Thursday, November 4, 2021

More to be desired are they than gold, yea, than much fine gold (Class: Wizard)

 

You are a devotee of the Cosmic Law of ANU. You must keep the covenants, and thereby keep the wheels turning.

You gain +1 Magistrate Die per level, which function the same as Magic Dice.

Perk: When you enter a situation, you always know how its laws deviate from common law. Laws include Cosmic Laws, Physical Laws, Moral Laws, Civil & Military Laws, and Courtesy Laws. 

Drawback: Knowingly breaking a Law disables all your abilities until you make restitution/receive punishment.

(If you don't know the common law for some situation, try and find the equivalent in the code of hammurabi.)

There are three tiers of Law. Tier one cannot be acted against. Tier two can be acted against with intrinsic punishment, whether immediate or long term. Tier three can be acted against with extrinsic punishment, carried out by a Lawful being.

By spending 1+ MD, a tier three law may be upgraded to tier two (or may stay the same tier). 2+ MD may be spent to upgrade a tier two law to a tier one law (or with 1+ MD may stay the same tier). You may spend any amount of additional MD on this upgrade. [Sum] may be distributed to upgrade the following (which start at their lowest value, and are upgraded by steps costing their new value):

Immediacy*: 1 Afterlife Consequences / 2 Within the Year / 3 Within the Week / 4 Right Now

Severity**: 1 Stern Disapproval / 2 Half Reciprocal / 3 Full Reciprocal / 4 Twice Reciprocal***

Broadness: 1 Letter of the Law / 2 Reasonable Interpretation / 3 Unreasonable Interpretation

* For tier three this is based on lawful discovery chance. For tier one this doesn't apply.

** For tier one this doesn't apply

***If you don't know, 1 damage or minum status / 1d6 or minor status / 2d6 or major status / death

Most laws start with some place on these tracks. "Eat soup with the Soup Spoon" for instance is a tier three (4/1/1). If you upgrade it to tier two, it stays (4/1/1) but is now naturally punished (You are naturally disappointed in yourself or 1 damage). If you spend 2 of your [sum], you can upgrade the severity (I dunno with this one, at least 1d6 damage in morale). (I'm not going to write for every edge case, figure it out. This class will cause arguing, its called Ludo-narrative resonance)

You can decrease laws in a similar way, but this counts as breaking them.

At Second Level, you can store up a law you encounter and implement it in another situation with 1 MD. After all, it is an emanation of the Cosmic Law.

At Third Level, you can change the punishments (or rewards) for Laws, as long as they are equal. For instance, you could change fines to lashings, or ostracism to mockery.

At Fourth Level, You create a Demiplane. Its inadvisable you enter this Demiplane until you collect sufficient laws to allow you to exist in it.

Wednesday, November 3, 2021

Metasetting races; or, A Complete List of the Cool Races

 

This follows the same spirit set forth in my Metagods post. Like those, these are variables which define a setting of mine. You pick a set, change some things around, and see what comes out. Theoretically, that would be a setting I would make and enjoy. Think of it like Magic the Gathering planes. You have some things which are constant (5 colors of mana, for instance). Then you pick, choose, and remix creature types, local forces, geography, etc. and you have a Magic plane!

The important thing is to think out the consequences of the variables you are choosing. I'll give an example setting at the end of this post. Maybe more metasetting stuff to come!

The List

Humans

The rice of races. If you include them, its normally cool to choose certain things they are comparatively weirdly good at. Perennial favorites include: Religion, Breeding, Cooking, Orating, Farming etc. Develop humans as much as other races and make them just as big of mythic weirdos. I often like humans to be foreigners. Also its fun to have them just have pointy ears or colorful skin just because.

Fauns

Cooler than elves. Can't wear boots. Normally chill pastoralists, range from minor god weirdos to shire-dwelling farmers. If you must give them physiological abilities, they might be good at climbing (don't give them headbutt attacks that's really dumb). Other abilities vary by characterization.

Nymphs & Fairies

This one overlaps a lot with some of the others on this list. You're going to have to determine on a case-by-case basis what it actually means. Also cooler than elves

Elementals

Some very lame people would call these genasi. Normally consisting of Sylphs, Undines, (choose a fire one), (choose an earth one). I say this because it seems like people (including me) don't really like the names "salamander" and "gnome". Fire boys include: ifrit, flamekin, etc. Earth boys include: dwarf, kobold, etc. Sylph is also a cooler elf. Sometimes fun to have them have element hair (cloud hair, water hair, fire hair. Earth hair doesn't really work I dunno)

Skeletons

Either very quiet dreaming dead, or skeletor. There is no in between. Having any flesh on them makes them less cool, make sure you remember that. For some reason really fun to play around with government systems with these guys. Skeleton kings, skeleton parliaments, skeleton theocracies, etc. Just having skeletons makes politics fun.

Little Guys

Or Folk, in hypogeum. Just some weird little guys. Goblins, Gnomes, Kobolds, Halflings etc. are lame but if you throw them in a pot and mix 'em up you can get something cool. Waddle-Dees, Toads, Shy guys, to a lesser extent Minecraft Villagers. Just some pretty odd little guys. They run shops or wander around the woods or form cave tribes or whatever. This is a vibe based race.

Magic Guys

Made of magic, sort of amorphous. Wizrobes, Black Mages, also Shy-Guys, Novakids, Spell-Born homunculi, could probably also encompass weird godlings. "Why aren't they better at magic than humans" shut up they need to keep their magic to maintain their bodies. Might also be Weird Little Guys.

I made this one

Cat Boys

Also in Hypogeum. Not furries, but can get close. Furries or normal beastfolk are lame. These ones are just humans but fuzzy. Have weird ears (where humans have ears! not on top of their heads, that's gross). Not actually cat-related, I just think its funny.

Sheepfolk, Frogfolk, Bugfolk, Mousefolk

The exceptions to the beastfolk are lame rule. Obviously distinct, but grouped for simplicity. Don't call them "x-folk", give them each distinct and folk-lore-y names. You can also make beastfolk not lame by making them Weird Little Guys. I like little guy beastfolk that are incongruously from victorian to edwardian times. The sorts that wear little suits or coveralls or quilt dresses and for some reason the rabbit is neighbors with the fox. 

Cyclopes

Human sized. Sometimes cool.

You Can't Play Them But They're Here

Proper Fairies and Elves

Angels

Demons

Angel and Demon descended people

Aliens and Gods

I lied you can play some of those sometimes

Remember, the principle is pick a few and remix. The other principle is "would this game feel incomplete if the only available race was x?" if the answer is yes, Bad! Examples of bad-uns: Shadar-Kai, Elves but only the stereotype, Dwarves in general, actually I don't know if those are bad but I don't like to include them. Words for Yellow also has some good races. If you have good races, comment below, and I'll tell you they're bad maybe.

