Friday, December 31st, 2021 12:28 am
Here we are, at the end of Dicember and at the end of the year, and this one time I’m going to diverge from the posts I’ve made up to this point to instead offer, if not “advice” exactly (because what works for me may not be guaranteed to work for thee), then a very brief glance at how I get grist for the worldbuilding mill.

(for all you “anti-canon” folks and similar, this applies just as much to making tables of possibilities and similar as it does to describing places and things. just saying ;p)

Because every once in a while I get asked how I make things, and — leaving aside that analyzing any of my creative impulses is a foreign country for me anyway, it would boil down to the following:

01. Read. Read a lot.

And I do mean read. Not watch Youtube videos or tv shows or Tiktoks. Put the words into your head. Go back and re-read parts. Chew on them. Mull them over. Compare them to other things you’ve read. Don’t be afraid to return to the material again and again, especially if you enjoyed it the first time.

02. I mean read non-fiction.

Stuffing more rpgs/novels/plays/manga/comicbooks/whatever into your skull shows you how other people implemented their ideas but it doesn’t give you where all that stuff came from. Read about the world; read about things that exist in the world (and beyond the world, for that matter). Which brings us to

03. Read non-fiction widely.

History textbooks are all well and good *glances at part of shelves* but you want more than that. Read anything and everything that looks interesting. Read about plants, animals (living and dead and very dead), rocks and stones; read about food — where it comes from, how its made, what’s eaten or not and why and how it got there. Bathing habits to bees, textiles to tombs, fossils to flowers, soil to space.

An illustration: the holidays are basically when my collection gets notably expanded, because I ask for books. Topics of the 2021 holidays include but are not limited to the Old Kingdom Egypt Pyramid Texts, the use of specific (author-selected) colours in art, an overview of 7000 years of worldwide jewelry, and the sociocultural and political history of the potato outside of the Americas.

The more you take in, the more you can send out.

04. Read outside your own experience.

Go beyond your own country, your own ethnicity; go beyond the modern era. The world’s a big place, it’s always been a big place. Check it out.

05. You don’t need to own it to read it.

In these benighted pandemic times, it can be tricky, it’s true. Nonetheless, a library is your best friend if you have access to one — wander the stacks, see what catches your eye. You might be surprised. Interlibrary catalogues and loans can bring sources to your fingertips that your local library doesn’t have. Many library systems are also online, now, so you can at least browse the catalogue from home (and often arrange book pickups).

If you have access to — or can have a sit-down in even if you aren’t registered (pandemic situation allowing) — a college or university library, these are also excellent sources of often very specific books. I’ve chased down my own copies of texts I used to read to death from my university library.

And that’s basically it.

Yes, yes, I haven’t said what to do with it all — that part I can’t help you with beyond “enough stuff in your head means inspiration to make your own stuff”. (I did say that analyzing any of my creative impulses is a foreign country for me.)

But seriously, this is my advice.

Reading up on all the cool stuff that has existed prompts me along. Maybe it will for you too.
Thursday, December 30th, 2021 12:26 am
After you’ve gone and expanded your game’s toxic repertoire, what next is there to do?

Why not offer a broader palette of ways to avoid, lessen, or undo some of the various terrible things that adventurers manage to inflict on themselves and others?

In the name of balance, then (hee), here are a dozen treatments and tonics:

01. Crystal Cordial: Clears the mind of fuzziness and confusion.
02. Sunbalm: Protects against infection from undead-inflicted wounds. 4 hrs.
03. Winerose Elixir: Bolsters resistance against poisons (allows second save or equiv.)
04. Saintkiss: Maximizes next applied (or cast) healing ability. Expensive!
05. Silverfog Drops: Clears artificially-induced blindness or misdirection.
06. Heaven’s Hero Elixir: Boosts a single attribute by 1 for 1d3 hrs. Multiple doses not recommended.
07. White Wind Balm: Heals recent burn-related injury.
08. Golden Earth: Repels insects and similar small creatures. 8 hrs.
09. Rainmist Oil: Repels (most) jellies and fungi. 4 hrs.
10. Moon Tarnish: Protects against lycanthropic infection. 2 hrs.
11. Crimson Vision Elixir: Nerve tonic, allows test against paralysis.
12. Lightning Juice: Energy boost, wakes you right up; undoes sleep and sleeplike effects.
Wednesday, December 29th, 2021 12:24 am
Ghosts are fun. Whether it’s coming across a fettered and desperate — or raging — spirit, stumbling into the drama around a long-deceased soul who may not be all their stories say they are, or (this one has legs) getting sideswiped by an antagonist who found a whole new way to be a pain in our heroes’ collective arse after their presumed dispatching, ghosts are overlooked as sources of story and adventure.

And that’s without getting into the potential extra layers if your game features ancestor worship!

So, here are some possibilities for ghosties and ghoulies and things that go bump in the night …


This ghost is …

01. bound to a specific object; destroy the object and free (or destroy) the ghost
02. bound to a specific object; restore the object and free (or destroy, or empower) the ghost
03. has a driving goal: protect a specific location (will be helpful if helped)
04. has a driving goal: protect a specific individual/family (will rest if natural lifespan is finished, in the case of an individual)
05. has a driving goal: take revenge for their death/ruination/dishonouring
06. has a driving goal: take revenge for the death/ruination/dishonouring of someone else
07. is an ancestral spirit acting in answer to a descendant’s petition
08. is an ancestral spirit meddling in the affairs of the living for their own purposes
09. woken by disturbance of their grave; restoring the burial will bring them rest/placate them
10. roaming because of the lack of burial; proper rites will bring them rest/placate them
11. seeking to found a ghost/ancestor cult, and may have even killed themselves for this purpose
12. actually not dead, but is an uncontrolled emotional projection from a living being


This ghost can …

01. grant flashes of memory from the ghost’s lifetime by touch
02. inflict a thematically appropriate surge of emotion by touch
03. “ride” inside their own corpse or that of another, moving it about
04. control 4d4 small (or not so small) animals, using their senses
05. manifest in 2d4 locations simultaneously
06. “mark” a target by touch, being capable of instantly manifesting in the presence of a “mark”
07. cloak individuals in their presence from the senses and/or powers of other unliving beings
08. “ride” inside a living being undetected; can whisper to them whenever they wish, though
09. grant small wishes made to them; can hear prayers directed to them
10. draw a living spirit out of their body as a “living ghost” for sunset-sunrise
11. manifest phantasmal, plasmic objects or weaponry
12. summon tongues and balls of pale, clinging grave-flame
Tuesday, December 28th, 2021 12:23 am
I don’t like 99% of poisons, venoms and similar dosings being save or die. Never have, never will — and it’s probably been fairly obvious from my own game stuff over the years. I’ve got better (and sometimes more deviltry-creating) things to do than wipe out a character with a single roll. On top of any other reasons I could reel off, it’s boring.

I’m sure it will aggravate any OSR Purists[tm] reading this the same way I’m sure it did when I cheerfully ignored save-or-die poisons posting on my old blog back in the vicinity of 2009. Didn’t care then, dont care now. Lol.

So in that vein, here are a dozen unpleasantnesses that do a variety of weakening, complicating things. They might lead to a (near-)death, but they don’t flat-out inflict one:

01. Pea-On-The-Skin: Skin hypersensitivity; silk feels like sandpaper. Concentration is virtually impossible, as is rest. 2d12 hrs.
02. Gravetaint: Cannot heal; curative magics instead wound horribly. 4d6 hrs.
03. Founder’s Curse: Inflicts a random elemental weakness, taking double damage. 4d6 days.
04. Greylily Tincture: Lowers physical abilities by one-third. 1d6 days.
05. Martyr’s Yearning: Mortifies the flesh; all injury is increased by one-half again. 2d4 hrs.
06. Moonsnail Venom: Sluggish, delayed reactions; always responds last. 2d8 hrs.
07. Wounded Angelcap: Paralyzes a limb. 2d6 days.
08. Skyjewel Essence: Confusion and hallucinations; cannot tell friend from foe. 3d4 hrs.
09. Crimson Kiss: Thins the blood; all injuries continue to lose minimum damage each action unless immediately treated. 1d4 hrs.
10. Palelily Tincture: Sprouts scaly growths, twisting visage into a demonic one. Diplomacy fails two-thirds of the time. 1d6 days.
11. False Flight: Appears dead; spirit is turned loose as a “living ghost”. 3d4 hrs.
12. Perfection Of Marble: Slowly petrifies flesh; one physical ability lowers by one/day. 4d4 days.
Monday, December 27th, 2021 12:21 am
They say that Sussuranukuth is prideful even of the most prideful beasts.

They say that Sussuranukuth treads so daintily that the grass does not dare to bend beneath his talons; that his wings glitter in the light like the sun itself.
They say that his breath is that of sweet myrrh and sleep-bringing fog, or else ravenous flames all the colour of the rainbow, of all the jewels known to mortals.

They say, also, that Sussuranukuth, The Gleaming Glory Scholar, will suffer no part of his treasures failing to match his own dazzling, golden hide.


What else might be found, then, amongst the coin and the ingots and the glittering sun-coloured jewels?

01. golden pomegranate, cunningly hinged to open into quarters; inside, its pips are amber nuggets strung on hair-fine gold wire
02. topaz pendant the size and shape of an acorn, mounted in a “cap” of granulated gold and suspended from a heavy gold loop
03. long-tailed blouse of byssus sea-silk, darkly golden and lighter than air
04. necklace of amber spheres interspersed with rose petals of pale gold
05. heavy gold signet ring, stirrup-shaped and engraved with the seal of the Second Queen’s Fang
06. glass amphora sealed with glittering wax, containing luxuriously luminescent celestial honey from the gardens of paradise
07. knife honed from golden coral, stained with a martyr’s blood
08. waxed-leather-wrapped brick of tissue thin sheets of pounded gold for gilding food and sweets
09. heavy ritual mantle of cloth-of-gold on tawny silk, trimmed with silken tassels
10. golden rosebud locket containing a tiny braid of honey-blonde hair
11. six waxed paper screws of golden lotus dust
12. paired delicate cups of deep yellow jade carved in the shape of peonies
13. roughly-smithed goblet of heavy, unornamented gold, battered with long and careless usage
14. golden ceremonial dagger, its grip inlaid with a scale-pattern of amber and milky-gold glass
15. slender gold circlet inset with a crescent moon of six pale citrines
16. half a dozen bottles of the finest dandelion wine
17. death mask of stiff gold sheet, depicting a sleeping face with wild hair and slightest hint of horns
18. five phials of glittering golden ink tied up with a yellow ribbon
19. heavy multi-layered robe of thick silk velvet dyed with saffron
20. pair of golden haircombs, sculpted with stars and the sun-in-glory
Sunday, December 26th, 2021 12:20 am
When an adventurous soul — or two, or eight — ready themselves to hurl headlong into a newly-found dungeon or maybe to chart unknown lands (maybe an island rose from the sea, even, or a cloud bank lowered enough to show the spires atop it), sometimes they want to hire on some extra hands before they go. Not even just to swing an extra sword, but to help with everything else that needs done on an adventure.

And then, of course, there’s the times when some hopeful helpful soul decides to offer their labours ahead of time … (now, don’t take advantage of that!)


For the times when an interesting new face is due amongst hirelings and helpers, there’s this little table.

All of these folks are, at start, Normal/0-level/however your game phrases it, and they aren’t trained for combat; with some encouragement, training, and maybe an ambush or two, though, maybe they’ll even pick up the rudiments of an adventuring lifestyle!

