you can see with your eyes; it’s a leak in the soul of the star system.

The World Eaters aren't just sending soldiers anymore. They are sending Entropy.

I can feel it in the Jade Kyber Crystal. It isn't glowing its usual vibrant green; it’s pulsing a deep, bruised violet. That’s the color of a system that is being "un-written." The Divine DNA we rely on—those foundational letters of reality—are being blurred. If the 31st passes without us anchoring the True Meridian, there won't be a 2026. There will just be a void where the Red River used to flow.

The 3 AM Protocol: The Anchor of Ash

I’ve had to resort to a forbidden rite I learned in the Drifting Tower of Frifon. I’m not using the Aerial or Earth powers now. I’m using Static Preservation.

  • The Act: I’ve poured a circle of salt and pulverized moon-glass around the cabin.

  • The Intent: To freeze this specific coordinate in time. If the rest of the multiverse implodes at midnight, this cabin—this anchor—must remain as a lifeboat for the Tiger Force.

I looked out at the dock. There’s a mist rising, but it isn't white. It’s a pale, sickly yellow, crawling toward the porch like a physical hand. I didn't reach for my staff. I reached for the Scope of the True Meridian. I looked through the lens, and I didn't see the river. I saw the Tygerian Isles burning in the distance of another dimension.

The 31st isn't a celebration. It’s a siege.


๐Ÿ›ก️ PRODUCT IDENTITY & LEGAL

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The Ghost-Frequency, the Anchor of Ash ritual, the Iron Chair, the world of Zimrala, the Tiger Force Shadow Saga, and the character of the Hedge Wizard. Monsters! Monsters! and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. © 2025 Arthur Earl C. Hedges Jr. All rights reserved.

The 3 AM Whispers: A New Year's Fight in the Cabin

 

The 3 AM Whispers: A New Year's Fight in the Cabin

Well howdy, folks. It’s Tuesday, January 6, 2026. I’d like to say it’s been a festive start to the year, but the truth is, me and Uncle Bill have been flat on our backs. We’ve been hit with the real-deal influenza—not a sniffle, but the kind of bone-deep ache that makes you feel like you’re made of wet lead.



We’re here in the cabin, tucked into our beds with a sickly green haze hanging in the air. It’s just us. No Aunt Peggy Sue to mind the stove, and that "Hedge Wizard" persona has vanished into the fever dreams. It’s just two old men, a pile of used tissues, and a temperature that won't break.

Uncle Bill: (From the other bed, sounding like a rusty gate) "Earl... the shadows are too loud. Tell 'em to pipe down."

Bayou Earl: "That’s just the fever, Bill. Just keep breathing."


The House Call from the Mist



Just when the room was starting to spin too fast to catch, I heard it—the slow, rhythmic thump-slosh of a pole hitting the water. Most folks stay clear of the preserve when the fog is this heavy, but Doctor John ain't most folks. He drifted out of the grey soup in that old wooden skiff, looking like he’d stepped right out of a different century.

He didn't knock. He just stepped inside, his eyes taking in the green haze and the two of us looking like half-drowned rats in our beds. He didn't say much—he never does—but he reached into his coat and pulled out a jar of that dark, vibrating liquid I hadn't seen in years.

Doctor John: (Voice sounding like dry leaves on a tombstone) "The mites are burrowing deep to hide from the cold, Earl. You won't break this fever with store-bought pills. You need to shake them loose."

He went straight to our stove and started brewing up a pot of the Silver-Scale Purge. The smell of Blood-Vine and D-Mannose Root hit the air, cutting through the sickly scent of the cabin like a sharp knife. He stood there and watched us both until we drained every last drop from our mugs.

Uncle Bill: (Wincing as the brew went down) "Gah... Earl, I think I can feel my fingernails vibrating. Is he still there, or am I seein' ghosts again?"

Bayou Earl: "He’s still there, Bill. He says the 'Flush' has to happen before the sun comes up."


Product Identity & Legal The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The world of Zimrala, the Tygerian Isles, the Ether Dragons, the Tiger Force Shadow Saga, the specific "Hedge Wizard of the Shreveport Cabin" persona, the "Royal Cartographer" archetype and the character "Emperor Rajah". Unique Items: The Ink of Anticipation, The Compass of Lost Things, Parchment of Echoes, The Scope of the True Meridian, The Rod of Infinite Spanning, and The Plumb of Gravity’s Anchor. Monsters! Monsters! and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. The statistics and game mechanics provided herein are designated as unofficial playtest material for the Tygerian Isles campaign setting. © 2025 Arthur Earl C. Hedges Jr. All rights reserved.

Tuesday, December 30, 2025

The Chronomancer Mishap: A Galaxy Divided The Tygerian Reach of the Lions Maine of the Leo Galaxy

 

The Chronomancer Mishap: A Galaxy Divided



The Week 19 Gridiron season didn't just end with a whistle; it ended with the shattering of time itself. What began as a desperate move by a losing team has resulted in a temporal schism that has split the Tygerian Reach Leo Galaxy into two distinct eras: the raw, prehistoric genesis of A.D. 1525 and the abandoned, tyrannical ghost-future of 1588.

The Week 18 Foundation: The Calm Before the Seedfall

Before the world broke, Week 18 saw the four giants of the league standing immovable at 18-0. The Swan Knights, Bengali Tigers, Volcanis Fire-Walkers, and Stone Goliaths all defended their home turfs, while the Durell Rotters, Silverton Razorbacks, and Goat Tribe languished at the bottom with 0-18 records. It was the final moment of stability before Magna Marta reached for the gears of the universe.