Setting: The Green Kingdom

The Green Kingdom is a small region, a watershed on the southern sea rimmed by mountains. The circular cities are the homes of the humans, who take pride in making clothes. The country is inhabited by both humans and fauns, who work the land together. The wild and deep places are the homes of the cyclopes (known for their magic) and living skeletons. Living skeletons also inhabit necropoli inside the cities, but humans don't enter those districts (they are quite unnerving!).

The Green Kingdom is ruled by the Green King, a man called Basil. The duties of the Green King are mostly in directing building projects and adjudicating disputes. Local priests honor idols, great and small, collect taxes, and distribute food. The Princes, regional rulers, organize armies when the need arises (and otherwise do fuck-all). Most wars are internal rebellions, but these are not large (oftentimes they arise over badly judged disputes, with ransom and cattle stealing being the biggest tactics). 

Dangers arise from bandits in the woods (often a mix of races), cyclopes sorcerers, territorial skeletons, dragons, sphinxes, and forgotten or malign spirits. It is said cyclopes worship shadowy gods of magic, and can summon strange celestial spirits or evil bogeys (they are respected, and sometimes feared, but only rarely hated). Fauns are only occasionally dangerous, when driven by passion, but otherwise they might cause problems by being lazy or pushy. Idols which are neglected, or spirits for whom an idol was never made, may become wrathful and bring curses or attack people (fauns take pride in honoring  idols deep in the wilderness).

Dungeons and other ruins are often inhabited by Skeletons and Cyclopes but one can enter if one is courteous. Often there are unexplored portions or dangerous monsters that even skeletons fear, so it can still be lucrative to explore them. Cyclopes don't kill monsters with their magic for fear of the wrath of their gods, but they will often reward adventurers who do (whether with treasure or magic. Many successful people have a spectral attendant, a gift from a cyclopes).

(Races: Humans, Fauns, Skeletons, Cyclopes)
(Metagods: Idols, Darkness)

Conclusion

Normally, these settings just detail one, maybe 2 small kingdoms and vaguely talk about their neighbors. This is great, because it leaves open the possibility of having other races if, for instance, you have a rotating cast of characters, flailsnails style. Also, the world is mysterious. Lord of the Rings focused on 3 kingdoms (the North, Gondor, and Rohan) and 4 races (hobbits, men, elves, and dwarves). Other kingdoms were mentioned, but not described. Other races were included, but were unknowns. What does the East look like? How do the southrons live? We don't know, because we were focused on the tight group of cultures which were almost folkloric blank slates to start with. Resist always the urge to include everything and the kitchen sink, but you can lean into the known and the cool.

Possible future metasetting posts: geography and features, Monsters, Magic, Factions and Politics, other dimensions.

Friday, October 22, 2021

Hypogeum: the Charm update

We're overhauling Relic-seekers and Sorcerers. Both now use Charms (or, if you prefer, Orbs, Talismans, Amulets, Trinkets, Baubles, Wands, Staffs, Books, Sacrificial Daggers, Urns, etc.). Charms can take any form, though every form must be constrained to these rules:
  • Charms are stored in an Inventory
  • Charms may be lost, stolen, or broken
  • Charms require both special crafting knowledge and intrinsic spell knowledge
  • Charms are art

When starting as a class, Relicseekers Charmseekers choose what kinds of charm they use, or their preferred magic type. For example, "Jewelery" or "Orbs" or "Runes" or "Fire Charms" or "Sleep Charms" or "Once owned by a Pope". Lore and Speech means you recognize charms of your kind, and can speak with adjacent creatures (e.g. Jewelry and Fire would both let you talk to dragons. Runes might let you talk to dwarves. This is really case-by-case.). Prophecy is mostly the same. So is Power Against Power. Aspect lets you manifest the ideal of your charm.
Sorcerers no longer cast directly, but receive spells which they can make into charms. They still need to consume mana potions to use the spells. Also, distill mana will no longer be a spell, rather an ability. Sorcerer's can make "shamble" charms with only pretty trash in only a minute, but these can't be used by others, can only be used once, and last an hour before becoming completely inert. Proper charms need skill, materials, and time.
Characters who aren't charmseekers can use a charm at 1 MD once, after which it becomes inert for a time (normally about a week) 




I just think they're neat
Update: Random_Interrupt has produced a table of charms (as they pondered in the comments below). They are neat, and may be useful to you!

Wednesday, October 20, 2021

GLoGhaven

 

:/
I do not like Strixhaven. As an MTG set, it was ill-conceived and cringey. When they adapted it for 5e (curses on its name), they further stripped it of all interest by making every subclass only affect combat (not to mention straight up forgetting what some of the schools were all about). It is egregious and I cannot abide by its very existence in the world, whether I play either game or not. There should not be a world in which Strixhaven, as it currently stands, exists. So it falls to me, the ultimate abiter of good taste, to make things RIGHT. You could rearrange these into wizard school cantrips easily.

LOREHOLD

A: You can read any language that you've never heard spoken.

B: If you have most of the pieces and spend a bit fiddling, broken things work once for you.

C: When you tell a proper story, everyone sits up and pays attention. This includes the dead. 

D: You can talk to ruins, relics, and artifacts. They are surprisingly mobile when they want to be.

PRISMARI

A: As long as you are touching it with your hands only, you can sculpt non-solid elements into solid forms.

B: You can perform a dangerous dance which causes you to become the center of attention. You can do this while attacking.

C: While performing the dance, choose two non-solid elements. You can manipulate those elements in [class level]*5' as if you were using your hands.

D: You can shape non-solid elements into creatures, though you have to take more time for bigger creatures and you can't control more than one.

QUANDRIX

A: You are a smartypants, and can estimate and calculate easily (use Wolfram Alpha) / You can do minor shenanigans: illusory duplicates, acting as though you had two extra mage hand arms, and vanishing completely for half a second.

B: You can spend up to [template] minutes calculating, after which you can summon a fractal that looks how you choose which deals [minutes] damage attacking, has [minutes] HP, and armor as chain. Very Pointy. Lasts [minutes] minutes.

C: You can cause people to think you are an expert and a great wizard by saying something about "quantum"

D: You can sacrifice a fractal to open a portal to its location, which lasts [minutes] rounds.

SILVERQUILL

A: You can create light as a lantern. You bleed ink.

B: You can use up a well of ink to summon a little imp thing. You must give it a secret (may be untrue), which it loves to tell to people (though it loves people admiring it more). Annoyingly intelligent. You can fully control [templates] instances.

C: People believe it when you lie.

D: You can use up a book's worth of ink to fly, somehow.

WITHERBLOOM

A: You can make any organic material into food, or poison

B: You can expend all your rations or all your poisons to make that many noxious pests. You can't control them at all and they love nothing more than causing plague and famine and souring cow milk.

C: You can cause bones (nonliving) to float, and living plants to grow at twice the rate.

D: If you have a whole living creature, you can make the entire thing (including the soul) into food that fully heals all who consume it (if it is the same sort of creature as the consumer, it can even revive the dead), or a potion that transforms the consumer into that creature. Both effects cause the consumer to gain some or all of the memories and feelings of that creature.

