Tuesday, May 19, 2026

Dragonposting

 You ever read Wings of Fire? I did. Only ever skimmed council of wyrms but idk I think a TRVE dragongame is probably better served by making you play real Dragons - that is to say, enormous, singular monsters which warp the world around them, ruling as tyrant lizard kings over the bite-sized lesser races. There are no kinds or colors among them, no draconic parody of naked-ape civilization, for no serpent would ever acknowledge the insult of an ordering which declares that they have equals, let alone superiors. For a real dragon, not only are there no friends, there are also no equals or inferiors, no enemies and no friends - there is only lunch, spiky lunch, and emergency rations.

File:Ivan Bilibin 065 (frameless).jpghttps://upload.wikimedia.org/wikipedia/commons/9/99/Russian_Story_Book-0008.jpg?useskin=vector

Despite their singularity, dragons are indeed ranked, in size and in maturity. This is incorrectly believed by mortals to be simply a matter of age, of which it sonly partially. In truth, the rank of a dragon is the size of its hoard, and though it takes time to gather there treasure it sleeps on, and time more to sleep and grow amidst its wealth, it is the power of its lucre which drives a dragon to grow, not the passing of the years. Such is this the case that should the hoard be diminished beyond the value required to sustain its level of development, a dragon will shrink back to the level its hoard can actually sustain, losing rank at the same speed at which it was gained. This, of course, explains the famous possessiveness of a dragons, who will tear down kingdoms for a single stolen cup, coin, or ring - the theft of their hoard is the theft of their power, and to allow a thief to live is to invite the loss of all their strength by the grasping hands of the weak things who envy it.

When the King of Heaven granted life to clay and made from it man and beast, he did so with Breath, the holy air he placed in their breast granting life and soul, transforming red mud to red flesh. Dragons were made in much the same way, but when the Queen of the Sea put life into the first wyrm, it was not air which she gave them but Fire. Fire is a consumptive thing, and though it may die down to embers and nurse gently the last scraps of white ash in the fire-pit, when it roars back to full life it will devour entire forests and still ask for more. And so it was that dragons gained their mighty hunger.

While a dragon sleeps, their fire quiets, and they may sleep for centuries without food. When they wake, their fire roars, and they are at once filled with hunger equal to their rank. Every further day they spend awake, and every time they loose their breath does the same. Before they can again sleep, they must fully sate their hunger, and consume additional equal to however much damage they've sustained while awake so that they can heal it as they sleep. One person satisfies one point of Hunger, as does 1 pig, 3 goats, 12 chickens, or 1/5th a cow. Beyond a Hunger limit st by your rank, you will starve to death - this almost never happens, as a dragon's pride and love of life will not let it waste away quietly, and a starving serpent will throw itself against spears to gulp down the men behind them rather than die so ignoble a death.

While you slumber, you dream, and while you dream, you walk the world in lesser form. You are, after all, a king, meant to rule eternal, not a volcano that slumbers, erupts, and sleeps again, silent and forgotten til it sends up fire once more. To work your will, your ned a steward - someone who will bear your mark and reign in your stead. The job requirements are simple, but not easy. You must find a mortal - of one of the finite races who walk on two feat, who hide their unscaled skin with bodies wrapped in rags and raise pointy sticks to hide their absent claws - and get them to drink freely of blood you freely offer. For as long as you and they live, you see through their eyes, hear through their ears, smell with their nose, and speak in their mind, and vice versa. You may maintain only one steward at a time, and when they die you instantly take their max hp as damage - this too works in reverse, but as the steward is near invariably far more fragile than their master this is far more dangerous to them than to you. 

Actual campaign frame is that it's domain game like I heard ashes 2 ashes was before the glog server kindly informed me that I had no idea what that game was actually like at all. You have two characters, of course - your dragon and your steward - but you mostly play as the latter, doing ordinary adventure things to gather treasure for your masters hoard, expand their holdings and fortify their lair (for a dragon is most vulnerable inside their nest, where their motion is limited and they my be attacked as they sleep). Your true self, of course, is the dragon, not their finite representative, and your dragon is a meat-powered b-17 in a classical fake-medieval-actually-early-modern-anachronist-pastiche and as such the most terrifying thing in existence, whose chief restrictions are not so much the sort of incapacity for violence which generally limits adventurers but rather the indiscriminate nature of your ultra violence which tends to destroy the things you want to take, in addition to the terrifying, ever-increasing caloric requirements which will have you eat the whole country into a famine if you don't spend 11 months of the year sleeping, and the draconic principle of MAD wherein if you start laying waste to things your rival wyrms care about they'll have to wake up to stop you and dragon fights are just about the worst thing there is.