01. Tanare Pawsen — coil of rope, herding dog: adept at handling animals, domestic and merely tamed; claims he and they understand each other without words, and maybe they do
02. Vika Glaem — willow baskets, iron snips: seems to know every secret berry field, mushroom patch, and hidden spring within ten leagues of her hometown
03. Norwi Willoweve — pouch of flavourings, pot-in-a-poke: now here’s a rare and valued bird — they’re a virtuoso at camp cooking, making even iron rations into something actually pleasant to eat
04. Ren Dama — bark-paper scrolls, writing kit: delicate of fingers and fussy of details, recording absolutely everything with whatever means he has at hand, including attempting maps
05. Merry Duskr — hooked staff, spindle and roving: unschooled but eager to learn, and one would swear she has a sixth sense for weak structures and failing light sources
06. Bonra Curthi — shoulder yoke, leather pannier: they insist on carrying as much gear as possible, which is a lighter load for the party but perhaps just a bit of overkill — and yet, they don’t seem even winded
07. Vikren One-Eye — pouches of herbs, collection of linen squares: has a broad and prodigious knowledge of herbs, poultices and possets, and he’s happy to share them for the small comforts they are
08. Iilimani Foxfire — prayer beads, weathercloak: an acolyte at a local temple or shrine, she’s willing to vouch for any whom she works alongside and who at least listen to her words as she works
09. Acan Brighthorn — lacework iron lantern, trained corvid: actually a scion of a high family a cousin or two removed; they’re a little awkward on ‘common’ social graces at times but learning quick, and will remember those who take it all good-naturedly
10. Sefrit Duskwell — garlic drops, silvergilt pendant: can often sense the approach or presence of the unliving — or is good enough at reading signs to make it look that way — and he will not explain why that is
11. Janu Burran — pouch of whimsies, tiny whittling knife: perpetually making and then toying with little amulets, good luck charms and wardaways, hedge-lore really … but suppose she’s correct?
12. Kelvran Summer — sheaf of illuminated manuscript, hand-copied map: they fled a scholastic, monastic life and regret nothing; short on experience, long on surprisingly intriguing trivia and scraps of legendry
Saturday, December 25th, 2021 12:19 am
Spellcasting always has a cost, right? — whether it’s “spell slots” or a risk of intangible injury or increasing fatigue or chipping off one’s soul bit by bit, there’s always something. And as long as there’s something, enterprising sorcerers (and just about anyone else tossing magic around here and there and everywhere) will look for ways around that cost.

Offering up some options for arcane catalysts is one way to do that in a game — and liven up treasure troves and/or siphon away hoarded funds in the process.

To use a catalyst, which will power a spell for you:

– the catalyst must be in-hand or at least deliberately touched by the caster
– 1d4 measures or discrete objects are required per spell (or per spell level, if desired and if the system uses spell levels or equivalent)
– if not a discrete object (a rose, a stone, etc), one measure usually roughly equals one pennyweight

Of course, there’s no doubt some special quality about these already special materials that makes a sample a suitable catalyst; there’s also no doubt that spellslingers will pay handsomely for them … or resort to more underhanded means.


Some sample catalysts:

01. phoenix egg-myrrh
02. angel’s tears
03. halo shard
04. tongue of skyflame
05. cobra-knight’s pearl
06. bloodamber
07. nugget of lunargent
08. blue rose of summer
09. alicorn sliver
10. distillate of chaos
11. voidspine
12. viridian maple key
13. nugget of solaurum
14. helljade coin
15. dragonsbreath
16. imperial bone
17. elemental carbuncle
18. sanctified skull-moss
19. draconitias stone
20. golden fleece
Friday, December 24th, 2021 12:18 am
A terrible number of strange and lonely (or just lonely, or even just lone) towers seem to have wizards in them. If they don’t have a wizard in, they probably used to; if the tower’s a ruin, probably a wizard that ruined it.

What if you want a strange or lonely or lone tower that doesn’t have a wizard?

Got you covered —

01. The inside of the tower doesn’t have any distinct floors; it’s completely hollow, every speck of its walls and domed ceiling coated in slowly turning cobalt and gold, land maps on the walls and starcharts on the dome. No one seems to be present …
02. The tower is built over a fissure to the Scarlet Iron Hell. Its upper floors, attainable by corroded ladders, contain comfortable suites for visitors and a workroom for negotiating sentences; but the first floor is a burning blood-red inferno that matches the molten-lace maw to the hell, guarded by stern heavenly devils alert for those escaping purification.
03. The getaway refuge of a retiring faerie lord, this tower is forged from translucent, glowing ivy and clinging grapevines, faerie glass and compressed starlight. Inside, Jalailah the Twice-Moon Moth Marquis reclines on a bed of velvet fangs and is served by grey-pelted deer-goblins.
04. Shattered, tumbled, its stones scorched black from the heat of the flames that devoured its former inhabitants, the Wry-Falcon’s Keep is a hollow ruin — save for the night of a lunar eclipse, when its walls rise ruddy and ghost-like, and the echoes of heavy-treaded boots ring from its walks …
05. Alas for those searching for a great sorcerer, the tower changed hands when its builder failed in their bid to become a lich. Now the slim marble spire houses a co-operative of beekeepers; ground floor for trade and orders, middle floors for communal living, topmost floors dedicated to the homes of their giant tawny-furred bumblebee companions.
06. They say that Dancing Horse Tower — battered, moss-grown, perpetually changing hands as bandit kinds come and go — was once a motte, and that the long low hill it perches on was a bailey filled with otherworldly folks and their silver-shot village. But the bailey filled in as a barrow, and only the Tower stands proud … though Cesash the Wolf is claiming to hear a whistle from a crack in the earth outside, and …
07. Impeccable, of gleaming white marble — fitted so finely one couldn’t slip a silk thread between the stones — and prism-treated bronze, the Spire Of Wings At Rest has been a refuge and a shrine dedicated to the gentle Roui Of The Soothing Whisper. So why have there been so few pilgrims seen, and the doves are gone, and reports of colourless gargoyles circling the gleaming Spire at night grow and grow?
08. Grown from the earth itself, this nameless (it has been very important that it be nameless) tower spirals gently skyward, entwined limbs of rowan and hazel and pale ghost birch woven immutably together, walls and floor-platforms and handholds and all. The greenwychs who live within and without still offer blessings and balms in return for news and small favours done, despite encroaching villages.
09. One of the few remaining signal arrays left after the Twin Regent War, this hilltop tower is battered granite and oak reinforcement — and reinforcement is what its tired staff would appreciate for at least a little, both for maintenance of the great polished reflector that crowns their post like a metal sun and to herd away the misguided souls who think the gleaming thing somehow means a wizard lairs inside.
10. It sprang up overnight, it did; on the edge of the township, right next to the market gathering-grounds. It looks so quaint and unprepossessing, with its grey cobblestone walls and its rough wooden roof and frames; the greyhair who stepped blinking into the morning light, also unremarkable. A weaver, they said, and an accident of others’ magic. But the greyhair’s shadow speaks of strangeness, the strangeness of wings …
11. There is no tower. Or, at least, nothing that anyone has attempted so far has located a tower. But the shadow of a tower falls across the ground on sunny days, a grand fluted construction crowned with sub-towers, crenellations, and fluttering banners, and none have the answer. And now the shadow shows a door swung wide.
12. The dead are building a tower. The fleshless dead are building a tower from their own bones — three floors already, and rising, rising — and more are clattering, striding, crawling across the land to join them every night. They ignore the living. Their chattering rhythms speak of a great angel, ivory and burnished, awaiting their arrival. The tower rises.
Thursday, December 23rd, 2021 12:16 am
Sometimes a spell needs cast, but the target is nowhere around. Or they moved out of range (that jerk), or they were never actually really in range to begin with (dammit) but you just know they need that cure spell/fireball/dark hex dropped on their head and they needed it yesterday.