EXTRA CREDIT

*: You can keep excellent hold on an item, even if you trip.

*: You can cast spells or abilities one handed OR while running.

*: If a spell or ability would requires materials, time, etc. you can ignore that and use it as though you used the least amount of those possible [templates] times per day

*: You can use an ability at the same time you cast a spell

*: You know how to find things in any library

*: You get invited to wizard banquets

*: With lab conditions, you can keep spell or ability effects going indefinitely

*: You can slowly levitate a foot off the ground

*: In a land aligned with your college, cast with +1 magic

*: You can try to cast any spell reasonably within your schools domain with instability equal to your magic.

*: Once per template, cast a spell you don't know.


A description of the Heavens (hypogeum)

 

A sketch of an inhabitant drawn by the Sorcerer

This is an account of an expedition to the ceiling, by this humble creature. We made the usual journey from the village of the blue folk (which stands adjacent the cavernous ruins of the orb) by way of the western fountain path to the wall of the cathedral. Here, we set up a camp. We chose this place for it was known to be traversable vertically, owing to the rooms inset in the wall and the ledges higher up. Other places, the wall-rooms of which did not connect well, were not suitable.

After resting for a time (the lights passing half over the water), we resolved to ascend. The first room contained stairs upwards and downwards, as we had heard (it is said that the stairs down were where the Farmer discovered one of his specialty mushrooms, the one which produces a sweet distinctive taste, which was called by the humans "grape"). Traveling upwards, the way for four rooms was only of interest to a rock darkling, and there were a few other rooms besides which were dead ends. In this section I also discovered a fetching hat. 

As we ascended, the rooms became less tame. They were damp with cloud-dew, and colonized by buoyant moss and the creatures that ate it, and the creatures that ate them. Some of these proved troublesome, such as a darkbeast of the wall-crawling variety (There were few more substantial darkbeasts up here. Infrequent were the flat- or pad-footed beasts, and only sparse the hooved ones). The sorcerer called it a "spidery bastard" and set it aflame (we were lucky it was so damp). Many other things happened which I won't write about.

We eventually were forced out onto the ledges. They were paths wide enough that two could comfortably stand beside one another and have generous room. However, they were dangerous, because of the prevalence of flying beasts and other hazards. These attacks were especially dangerous because of the chance of falling. But we prevailed, in the end, and ascended 4 more levels. When this was done, the roof was in sight. However, in the end there was no way to reach it.

When this became apparent, we began looking for other things to do, since we were in such a special position. The sorcerer (who was a human), and the fighter (a grimalkin) simultaneously spotted a rare sight: an Angel flying about clouds. The rest of us could not see it, and the two who did soon reported it vanished. The two both began speaking very excitedly (one should always plug ones ears when this happens, but I did not). The next thing I knew, we were awkwardly flying towards the last place the angel was seen. I later found out that the sorcerer had drunken three mana potions (our entire supply) to give us this power.

I will not bother with the details of this flight, as I cannot properly render them. But soon we found where the angel had disappeared from and where it disappeared to. Simply, there was a village in the sky held aloft by some kind of balloons. 

Some people who read this might not have seen a balloon or even heard of it. It is a practice done by wizards where they take a special sack and fill it with magic which is lighter than air. This makes the sack float, and it can be tethered with a string and produce mirth. Sometimes a balloon may be made large enough to carry a person into the air for a short time. Humans claim that it is also a practice in their world, and more common than most other magics.

The balloons which held this village were greater, of course, than the balloons anywhere else seen. And this was not the only wonder, for it was evident that there was some illusion disguising the village causing it to be invisible from the ground. And of course there were the people who lived there.

It is a common rumor that there is a sort of human which possesses wings rather than arms and may fly around. It turns out this is true. The humans call these "Angels" (which is what I called it above) or "Harpies". The Sorcerer (who was beyond excited) called them "Ritos". The Sorcerer often says weird things.

They indeed flew around on wings which were their arms. Their legs and feet were dexterous as arms and hands, though the fact that they needed to either sit or balance on one foot made them disinclined to do unnecessary things. They occupy themselves with hunting and maintaining their village.

They hunt for things like aerial beasts, buoyant moss and fungi, as well as ground dwelling creatures small enough to take back to the village. They steal cloth to sew their balloons. They perform the magic that fills them. They gather water that condenses on them to drink. These are their daily tasks.

They are hidden, and free from the influence of the Dragon. They do not revere the forces, for they are humans and do not enter the ruins at all. They live perpetually in anxiety of the failure of their village, for if it does, they will have to hide away in high rooms. Now that we have found them, they will move on so that they are not found. Because of the fantastic nature of their habit and the incredulity of those who live below, they do not object to our speaking about them.

We stayed there for some days, until we left by the same manner as we arrived.

(Translator's note: This text was found in an abandoned village, presumably the "village of the blue folk", hidden in a secret compartment. I have taken many liberties in this translation to make it interesting to human readers, but the main events and descriptions, as well as a few phrases of particular interest, are intact. The veracity of these events is suspect, but I've learned not to dismiss anything)

Sunday, October 17, 2021

Ruins

 

Ruins are spaces considered holy by Folk. Inside them you find things that you would find in the rest of the Hypogeum, only denser. This makes them very hard to traverse. Ruin Complexes are normally circular, or some equivalent, becoming denser and denser as you get towards the center. As such, most people give them wide berth, though being able to go nearer the center would make a nice shortcut. Most ruin complexes are almost a mile wide, and dominate the cavern they are in.

They dominate in more than one way. The presence of ruins in a cavern seems to affect, or at least be a good indicator of, the force that Folk revere. Or maybe the Folk built the ruins in honor of a force they already revered? The Folk are weird about religion, as we all know. That all to say, each Ruin Complex seems devoted to, or at least themed around, one Force. Oftentimes they are also pervaded by that force.

As previously stated, ruins are dense. They are full of puzzles, treasure, and most of all, Lore. Loads of (untranslated) hieroglyphs, murals, and gut understanding. Most of the puzzles and treasure are also lore. The ruins will tell you what a Force is like, what is sacred to it, what it hates, etc. There are also depictions and statues of various creatures, most of which are unidentified, but one of which is the Dragon (see: Dragons, forthcoming). Finally, there will be the Prophecy, that a sacred hero will come out of the ruin and defeat the Dragon.

Some say that the hero already came, and he died. Others say he joined the Dragon. Still others say the Dragon used to be a hero himself. These sorts of confusions come about when you're only going off somewhat abstract pictures.

There are also more mundane secrets besides, like the location of treasures, hidden wells, gates, etc.

Piranesi

The ruins are haunted by living statues. These can be found rarely in other parts of the world, but, like I said, the ruins are Denser. They also have unliving statues, and the living ones could hardly be called statues. But they move, and they're made of stone, and the name stuck. Like most things made of stone, very difficult to kill. Have a sword artist or sorcerer at the ready, dangerous as they are, those statues are more so.