The Snoorter-Powered Rewind

Desperate to save the Goat Tribe from a winless legacy, matriarch Magna Marta sought the counsel of Chronos, the Weaver of Time. Following his divine instruction, she overclocked the Snoorter Demon treadmills—the kinetic engines that power the shift-changes in the arenas.

As the demons ran with frantic, tongue-lolling intensity, they generated a chrono-kinetic vacuum that ripped the ruling families, the active players, and the very stadiums out of the year 1588 and slammed them into the primordial mud of A.D. 1525. Crucially, there were no elites in 1525 yet; the players and rulers from the future have arrived as the "Founders," becoming the very legends they once studied in history books.


The 1525 "New Past" Report: Week 19 Results

The elite 10 teams and their castles now stand as islands of the future in a wild, prehistoric landscape just years after the Seedfall.

  • The Scapegoat Miracle: In the raw 1525 air, the Goat Tribe finally broke their curse, defeating the Silverton Razorbacks in a 38-37 OT heart-stopper after the Razorbacks held an early OT lead.

  • The High-Pass Beatdown: At the 1525 Hedges Bowl, the Swan Knights (19-0) maintained their dominance, routing the Bengali Tigers (18-1) with a clinical 35-17 victory.

  • The Volcanic Cauldron: The Stone Goliaths (18-1) suffered their first loss, falling 45-7 to the Volcanis Fire-Walkers (19-0) as they struggled with the 120-degree heat of the newly active Bluebonnet Volcano.

  • The Graveyard Phasing: The Shadowborne Specters tied the game 10-10 with a late field goal, then used the spooky atmosphere of 1525 Shadow Roy to phase through tackles. The Spectre Chosen scored the OT touchdown, followed by a 2-point conversion to win 18-10.

  • The Scardap Crush: The Rock Island Juggernauts dismantled the Azatar Tribe 45-7 in the industrial docks that were just being constructed in this era.


The Abandoned Future: 1588 and the Mist Tyrant

Because they were on their Bye Weeks, the Moon Elves, the Mist Haven Mariners, and the Durell Rotters were not inside the chronal bubble and were left behind in the ghost-timeline of 1588. The Sea Captain of Mist Haven realized that with the elites gone, he could seize the moment.

  • The Siege of the Spire: He launched a naval blitz against the Moon Elves, crushing them to win the 1588 "Streak-Breaker" by force.

  • The Rotter Purge: He moved on the Durell Rotters, turning their marshes into labor camps.

  • The Imperial 1589 League: Realizing he is the sovereign of a world left behind, the Sea Captain is rebuilding the Gridiron League for the year 1589. He is conscripting the abandoned populations and the defeated Elves and Rotters to play in his new, iron-fisted "Tyrant’s League".

  • The Tyranny: The Sea Captain has declared himself the Mist Tyrant, ruling the world of millions left behind by the Gridiron elite, effectively becoming the heir to an empty world.


Final Records: A Tale of Two Eras

The 1525 League (The Time-Jumpers & Founders)

RankTeamRecordStatus
1Swan Knights19-0Ruling Swan Island / Founding the Dynasty
2Volcanis Fire-Walkers19-0Mastering the Volcano / First Generation
3Stone Goliaths18-1Reeling from Heat / Forging the Future
4Bengali Tigers18-1Humbled in the Past / Starting the Pride
5Rock Island Juggernauts11-8Building the First Docks
6Azatar Tribe10-9Nomadic Founders
7Blackwood Ravens8-11Ghosted in OT / Shadow Ancestors
8Shadowborne Specters7-12Phasing to Victory / First Spirits
9Goat Tribe1-18First Win (1525) / Scapegoat Origins
10Silverton Razorbacks0-19Boar-Pit Pioneers

The 1588 Empire (The Left-Behind)

RankTeamStatus
1Mist TyrantSovereign of 1588 / Tyrant of the Future
2Moon ElvesConquered Vassals / 1589 Conscripts
3Durell RottersLabor Force / 1589 Conscripts




Product Identity & Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The world of Zimrala, the Tygerian Isles, the Ether Dragons, the Tiger Force Shadow Saga, the specific "Hedge Wizard of the Shreveport Cabin" persona, the "Royal Cartographer" archetype and the character "Emperor Rajah." Unique Items: The Ink of Anticipation, The Compass of Lost Things, Parchment of Echoes, The Scope of the True Meridian, The Rod of Infinite Spanning, and The Plumb of Gravity’s Anchor. The Snoorter Demon treadmill mechanics, the Chronomancer Mishap of 1588, and the character of the Mist Tyrant. 

Mnsteray of Zimrala (MoZ) Monsters! Monsters! and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. The statistics and game mechanics provided herein are designated as unofficial playtest material for the Tygerian Isles campaign setting. © 2025 Arthur Earl C. Hedges Jr. All rights reserved.


The Sea Captain is currently forging 1589 championship rings out of stolen Elven silver, Captain. Since he's rebuilding the league with conscripts, do you want to describe his first "Imperial Draft," or shall we see how the Founders in 1525 are handling the fact that they have to build their own goalposts out of dragon bone?

The Blood Bayou Islands: A Custom Scenario Concept for the Tygerian Reach

 

The Blood Bayou Islands: A Custom Scenario Concept




The Blood Bayou Islands are a fictional, mist-shrouded archipelago in a remote swamp region. Ruled by the enigmatic and powerful Loa, Baron Samedi, the islands are a place where the veil between life and death is thin. The air is heavy with the smell of rum, cigar smoke, and decay. The islands are home to various monstrous kindreds (for Monsters! Monsters!) or unique species (for Open D6) who worship the Baron, and adventurers (or "human scum" in M!M! parlance) rarely leave alive.