There’s a way to get around that!

The downside is that it’s not the nice swift casting many sorcerers, wyches and swordmages are used to. Not by a long shot.

The upside is that not only can you whittle that loooong timeframe down, you can also choose to boost the spell’s power the same way — by throwing bodies and treasure at the problem. Sort of like everything else in the world, when you think about it.

The basic premise is:

– You need a catalyst to fuel such extended spellcasting.
– You need to know where your target is (scrying magic is totally allowable).
– If you don’t also know your target well, you need a physical sample or a closely-associated object to draw the connection to the target.
– Any casting will take one hour, minimum. For every 10 miles away, add another hour.
– Anyone, including the target, who can sense magical energies will notice the buildup halfway through the process — and some may have the ability to target you, back through the building spell.

However, there are mitigating circumstances to make this slightly less painful:

– For every extra caster taking part in the ritual, either the total time may be lowered by one hour, or the spell (or the test against it) can be given a one-increment boost — another effective level’s damage die, if using those, or a save against it is given a -1 penalty, for example.
– Non-casters can help, but each requires an additional catalyst and, on top of that, take 1d3 “damage” to an ability for 24 hrs.
So if you really, really badly want that long-distance spell cast — or just to seriously boost a spell result closer to home — put in the time and give it a shot.


Needed Catalyst

01. dragon’s tear
02. jadetree twig
03. lunargent ingot
04. lock of bloodlord’s hair
05. page of centuries-old manuscript
06. pair of darkwolf teeth
07. shadowmoth cocoon
08. swordsaint’s relic
09. angel’s talon
10. solaurum ingot
11. chain of blue-celestine links
12. consecrated altar-wood


Oh no, the spell was thwarted! What was the cause?

01. Nullmagic zone
02. Circle of countercasting ritualists
03. Sleeping in protective circle inscribed by tusk-wand
04. Was in a holy (or unholy) sanctuary
05. Peach-stone talisman, now charred
06. Angelic intervention
07. Diabolic intervention
08. Pact with a bloodlord
09. Transferred spell to second, willing target
10. Location and/or identity of target was not in fact accurate
11. Purified by salt and rose petals
12. Flaw in catalyst(s) used by ritual
Wednesday, December 22nd, 2021 12:15 am
Doors in dungeons seem to exist to get kicked in, picked open, or otherwise be just the briefest of speedbumps between adventurers and wherever they want to go next.

Which is fair enough, sure; but what if the occasional doorway was just a little bit different –?

01. A typical metal-bound dungeon door, nothing unusual, but the door frame is lined with holes on its inner surface. Hmm.
02. Pale and grey-tawny, weirdly fibrous and chitinous; is it grown from fungus? Is this a living mycelial slab?
03. In the middle of a grim dim dungeon is this door. A door of delicate, jewel-coloured, lead-framed, stained glass artistry. It seems to swing freely …
04. Pinned to the door itself is a tattered, tanned hide of some once-scaled beast with TURN BACK NOW scrawled across the spotty leather in scorchmarks.
05. The heavy wooden door lies wide open; hanging in the middle of the doorway is a slowly whirling orange-violet vortex. Which tugs ever so insistently, yes it does.
06. A steel grille, like those found in actual imprisoning dungeons — except the crossbeams are tongues of flame, and the bars are twining serpents that write if you don’t look directly at them.
07. If the door is as reflective as a mirror, what does that say about the other side? What about if you hand starts to sink into the reflection if you don’t open the door fast enough?
08. Oh. Oh dear. This black-stained door is almost entirely invisible beneath a dense layer of rusted chains and corroded locks running through massive metal loops on the door itself, on the walls, one to the ceiling, one to the roof …
09. Painted in painstakingly thin and precise pinstripes: yellow, pink, leaf green, white, robin’s egg blue, raspberry, fox orange, pale violet.
10. The door, all its fittings, and even its frame are all cast from rippled glass. And there are visible, hairline cracks.
11. Two door-leaves greet you in one frame: the left painted copper and fitted with blood-stained copper, the right bleached pearly white and trimmed with unblemished steel. The handles meet in the middle, talons clasping slender fingers. Which do you reach for?
12. As soon as anyone comes within three feet, the upper half of the door swings down — hi there, welcome to Gurruk’s Sandwich Bar, whadda ya like today?
Tuesday, December 21st, 2021 12:14 am
A simple sort of question with a sometimes simple, sometimes very complicated answer:

Why has an adventurer started adventuring in the first place?