Don't get caught up in a puzzle, or you'll die.

Voxelmade

Now I said they are holy to the Folk, and its clear that they have some association with Folk religion, but I feel I should expound more upon this. It is a topic of intense debate (as intense as Folk can get) about whether Folk, or anyone, should be allowed in the Ruins at all. One might expect some hassle if one emerges from a ruin in sight of those people who frown upon it, and especially if one is carrying sacred treasures. 

Folk priests make use of the ruins to understand their faith, navigating them through preordained paths and solutions to review specific commands or insights. The knowledge and tradition of these paths is what makes them priests and not just devotees (devotees might be just as holy and authoritative, but lack the knowledge and experience of ages). If a priest is feeling candid, he might show the way to those he trusts, or might simply tell them the information they seek.

Just the same as the debate regarding entrance to the ruins, is the debate regarding the sort of creature the hero will be. Some Folk cannot imagine the hero coming from among their own race, while others cannot imagine them coming from another race.

Darklings for the most part don't take part in these debates. As usual, they are rather secretive regarding their beliefs. Arites seem pretty hopeful about it though.



Friday, October 15, 2021

Class: Yousei

 

Adapted from Golden Sky Stories
You are an animal, spirit, or monster that has gained the ability to take human form. More than that, you are a being who dwells in the heart, both other's and your own, and has learned to really be a person.

A: Transform, Impression, Nature, +2 WR (Wonder Rating)
B: Appear +1 WR
C: Blessing +1 WR
D: Grand Magic +1 WR

Wonder

Wonder is the energy you use to do your little magic. You get Wonder equal to your Wonder Rating every scene (if you don't use scenes, at dawn, sometime afternoon, and at dusk). If you befriend someone not in your party in a heartfelt way, you gain an additional +1 WR for that session, and receive the same each session you talk to them. Wonder also goes away at the end of a session (unless there was no scene progress), or at the end of the day if you've not spent at least half of what you gained (and not frivolously either!).

Transform

You are not human, but you are a person. When you want to appear human, you must spend Wonder. Appearing completely human takes 4 base wonder, but appearing with some features of your normal form takes 0. +2 wonder is needed to appear at night, +4 for broad daylight, appearing at twilight, in rain, or when the moon is a certain phase (your choice) is +0.

Impression

The sort of thing you are leaves an impression on those you meet, regardless of your form. You are either Normal, Cute, Mysterious, or Scary. You can spend Wonder to modify a reaction check (one to one), but doing so makes extreme results consider you more of the quality chosen above.

Nature

The sort of thing you are has certain qualities, whether in its own nature or ascribed to it by people. The first level, and each time you level up, you can choose to take on those qualities for good and bad. For instance, you might be clumsy but strong, or prideful but able to do something supernatural, or forgetful but lovable. You can have three of these qualities at a time, and can take on or cast off up to three per level. You can temporarily ignore the weaknesses of these qualities by spending wonder as if you were fully transforming in the current scene (but you don't actually transform). Also, most abilities take some wonder to activate.

Appear

You know certain ways used by spirits and animals. You can spend wonder as though you were half-transforming to appear somewhere, provided you didn't say where you were for a while. It might take more if you are moving somewhat impossibly or to short a time had elapsed since you said where you were. 

Blessing

You can spend Wonder as though you were fully transforming to give someone else a power of yours. You may then spend extra Wonder to transfer it to them for the purposes of using that power.

Grand Magic

You can do something really wonderful that could change a person's heart. For 12 wonder, choose one power. You can use it as much as you want at no cost (you will still need to transfer wonder for Blessings). For 20 wonder, no powers have costs. For 30 wonder, everyone (if they agree) can make a wish on you and have it really come true, though this can only be done once ever (and also consumes all extra wonder).

drew this lad for hypogeum


Thursday, October 14, 2021

Hypogeum Tables vol. 1

Folk Self portrait (Folkling)
These are tables that DM's can use to randomly generate things in the hypogeum. If you are hoping to play, don't read these! Well, maybe do. I can't stop you.

Part 1: Villages and Folk

Topology

  1. Open and defensible Gerum1. This is the most common, if you don't want to roll
  2. Crevice or Ruin-gap
  3. Amphitheater
  4. Collection of Ruin-Stupa in an open or elevated Gerum
  5. Clustered around a spire, tower, or pillar
  6. Hanging from the ceiling, accessible by ceiling connection
  7. One big ruin building
  8. A vague sphere of under-rooms
  9. Clinging to the wall (also the side rooms)
  10. Inset into a hill or ziggurat, probably with spirally stairs.

 Physical Quirk

  1. Mossy and overgrown
  2. Giant mushrooms
  3. Tombs
  4. Houses shaped like their residents
  5. Well built and cozy
  6. Engraved
  7. Exotic Stone
  8. Crystals
  9. Water Features
  10. Supernaturally Dark

Social Quirk

  1. Diverse 
  2. Even more uniform than usual
  3. Devout
  4. Mercantile
  5. Play a lot of War
  6. Host their own adventuring party
  7. Scattered Pre-modern or even modern tech
  8. Scholarly
  9. Colonized
  10. Sorcery and or Relicseeking common

Cult

  1. The Dark
  2. The Flame
  3. The Moss
  4. The Mechanism
  5. The Flood
  6. The Orb
  7. The Stone
  8. The Cube
  9. The Gate
  10. The Song
  11. Personality Cult
  12. Fairies

Exports

  1. Pottery, Cooking
  2. Pottery, Decoration and Storage
  3. Stonework
  4. Metal Tools
  5. Food, Staple
  6. Food, Luxury
  7. Textiles, Beastsilk
  8. Textiles, Weavemoss
  9. Medicines
  10. Fuel

Food Source

  1. Moss
  2. Fruit Bush
  3. Mushroom, Sour
  4. Mushroom, Sweet
  5. Mushroom, Savory
  6. Herded Beasts
  7. Hunted Beasts
  8. Tubers

Folk Appearance

General:

  1. Amphibious
  2. Repitilian
  3. Humanoid
  4. Vague

 Eyes:

  1. Small beads
  2. large, wet puppydog eyes
  3. Appropriate to their type
  4. Inappropriate to their type
  5. Eye stalks
  6. Eye spots

Head:

  1. Lumpy
  2. Snout
  3. Round
  4. Crest, Neck-Frill, some other weird thing

Ears:

  1. Tympanum
  2. Large, Round
  3. Large, pointy
  4. Oh those are actually gills

Color:

  1. Red
  2. Red-Orange
  3. Yellow
  4. Brown-green
  5. Bright green
  6. Forest green
  7. Aqua
  8. Blue

Clothes:

  1. None
  2. Loincloth
  3. Chlamys or cloak
  4. Sari or Toga
  5. Primitive Pants
  6. Robe
  7. Necklace
  8. Plants

 

1 a gerum is a room-like enclosure, with high walls but often without a ceiling, inside a maze or complex of other such enclosures. Like a cubical, but big and not necessarily quadrangular or perfectly aligned.