Additional maybe-ideas; 

- TRVE OSR campaign where you start as 0th level flightless fireless soft-skinned wyrmlings escaping the nest at the bottom of your parents dungeon and you have to fight the way out and scour the land for a lair before you starve to death or die of scale-rot or get zweihandred in half by any of the mortal people that knows what happens when a dragon actually gets established.

- classic domain game thing where you start as adults or at least adolescents and pick your lairs off a list, each lair has an associated race of monstrous demihumans, at least one of whom you'll send as a servant and spy to every other dragon in the game like the kakin bodyguard thing in HXH and whenever someone goes adventuring as their steward all the other players play the companions of their respective race as party-members 

- there's definitely a billon-year old level 18 dragon somewhere in the setting that hasn't woken up in a hundred million years and is slumbering on a literal mountain nof natural raw gold at the bottom of a cave somewhere and if you wake it up it will literally eat everything on the continent so it can go back to sleep


Table, numbers based on nothing and haven't been play-tested at all - note only the assumption that 1 GP = 1 cow = 32 silver





Tuesday, May 12, 2026

PROBLEM SLEUTH GAME

In what is assuredly one of the most ill-advised decisions of my life, I semi-recently read through all of homestuck in a week, then the rest of the ms-paint adventures in a day. In an even more ill-advised decision, I checked the GLOG server and learned from it that I was not the only wasian homestuck in the server, which drove me into a fit of such intense crisis that I had no choice but write my own tabletop adaptation of Problem Sleuth, lest the loss of face drive me to immediate suicide. I now present it to you, below.

Get to Probleming, Sleuths


Saturday, May 9, 2026

Hilariously Overwrought Violence Procedure (HWVP)

 There is no thing as "initiative". All characters act simultaneously, in order of the type of action they take. That order is -

1) Ranged or Missile attacks

2) Melee attacks, in descending order of weapon reach or size

3) Grappling, both attempts to start and resolving of existing

4) Spellcasting, potion use, item activation, etc

Missile or ranged attacks are simple attacks made against AC. Cover applies I guess, I'll write rules for that eventually.

Melee attacks are more complicated. If both combatants are using weapons of the same size, then attacks are made as normal, like ranged attacks. If there is a mismatch, though, then the party with the larger or longer-reach weapon goes first, choosing whether to attack (as normal) or to guard. If they attack, the other party may attack as normal, assuming of course they survive.

 If they choose instead to guard, though, the shorter-reach combatant must choose either to attack despite the guard - thereby guaranteeing that the guarding party lands a hit on them in the process, and taking damage as normal - or attempt to parry, wherein both attacking and defending party make contested attack rolls, and the winner chooses then either to strike the defeated one or attempt to disarm them, in either case making another attack roll, though this time not a contested one. 

Of course, on a tie, neither party does anything. Shields grant boosts to parry attempts, parrying unarmed is impossible unless you know kung-fu or something, and guarding only works against attacks from in front of you so being flanked bypasses. Oh also if an attack against you lands you have to move back at least a few feet or the damage roll gets +2 so don't get backed into a corner ig.  

Grappling is obviously even more complicated, though not much more. Technically speaking treat the actual grappling attempt like a melee attack except one where even unarmed melee outranges (you can "guard" against someone trying to grab you by punching them) and instead of dealing damage if you hit you grapple them. 

Also, if you hit a grapple you immediately do a maneuver, applying an armlock, strike, choke, or attempting to flip, throw, or pin them (all of which take another, opposed grappling roll). An armlock holds one of their arms, and prevents them from attacking with it or any weapon in it - if you already have someone in an armlock, you can progress it to a full disarming with an opposed grappling roll, ending the armlock and taking the weapon away, then do another maneuver that turn (if you fail the disarm that's all you do though). A strike is a normal melee attack, except it always hits since you're in a grapple. A choke is what it sounds like, just choking them out for d8 damage a turn.

 Flipping someone means you're attacking them from behind (they are automatically flipped if you grapple someone while flanking them), which means they can't strike you, though they can still try to throw you or seize control of the grapple (though they make all such attempts at -2). Pinning means you knock someone to the ground, getting +3 to all grappling rolls as long as you remain on-top. If you already have someone pinned, you can progress it to a hold, which totally disables them, with another opposed grappling check. Throwing someone throws them a few feet away, landing prone and taking d4 damage, and ends the grapple. 