So here are a few ideas, for those times when a quick jumpstart is appreciated:

01. Want to leave your old life behind for Reasons, and what better way than to take up a new name and wander around the world and beyond turning over rocks that shouldn’t be turned over?
02. Gained scars and accolades in equal measure defending family and friends from a monstrous incursion; now want to be proactive in rooting out dangers.
03. It’s said that Before, when the sun shone silvery, there were very different peoples and structures and magics — and you want to find proof.
04. Made the mistake of insulting an itinerant minstrel — who promptly laughingly cursed you to do deeds worthy of songs, both grand and gutless.
05. You want to meet with the last crystal dragon. Or greywalk hind. Or bone voyageur. Or bloodsphinx. Or …
06. They stripped you of everything, from family to future, belongings to blessing, and cast you out. But you’ll show them all. Oh yes, yes you will.
07. It turns out one of your ancestors — maybe a very recent one, maybe not — was very much not mortal, and you have Questions that only they can answer. Or answer for, as the case may be.
08. To fulfill a dying request from a kind stranger who gifted you all they had with their last breaths. Which may have included much of your initial kit.
09. There’s this map, you see, and it’s absolutely nonsensical, and it has overlapping parts like the cartographer thinks there’s other worlds overlapping this one, and the key says whole kingdoms swap around, and what even is this, you need to know
10. You want to find a way to travel to the moon. Because there’s flowing rivers of shimmering silver on the moon, you know there are, and …
11. Actually you come from a long line of successful adventuring types, and you’re quite eager to take up your family’s unspoken banner and add to the homestead’s eclectic collections.
12. Because the king must die, and who knows what means you might unearth to bring that about.
Monday, December 20th, 2021 12:11 am
Something I poke at on occasion is oversized (“dire”, “grand”, etc) weapons.

Because yes, sometimes I just want to play Cloud for a while, and I’m not even sorry.

So how to go about it with most of the games I’ve been poking at lately? (Exalted, of course, has this answer baked in already, so it can doodle in the corner over there for a while.) What needs to be covered to fit a sword that’s more like a sharpened steel ironing board into a game?

The way I see it, you need:

– the ironing-board-sized sword (or whatever)
– how its going to be wielded
– what it’s going to do
– what other results/effects

Now, the last thing I want is anything complicated, and while I could just try to bolt on Exalted’s reasoning, it’s fairly intrinsic to Exalts-as-existing-in-universe so that could get a little weird just about anywhere else. (but hold that thought for another time. lol.) I want something fairly simple, so I can apply it to OSE or Black Hack or Wandering Jewel Moons or whatever; sort of like my scratch rules for adding mecha.

So, I think I’ll tinker around with the following.

– A “grand” weapon adds a die of the appropriate type to its damage. Big chopper based on a standard sword in OSE? 2d8. This does still have a low end, but even slabs of metal can just graze.

– You cannot deal subdual damage with a “grand” weapon. (come on, now.)

So how to introduce these? Maybe

– If your system has any kind of class or other abilities, make “Grand Weapon Wielder” an optional choice. Replace one of the Warrior abilities in TBH; make it a selectable Trait in Wandering Jewel Moons; add it to the list of OSE Fighter combat options from Carrion Crawler #1 or let it replace a feature from the Cavalier or Paladin. You get the idea.

But what if your Fighter is a basic Fighter type, with no extras? Or if you don’t want someone to pay for the ability mechanically in quite that way?

– Then I suppose you can say a Strength/Body/whatever minimum is needed; say 17-18 on the usual 3d6 possibility. Maybe 16-18 or even 15, you want PCs to be able to do this or why put it in there as an option?

Yes, it’s a lot of damage. Yes, that’s the entire point.

What these behemoths will do, though, even if their wielder knows what they’re doing, is get in the way the rest of the time. Even if you can and know how to carry the thing, that slab is big, awkward, and intractible.

Which means they eat up encumbrance like a mofo.

Play a game with equipment/encumbrance slots? A Grand weapon eats at least two. Probably three. Definitely twice a normal weapon of its type, for sure.

Track encumbrance by weight? The thing weighs a shitton. This will vary by actual weapon of course, but come on now, the Buster Sword is surely easily comparable to a pile of armour in weight at the very least.

And if you want to be devilish, say if Grand weapons are enchanted (if they are enchanted at all) they have a high chance of being sentient if not sapient. And willful. Lol.
Sunday, December 19th, 2021 12:09 am
Runes are a collection of small enchantments — or evocations of the power of the world, or bits of spirit knowledge, or however you choose to apply them in your game — that anyone can pick up and learn.

There are no “spell slots” or the equivalent involved, just the knowledge of the rune and the time to prepare it. Once made, a rune may be kept almost indefinitely; however, they certainly aren’t immune to being lost, damaged or erased, or deliberately destroyed. Activating a rune — which requires contact — expends the power of it, but the physical rune may often remain and can be “topped up”.

The number of runes an individual may have prepared depends entirely on their available materials and time. The number of runes which may be used in a day, however, are limited by one’s fortitude and will (i.e. the higher of a character’s applicable attributes — Body and Psyche for Wandering Jewel Moons, Constitution and Wisdom for OSE/The Black Hack/etc — divided by 3).


Some sample runes:

01. Gleam: Limns supernatural things or manifestations in a soft, brief glow
02. Soothe: Calms the nerves, removes fear and lifts fogginess of the mind or heart
03. Mend: Restores a repairable object; think torn clothing
04. Sustain: Nourishes as a good meal and drink does
05. Ignite: Kindles a flame, or grants fire’s warmth
06. Freeze: Induces cold, potentially enough to cause frost
07. Illuminate: Creates light of the power and duration of a candle
08. Communicate: Understand an unknown language until encounter with it ends
09. Hold: Seal a portal or container closed
10. Inspire: Uplifting surge ensures next task will succeed
11. Abjure: Repel specified malignant forces for a dawn-dusk cycle (or reverse)
12. Heal: Banish disease or infection, last injury knits twice as fast

You can give them more interesting names, of course, even simple ones, maybe something like

01. Wyrdrune
02. Heartrune
03. Weaverune
04. Breadrune
05. Flamerune
06. Frostrune
07. Brightrune
08. Speechrune
09. Lockrune
10. Faterune
11. Wardrune
12. Bloodrune


Each rune requires at least two of several possible elements in order to be successfully created; perhaps a specific colour of pigment, a particular addition to that pigment, or a burin or knife or stylus or brush made at least partially from a specific substance. Some may also have a “preferred” material to be placed upon.

It’s not a terrible idea to also design some omni-applicable elements — perhaps suitably unusual or rare — to give out as goals, or simply as a flavour to add.

An example set of associations, using the runes above:

01. seashell; silver; dew; ivory tool
02. applewood; rose; wine; willow tool
03. leather; tawny; dust; oak tool
04. maplewood; green; blood; willow tool
05. jet; orange; ash; iron tool
06. glass; azure; salts; iron tool
07. horn; yellow; wax; oak tool
08. paper; violet; sugar; ivory tool
09. foil; black; resin; iron tool
10. copper; gold; gall; willow tool
11. parchment; red; incense; ivory tool
12. linen; green; marigold; oak tool
* omni-applicable — black rosewood or tree ivory; ultramarine; musk; moonsilver or sungold tool
Saturday, December 18th, 2021 12:08 am
Not all dabblers in the arts of death confine themselves to flesh and bone, or even to the rarified essence of the restless unliving soul; a rare few find themselves enraptured by the rarest of manifestations, the unique intersection of death and soul and prayer and emotion that comes to a head when a beloved one is laid to rest on a funeral pyre.

Sometimes that pyre burns so fiercely — carries so much of its burden to mingle with the grief and the yawning finality of the afterlife — that its flames absorb all, and in the depths of the dancing fires something else catches alight.

That something is pyreflame, and its pale strange fires are valued and abhorred.

A strange substance, it is. Flickering like flames, it casts off a foxfire phosphorescence like a sheen across its bright blaze; and it blazes in colours of pale green, greenish golden, faint blue or a ghostly white. There’s an eerie solidity to pyreflame, a sense of clinging, syrupy presence, an almost jelly-like consistency that nonetheless slips through the fingers — and slip it may, without harm, because pyreflame does not burn living flesh. It feeds on bone, and only bone.

A swift harvester may count themselves lucky if they recover more than a thimbleful or two from any given fiery altar, gathering the clinging tongues of pyreflame into iron or crystal or stiffened silk. Of course, the gathered mourners may not approve of this behaviour …

But what does it do, this strange amalgamation of essence and prayer and spirit, of afterlives fair and foul?

– A dram of pyreflame will fuel any magic that involves the soul, the spirit, prayers or petitions or calls to higher (or lower) powers, instead of relying on the caster’s own reserves.

– Perhaps paradoxically, it will both fuel necromantic magic likewise, offering a greater animating spark to the unliving produced by such rites, and will cause any weapon smeared with at least a dram (more, for larger weapons) to cause critical and irreparable injury to the undead.

– A dram of pyreflame will also grant great restorative power to the healing arts, which will be cast at their maximum potential without fail.

– One may consume pyreflame, with unpredictable results:

01. Gain partial memories of the deceased
02. Gain one of the skills or talents of the deceased
03. Purge all impurities and weaknesses but be vulnerable to banishment or castigation as the unliving are
04. Attract the attention of one or more powers to whom mourning prayers were addressed (but sense the content of those prayers)
05. You now sense the presence of the newly and the restless dead
06. Develop the need to feed on at least a pound of human bone each week
07. You can, if you exert yourself, open the way to the underworld, but must pay in consumption of bone and blood
08. Burn out half of your allotted lifespan in a blaze of frenzied, aethereal enlightenment

Of course, there is also the rumour that, if enough pyreflame is consumed — and one is not overwhelmed or driven mad or mummified while living or any number of other whispered possibilities — one may catalyze the prayer-stuff and soul-stuff and lingering life-and-death and become a veritable small godling in one’s own right, capable of hearing prayer and snatching them the very air to, perhaps, grant, or to feed on as your rightful repast, or fuel your sorceries, or all of these things.

One does have to wonder what existing powers may think of such a thing.

Or, for that matter, the loved ones of those whose final travels you stole your quickening flames from.
Friday, December 17th, 2021 12:06 am
Where do adventurers rest their heads?

In a rented room at an inn or roadhouse, ideally, many would say; or at least a spot in front of a banked hearth in a not-too-drafty tavern (or the tavern floor of a less than stellar, or an overpacked, inn). Maybe in a traveller’s croft or waystation, if those exist, or even in a lonely homestead’s hayloft. Places where one has at least a fighting chance of warming up (or cooling down) and lying flat on a mattress or at least a tick of straw or hay.

Alas, these are all but fond and wistful daydreams when you’re all six levels deep in a labyrinthine underground nightmare and desperately need to stop for some kind of rest before exhaustion makes you make a stupid, fatal mistake. Sometimes you just need to camp out in the dungeon.

(or you might actually enjoy sleeping over in dungeons. no one here is judging.)

Here’s a few ideas to add to your kit that just might make the idea of a sleepover with the dungeon beasties slightly more bearable:


Pick the right bedroll. Sure, some fancy thing all lined with fur will, one hopes, keep you toasty even in the dampest, chilliest delve. But here’s the thing: even on the best days, fur attracts even more bugs. And dirt. And it mats. Don’t do that. Bring along a sturdy woolen bedroll — two layers, if you want the bulk, but see below — without bells and whistles. Wool keeps you warm. Get it wet and it still keeps you warm. Easy to wash. Wool is your friend.

Don’t lace, tie, button, or anything else yourself into that bedroll. If your impromptu camp gets ambushed the last thing you want is to be trapped in your sleeper. Come on now. If you’re worried about the cold, do the two-layer thing, or

Wrap yourself in your cloak before you crawl in. Or your mantle, or what have you. Not too tightly! You want to get loose after all. Wool’s a good choice here too, by the by; what do you need a fancy silky fur-trimmed cloak for in a dungeon? You’ll just be a target, and you’ll ruin your cloak. Put any spare tunics, bandages or other soft-and-not-ruined-by-squishing objects in your kit into the cloak’s hood and you even have a better-than-nothing built in pillow.

For the love of gods and demons don’t wear armour to sleep. Yes, yes, ambushes. It’s still a bad idea. You won’t get rested, and you’ll pay for it, and that mail won’t save your sorry behind when you’re too groggy to not get eaten by that grue to begin with.