Wednesday, October 13, 2021

Hexcrawl Puzzle!

 

Here's a puzzle! Your party is lost. They need to get to a specific one of the hexes adjacent to their current position, but they can only move randomly to an adjacent hex on their infinite grid of hexes. What's the chance that they will reach their goal after n moves? Post your answers and reasoning in the comments!

Tuesday, October 12, 2021

Gates (Hypogeum)

[Portals don't get an art]

Gates are sort of a black box. They are found, occasionally, in the Hypogeum. They look like glowy bits of vaguely circular 2d geometry about the size of a person. They can appear when you solve a puzzle or get to the end of a dungeon. Most of the time they, at least one of the gates appear nearby the thing that "caused" them. Sometimes they don't, though. People near the gate when it opens sometimes report hearing a sound, but accounts vary (sometimes like the tinkle of a bell, sometimes a "VOOM", different people hear the same gate opening different ways). They don't appear to be made out of Stuff, and they aren't affected by magic. If you break a wall around a gate, the gate stays there.

Almost all gates are blue. 

Gates, as was implied, usually come in pairs of two. Going in one gate brings you out the other. Simple. Gates are permanent. No one has ever reported a gate closing, at least. Gates always go both ways. This is not always useful. You can't be halfway in a gate. Going into it at all brings you out the other. Nobody knows what constitutes matter gates transport. It almost always includes people and creatures (including living plants), but sometimes doesn't include things like clothes, while other times you can push a wheelbarrow through. Smart travellers wear weavemoss underwear.

Gates usually transport you a fair distance. People report gates that they open usually bring them to somewhere the want or need to be. Definitely not always true, but it is significant. Other "favorites" of gates seem to be local landmarks and places so far away nobody's ever heard of them, except maybe in legend. If gates were truly random, as some claim, it should almost always transport you very far away, since there is a lot more of "far away" than "close". So they probably aren't exactly random. Also, gates that transport you far away apparently tend to be "temporary one-ways". That is, they'll drop you non-lethally from a high up platform that is difficult to ascend to, or release you in a lake so deep you barely make it to the top, or exit into a structure that locks as soon as you walk out.

You shouldn't go into a gate if the geometry isn't perfectly two dimensional, and you shouldn't go through a gate that isn't blue. Or at least, so they say.

[I don't like this prompt]

Saturday, October 9, 2021

Darklings (Hypogeum)

 

A Darkling I encountered, who distinguished himself with a stately Tricorn. Unsettling, but amiable.
Darklings are inhabitants of the Hypogeum. They are, as I have previously said, seemingly related to Folk, and many possess carapace-like skin, or else are vaguely insectoid. They are generally more serious, dour, and skillful than the folk, though there are, of course, myriad exceptions. They possess a cultural inclination towards concealing clothing. This, and their already exterior, lends them the general appearance of two eyes on a spindly-limbed silhouette. But this is all common knowledge.

Where Folk are at their height of civilization with a town, Darklings have Cities. It is unknown whether the Darklings built their cities, or whether they were part of the Hypogeum from the start, but they are certainly fantastic. Most theories say that it was an original part of the Hypogeum, since the materials used to make them don't seem to have been mined or scavenged from the maze around them. They are gothic structures, very pointy and solemn. They are expansive, with many skyways and underground (well, "sky" and "ground") passages. Many Darklings never go outside in their lives.

Darklings are able to sustain themselves mostly without farming by, ironically, hunting and pastoralism. Darklings only inhabit sections (called "Stasarae", "Dwells", or "Abiders") of the city at a time, cycling through the whole city slowly while the rest are overrun by shadowbeasts and other creatures, which they hunt. As well, they herd herbivorous creatures through the Stasara to eat the moss that accumulated there since it was last inhabited. This almost exclusively carnivorous diet, as well as the skill needed to hunt shadowbeasts, has given them a fearsome reputation. Some folk even believe that Darklings became all dark and carapaced because they relied so much on darkbeasts for food.

While some darklings herd and hunt, many are more scholarly. Scholars study the notes left by previous generations on the walls of the the Stasara. They are in the process of continual archaeology: they come to a Stasara, study the murals and artifacts, write their findings as well as new developments down in the form of murals and artifacts, and move on. Darklings are secretive to one another, and very cryptic, so by the time that the tribe returns to the same place, the information written there was likely lost, and becomes new information. Every piece of writing on every wall becomes a fragmentary history of the entire civilization told by hundreds of authors.

Darklings similarly are as opaque as possible about their romance, though I do believe they have one. To them, seemingly, all romance is equally taboo, but all of them break that taboo as quietly as possible. Knowledge of both parents is rare. Depending on the community, either the mother raises them in conjunction with all the men (and others) of the community, a child is taken in by a mentor figure (who might or might not be their parents), a single communal parent or parental group raises all children, or the community as a whole raises them. The most brazen Darkling might leave a note as their tribe migrates to the next Stasara, and the child might find it when they are older or if they range far.

Like Folk, they work for the most part on a barter system, with every treasure approximately worth the same as every other treasure, and food mostly shared. However, Darklings are much more likely to have specific and obvious preferences. A certain Darkling might collect swords, while another collects hats, while still another collects artifacts of human culture, or skeleton bones! Though, perhaps he only wants to inter them. Even Darklings who are not relicseekers collect, though obviously relicseekers are more common among them. They won't trade the things they collect things away, but they'd give you a treasure for things that might otherwise be trash, or several treasures for one otherwise valuable.

This tendency for collection, and as well, for creation (for darklings like to make fine things), means that their tombs often contain goods important to them in life. While most treasures will be redistributed to the community, the most important treasure to a certain darkling will often be left with them in a Stasara. They believe that it takes until the tribe cycles back to the Stasara for all the life and magic in the body to dissipate, and to reclaim it before hand is disrespectful and dangerous.

If it wasn't apparent, Darklings do not bury their dead. They allow scavengers, mold, and moss to overtake it, leaving the body in the stasara but otherwise in the open. When they return to the stasara, they might clean up the remains (bone and carapace), putting it in a neat pile, if it is already fully clean. If moss lingers on it, they allow the creatures they herd to eat the moss and any remaining flesh, before cleaning it up the same. Or they might throw out the bones, or use them for divination, or use the carapace as further armor (which does not help their reputations). 

As stated elsewhere, the religions of Darklings are apparently more complex than their Folk counterparts. While they revere much the same natural forces, they more often personify them, or worship their servants and great ancestors. For instance, a cult of the Moss I encountered venerated the Great Teacher, whose words brought forth lush spores on an otherwise barren city, as well as his disciple, the First Shepherd. They do not, as a whole, believe in an afterlife, but they might believe that their force might be honored or placated by reminding it of the good relations they have had with it. They tend to pick a statue present in a certain Stasara and

The majority of Darklings are at least henotheistic. They are more aware than their Folk counterparts of the existence of others devoted to other Forces, whether or not those Forces are real or worthy. Notable groups are those that venerate all the forces, called the Arites, and those who reject them all, the Tergites (both pronounced with the e on the end). The Arites are known for their decoration of the cities in which they live, with many-colored prayer flags and many statues festooned with decorations and offerings. The Tergites are known for their iconoclasm and for their music and games, which, divorced from their religious context, have developed in ways both good and bad.

