Tag: blueshift

Perfectly Legal Traders

So I probably should have posted this at some point–

In May, we held our annual gaming convention, Buckets of Dice, which was a great success. As part of our programme to encourage GMs, we held a Scenario Design Competition, in the spirit of KapCon, which does it every year. Our goals were to encourage GMs to write original games to a publishable (i.e. you could pass it to someone else and they could run it) standard, and to build up a library of ready-to-run games for future GMs.

Blueshift: Some unusual things

There’s a few things in Blueshift that aren’t immediately obvious to us, even if they’re commonplace for the people who live in the Rings. In this post I’ll talk about a couple of them.

The ether

Ether is a light, odorless, almost colourless gas that occupies the space between Islands. In small quantities, ether has mind-dulling properties: in greater amount it is harmful and can be deadly.

Blueshift: the big picture

I’m finally writing something about Blueshift.

The rings

The known world, by which I mean “everywhere that people have gone”, is called The Rings of Behir, or more commonly, The Rings. Legend has it1 that in the beginning of time, Behir drifted through the void alone, and her lover Talathir looked upon her and despaired. Then he collected up every rock and speck of dust and mote of gravel in the void and fashioned them into ornaments and jewellery for Behir, and yet there was not enough to produce a decoration that would encompass her. Thus, Talathir created small gems and rocky pendants with his material, and sent them into orbits around Behir such that they would encompass her over time.

Blueshift: Introduction

Blueshift is a gaslamp/“aetherpunk” setting that I’ve been working on for the past month or so.


During the first half of this year I GMed an ongoing game of “Living Dungeon World”, a massively-multiplayer tabletop RPG involving somewhere between four and six GMs, and around twenty five players1. The game used the Dungeon World ruleset, which provided an old-school D&D feel while keeping the mechanical fluidity of a Powered by the Apocalypse game. A lot of the setting was determined on an “as-required” basis, generally by asking the players questions about their character and their characters’ specialities: