It is a fact known well among all those of learning that what is below is ruled by what is above, and that the vagaries of chance and the winding path of history, random as they seem, are in truth nothing more than the preordained cycles of the stars in their heavens.
BENTHIC ZONE NARCISSUS
Thursday, July 2, 2026
GLOG CLASS - CHAMPION
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.
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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.
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| 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.
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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.
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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).
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Starting Items: Toolbox (d4 Wrench), Tank of Halocarbons
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
C) Teratomic 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.
Starting Items: Shade Umbrella, Several sets of fine clothes, Concealed gun (d4)
+1 CHA per-template
A) Comportment, Introductions
B) Apologies, Commanding Voice
C) Silver Tongue
D) Blue-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.
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
D) Greased 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)
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
- 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.
Mutant Mishaps (d6):
- Take d6 damage
- Deplete 1 MD
- Take d6 damage and deplete 1 MD
- Take 2d6 damage, recover 1 MD
- Take 2d6 damage, gain a new mutation
- 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):
- Black Earth - +2 AC, -1 to-hit
- Red Clay - +2 to-Hit, -1 AC
- Ash Mud, +10 ft of speed
- Tiger Balm, +1 Save
- Wrinkle Cream, +1 Cha
- Green Earth, +1 Int
- Elephant Mud, +1 Wis
- Train Oil, +2 temporary HP
- Diving Cream, Waterproof
- 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.
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.
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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.
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| Get in loser, we're going to jihad |
Friday, February 20, 2026
INSERT TEXT HERE (GLOG Class: Template)
CLASS: TEMPLATE
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Spells (d12)
Bauble (d20)
- Lorem ipsum
- Lorem ipsum
- Lorem ipsum
- Lorem ipsum
- Lorem ipsum
- Lorem ipsum
DISCUSSION
GLOG CLASS - CHAMPION
It is a fact known well among all those of learning that what is below is ruled by what is above, and that the vagaries of chance and the ...
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As the strongest curse, Jogoat, fought the fraud "the King of Curses," he began to open his domain. Sukuna shrugged back in fear, ...
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The year - 2016. The world - already dead. The glaciers of the Arctic are now little more than gas station slushee, with exactly as many art...