(The statues found in the Hypogeum only sometimes depict certain races. Just as often, they are abstract. Some cults favor statues of certain races. Its not known why.)

 

 


Traincrawl: Coldward

 


Traincrawl is a one dimensional depth crawl by SunderedWorldDM. I'm writing the coldward half of this depth crawl, away from the engine and toward the caboose1, while my Collaborator, whom I have worked with Before will be making the engineward half. The following three tables are depth tables, invented by cavegirl (from whom I have also stolen some entries on these tables). When you enter a new car, roll a d6 on both tables, adding the distance in number of cars from your starting car (so the first car you explore will be +0, the second +1, etc.). Every car has a 2 in 6 chance of being semi-permanently inhabited, and each inhabited car has a 50% chance of having a party and a 50% chance of having a murder mystery. If the car cannot be feasibly inhabited by humans, elfs live there

Car:

  1. Boxcar
  2. Seating Car (Six seats wide)
  3. Seating Car (Four seats wide)
  4. Sleeping Car
  5. Dining Car
  6. Observation Car
  7. Aquarium
  8. Bar
  9. Meditation car
  10. Medical Car
  11. Freezer Car
  12. Tomb Car
  13. Cryocar
  14. Research Car
  15. Ritual Car
  16. Dessert Car
  17. Palace Car
  18. Garden Car
  19. AI Car
  20. Caboose

 Details:

  1. Empty
  2. Graffiti'd
  3. Odd Aspect Ratio
  4. Maintained
  5. Guarded
  6. Dead Scavengers
  7. Cold
  8. Sedate
  9. Impervious
  10. Filigreed
  11. Automated
  12. Ticket Check
  13. Frozen
  14. Laser Turrets
  15. Stabilized
  16. Open Window
  17. Opulent Party
  18. Crystalline
  19. Bose-Einstein
  20. Perfect

 Encounters:

  1. Empty
  2. Scrappers, outgoing
  3. Scrappers, returning
  4. Broken Servitor
  5. Strong Wind
  6. Hypothermic Dabbler
  7. Elf Rescue Team
  8. Mummy
  9. Mobile Ice Crystal
  10. Functioning Servitor
  11. Ice Wizard
  12. Glass Butler
  13. Polar Bear
  14. Glass Birds
  15. Remorhaz
  16. Confection
  17. Elf Bacchanal
  18. White Queen
  19. Sentient Ice Crystal
  20. The Great Intelligence

Descriptions forthcoming, probably in the other 3 collab posts remaining in GLoGtober.

1Caboose is a silly word

Thursday, October 7, 2021

GLoGtober 7: Index Card

At the end of the first week of GLoGtober, how about a Card (or really, a page) to Index the posts I've made so far? I'll update it as I make new posts for GLoGtober, and maybe I'll expand it to include my whole archive. Lazy? Yes. Underwhelming? For the moment. Technically fulfills the criteria? I guess, but I'll probably up my game and redo this prompt if I'm gonna snag that "Completionist Nerd" Badge

Sometimes, one must make the Egyptians and Punt

GLoGtober 6: Playing War (hypogeum)

[image pending]

As previously stated, Folk play a game called War. Well, game is a light term for it, but it certainly isn't actual war. They treat it a bit like it is, though. Each Folk village has a sort of platform or rostrum near its center. Sometimes it is used for orating (ambitious humans be warned, get in the Folk's graces before trying to get up on there, or you will be heavily accosted). But when Folk formally declare War, it is used as a Goal area. The goal of the game is to get some items, called gazae, from the opponents rostrum to yours, while protecting your own items. Opponents will negotiate the gazae to be warred over, but most often it is some treasures. The game will either last a predetermined amount of time, or until a certain number of the opponent's gazae have been scored. The gazae can be scored back by retrieving them from your opponent's rostrum. Human readers will notice some similarities between this and Capture the Flag.

There aren't any rules regarding capturing opponents, aside from "do whatever you can to incapacitate them" and "try not to kill them". Part of the terms of negotiations is whether players can use their treasures, whether the gazae or items outside the game. Most of the time, players can use gazae but not items outside the game, because to use the gazae they must be taken into the opponent's territory, and opponents might then use those gazae themselves. 

Sometimes the gazae is more symbolically important, such as the force of their shrine or symbolic items, like a beloved statue. Sometimes the gazae are mere tokens. Sometimes those tokens signify important things, like rights to use a piece of land, or vassalage. Villages get to keep the gazae they capture, and these are either kept communally or given to the participants who did the most to get them.

The practice of War is very important. Refusing a war outright is a shame on a village, while cheating at War shows other villages that they are not to be trusted. War shows off the accomplishments of a village, while providing the opportunity for less powerful villages to get needed assets. It also, obviously, provides a way to settle conflict, as well as test defenses and strategy. Any race can participate in War, often in specialized roles.

Also its pretty fun.

Wednesday, October 6, 2021

GLoGtober 5: Cultist (Hypogeum)

 

A Folk cultist approaches the Flame with trepidation

The faiths of folk are predictably simplistic, and perhaps monotheistic, revering a force of nature above others, often enshrining a representation of such attended by a priest or cult. The Flame, the Moss, the Dark, and the Maze are all common faiths. Each village is dominated by one, and Folk of different faiths tend to pretend other faiths don't exist. A devotee of the Dark and a devotee of the Flame, if they were to talk and broach the subject, seem almost not to notice that the other is talking about a completely different force. Even discussions of aspects of the force get parsed into their native faith. Its really kinda weird.

Darklings have a more complex faith, seemingly based on the same thing. They actually recognize other faiths and have theologies encompassing them. Again, they generally view one force as supreme, and other forces as either subservient or malign. While this is generally true, Darklings of some places revere all these forces, while Darklings of other places shun all of them. As well, Darklings are more prone to personification and a more personal religion, as well as more structure.

The signifiers of a devotee are usually distinctive. Often a garish hat or patterned "robes"; sometimes facepaint or a mask. You can tell when a cult is about when you see lots of folk with the same thing on, which is different from those around them. Folk devotees don't seem to have much fervor, beyond reciting some catchphrases (for fun?). Darklings are more secretive and devout. A folk cult is basically just a fun club. A Darkling cult is a serious investment in philosophy.

Link to Class

GLoGtober 4: Exploring the Hypogeum

 


The Hypogeum is a world which consists of an underground complex (though whether there is any ground for it to be under is a matter of some debate). It can be thought of as a series of linked, immense, cathedral-like caverns, honeycombed with room-like divisions, and rooms below and in the walls of this "central" structure. Sort of like a hedge maze with basements in a roofed courtyard of an circular apartment building. If you make it to the wall, there's probably a door which can take you about three rooms deep in the wall, maybe more or less, maybe connecting to another "courtyard". These courtyards are miles across, and contain both many structures and lots of empty space.