If you're being grappled, you can attempt to seize control of the grapple with an opposed grappling roll at the beginning of your next turn, and in addition while in it can strike your grappler (still auto-hit). 

I'm not writing spell procedures, literally just cast the spell and it does what it says in the description, same with potions and scrolls and amulets and wands and whatever else you're using. 

...I should make a flow-chart.


Murder is bad btw like. if you didn't;t know that already


Wednesday, April 22, 2026

ULTRAVIOLENT LIGHT (GLOG SETTING AND CLASSES)

The year - 2016. The world - already dead. The glaciers of the Arctic are now little more than gas station slushee, with exactly as many artificial chemicals as that implies; the rainforests are naught but carbonized stumps and grey ash, the steppe and savannah only cracked dirt and dust-clouds. Blighted as it may be, the greatest mark of human error lies not in the salted skin of the Earth, but the nacre of its shell. The heavens have been disrobed by a chlorofluorocarbon hand, and in revenge for their humiliation they have struck the earth bare. It is now no longer possible to go outside in the day without a full-body cloak - skin melts like hot wax under the angry sky. Agriculture is impossible - the rays of the sun now kill rather than nourish, so the only plants that still grow are a few trichome-swathed cacti and particularly hardy lichens. Humanity, what few remain, has retreated into the depths of their own construction - the poor scrabble near the surface, protected only by the crumbling ceiling and the boards over the windows, the rich live further beneath, in air-conditioned bunkers of astroturf and painted sky. 

    Oh, we continue our petty labors, orphans scrubbing the air vents, widows tending the sewage-shrooms and widowers shoring up the walls - but all know in their hearts that all our struggles are simply delaying the inevitable - we are as doomed as the planet we've slain. Even so, the human heart still beats, and til the last dying spasm, the war of all against all will continue. Mankind will go down fighting - though not against extinction, but against itself.

Shademan

As long as there are people on this earth, there will be people who need killing. Armageddon or not, the only difference is that now there's little need to slash brakes or swap polonium in for sugarcanes - if you want someone dead, all you need is a gun and a good angle. 

Buy Custom British Sniper Ghillie Suit Online India | Ubuy

Starting Items: Rifle (d8), shade-suit, goggles (see below)

+1 Damage per template

A) Take Aim, Lenscap

B) Perch-flight, Twig-Nest

C) Ji Endo

D) Iron Sight

Take Aim - If you spend one round taking no action but aiming, your next shot is made at a +1 bonus. If you spend 30 seconds, it's at a +2. If you spend 1 minute, it's at a +3. 10 minutes +4, 1 hour +5, 12 hours +6, 1 day +7. You can stay still, focused, and alert for up to a full day.

Lenscap - You start out with a special pair of goggles that let you aim in adverse conditions. Roll and take one from the list below - others can be acquired during play. If situations change while Taking Aim such that a different lens cap would be required, you can swap lenses but you go back down a step in the process. 

Lenses (d4):

1. Polarized, can aim towards the light.

2. Anti-mist, can aim through fog and rain.

3. Night-vision, can aim in the dark.

4. Long-range, can aim 1.5x longer distance than gun would normally allow.

Perch-flight - You can automatically sense good sniping positions, and get +3 to any roll involving climbing or ascending to higher ground.

Twig-Nest - With an hour of work, you can modify your shade-suit into a ghillie perfectly suited for the position you're in. 

Ji Endo - While aiming, your body temperature lowers, your breathing slows, even your heartbeat quiets to the to the point of appearing medically dead.

Iron Sight - Aim scales 1 step faster - +2 at one round, +3 at 30 seconds, etc etc. Swapping lenses no longer takes you down a step. 

Freon Breather

Just because something brought about the apocalypse doesn’t meant it’s not still useful. Just the opposite, in fact, if something is capable of causing armageddon that simply stands as testament to its power. (This class nearly 1-1- plagiarized from Arnold's goblin kludger). 

http://digital-art-gallery.com/oid/119/640x896_20431_Scrapper_Mechanic_2d_post_apocalyptic ...

Starting Items: Toolbox (d4 Wrench), Tank of Halocarbons

+1 Save per-template

A) Salvage Op, Running on Fumes

B) Shatterpoint

C) Overclock

D) Duct-Tape

Salvage Op - With a round of work, you can get nearly anything mechanical operating again. At the end of each round of activation, it has a 2-in-6 chance of breaking irrevocably.  

Running on Fumes - You can snort chemical fumes, taking d6-1 damage. For the next 10 minutes, you have +1 to all rolls. At the end of the 10 minutes, Save or take 2d6 damage. 