Campfire bad. Bed bricks good. This one’s a tricky one, but can be worth trying. Don’t set a fire anyway, though — seriously, do not set a fire in the middle of an enclosed and probably solid stone room. You want to wake up again. What you can do, though, is stuff some embers from a lit torch or two into a stoneware or brick dog, or whatever those cute bed-warming bricks look like this year. That’ll keep you toasty til you nod off.

Maybe try not to lie on bare dungeon floor. It might be damp, it’s sure to be dusty, it could be stained with blood (or worse), and boy oh boy the gods know what else is waiting on that floor. If you can spare the kit space, bring along some canvas or burlap or other heavier textile, treated with wax or other proofing if you’re really feeling fancy. Spread that out first, then bedroll and be-cloaked you on top of that. Keep your floor tarp in a sack of its own if you can.


There’s other advice that goes without saying, of course; spike any doors closed (make sure you can get the spikes back out if you do this!), set a rotating watch, keep waterskins close, don’t decide to turn a dungeon camp into a party, so on and so forth. Maybe you can even afford fancy magical light or wards! But this here’s a bare-bones survival guide for maybe making the actual sleep part of “sleeping in a dungeon” worth the risk.

Sweet dreams!
Thursday, December 16th, 2021 12:04 am
Sometimes they fall.

“They” are virtually anyone. Grand holy knights and those sworn to higher powers, of course; the high hosts themselves and all their servant creatures, without a doubt; but also all those who try to reach for something better, something grander than themselves.

Sometimes, their reach exceeds their grasp, through their action or inaction or the one black moment when all one can do is lash out. Or fail to lash out. Or to act at all. Or perhaps act too much.

It doesn’t matter, really.

Sometimes they fall.

And, sometimes, they fall so fast and so deep that the act can never be truly hidden from sight.


Cast out, cast down, fallen, marked —

01. by Rage: blood-banner aura, burning eyes, mouth marred by bloodstained tusks
02. by Betrayal: crawling scars, bloody tears, crown of leaden horns piercing the scalp
03. by Oathbreaking: blackened mouth, smoke-haze aura, trailing phantasmal chains of bleeding gold
04. by Grief: corpse-pallor, black lacework scars, perpetual trails of thin black tears
05. by Temptation: cloven hooves, slit-pupiled eyes, golden nimbus shot with fissures and cracks
06. by Binding: thorn-chain brands, twisted bone-barbed limb, a collar of cold fire
07. by Corruption: ink-pool eyes, serpent’s tongue, patches of velvet scales upon the flesh
08. by Vice: whispering voice, satin skin, warm brassy antlers curving and baroque
09. by Ennui: unnatural soft flesh, burbling voice, a pale tattered trailing shadow
10. by Spite: bleeding mouth, blunt curving claws, a frozen fang-filled snarl
11. by Dishonour: phantom castigation chants, ashy touch, burning brand upon the brow
12. by Repudiation: clouded eyes, tongue of flame, flesh of marble seamed with ember’d veins
Wednesday, December 15th, 2021 12:03 am
For all the pale chill darkness where the snow runs deep — for all the fleetingness of summer and the long cold grip of the winter nights — it is not as if nothing lives, no one lives, in the Brilliant Lands. Far from it.

Be it fellow travellers or fair terrors, who might you meet?

01. A lordling in sable-trimmed finery, out for blood-oath payment with a retinue of spear-masters
02. A rimewalker, frozen heart exposed horribly, blackened talons caked with crimson ice
03. A ghost lion, shoulder-tall and snow-smoke-pelted, in search of prey or den
04. A gnarled puck bent beneath a pine-bough basket’s weight, offering dreams for wishes
05. A snow-witch, wrapped in icy finery and crowned with glittering thorns, singing a storm to life
06. A small herd of caribou, spooked and fleeing or, rarity of rarities, standing to stare in wary curiosity
07. A foxfire racing across snowy drifts and frozen bog, its tail flagging like a blue-white flame
08. A hunter, clad in verdant wool and heavy leathers, with a brace of snowhounds snuffling the drifts
09. A delicate iceknight, promises of eternal comfort falling from pale thin lips as they approach
10. A sleigh pulled by shaggy-coated horses, loaded with bales and bundled pelts and a traveller or two
11. A winterdrake, all coils of blue-frost scale and ice-splinter fangs and dark whispers of winter night
12. A family fleeing calamity, everything they have in the bundled packs lashed to their backs
Tuesday, December 14th, 2021 12:02 am
I like putting jellies in my games. Like, a lot. (they count as oozes! they do! the ochre jelly has been around forever! and the gelatinous cube is just a big square one! *lol*) Which means every once in a while I write up some new jellies, or give some old ones a fresh lick of paint, or both.

Not really anything fancy as a preface here, just jellies. Because jellies.

Jellies jellies jellies. Lol.


Blossom Jelly
1 HD
A translucent, creeping gelatinous drop, pale pink or deep rose or reddish violet, marked with petal-shaped patches of transparency.
– 1d4 + Evanescence: struck with delicate sorrow, test to take any action, 1d6 actions; dissolves organics

Dream Jelly
1 HD
An effervescent oval of perpetually flowing jelly, transparently amber-rose-violet and spangled with an oily iridescent sheen.
– 1d4 + Waking Dream: dazed and hallucinating dreamlike visions, 2d4 actions

Peacock Jelly
2 HD
What a surprisingly enchanting sight; who expected a jelly to be such a lovely blue-green colour, to have such a golden sheen, to shimmer so iridescently …
– 1d4 dissolve; Fascinate – all within 20’ stand staring at the jelly’s play of colours; Fission — when hp depleted, splits into two 1 HD jellies

Rune Jelly
2 HD
This rippling mass of translucent, flame-coloured cytoplasm sports glimmering runes and glyphs that flare to life on its surface and fade out again.
– 1d6 dissolve; consumes enchanted objects; Spellspawn — immune to spells, spells cast at jelly are absorbed, released as a 1 HD jelly next action

Crystal Jelly
4 HD
Transparent, colourless, glittering — like a great crystal orb, flattened slightly — sliding along the ground … and then suddenly sprouting shining blades.
– 2d4 pummel or gel shard; Volley — launches 1d4 blades of dense sharp gel ‘glass’, 1d6 each; dissolves crystal, glass, gemstones