Exploring the "overworld" traditionally (room by room) is both tedious and unnecessary. Traps are rare, and most of it is just empty space, as said before, and it is very possible (though somewhat risky) to just go above obstacles by climbing the walls (aerial predators exist and going above the walls makes you more visible to monsters in the rooms around you). Generally, its dangerous monotony dividing settlements, ruins, and other important structures, with encounters and weather. Which means it can be modeled as a wilderness!

The above is the working hexflower for the Hypogeum. I am dissatisfied with it currently, but what can you do?

Key:
👾 - Monster, or monsters
⚙️ - Puzzle, blocking a site containing (roll as though exploring)
👑 - Treasure
🏛️ - Dungeon
🛖🛖🛖 - Village, a settlement in an open-ish area, often Folk
🛖 - Solitary NPC, a master of some kind or an eccentric
🌿 - Overgrown area
⛲ - Fountain or a safe area
💧 - Flooded area 
📜 - Ruins, uninhabited non-dungeon site
⛩️ - Gate
🌁 - City, or settlement among megastructure, often Darklings

Normal (non-weighted) hexflower rules. You can backtrack to places you've been before, and you can't always explore further in a certain location. 

[Might add examples, or change things around here, but I'm a bit behind right now.]




Sunday, October 3, 2021

GLoGtober 3: Orbs and Everything Else (Hypogeum)

 


Orbs

As I wrote about in my Previous Post, it is believed there are three prime substances in Hypogeum: Stuff, Life, and Magic. I wrote there mostly about the movements and behaviors of Life, but here I will talk mostly about the behavior of magic. Like Life, Magic can be either found in a pure, gaseous state, or dissolved into another material. As well, Magic has a material memory like Life. This memory takes the form of Spells.

Orbs are a shape of stuff which is good at absorbing Magic. The type of stuff the orb is made of might have some affect on this ability. Certainly, the type of stuff it is made of affects the spells it is predisposed to. Orbs made of a once living material, like bone or wood, cast spells related to the magic present in the being it was procured from. Orbs might have this sort of intrinsic property if made from another magic containing material.

Other orbs are made from materials which don't normally contain magic, or which have had their magic fully drained or purged of its memory. Crystal is most favored for this (see below). Into such a blank orb is placed a seed spell, which can thenceforth shape the magic absorbed into it. This process of shaping can affect the appearance and form of the orb naturally, or very learned people can try to modify an orb to be more suited to a spell or class of spells. This makes the variety of orbs we find in the world.

Orbs, like swords, might not be made of specific type of stuff, but instead be made out of Orb. These can be found commonly, and might be blank, but more often have a spell in them.

Crystals

Crystals are both a shape and a type of stuff. They are ordered and regular. A cubic crystal forms cubes naturally. A pointy crystal forms points, given more stuff to work with. Despite this natural tendency toward one shape, most crystals can be formed into orbs manually, with some skill and persistence.

Crystals are valuable for one property of theirs: It takes considerable effort to get magic in and out of them. This may not seem like a good thing, but it means crystals are often naturally magical blanks, and if you can get pure magic in them, they store it without turning it into spells. It isn't that difficult to do, its just harder than natural processes allow most of the time. If you find a magic crystal out in the wild, that means either someone put it there, or something really magic happened there once upon a time.

Crystals are used in jewelry and art objects for three reasons: firstly, and obviously, its pretty; secondly, it makes good magic item batteries, making the objects useful; and thirdly, for safety. Magic infused crystals glow, and crystals inset into magical objects become infused. If you are handed a fancy thing, you can tell its not magic (thereby, not cursed) if it has crystals that aren't glowy. Still makes it hard to tell if you are being cursed by a magic item, but at least you know that some random jewelry isn't going to curse you.

You could, of course, just use crystals as light sources. Many people do, especially in areas with lots of them. Adventurers who are sorcerers or relic-seekers use them very often.

Runes

Runes are another shape of Stuff. They are very bad at storing magic in general. However, each rune is alright at storing one specific spell. Magic with any other spell memorized, or no spell memorized, simply slides off it. Magic with a memory is very rare in natural, ambient conditions, so just carving a rune and leaving it out won't attract the specific spell it is attuned to. The spell must be transferred to the rune. 

Most runes are carved into other materials. These runes are durable, but can't hold almost any magic. Some runes are written on other materials with ink. These are both less durable and have less capacity than carved runes. Some inks are very good at storing magic, and so have higher capacity than carved runes. 

The best practice, many say, is to scribe with this magic-storing ink on very magical paper or vellum, making a scroll. Scrolls can basically hold a whole spell, both energetically and mnemonically, but casting the spell drains the stuff of magic, which has the same effect as removing all the water in a sand castle. 

Some scrolls exist in the Hypogeum, but they are very rare, and runes aren't used very much in the current era. The most research about them is done in darkling settlements. Scrolls in general are very basic looking, showing a single large rune. Runes also form naturally, as described above, on some spell containing items, like orbs.

Books

Just like scrolls, books aren't common in the Hypogeum. Most Folk aren't much for literacy, but if they are, they paint things on hard tablets or walls, or carve it in clay, or do other things besides. Its simply too damp to make books feasible. However, they do exist.

Books are sometimes brought in by Humans and other otherworlders. These are written in glyphs that only humans can read, and are generally worthless in the hands of others, unless they are collectors. However, some books written by humans are dangerous things known as "poetry", a kind of tool used by humans to enhance their already silver tongues. Poetry read by humans can be intoxicating, and can rival magic in terms of its ability to affect Folk. Some writings in ruins or dungeons have been identified as poetry by human explorers, lending further credence to the theory that humans were the original inhabitants of the Hypogeum. These ruin poems are known for their ability to make any meaning to them impenetrable to all but the most clever and free-thinking Folk (PC Folk).

Books can also be found, rarely, as treasures. Like all treasures, these seem apparently native to the Hypogeum. Often they have a large rune on the front. If the book is a relic, the rune is an indicator of the spell contained within. Some wise Darklings have discovered that treasure books have internally consistent language, unique to each book so far as they have found. This has become widely known, though not widely used except by weirdos.

A note on Treasures and Relics: Treasures are valuable things found in the Hypogeum. Among almost all people, it is generally accepted that one treasure is worth mostly the same as another, barring extraordinary circumstances, and not accounting for taste or individual usefulness. If you bring a fancy hat back from your adventures, its valued the same as a magic item or filigreed staff or, indeed, a book. Mostly they are used for sentimental and aesthetic reasons anyways. Relics are items, sometimes treasures, that can be used by Relicseekers and contain an intrinsic spell. The nature of magic in an relic is such that only Relicseekers of a certain predilection can use them. An Orb couldn't be used by a Bookseeker, after all!