Shatterpoint - With a round of observation, you can tell how to irrevocably destroy any machine you examine. With a round of tinkering, you can rig it to break under (feasible, physical, simple) conditions you specify.

Overclock - With a round of work, you can rig any machine to operate at 2x capacity. At the end of each round of activation, it has a 4-in-6 chance of breaking irrevocably. 

Duct-Tape - Anything you fix with Salvage Op that survives 3 turns of activation is fixed permanently, with no further chance of breakage from use. Overclock now only breaks its target on a 3-in-6. 

Sunburnt

You have a really, really bad sunburn. Actually, that doesn't even really begin to cover it. Your condition is such that people looking at you don't so much gawk at especially red skin as gasp when they realize you're somehow still alive.

Starting Items: Full-body polyester robes, Rusty dagger (d4), Jar of Aloe Vera

+1 MD per-template

A) Aberrant Biology, +2 Mutations

B) Horizontal Gene Transfer

CTeratomic Flesh, +1 Mutation 

D)  Recombinant

Aberrant Biology - You're physically hideous and nobody civilized will want to deal with you. On the bright side, some (not all) of your deformities are actually Mutations, which work exactly as spells, investing MD into them which return on a 1-3 and expend on a 4-6. You regain all spent MD every evening. Unlike normal MD, yours can be spent to regenerate, healing [sum]+[templates] at the cost of being automatically expended. Like normal MD, doubles and triples incur Mishaps and Dooms, respectively. 

Horizontal Gene Transfer - If you ingest the blood of another creature with Mutations , you have a [templates]-in-6 chance of gaining their Mutation for yourself. You can't repeat this roll by ingesting blood from the same source multiple times, you either gain them the first try or not at all.

Teratomic Flesh - If you infuse your blood into someone who doesn't already have Mutations, they must save vs death. On a success, they go into a coma for 1d6 hours and are reborn as an A-Template Sunburnt. On a failure, they die horribly. MD can now return as normal when used to heal. 

Recombinant - If you consume at least a gallon of fresh human blood (taken straight from living body), you return to normal human form for an hour for every gallon you consumed. The average adult human has ~1 gallon of blood in their body. MD now only expend on a 5 or 6. 

Lady of the Parasol

From the tunnel network beneath DC, President Larouche (blessed be his name) still claims the country. Sure, a great deal of people might be dead, but that's no reason to act like it's the end of the world! Somebody needs to maintain class in this decayed age - and if you have to be the one rising to conduct the (Verdi-tuned) Orchestra, so be it. 

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Starting Items: Shade Umbrella,  Several sets of fine clothes, Concealed gun (d4)

+1 CHA per-template

A) Comportment, Introductions

B) Apologies, Commanding Voice

CSilver Tongue

DBlue-Blood

Comportment - It's immediately apparent from the way you move, speak, and dress, that you're of pedigree and status. Those who consider themselves on your level will be inclined to at least consider treating with you, and intelligent foes will try to take you alive for ransom.

Introductions - Add [templates] to any reaction roll made while you're leading the party. 

Apologies - You may Save vs social offense, on a success appeasing the other party and salvaging the situation.

Commanding Voice - You may command a hireling to take an action they never normally would, including those that risk their own life. They have a [templates]-in-6 chance of obeying. All future attempts to command the same servant in this way are made at a -1 penalty, which stacks with every future use.

Silver Tongue - Any information you tell someone that doesn't completely contradict whatever they already know or believe has a [templates]-in-6 chance of being taken as unquestioned fact.  

Blue Blood - Even unintelligent foes can sense your noble presence, and will target you last of all or even give you time to flee. 

Skinboy

In the days when ozone still hung overhead, it was easy to brush aside sunscreen as nothing more than hypochondriac obsession rather than medical necessity. Times are different now. 

Barbarian Canvas Wall Art by Frank Frazetta | iCanvas

Starting Items: Huge bottle of lotion (regular), Jar of Special lotion, Machete (d6)

+2 HP Per-Template

A) Birthday Suit, Creamery, +1 HP

B) Slippery, +1 To-Hit

C) +1 Damage, Extra Attack

DGreased Lightning

Birthday Suit - When unclothed (unarmored, >90% skin exposed) and covered head-to-toe in lotion, you have armor as leather and get +[Templates] to AC and Saves. You can sunder your lotion and associated benefits to survive one full turn of uninterrupted sunlight, though you are still blinded.

Creamery - You have access to one of several recipes for medicinal lotions that grant special effects. Roll 1d6 on the list. Additional recipes may be acquired through play.