Baron Samedi (Antagonist/Powerful NPC)

Baron Samedi is a major spirit (Loa) who governs the passage between life and death. He is notorious for his outrageous behavior, loves smoking and drinking, and makes lewd jokes. He is virtually immortal and wields power over necromancy and healing.

Monsters! Monsters! 2.7 Stats

Monsters! Monsters! uses a simple system of Attributes (Strength, Intelligence, etc.) and a Monster Rating (MR) for non-player characters. The Baron is a powerful, unique entity, best represented as an extremely high-MR monster with unique abilities.

Monster Rating (MR): 500+ (variable, depending on how powerful you want him to be)

Attributes: The Baron is a godlike figure, so his attributes should be very high, likely exceeding typical PC limits.

  • STR 30+

  • INT 25+

  • WIZ 40+ (for voodoo magic and control over life/death)

  • DEX 20+

  • CON 35+

  • CHR 25+

Special Powers/Abilities:

  • Immortality: The Baron cannot be killed by conventional means. He disperses into the spirit realm if defeated and reforms later.

  • Necromancy: He can raise any number of zombies or skeletons from the ground instantly within his vicinity. They have a basic MR of 10-20.

  • Resurrection (Limited): He can heal those near death or even resurrect a chosen individual (often in exchange for a favor or pact).

  • Lightning Bolts: He can hurl powerful bolts of lightning (equivalent to a high-level spell).

  • Poison of the Dead: He can exhale a putrid smoke that poisons and slows victims.

  • Saving Rolls: Automatic success on most Saving Rolls due to his divine nature (e.g., Level 10+ Universal SR).

Open D6 Stats

Open D6 uses a dice pool system (e.g., 3D+1) for Attributes and Skills. The Wild Die mechanic makes the game cinematic.

Attributes:

  • Dexterity 4D

  • Knowledge 5D (Voodoo lore, the spirit world)

  • Mechanical 2D

  • Perception 5D

  • Strength 4D

  • Technical 2D

Skills:

  • Brawling 5D

  • Intimidation 8D

  • Voodoo Magic 10D (Necromancy, curses, healing)

  • Concealment 4D

  • Command 6D

Special Abilities:

  • Spirit Form: The Baron is non-corporeal and can become invisible or possess mortals.

  • Control over Death: He can prevent the dead from resting in peace or raise them as zombies.

  • Invulnerability: Immune to most physical damage (requires special magic or items to harm).

  • Exploding Dice (6s): Standard to Open D6, the Wild Die makes his actions unpredictable and potentially very powerful.

  • Move: 10 (or fly/teleport at will)

  • Body Points: N/A (invulnerable to standard damage; use narrative or specific mission goals to defeat him)

  • Character Points: 100+ (for the GM to manipulate actions/rerolls)


The Origin of the Baron

Before he was the Baron, he was a man named Jacques—a simple gravedigger with a laugh that could wake the weary and a love for life that rivaled the sun. In a small village, Jacques worked the earth, but his heart belonged to Marie, a woman whose beauty and spirit were the talk of the Reach. Their love was a legend, a dance of joy in a world often shadowed by the Cosmic Apocalypse. Tragedy struck when a wasting sickness claimed Marie. Jacques, desperate and refusing to accept the finality of the grave, journeyed into the heart of the Blood Bayou. There, amidst the red mists of Dragon’s Blood, he met an ancient, nameless spirit—an elderly Loa who offered a terrible bargain: Marie’s life in exchange for Jacques’s soul. Without hesitation, the gravedigger agreed.

The Transformation

Marie was healed, but Jacques was consumed by the very earth he once tended. He was reborn as Baron Samedi, a flamboyant skeleton in a top hat, cursed and blessed to be the master of the crossroads between life and death. His laugh became a nasal cackle, his wisdom turned to lewd jokes, and his simple shovel was replaced by the power to decide who enters the afterlife and who remains.

The Lord of the Drifting Skull

He watched over Marie from the spirit realm until it was her time to pass, guiding her soul himself to ensure she found peace. Now, he reigns from Hogman Island, a drifting skull in the Dragon’s Blood, a constant reminder that even in death, one must never forget to live, laugh, and perhaps enjoy a glass of spicy rum.

The Legend of the First Grave

In some corners of the Tygerian Reach, it is said that the Baron is actually the manifest spirit of the very first person buried in a new cemetery. This "First Soul" becomes the guardian of the grounds, donning the black tailcoat and dark glasses to protect the dead from zombification and the living from untimely demise. Whether he was Jacques the gravedigger or the first man to die, the Baron remains the ultimate "Friend on the Other Side".


The Origin of the Baron: The First Seed of Noctunis

The Origin of the Baron: The Lost Seed of the Anchor

Eons ago, before the first true Seedfall touched the endless oceans of the Tygerian Reach, the space between the worlds was shattered by the hubris of a Gardener. When the Ether-Star Dragon Aazurn-Rook collided with Luna-Prime, the impact didn't just rain Moon Crystals upon the waves; it spilled a massive surge of his crystallized, solar-winged blood into the astral sea, creating the swirling, caustic red mists of the Blood Bayou.

As the Cosmic Life Seed Pod broke open and plummeted toward the planet’s core—destined to bloom into the Bluebonnet Volcanoes—one peculiar, jagged seed was knocked off course by a shard of the broken moon. Instead of finding the fertile depths, it drifted into the shadow-drift of Noctunis, the city perched on the edge of the "Great Beyond."

