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KARNAK THE REAVER - DUNGEON CRAWL

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INTRODUCTION
The Karnak the Reaver stories are procedurally generated using software developed by Steersman Technology Ltd. The software contains arrays of various descriptors such as wilderness locations, city taverns and inns, patrons of the inns, food and drink available, quest items and dungeon names, dungeon locations, monsters and their activities, and so on.

The software combines these descriptors according to a set of rules to procedurally generate the world of the novel and the activities of the inhabitants and the adventurer, Karnak the Reaver. It then simulates movement, wandering monster encounters, combat, healing, levelling up and so on. Monsters and Karnak can make combat decisions and Karnak can decide to bind wounds and heal after combat. It can be thought of as a CRPG based on Old School pen and paper RPG principles that basically plays itself and generates the novel as an output.

Dungeon and item names come from Anglo-Saxon place and people names from the Domesday Book. Street names in the city of Malvoisin are from real streets in English market towns and the Malvoisin inn and tavern names are all real names of English pubs. Monster names are typical low fantasy fare.

The first Karnak the Reaver novel DUNGEON CRAWL is available now on Amazon Kindle. You can read Chapter 1 THE ALEMBIC OF SOLOMON for free.

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LINKS

THE ALEMBIC OF SOLOMON [CHAPTER 1 OF DUNGEON CRAWL]
KARNAK THE REAVER - DUNGEON CRAWL [AMAZON KINDLE NOVEL]
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