Slippery - If, while in Birthday Suit, someone in range of you makes an attack against you which misses, you may immediately make an extra melee attack against them (up to once a turn). 

Greased Lightning - While in Birthday Suit, you always win initiative. 

Appendix: Spells, Mishaps/Dooms, Lotions

Mutation (d10)

  1. Gasbags. Appears on user as an enormous set of blisters across the shoulders and back. Inflate with buoyant gas, slowing up to [sum]x100 lbs mass (including the user) enough to drift softly to the ground and negate all fall damage. 
  2. Pus cones. Appears on user as a large, protruding acne nodule on the side of the face. Expel a mass of slick grease, [dice]x10ft in area, up to [sum]x10ft away, forcing anyone who moves through or past it to Save or be knocked prone. 
  3. Adhesive saliva. Manifests as a perpetual state of drool running down the face. Spit a jet of salivary glue which solidifies on impact, [sum]x15ft in length, and which binds and immobilizes anyone it hits. At 1MD, has the strength and consistency of superglue. At 2MD, it has the consistency of wet paper. At >4MD, it's as strong as steel cable. 
  4. Pheromone Tag. Appears as coat of small tendrils ringing the nostrils. Can secrete a chemical scent mark onto anything you touch, which is simultaneously extremely volatile (in the aromatic sense) and nearly impossible to wash off. Until the compounds denature in [dice] weeks, you can smell their location with pinpoint accuracy for [sum]x10 miles. 
  5. Sporeburst - Appears as a series of cyan-ringed cavities across the skin. Release a cloud of black spores in a [sum]*30ft sphere centered around the body, obstructing vision for [dice] rounds with good ventilation and [dice] minutes with bad. At 3 or more dice, everyone save the user must save or take d4 damage every round they start or end inside the spore-cloud. 
  6. Pulse Glands - Appears as a set of red, ridged bumps at the base of the head and across the spinal column. Release a weak electric pulse that detects metallic objects and living things within [sum]x2 inches on land or [sum]x2 feet in water. If discharged point-blank, deal [sum]/2 damage, rounding down. 
  7. Corrosive Discharge - Manifests as a perpetual coldness and clamminess of the skin. Over the course of 10 minutes, the users secretions eat through [sum]x2 lbs of flesh, wood, or fiber, [sum] lbs of rock, bone, or plastic, or [sum]/2 lbs of metal. 
  8. Adhesive Pads - Appears as pronounced discs, wrinkled in trilateral spiral, on fingertips, toes, palms, and flats of feet. Moistens, allowing adhesion to and effortless climbing of surfaces for [sum]x2 minutes. At 2 or more dice, adhesion is powerful enough to flay most things if pulling away from attached skin without releasing the pads. 
  9. Extraneous Eyes. Appears as several additional wandering, unfocused eyes spread across the head. Can be made to focus, granting [dice] of: 360-degree vision, near-microscopic short-range visual clarity, nigh-instant scanning of large fields of view, +1 to-hit with ranged weapons for [sum] minutes. 
  10. Fetal Mind. Appears as a full-sized, sleeping baby head somewhere on the body. Can be made to listen into speech in an unknown language, with a [dice]-in-6 chance of being able to learn the basics and thereafter transmit a (warped, inexact) translation to you. Does not work on recordings, as it depends on tactile and pheromonal cues for the operation of its learning instinct, and if used on a new language immediately forgets the old one. 
Legendary Mutation - Clonecyst. No external manifestation. Allows the creation of a desiccated, embryonic clone somewhere in the body, which, an hour after the death of the exterior body, has a [dice]-in-6 chance of germinating as a viable clone of the original, retaining memories, personality, and level. Dice used to cast Clonecyst are "bound" in it and cannot be returned until it the mutation is dispelled or activated. 

Mutant Mishaps (d6):

  1. Take d6 damage
  2. Deplete 1 MD
  3. Take d6 damage and deplete 1 MD
  4. Take 2d6 damage, recover 1 MD 
  5. Take 2d6 damage, gain a new mutation
  6. Doom

Mutant Dooms:

1. You lose control of your character for 10 minutes, during which time you are animalistic, violent, and hostile to everything and everyone around you. When you regain control, you have a new mutation.

2. You lose control of your character for 1 hour, during which time you are again animalistic, violent, and universally hostile to everything and everyone around you. When you regain control, you have a new mutation. 

3. All your MD are restored and you become a feral monster under the control of the GM, again violent, unintelligent, and hostile to all. 