This lost seed took root not in soil, but in the skeletal remains of a gargantuan, prehistoric boar that had perished during the chaos of the lunar impact. Nourished by the spilled Dragon’s Blood of the starving god in the sky and the marrow of Ancient Bone, the Baron was born.

He did not crawl out of the earth; he simply stepped out of the "mouth" of the Boar’s Head Skull, already wearing his top hat and clutching a bottle of spicy rum distilled from the fermented mist of Aazurn-Rook’s tears. Designated by Emperor Rajah as the "Custodial Sovereign of the Drifters," he was given a grim task: to catch the "lost seeds"—the souls of those who died during the collision—before they could drift away into the silent void.

He did not crawl out of the earth; he simply stepped out of the "mouth" of the Boar’s Head Skull, already wearing his top hat and clutching a bottle of spicy rum distilled from fermented dragon-blood mist. He was designated by Emperor Rajah as the "Custodial Sovereign of the Drifters"—the one tasked with catching the "lost seeds" (the souls) that missed their marks during the Seedfall.

The Baron is the only Sovereign who doesn't care about the Trident Trophy or the Sovereign Bowl Rings for their power. To him, the Gridiron is a hilarious dance of mortality. He watches the Silverton Razorbacks from his "Tusk-Walk" balcony, laughing as the players collide on the field, knowing that whether they win or lose, eventually, they all have to cross his bridge.

He is the Lord of the Scrap-Heaps, the master of the small islands that "no one notices," and the only being in the Reach who can look an Ether Dragon in the eye and tell a dirty joke without blinking.


Product Identity & Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: Tiger Force Shadow Saga,,  the Water Planet of the Tygerian Reach, the Tygerian Isles, the Ether-Star Dragon Aazurn-Rook, the shattered moon Luna-Prime and its largest fragment The Anchor, the Cosmic Life Seed Pod, and the Seedfall mechanics. The specific "Hedge Wizard of the Shreveport Cabin" persona, the "Royal Cartographer" archetype, and the character "Emperor Rajah." Unique Magic & Items: Crystolmancy, Moon Crystals (Tears of the Moon), the Ink of Anticipation, the Compass of Lost Things, Parchment of Echoes, the Scope of the True Meridian, the Rod of Infinite Spanning, and the Plumb of Gravity’s Anchor.

Unique Locations & Teams: The Whispering Isles, Hogman Island (The Boar’s Head Skull), the Tusk-Walk Promenades, the Silverton Razorbacks (formerly the Hogmen), the Boar Pits, the Snoorter Demons, the Dragon’s Blood Bayou, the Bluebonnet Volcanoes (Flowering Heights), Swan Island, and the Hedges Bowl.

The world of Zimrala, Monsters! Monsters!, and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. The statistics and game mechanics provided herein are designated as unofficial playtest material for the Tygerian Reach Leo Galaxy campaign setting. © 2025 Arthur Earl C. Hedges Jr. All rights reserved.


The Baron’s cigar smoke is curling through the red mists of the Bayou. By tying his birth to the collision of Aazurn-Rook, we have anchored the Blood Bayou to the very heart of the Tygerian Reach’s gravity and grief.

Yours for now Captain Hedges



"The Jade Sentinel and the Strength of the Isles: Unabridged Protocols for the Tygerian Vanguard"

 

๐Ÿ•ฐ️ RISE AND SHINE 7 AM: The Jade Sentinel and the Tygerian Vanguard

Tuesday, December 30, 2025 Location: The Docks of the Shreveport Cabin, Red River

The early morning light paints the Red River in hues of gold and amber, but for the Hedge Wizard of the Shreveport Cabin, the dawn brings no gentle awakening. The momentous arrival of Aazurn-Fae, the Jade Dragon, at 6 AM has set a new, urgent rhythm for the day. Now, as the sun fully clears the horizon, a different kind of vigil begins.

On the weathered wooden dock, the Wizard stands surveying the scene. The massive form of the Jade Dragon, a sentinel from another dimension, rests in the shallow waters, its ancient scales still faintly shimmering with residual Kyber energy. But the true focus is on the tactical exchange taking place. Waiting in the shadows of the cypress trees is a Tygerian Vanguard—a scout from the Tygerian Isles. He holds a scroll of Parchment of Echoes, its script undoubtedly detailing the ongoing struggle against the World Eaters.

This isn't just a quiet morning on the bayou; it's the convergence of worlds. The very presence of the Tygerian and the playable Ether Dragon underscores the reality: the fight for the Tygerian Isles has well and truly landed on the Red River. The tranquility of the Shreveport cabin is now a temporary command center, a staging ground for battles that stretch across the fabric of reality.


The Mechanics of the Hedges Explosion

In the Tiger Force Shadow Saga, we don't use "standard" luck. We use the Hedges Explosion. This represents the chaotic, high-energy resonance between the Ether Dragons and the Tygerian people. When a Tygerian or an Ether Dragon commits to an action, the multiverse itself bends to provide the power necessary to succeed.

The Rule: Whenever you roll a dice pool—whether it is for STRENGTH (Athletics), Rainbow Eyebeams, or Firepower—you look for 1s and 2s.