Porbal

Portals

[Post Pending]

Wizards (Damn Them)

The magic present in people is diffuse and faint, normally unusable, just the background level of magic in any place. Wizards are people who cultivate magic in themselves. Most of the time, wizards are sorcerers, also called arcanophages. They drink or eat things with lots of magic in them so that they may concentrate that magic. Most often they drink magic infused water, sometimes (incorrectly) called distilled magic. Not everyone does, though. Relicseekers attune their minds to a certain sort of relic, allowing them to use or siphon the magic inside objects.

The heavy use of magic has effects on the body and mind of its users. Both sorcerers and relicseekers gradually are changed and mutated by the presence of magic, in such a way that allows more magic to enter their bodies, and be more easily manipulated. Orb-like organs, maze-like brains, and other mutations allow true wizards to contain many spells discretely, absorb magic naturally, and modify existing spells.

However, learning new spells is difficult. Either new relics or runes must be obtained, or maddening insights must be undertaken. The easier way is to take apprentices. Each person has some faint magic already inside them, and that magic has a memory, and that memory is a spell. Cultivating that magic to the point that a person's natural spell may be cast, and thus learned by the teacher, leaves the apprentice an almost capable wizard. 

Of course, for as many true wizards are out there, there are a thousand middling sorcerers and superstitious relic-seekers, skirting along on not even a basic understanding of the nature and behavior of magic. Such is life.

Saturday, October 2, 2021

GLoGtober 2: Slimes (Hypogeum)

 

In the Hypogeum, the wise Folk say, everything is made of three things: Stuff, Life, and Magic. Stuff is solid, life is liquid, and magic is normally a gas. Stuff makes up things like rocks, people, etc. Life and magic can be absorbed in certain kinds of stuff, like a sponge. They disagree on whether these elements can be created, or whether they simply change into one another. 

Most creatures have both life and magic in a framework of stuff. Cooking something normally drains the life out of it, making it drier. This is good, because too much life in a steak might mean it starts kicking around your stomach, making you sick. Stuff without any life in is much harder to digest though, sometimes even impossible. Life tends to stick to one shape, regenerating the kind of stuff its in. That's why your blood stops your wounds, while other people's blood makes you sick (unless you are a vampire). 

But if cooking evaporates the life, then you can put a condenser over the top and distill it. Distilled life doesn't have this "memory", and is normally called a health potion. But there is an easier way.

A slime is the simplest form of creature. Its basically just a blob of life keeping its shape. There's almost no stuff in it. It rolls over other organics and digests it, its own life-memory overcoming theirs. Most of the time, it leaves behind all the other stuff that can't be digested. In this way, it is pretty dangerous.

However, life memorizes stuff. It has a much harder time memorizing life. That is to say, slimes are easy to pop, and only a light simmer makes high quality health potions.

Some slimes are more advanced, and have incorporated other materials into their bodies. These slimes are valuable, because the materials they contain are very easy to extract. However, they are also more dangerous, as their life-memory is much stronger, and thus, they are both harder to kill and quicker at digesting. Magic slimes are the easiest and most common variant.

It should be noted that life memorizes the first life-filled thing it comes across. Drinking life that already has a memory, even a weak one, has side effects. Stay safe out there.

Life comes in Green, Red, Black, and White flavors. Magic, Blue, Purple, and Yellow.

Friday, October 1, 2021

GLoGtober 1: Blue Knights Collaboration

 

The Knights Azure are a group of knights vaguely martial mounted scholars dedicated to knowledge and censorship. They ride from the Citadel of Flowing Wisdom, a monolithic fortress-archive atop Mt. Napirish in the south. They are known for their insight, their brutality, their vegetarian diet, and their ability to talk to birds.

 


The Citadel

The Citadel is Impregnable, Inhospitable, and Beautiful. It is a whitewashed octagonal structure adorned with intricate geometric carvings, tilings, and windows. The interior room is a wonder of light, design, and, most of all, water. Pools, pumps, pipes, sluices, fountains, and showers cover almost all the single grand room. This is the Archive of the Knights Azure. The water in this room encodes all the information they've gathered, all the secrets they've hidden, and many other things. Understanding the rudiments of the system (which includes manipulating the fixtures, analyzing eddies and currents, tracking the movements of individual drops, examining concentration of trace compounds, and many more mystic things besides) would take years, assuming they would tutor you.

The knights themselves don't occupy this room, which is too delicate (not to mention damp) for habitation. They occupy tents on the flat roof of the citadel. There it is dry, cold, and an area of congregation for their friends, the birds. The knights and birds share a love of singing, and those who understand their songs would find them surprisingly simplistic, tales of shepherd love or nonsense ballads. The birds, the rains, and the knights each serve to bring secrets back to their Citadel.

The Knights

They wear feathers, veils, and painted shields with a ring azure on argent. They shun other heraldry, and generally refuse alliance with temporal powers. They are wizard killers, inquisitors, archaeologists, and, occasionally, givers of knowledge. They are also pompous, international agents with almost no oversight. They are not always ascetic, and certainly not infallible, and some of them don't even know how to read in their own library.

They tend to either only swoop in when things get really bad, or kidnap people who've committed only thoughtcrimes. Mostly its just whatever issues are apparent to a knight errant. When out a-questing, they store the secrets they've found in poisonous cisterns built around the countryside for that purpose, and then send them back to the Citadel via rain.

Some of the secrets the knights keep are people.

Blue Knight Class

You only gain XP for delivering secrets back to the Citadel. Each template of Blue Knight gives you either (+1 MD) or (+1 Attack and +1 Perk) and one spell

A: Encode 
B+: Nothing

Encode

With an hour's concentration, you can dissolve any number of objects submerged in water, encoding their information. The whole portion of water must be poured by you personally (not by the rain or by a river, yes by a pump). At the end of the hour, the objects effectively suddenly transmute into an equal volume of water. 

Blue Knight Spells

  1. Conduct Evaporation Target 1. cup/wisp 2. puddle/vapor 3. pond/mist 4. lake/cloud fully evaporates, travels to the location you direct, and condenses
  2. Decode Target object emerges from the archives. Dice dictates clearance level. Alternatively [sum] in 20 chance of summoning an secret, object, or creature from an uncontrolled body of water.
  3. Counterspell Destroys target spell with dice less than [dice] or sum less than [sum]
  4. Water Slash Basically a sword beam, +[dice] damage on an attack, or [dice] damage straight

Blue Knight Perks

  1. Speak With Birds self explanatory.
  2. Read Flow You can tell by sight things like erosion, flooding, the effects of a single pebble in a river, etc. Also you can get the gist of most things in the Archives without decoding them.
  3. Asceticism Half rations and you take no ill effects from cold or dehydration
  4. Detect Secret Interesting things smell sweet, forbidden things smell dank, works on people's thoughts, books, murals, the Archives, courses of action, etc. 

A collab with the illustrious Zackary, check out their post on Oredon, a part of my Space Fantasy setting.