Lotions (d10): 

  1. Black Earth - +2 AC, -1 to-hit 
  2. Red Clay - +2 to-Hit, -1 AC
  3. Ash Mud, +10 ft of speed
  4. Tiger Balm, +1 Save 
  5. Wrinkle Cream, +1 Cha 
  6. Green Earth, +1 Int
  7. Elephant Mud, +1 Wis
  8. Train Oil, +2 temporary HP
  9. Diving Cream, Waterproof
  10. Sunscreen, Survive instant death from energy at 1 HP, sunders lotion


Tuesday, March 3, 2026

War in the Land of Poppies (Campaign Pitch - Afghan Dungeon Crawl)

It is October 7th, 1984, and you are a young man in a rural village in soviet-occupied afghanistan.

Soviet war in Afghanistan in 1979-1989 — story, photo

As a man, you have two first names. The first (d6) is a common islamic name, your subordinate name, the second (d20) is the less common name by which you are actually known.  

Subordinate name (d6)

1. Mohammed

2. Abdul

3. Gholam

4. Ali

5. Khan

6. Jah

7. Shah

8. Din

Personal name (d20)

1. Nabi

2. Ghafoor

3. Jangi

4. Madad

5. Ahmad

6. Nasim

7. Akhtar

8. Sharif

9. Sakhi

10. Zaman

11. Qadir

12. Waleed

13. Ghulam

14. Fahim

15. Akram

16. Latif

18. Zubair

19. Sayd

20. Agha 

Roll stats 3d6-down-the line. If you have STR 14+, you are taller than 5'6, and if you have STR 16+, you're a giant (taller than 5'11). If you have CON 14+, you aren't addicted to opium.  If you have Int 14+, you know a language other than Pashto (choose: Dari, Uzbek, Turkmen, Urdu, Pashayi, Nuristani, Balochi, Arabic, Russian, or English), and if you have INT 16+ you can read and write. If you have WIS 14+, you have a half-decent grasp of islamic orthopraxy, and if you have WIS 16+, you have enough quran memorized to pretend you're a proper hafiz. 

One of your cousins, a goatherd of unfortunately low intelligence, came stumbling into the village a few days ago absolutely terrified, claiming to have discovered a fortress of jinn hidden in the mountains. A crevice had opened up in a cliff he grazes his herd around occasionally... he wandered in, finding a huge complex of ornately sculpted stone, but barely fled with his life after he saw one of the jinn approaching down the hall, saved by the glint of light reflecting off its silver skin. You'd discount him, but he brought with him a bronze kaffir statuette he claims he took from the site - jinn or no jinn, it's clearly of high-quality craftsmanship. You've heard rumors that the farang buy these sorts of thing, and if there's more of these artifacts in whatever ruin he happened across their sale could bring your clan some much-needed cash. 

It's taken some time to calm him down now, but at last you've been able to convince him to lead you to the "jinn fortress". You're with a party of twelve of your kinsmen, all young men like yourself. Combined, you carry with you fifty-million afghanis worth of equipment split between tools, food, fuel, and weapons (~$1,000 USD, which is ~$3,000 USD 2026). Your goal is to enter the ruin, pry out anything of value, and take as much back as you can carry. 

You don't quite realize yet exactly what it is you're entering, but both the promise and danger of the enterprise you've now embarked on is far beyond your current comprehension. If you survive the hazards of the ruin, and that is certainly an open question, you will quickly become very wealthy men, though your party is sure to be reduced in the process. In a time and a place like this, wealth is itself a dangerous thing to have, and its accumulation sure to draw the attention of the powers that be. KHAD and Mujhadeen will both be showing up on your doorstep, seeking to seize your discovery for themselves, but lucky you, the horrors below will have hardened you for those above, and the one nice thing about living through a war with so many fronts is that guns and bodies aren't hard to buy.

A Long and Distant War: Photos from Afghanistan, 1988-2009 | Time
Get in loser, we're going to jihad

Friday, February 20, 2026

INSERT TEXT HERE (GLOG Class: Template)

CLASS: TEMPLATE

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Placeholder Images – Browse 274,004 Stock Photos, Vectors ...
Starting Skill: 1. Lorem ipsum, 2. Lorem ipsum, 3. Lorem Ipsum 
Starting Items: Lorem ipsum, Lorem ipsum, Lorem Ipsum, Lorem Ipsum
A: A1, A2,
B: B1
C: C1
D: D1
A1
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A2
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B1
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B2
Lorem ipsum dolor sit amet, connectetur adipiscing elit, sed do eiusmod tempor incident ut labore et dolore magna aligua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irere dolor in reprehendit in voluptae velit sse cillum dolore eu fuggita nulla pariatur.
C1
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D1
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Δ- Lorem Ipsum
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Δ- Lorem Ipsum
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Δ- Lorem Ipsum
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Spells (d12)