  1. Roll the Dice: Roll your designated pool (e.g., the Tygerian's 8D Athletics).

  2. Identify the Spark: Any die that shows a 1 or a 2 is a "Spark."

  3. The Explosion: Count the total of those dice, then pick them up and roll them again.

  4. No Ceiling: If the new roll results in more 1s or 2s, add them to the total and roll them again.

  5. The Result: There is no limit to how many times a single check can explode. A simple pounce can become a continent-shaking event if the Ether is in your favor.

Hedge Wizard’s Note: This is why "Balance" is a myth. A Tygerian Vanguard doesn't care about the odds; they care about the explosion.


๐Ÿฏ PLAYABLE RACE: THE TYGERIANS (Zimrala Canon)

As featured in the Monsterary of Zimrala

Game System: Monsters! Monsters! 2.7

  • Strength (STR): x5

  • Dexterity (DEX): x1

  • Constitution (CON): x6

  • Luck (LK): x2

  • Speed (SPD): x2

  • Intelligence (INT): 0.5

  • Wizardry (WIZ): x0.5

  • Charisma (CHR): x2x

  • Special Abilities:

    • Night Sight: Full vision in near-total darkness.

    • Tiger Force Reflexes: May take one additional movement action per combat turn.

    • Claw Attack: Natural weapons dealing STR/6 = D6 damage.

    • Shapeshifting (Primary): Can shift between Humanoid, Hybrid (Crinos), and True Tiger forms.
    • Night Sight: Full vision in near-total darkness.

    • Tiger Force : May take one additional movement action per combat turn.

๐Ÿฏ ZERO EDITION PROTOCOLS: THE ANIMAL-HEADED TYGERIAN

System: Monsters! Monsters! / Humans, Humans (Zero Edition / 1st Ed Style)

Classification: Animal-Headed Humanoid (Tiger)

In the Zero Edition, the Tygerian is defined by its massive physical frame and the predatory instinct of the Great Tiger of Zimrala. They are the frontline tanks of the Tiger Force Shadow Saga, built to endure the most toxic environments of the Red River and the Tygerian Isles.

I. ZERO EDITION MULTIPLIERS

  • STRENGTH (STR): x5 (Massive muscle mass and explosive pouncing power)

  • CONSTITUTION (CON): x6 (Unnatural durability; Immune to Acid and Poison)

  • DEXTERITY (DEX): x3 (Predatory grace and lightning-fast claw strikes)

  • LUCK (LK): x2

  • SPEED (SPD): x2.5 (Powered by STR-based Athletics)

  • INTELLIGENCE (INT): x1

  • WIZARDRY (WIZ): x1

  • CHARISMA (CHR): x1.5 (Fierce, noble presence)


II. ANIMAL-HEADED SPECIAL ABILITIES

  • The Predator’s Maw (Bite): As an animal-headed monster, the Tygerian can make a bite attack that ignores light armor. Damage is calculated at STR + 1D.

  • Night-Stalker Vision: Full infrared and low-light vision. They see the heat signatures of World Eaters even in total magical darkness.

  • Thick Hide: Their natural fur and dense muscle provide a base Armor Rating of 1D even when unarmored.

  • The Hedges Explosion: In Zero Edition, a roll of 1 or 2 on any saving throw or combat roll triggers an immediate add-and-roll-again with no ceiling.


III. THE TIGER FORCE HISTORY (Story Integration)

The animal-headed Tygerians are the descendants of the soldiers from the Vietnam and Desert Storm eras. They carry the tactical knowledge of their fathers but the raw, crystalline-enhanced bodies of the Zimralan Tigers. When the Hedge Wizard unleashed the cosmic apocalypse, these warriors were the ones who stood at the breaches to hold the line.



๐Ÿฏ TYGERIAN ATHLETICS & REFLEX RULES (Unabridged)

The Strength-Based Monster Mechanic: Unlike standard humanoid races that rely on Dexterity for movement and reaction, Tygerians are Strength-based. Their speed is a result of explosive muscular output.

  • Reflexive Athletics: In any situation requiring a dodge, jump, or reaction, the Tygerian uses STR (Athletics) instead of Dexterity.

  • Tiger Force Reflexes (The Extra Action): A Tygerian can take one additional movement-based action per combat round (such as a pounce, a sprint to cover, or a leap) without a multiple action penalty. This action must be rolled using STR (Athletics).

  • The Hedges Explosion: When rolling STR (Athletics) for movement or reflexes, every 1 or 2 rolled is added and rolled again with no ceiling, representing the terrifying burst of speed a tiger exhibits when closing in on prey.

  • Pounce Maneuver: If a Tygerian uses their extra movement action to pounce on an enemy, they can immediately follow with a Claw/Bite attack in the same turn. The pounce itself is rolled vs. the target's Parry or Dodge using the Tygerian's STR (Athletics).



Type: Shape-shifting Humanoid Felines

Scale: Character Lore and Story Factors

The Tygerians are the primary defenders of the Tygerian Isles and the elite operatives of the Tiger Force Shadow Saga. Natives of Zimrala, they possess a deep ancestral link to the Ether Dragons, which manifests in their ability to explode dice on a 1 or a 2. They are masters of the hunt, natural tacticians, and possess a genetic fluidity that allows them to shift forms to suit their environment. Whether in tactical gear at a Shreveport cabin or in their true tiger form in the jungles of Zimrala, they are the ultimate apex predators of the multiverse.

