Bestiary teaser - Bugbear

Did you know that “bugbear” is an English word dating to the 16th century? Although we know and love them as monsters from a famous fantasy RPG, bugbears weren’t made up by RPG designers. They come from English folklore. Our upcoming Bestiary of Enchanted England takes this classic monster back to its roots.

Drawing of a hairy goblin-like creature in a cape.

Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games


Here are some excerpts from our manuscript on bugbears, by Mark Lawford. ©2022 Shewstone Publishing LLC. All rights reserved.

With a broad toothy grin and eyes that glow green, these fur-covered man-things feed on fear, apprehension, and self-doubt. They are more common than people ever suspected and as society built villages, towns, and cities around them so the bugbears followed. They hide in the dark places; in the unlit narrows and alleys of the city, in deserted burnt-out tenements, and under beds as people pray for sleep...

Bugbears used to be found in the dark and dank reaches of old woodlands. They would feed upon the unseen miasma created by fears and worries of humans who strayed from the path and become lost. But as mankind built more elaborate settlements, the bugbears migrated with them. People encounter them all the time without knowing it. They hear their footsteps behind them when they need to go into the dusty loft, they spot their shadows in the lonely dark alley, and they feel their presence beneath their bed at night. And the bugbears feed...

With their ability to melt into the shadows, they can hide from their chosen victim for many months, sustaining itself on magical humours and vapours given off by the victim's fear and self-doubt. Despite its fearsome appearance, a bugbear never attacks physically, but when the spell is broken and the bugbear itself is threatened it tries to make its escape.

Those knowing a little lore about bugbears may know that the light shed from a green candle illuminates the creatures regardless of where they are in the room or whether they are using their powers to hide themselves.

Upcoming Product: Bestiary of Enchanted England!

Our first full-length sourcebook for Magonomia® is in the works: the Bestiary of Enchanted England.

Edit, February 8, 2022: I added additional creatures: the Knocker, Tombwarden, Shadowbeasts, and Walking Stones. Also, a few taglines have been updated.


(short summary) A book of lore and plot hooks for 24 creatures from English folklore, with original black-and-white illustrations, for the Magonomia® RPG.

Dragon image ©2005 Dover Publications, Inc. Used with permission.

Dragon image ©2005 Dover Publications, Inc. Used with permission.

The Bestiary of Enchanted England is a supplement for Magonomia®, the tabletop RPG of Renaissance wizardry, which is based on the Fate™ engine. It describes 24 faeries, fantastic beasts, and spirits from the folklore and literature of 16th-century England. These aren’t primarily combat opponents: the emphasis is on lore and plot hooks to help you weave these creatures into wondrous game sessions.

The Bestiary of Enchanted England includes:

  • Afanc, The Unseen Beast Below

  • Black Annis, Stealer of Children

  • Bugbear, the Thing Under the Bed

  • Dragon lore (no statistics; there are several dragons in the Magonomia core book)

  • Eala, a Haunted Musical Instrument

  • Elves, the People Under the Hills

  • Grim, the King of Ghosts

  • The Haid, Faerie Thieves

  • Hobyah, a Gang of Wicked Elves

  • Kenidjack, the Bright-Eyed Demon of Cornwall

  • The Laidly Toad Queen

  • Malkin, Bipedal Cats (similar to Puss in Boots)

  • The Merchicken of Portland (it’s a real legend!)

  • Milcha, Queen of the Enchanted Isle

  • The Questing Beast, Creature of Arthurian Legend

  • Satyr, Spirits of the Wild

  • Scitalis, the Wondrous Serpent

  • Shadowbeasts

  • Tombwarden

  • Troll

  • Urban Wisp

  • Walking Stones

  • Waelcyrian, Spirits of Ill Omen

  • Whale Eater, a Dragon of the Sea

The names and taglines for each creature are subject to change, but these are the creatures that will be included.

The book will be a 6”x9” (US trade size) hardcover, approximately 120 pages. Electronic versions (PDF, EPUB, and Kindle) will also be available.

The creative team consists of:

  • Authors: Timothy Ferguson, Mark Lawford, Christian Jensen Romer

  • Illustrators: Steven Bachan, Teresa Guido, Jeff Koch, Angela Taylor, Colin Throm

We’re aiming for crowdfunding in May or June this year. Check back or follow us on social media for progress updates!

Magonomia® preview - the glossary!

Once again, I was working hard on final edits to Magonomia Core Rules over the weekend so I forgot the promised preview. I’ll take this opportunity to share the Glossary.

Why the glossary?

It’s not as much fun as spells or monsters, but it’s super useful, especially when you are learning the game. Making Magonomia easy to learn is a huge priority for us. We realize the GM has to ask players to learn a new game system, so we’ve applied our design team’s extensive experience (mostly from our day jobs) to making it as easy as possible.

The Magonomia glossary: because this game is designed for players.

Magonomia® Preview: Strongest and Weakest Spells

Magonomia®, the tabletop RPG of Renaissance wizardry, is coming soon! We’re on track for a July 2021 general release. While you’re waiting, let’s continue to look at the magic system and the spells. The spells are inspired by folklore and real-world books of magic; they’re the centerpiece of the game.


Spells of High and Low Degree

The power of a spell in Magonomia is rated by degree, from first to sixth. Degree is simply a more atmospheric term than “level.” First-degree spells are the weakest that are useful in adventures. Sixth-degree spells are the most powerful spells PC wizards can attain. Seventh-degree spells are thought to be possible but they’re legendary, out of reach for player characters: the elixir of eternal life, for example.

Magic in Magonomia is based on literary or historical sources so it is different from conventional fantasy. There are no fireballs, no interdimensional travel, and no mind control. Historically-themed magic doesn’t mean low magic or weak magic, though! Check out one of our sixth-degree spells, which PC wizards can attain after completing many adventures.

Chariot of the Winds

Degree 6 Sorcery; governed by Mercury

Invisibly transport a group of people through the air. Conjuration.

Onstage Preparation: 1 minute

Augmentation: None

Components: Sigils, implement, incantations

Activation: Spend a Fate Point; Overcome vs. 6

Duration: Until the end of the journey

The wizard conjures spirits who can carry them and up to ten other people through the air over long distances. When your character learns this spell, they form a pact with whatever type of spirits fit the theme of their magic, be they sprites or daemones of the upper air or the King of the Eagles. The spirits transport the caster and their companions by some magical conveyance, which could be a chariot made of rainbows and drawn by cloud horses, a flock of bat-winged imps who carry people by their clothes, or a whirlwind.

While traveling, the characters are invisible to normal sight but they can see the landscape from their altitude of about a thousand feet. The speed of travel is about 200 miles an hour—as fast as an arrow. The travelers are magically shielded from the full force of the wind.


At the other end of the spectrum, we have the simple but often versatile first-degree spells. Every wizard begins with four first-degree spells in their repertoire.

Chill of the Sudden Draught

Degree 1 Sorcery, Witchcraft; governed by Saturn

A cold breeze blows out light sources or blows things around. Conjuration.

Onstage Preparation: Fast

Augmentation: None

Components: Spirit container, implement, incantations

Activation: Overcome vs. 1

Duration: Instantaneous

An airy spirit moves as a cold draught into a zone the caster can see. It can blow out a handful of typical light sources—candles, lamps, even covered lanterns. It can also do anything a natural breeze could do: scatter papers off a desk, sweep a path across a dusty floor, or slam a door. If you succeed with style, you can control the draught well enough to waft a piece of paper into your hand from across the room.