1. Lorem Ipsum Dolor
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2. Lorem Ipsum Dolor
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Bauble (d20)

1. Lorem Ipsum. Dolor sit amet, connector advising lit, sed do euismod temper incident ut labore et dolore magna alligna. 
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20. Curio (d6)
  1. Lorem ipsum 
  2. Lorem ipsum
  3. Lorem ipsum
  4. Lorem ipsum
  5. Lorem ipsum
  6. Lorem ipsum

DISCUSSION

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Thursday, February 5, 2026

MEN WHO WALK AS BEASTS, AND BEASTS WHO WALK AS MEN

The men of the east fear death. Episcopal priests, sermonizing on gilt steps in the great cathedra of the old world, apostolic monks, meditating in silence as the faithful gather on the sand below to see the withered bodies of the holy man of the pillar, restorationist pastors, delivering fiery sermons beneath moldy canvas to the humble farmers of the new colonies; their practice is dissimilar, but their object identical. The ascension holy men seek is ascension to the life immortal, ascension beyond of the ultimate fate of all men. This is the root of the law of the umbrella, the reason mankind depends on the Tathagata. Without His intercession, uncleansed by His purifying waters and unenlightened by His illuminating flame, man is doomed to moulder in the grave, to wander the land as ghosts and ghouls as their flesh rots and their memories fade til at last the world is extinguished and they with it, gone forever into the black sea of nothingness.

 The five cantons of the Dileigh Confederacy have been less than receptive to this soteriology, for they do not believe in the finality of death. 

When a man of the Dileigh dies, he does not rise as a ghost or ascend to the pure land of paradise. Instead, he is reborn in animal form, in the land of the dead far across the sea. When he dies in the land of the dead, he will be born again to the Dileigh as a human babe. In this way, the Dileigh already know immortality, for their souls never leave the tribe, only briefly vacation away from it. They need no external savior, for as long as their dead are buried with the mask of the animal they will become, the proper rites administered, and their soul carried off by the crows, their future eternal is secure.  

The Dileigh have cousins in the land of the dead, for the reincarnation is circular and flows both ways. The animals of the present world are men in the hereafter. Each of the cantons is born as a different sort of beast when they die, and so they recognize that animal as their own kin, just out of step. They are Cougar, Bear, Wolf, Bobcat, Eagle, and Whale. They are sacred - which doesn't mean they can't be hunted, just that they need to be treated with respect. To kill an animal means to send them back to their people, after all, and it is important to ensure that their departure is properly celebrated to avoid causing offense. 

All other peoples also reincarnate as animals in the land of the dead, and all the animals of the world of the living are people in the land of the dead. They don't know it, though, they have no control over the process, and so they reincarnate as prey, as deer and rabbit and salmon and turkey and all the other meat-animals placed on earth for eating. Only the Dileigh reincarnate as predators, only they the secret arts that give them mastery over the cycle and mark them as rulers of the world. 

It is the natural right of the predator to take his prey, and so of course there is nothing wrong at all the slaughter either of wild game or the barbarians with the souls of such. Even for game, though, a certain level of ritual must be observed - nothing so elaborate as the ceremonies for the carnivore kin, but some basic respect is necessary, and taking in excess ought to be avoided, for when many prey die angry, the ranks of the barbarians and their hostility swells in the next world. When the barbarians swell in number, and begin to make war on the Dileigh, it is because their cousins across the sea have taken too much game, and sent their souls over without observing the proper rites. When the hunting is especially good, and game is abundant and easy to reach, it is because the same cousins have achieved great glory in war, and slain many barbarians. Thus, the cousins must be placated, for it is on their observance of the proper rites that the Dileigh of the living-world depend, and vice versa.


Cera y aerosol sobre papel
87x116 cm.
1980

The breach of the special relation can be incurred not only through communal neglect, but by individual corruption, and so to there are individual methods of subverting the cycle and reaching to the other world before one's natural time. There are three ways in which the cycle is subverted.