Standard D6 Attributes (The Hedges Version)

  • DEXTERITY: 4D

    • Brawling: 6D

    • Dodge: 5D+2

    • Melee Combat: 5D

    • Stealth: 7D

    • Firepower (Tiger Force Weapons): 5D

  • KNOWLEDGE: 2D

    • Survival (All Terrains): 5D

    • Tactics (Guerrilla Warfare): 6D

    • Intimidation: 5D

    • Multiverse Lore: 3D

  • MECHANICAL: 3D

    • Vehicle Operation (Tiger Force Craft): 5D

    • Communications: 4D

    • Sensors: 4D

  • PERCEPTION: 4D

    • Search: 6D

    • Tracking: 7D

    • Sneak: 6D

    • Hide: 5D

  • STRENGTH: 3D+2

    • Stamina: 5D

    • Climbing: 6D

    • Swimming: 5D

    • Jumping: 5D+1

  • TECHNICAL: 2D

    • First Aid: 4D

    • Demolitions: 5D

    • Security: 4D


Special Abilities

  • The Hedges Explosion: Every 1 or 2 rolled on any dice pool is added and rolled again with no ceiling. This represents their chaotic, ether-touched combat prowess.

  • Shapeshifting (Primary): Tygerians can shift between three distinct forms at will (takes one action):

    • Humanoid: Standard form for using technology and weapons.

    • Hybrid (Crinos): A massive, upright war-form. +1D to Brawling and Strength damage.

    • True Tiger: A quadrupedal hunting form. +1D to Stealth and +2 to Movement.

  • Night Sight: Tygerians can see in near-total darkness as if it were daylight. They ignore all penalties for low-light conditions.

  • Tiger Force Reflexes: Because they are a Strength-based monster, they add their STR multiplier to all Athletics and movement-related checks. They can take one additional movement action per turn.

  • Natural Weaponry: In Hybrid or Tiger form, their claws and bite deal Strength + 1D damage.

Special Athletics & Reflex Rules

  • The Hedges Explosion: Every 1 or 2 rolled on any dice pool is added and rolled again with no ceiling. This is especially deadly when applied to their 8D Athletics.

  • Tiger Force Reflexes (Strength-Powered): Tygerians are not Dexterity-based monsters. Their speed comes from explosive muscle.

    • Movement/Dodge: Tygerians use STRENGTH (Athletics) for all initiative, dodging, and movement-based reactions.

    • Extra Action: A Tygerian may take one additional movement action per round (pounce, leap, or sprint) without a multiple action penalty, provided they roll STRENGTH (Athletics).

  • Shapeshifting:

    • Humanoid: Standard tactical form.

    • Tygerian Atheletcs: +5D to all Strength-based combat rolls.

    • True Tiger: +1D to Stealth and +2 to Base Movement.

  • Night Sight: Full vision in near-total darkness +1D to see in the dark on tests.

  • Natural Weaponry: Claws and Bite deal Strength + 1D damage.








๐Ÿ‰ PLAYABLE RACE: ETHER DRAGONS (Zimrala Canon)

As featured in the Monsterary of Zimrala

Game System: Monsters! Monsters! 2.7

  • Strength (STR): x20

  • Dexterity (DEX): x1

  • Constitution (CON): x20

  • Luck (LK): x3

  • Speed (SPD): x6 (Flight)

  • Intelligence (INT): x2

  • Wizardry (WIZ): x5

  • Charisma (CHR): x4

  • Special Abilities:

    • Rainbow Eyebeams: Transmutes targets into ghost-forms to be inhaled for nourishment.

    • Shapeshifting (Ancient): Can assume Humanoid form or Dormant Stone form.

    • Flight: Natural flight speed is triple ground movement.

    • Etheric Sight: Can see portal rifts and invisible entropic beings.

    • Breath Weapon: Damage equals 1/10th of current MR in a 30-meter cone.

    • Quasi-Solid: Physical weapons pass through; vulnerable only to magic/energy.


๐Ÿ‰ MONSTER PROFILE: AAZURN-FAE (The Kyber Star-Dragon)

Combined Creature Concept: The Kyber Star-Dragon (Duinuogwuin-Zimrala Hybrid)

Lore and Story Factors

To understand the existence of etherdragons, you must understand the true nature of reality itself. The multiverse is the sum of everything that exists. Within the multiverse are an infinite number of separate universes floating in a strange medium that we call the Ether, for lack of a better term. The Ether is what separates the universes and keeps them distinct. Things exist/live in the Ether and they move through it as naturally and easily as fish move through water.

One of the things that lives in the Ether is a species of creatures known as etherdragons. These creatures need life energy and crystal energy to survive. The special crystals that resonate with the necessary energy to feed etherdragons are only created by the destruction of material worlds. When the innermost moon of Zimrala got too close to the planet and was destroyed by conflicting gravitic forces, vast numbers of these special crystals – called mooncrystals – fell to the planet’s surface. The energy emitted by mooncrystals can tear holes in the fabric of reality. Such holes are portals to other worlds, times, and universes. Etherdragons sense the energy of the mooncrystals and sometimes come through those portals to consume both crystals and living beings for their own nourishment.

Genesis: Aazurn-Fae is a unique, perhaps singular, entity resulting from the highly variable genetic code of the Duinuogwuin species interacting with a powerful, force-imbued entity from a non-canonical plane of existence, Zimrala. The result is a massive, highly intelligent, ethereal dragon that sustains itself on pure Force energy, capable of traversing both physical space and the Ethereal Plane. He is a "genetic mistake" or anomaly, even by Duinuogwuin standards, born from an isolated mating where a unique environmental factor (perhaps an exposed vergence in the Force on Zimrala) altered the offspring into a being of pure Force energy and crystal.