Dracojelly
4 HD
This dense, gelatinous ovoid flows with purpose, and its slightly translucent mass is a single deep colour webbed with markings that make it almost look scaled.
– 2d4 rasping; Exhalation — blast of energy-infused gel, fire/acid/cold/electricity/etc, 3d6, every third action; immune to damage type dealt by Exhalation; consumes metals

Void Jelly
6 HD
Somehow, a mass of light-enveloping blackness and a translucent gelatinous shadow, simultaneously. Still faster than it should be, and very bad news.
– 2d8 entropic pseudopod; consumes everything; Engulfing Nothingness — two successful attacks engulf a target in the jelly’s mass, target is lost 3d4 actions later; immune to mundane damage
Monday, December 13th, 2021 12:00 am
Oh what a wonderful day! Your latest exploits have gone well, you’ve licked your wounds, you’ve got freshly-acquired coin burning a hole in your stash, and you’ve just come across a whole new tavern. New to you and yours, anyway.

In fact, it looks like the place might have a few specialties on the menu alongside the usual wholemeal loaves, eternal stew, cheese wheels, seasonal veggies and the local poultry. Why, they might even have more than just water and four different kinds of ale on tap!

So, what does this wondrous find have on offer?

1d4 rolls per table for extra fun!


Drinks

01. winterbite perry
02. dandelion wine
03. drakesbreath wine
04. duskberry cordial
05. fern broth
06. lemonbalm tea
07. moonmead
08. angelsblood
09. hail ale
10. six-saint cider
11. mint-and-violet tea
12. silver smallbeer


Small Eats

01. treerabbit skewers
02. roasted garlic with peppergrass
03. bloodrose fritters
04. pan-fried nightquail
05. marrowbones with salt-dust
06. grilled muskmelon
07. mixed candied locusts
08. bacon tartlets
09. golden boar trotters
10. poached peaches
11. blue moon cheese and oatcakes
12. herb-stuffed mushrooms


Big Eats

01. blood pudding and parsnip chunks
02. venison pie with broth and ryebread
03. grilled whole mooncarp on greens
04. drakewing soup with doughboys
05. dark-spiced beef roast with baked pudding
06. jeweled-lentil soup with walnut bread
07. hand-pulled noodles and greens in mushroom broth
08. pearltrout and pin-mussel chowder
09. mincemeat pie and roasted apples
10. glazed golden boar ribs over floral rice
11. rosemary and garlic-seared chicken with diced potato
12. softshell emerald crab with butter biscuits


Trail Eats

01. ash-pickled eggs
02. vegetable medley pasties
03. maple-salted jerky
04. vinegared blood
05. roasted hazelnut-currant mix
06. smoked eel braids
07. poppyseed honeycakes
08. pumpkin seed bars
09. herb-salted golden boar fatback
10. pepper pork dumplings
11. cherry rice cakes
12. smoked mussel packets
Sunday, December 12th, 2021 11:58 pm
Sometimes adventurers are a little more organized than random rapscallions who threw themselves together in a tavern before looking for a ruin to plunder or bandits to, well, plunder. Or, maybe those rapscallions decided to make a decent go at the ruins-spelunking and the bandit eradication and the cleaning up of abandoned graveyards and their restless inhabitants — that sort of thing — and eventually passed along the tricks of the trade to younger, fresher faces.

Or adventuring is more of a cover for finding the ways and means to get the resources needed to push back against an iron fist. That’s also a possibility.

In fact, all these and more are the multi-threaded genesis of the Vine. Less an “adventurer’s guild” and more an interconnected web of chapterhouses, informal associations, whisper networks, chartered “adventuring parties” (where such exist), individual explorers and mysteriously maintained dropboxes, way-houses and gear caches, the Vine — once a budding adventuring sort, young or old, makes a connection — is your best source for weird gear, weirder rumours, tips and tricks, and suggested sources for anything from replacement travel spellbooks to friendly sources of healing magic to the best smith for silvershot weapons to nesting material for an angel’s egg.

Aid received for aid offered, of course. And vice versa.


Vine
“Give a little, get a little; we’re all in this crazy thing together, yeah?”
An informal collective of adventurers, explorers, rebels and similar roaming, delving types, connected by their spelunking through ruins and labyrinths and necropolei and trading around rumours, tips and news
– dark green, wine-red and violet; grape or ivy tendril (or related emblem)
– mess kit, scrollcase of scribbled maps and notes, reinforced backpack, lantern and oil or candles, “souvenir” from latest delve


This Vine contact knows of …

01. a deep-forest ravine where a strange blue portal appeared last week
02. a soon-to-arrive band of deer-goblins that make amazing mead
03. a rumoured location to the subterranean cult chambers of Iiifryth Of The Amber Hells
04. a newly discovered sublevel in the Sundered Castle
05. the hidden vices of Marquis Barran, the region’s new conqueror
06. the calculations needed to divine the next appearance of the Pearl Tower, and where
07. a grateful supply trader specializing in trail rations and camp gear
08. the location of Dagger Bright’s newest bandit hold
09. a formula for a balm said to blunt the agony of dragonfire
10. a fervent crusader looking to find a fallen temple to restore and reconsecrate
11. a sorcerer who wants an escort to the magic pool on the Underloft’s fifth marble level
12. what best to bribe the lord’s ailing seneschal with to gain access to The Books


This Vine contact is looking for …

01. a sorcerer who’s willing to take on a wilful apprentice
02. someone who can speak the languages of hobgoblins and unicorns
03. a party to retrieve a fallen friend in the depths of the Bone Cathedral
04. referrals for signing on with a mercenary company for a season
05. clues to the locations of the remaining Night Ruby shards
06. a good source for ingredients for lightning-magic scroll inks
07. the buried granite gateway of the Great Black Delve and its lost halls
08. advice on a source for healing that doesn’t require faith or (too much) charity
09. a body-double for a lordling’s son, just for one night
10. spellcasting strong enough to break the Eleventh Moon Curse
11. leads on iron rations that taste less like wood and have less mushroom
12. a dragon heart, or at least a dragon’s lair and companions to travel with