When one of the kin-beasts is killed with profound disrespect, to the point of active disrespect, they are carried off to the next world carrying a grudge they cannot enact. Sometimes, this grudge is of such strength that they cannot bear to pass on, and so when crow comes to carry them away, they play a trick. As soul-form, they walk away from their body, and then lie in the dirt and cry out in distress - when crow comes to collect them, they look to them and beg them for help. "Oh cousin Crow", they say, "While you carried me across the sea the spray slicked your talons, and so I slid through and fell onto the earth. While you carried me across the sea, the crack of the thunder loosened your grip, and so I slid through and fell onto the earth. While you carried me across the sea, the winds shook me out of your grasp, and so I slid through and fell onto the earth. Oh cousin Crow, pick me up once more and finish your journey, bring me to the people of this land". 

And so they do, and the kin-beast is reincarnated in human form in the world of the living, not the land across the sea. The result is birth in right form but wrong world, the right sequence but the wrong step, and the person so born is a "Chugal". A liminal entity, they are born already half-dead, a ghost drawn by the order of the world to the land across the sea - their skin pale and cold to the touch, their movements slow, their speech strange, their minds overfilled, the animal memories that drove them to hang on crowding out their instincts and customs as a man or woman. This is the world they come to in the cloak of the beast, and so in donning it they can become briefly as they are meant to, a human cloak of an animal-cloaked soul inside the cloak of an animal, stalking unseen with silent pulse, slipping out alone to avenge themselves on their enemies from a past life. 

When one of the Dileigh dies bearing a strong grudge, they play a different trick. They do not journey to the next world at all - instead, when Cousin crow comes for them, they rise wrapped in the skin of the beast and thank Crow for their safe delivery, laying a kiss on crow's black-feathered cheek and showering them in such adulation that Crow forgets the funeral dirge and the deceased waves them goodbye without ever being carried off across the sea. Left behind by the psychopomp, they reincarnate themselves, again in wrong world but right step. Even more fearsome than half-dead with the grudge of beast and body of man is the beast-form with human grudge, and so far worse than the Chugal is the "Tungak".

Worse is when a Dileigh dies, grudge or not, and is left unburied, never wrapped in the skin, the rites never administered, no song to call the crows, and so they cannot go to the land across the sea. They walk the land as ghosts, looking for a skin with which to cloak themselves so that they may pass on - howling in grief, flaying whatsoever they touch with teeth and nail and wrapping themselves in cooling skins - without the administration of the living, though, all of it fails. Thus even more greatly feared is the third subversion, the "Usehoh" ghosts.


Chugal, Eagle-Canton

No. Appearing: 1, Treasure type: U

2 HD, AC: as Leather (7↧/13↥), Morale: 8

A man or woman of the Dileigh in traditional robes of barkcloth and buckskin, but with pale, clammy skin, a sharp beaked nose, and a utterly bizarre gait, legs moved as if directed by one who forgets that human legs do not bend forwards. Otherwise unremarkable, til he or she hikes up a hood of feathers and flies off in the form of a bird as large as a man.

Move: 90' (30'), Fly: 120' (40'), Intelligence: Very (12)

Attacks: 1 warclub (d6) or 2 claws (d4-d4) 

Special: Can don or doff the form of a giant eagle as a full-round action, swapping legs, club, and speech for flight and claws. 

Tungak, Whale-Skin

No. Appearing: 1, Treasure type: Nil

A great toothed whale, with all the fierce majesty implied, smooth, grey skin glimpsed briefly before the stroke of a fluked tail protects the awful thing beneath the waves. Not only skin, but black eyes, white flippers, and a small fin - utterly usual, save for one thing - the great teeth lining its mouth are ever so subtly heterodoxy. 

13 HD, AC as Chain (5↧/15↥), Morale: 10

Move: 15' (5'), Swim: 120' (40'), Intelligence: Average (10)

Attacks: Ram (4d6, doubled against structures) and Bite (6d6, grapples)  

Special: Nonmagical ranged weapon attacks against the Tungak are absorbed into the blubber on hit, dealing halved-damage. After accumulating 25 damage worth of such projectiles (before halving) the Tungak can, in addition to their normal attacks, release all absorbed projectiles from it's backside, forcing everyone within a 80' by 30' cone to save or take 2d6 damage.

Usehoh

No. Appearing: 1-3, Treasure type: U

An invisible something, visible only through the contours in the rotting, bloody hides that drape its form. It is raised upright, and seems something like a man, save the terrifying speed at which it shambles and the utter silence of its movement. 

2 HD, AC as Leather (7↧/13↥), Morale: 12

Move: 150 (50'), Intelligence: Average (8)

Attack: 2 Claws (d6)

Special: At half total hp, the Usehoh sheds its skin-cloak and becomes invisible. 



Dragonposting

 You ever read Wings of Fire? I did. Only ever skimmed council of wyrms but idk I think a TRVE dragongame is probably better served by makin...