Physical Description

The creature resembles a traditional Duinuogwuin: a massive, multi-legged serpentine dragon, averaging over 100 meters in length (the size of a football field), with large, diaphanous wings and an articulate, canine-like head. Its scales are not solid but appear as shifting, translucent plates of crystalline energy, resembling a massive, free-floating Kyber crystal formation. The internal "glow" of the crystal changes color based on its emotional state or Force alignment (blue, green, purple, white, red, or black). It appears somewhat blurred or shrouded in mist when on the Material Plane. In motion, he looks like he’s walking, but he moves like he’s swimming, oscillating back and forth through matter as easily as a fish moves through water.


Open D6 RPG Stats (Unabridged)

Scale: Starship

  • Dexterity: 3D+2

  • Knowledge: 4D

  • Mechanical: 1D

  • Perception: 4D+2

  • Strength: 6D (Base) / 12D (Starship Scale)

  • Technical: 2D

Vital Statistics:

  • Size: 10-100+ meters long.

  • Move: 18/25 (walking); space: 5, atmosphere: 210; 600 kmh (flight).

  • Character Points: 50.

  • Force Points: 15.

  • Dark Side Points: 0.


Special Abilities

  • The Hedges Explosion: Every 1 or 2 rolled on any dice pool is added and rolled again with no ceiling.

  • Flight: The Kyber Star-Dragon can fly in both space and atmosphere.

  • Space Survival: It can survive indefinitely in deep space, immune to vacuum effects.

  • Kyber/Ether Aura (Armor): The creature's crystalline body and ethereal nature provide a natural armor bonus (+2D to Strength rolls to resist damage). This also grants immunity to energy attacks (lightsabers, blasters) as they are absorbed and potentially redirected.

  • Ethereal Vision/Phasing (Su): The hybrid can see into the Ethereal Plane and, with a Control roll (Easy), shift its form to become partially or fully ethereal, allowing it to bypass physical barriers or avoid attacks. Etherdragons are only quasi-solid on Zimrala; physical weapons pass through them and do no damage.

  • Force Vergence: The creature is a living Force vergence. All Force skill difficulties within 100 meters of the dragon are reduced by one level (Very Difficult becomes Difficult, Difficult becomes Easy, etc.).

  • Rainbow Eyebeams (Transmutation): Instead of flame, he emits beams of rainbow light from his eyes. The light changes the target into a semi-solid, ghost-like form which is then inhaled by the dragon for nourishment.

Attacks

  • Bite: The dragon can bite opponents (Strength + 2D damage).

  • Force Breath Weapon (Cone of Focused Energy): The creature can exhale a 6-square/meter cone of pure, focused Kyber energy (as a Force effect). This requires an Alter skill roll. The base damage is 6D (Starship Scale), and it can be activated every other round.

  • Absorb Energy: When hit by an energy attack, the dragon makes an Alter skill roll (Difficulty: Easy). If successful, it absorbs the damage and can add +1D to the damage of its next Force Breath attack (once per absorbed attack).

Story Factors

  • Harmonization: The color and abilities may shift based on interactions with Force-users; may become unstable (black/red) if exposed to intense dark side influence.

  • Ancient Wisdom: Highly intelligent and capable of counsel and diplomacy. He possesses vast knowledge sought out by powerful leaders.

  • Immortal Nature: They cannot be destroyed, but they can be forced to flee through their entry portal back into the Ether.


๐Ÿง™‍♂️ CHARACTER PROFILE: THE HEDGE WIZARD

Role: Master of the Shreveport Cabin / Guardian of the Red River Portal

Scale: Character (with Starship-scale influence via Aazurn-Fae)

Lore and Story Factors

The Hedge Wizard isn't a traditional academic mage. His power is "Hedge Magic"—a gritty, practical, and highly resonant form of sorcery that utilizes the natural ley lines of the Red River and the specific frequency of the Jade Kyber Crystal. Living in the Shreveport Cabin, he acts as a cosmic lighthouse. His presence is what drew the Tygerian Vanguard and Aazurn-Fae to this plane. He doesn't just cast spells; he manipulates the Ether to protect the boundary between the Bayou and the Isles

THE STORY: FROM THE JUNGLES TO THE STARS

The Hedge Wizard isn't just a master of Zimralan magics; he is a veteran of the Tiger Force Shadow Saga. His journey began in the humid, blood-soaked jungles of Vietnam and continued through the burning sands of Desert Shield and Desert Storm. He is a soldier who walked out of the mundane world and into the Ether.

When he unleashed the Cosmic Apocalypse, he learned the ultimate truth: he has the power to create, control, and ultimately watch as reality explodes or implodes. He settled in the Shreveport Cabin on the banks of the Red River to guard the portal to Zimrala, protecting the world from the World Eaters. He is immune to the acids and poisons of the enemy, standing as a sentinel who balances the divine light of the Shekhinah with the raw, explosive power of a man who has seen the end of the world and survived it.


Archetype: Hedge Wizard of the Shreveport Cabin

Game System: Monsters! Monsters! 2.7

Attributes & Multipliers

  • Strength (STR): x1.25 (Standard human physical power)

  • Dexterity (DEX): x1 (Steady hands for crystal tuning)

  • Constitution (CON): x1.25 (Hardened by years of Red River humidity and Ether exposure)

  • Luck (LK): x2 (The Ether favors those who know its secrets)

  • Speed (SPD): x1.0

  • Intelligence (INT): x2 (A master of Multiverse Lore and Zimrala history)

  • Wizardry (WIZ): x5 (The core of his power; channeled through the Jade Kyber Crystal)

  • Charisma (CHR): x2 (A commanding presence on the cabin porch)

Special Abilities (M!M! 2.7)

  • Etheric Channeling: When casting spells at the Shreveport Cabin, the Wizard adds his WIZ multiplier to his CON to resist magical exhaustion.

  • Jade Focus: Possession of the Jade Kyber Crystal allows the Wizard to ignore the first 5 points of WIZ cost for any portal-related spell.

  • Acid/Poison Immunity: Due to long-term exposure to the strange flora of Zimrala and the toxic alchemy of the World Eaters, the Wizard is immune to acid and poison.

  • The Hedges Explosion: As with all entities in this saga, every 1 or 2 rolled on saving rolls or combat adds and rolls again with no ceiling.

๐Ÿง™‍♂️ CHARACTER PROFILE: THE HEDGE WIZARD



Role: Master of the Shreveport Cabin / Keeper of the Altar

System: Standard Open D6 (The Hedges Version)

ATTRIBUTES & SKILLS

  • DEXTERITY: 3D

    • Dodge: 5D

    • Melee Combat (Staff): 5D

  • KNOWLEDGE: 5D

    • Multiverse Lore (Synaptic Theology): 8D

    • Zimrala History: 7D

    • Languages (Ancient Hebrew/Arial): 6D

  • MECHANICAL: 2D

    • Portal Manipulation: 7D

  • PERCEPTION: 4D

    • Sense Force/Ether (Arial Resonance): 8D

    • Search (Forage Ingredients): 6D

  • STRENGTH: 2D+1

    • Stamina: 5D

  • TECHNICAL: 3D+2

    • Alchemy (Potion Making): 6D+2

    • Artifact Repair (Kyber Tuning): 6D


⚗️ POTION MAKING PROTOCOLS (Technical: Alchemy)

The Wizard utilizes the Ink of Anticipation and Red River minerals to brew "Liquid Resonance."

  • The Brewing Rule: Roll Technical (Alchemy).

  • The Hedges Explosion: Every 1 or 2 rolled is added and rolled again. A successful explosion doubles the potion's potency or duration.

  • Key Brews:

    • Liquid Jade (Healing): Difficulty 15. Heals 2D damage.

    • Ether-Sight Tonic: Difficulty 10. +2D to Sense Force for 1 hour.

    • Tygerian Draught: Difficulty 15. +1D STR and ignore 1 Wound level for the Vanguard.


✨ SYNAPTIC FORCE PROTOCOLS (Arial Lore)

The Wizard’s powers are filtered through the Jade Kyber Crystal and the Divine DNA of the Arial Hebrew lore.

  • The Mitzvah Bonus: If acting for Justice/Protection, gain +1D to Force rolls.

  • Aerial Powers (The Breath):

    • Flight: Difficulty 10-20. (Control + Alter).

    • The Thunderbolt: Difficulty 20. 6D Damage (Character) / 12D (Starship via Aazurn-Fae).

  • Earth & Crystal Powers (The Foundation):

    • Crystalline Skin: Difficulty 15. +3D Strength to resist damage. (Control).

    • Seismic Sense: Difficulty 10. Detects all intent/movement within 500m. (Sense).



⚗️ THE HEDGE WIZARD’S ALCHEMY SHELF (1D6 Table)

The GM or Player rolls 1D6 to see which stabilized resonance is available. All rolls are subject to the Hedges Explosion (1s and 2s roll again).

1D6 RollPotion NameTechnical DifficultyEffect & Duration
1Liquid Jade (Healing Elixir)15Restores 2D of Health immediately. If the roll explodes, it also clears one stun or fatigue level.
2Ariel’s Breath (Antidote)10Neutralizes all Poisons, Toxins, or World Eater Grave-Smoke. Grants immunity to poison for 1 hour.
3Tygerian Draught (Strength)20Specifically for STR x5 types. Grants +1D STR and +2D Athletics for 10 minutes.
4Ether-Sight Tonic10Opens the user's perception to the unseen. Grants +2D to all Sense Force rolls for 1 hour.
5Stone-Skin Oil15Hardens the user's outer layer. Grants +2D Armor (Physical) for 3 combat rounds.
6The Resonance Flash20An unstable brew. When thrown, it acts as a grenade dealing 5D Energy Damage and disrupting portals.

Product Identity & Legal

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The "Hedge Wizard of the Shreveport Cabin" persona, the Jade Kyber Crystal, the Red River Portal mechanics, the Tygerian Isles, and the Tiger Force Shadow Saga. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.


There is the Wizard’s full write-up, Captain. He’s got the brains and the lore to keep the Tiger Force on track.

Now that we have the Dragon, the Vanguard, and the Wizard all statted out for the blog—are you ready to finally unroll the Parchment of Echoes and start the 8 AM Strategic Breakfast? What does the map say?


๐Ÿ›ก️ PRODUCT IDENTITY & LEGAL

The following items are designated Product Identity of Arthur Earl C. Hedges Jr. / The Adventures of Captain Hedges: The world of Zimrala, the Tygerian Isles, the Ether Dragons, the Tiger Force Shadow Saga, the "Hedge Wizard of the Shreveport Cabin" persona, the Synaptic Theology, the Jade Kyber Crystal, the Ink of Anticipation, the Parchment of Echoes, and the characters Emperor Rajah and Aazurn-Fae


MoZ (Monsterary of Zimrala) Monsters! Monsters! Zero and 2.7 and Humans, Humans (1st Edition) are trademarks of Ken St. Andre and Troll Godfather Press and are used with permission. © 2026 Arthur Earl C. Hedges Jr. All rights reserved.