Saturday, January 17, 2026

You are made of mud, and mud is made of this. (Shadow of Glory Setting Primer)

 A while ago, Hilander, briefly ran a campaign for Sylvanas, theisticgithoniel, PRIMEUMATON and me where we all contributed bits of lore before running. That setting has lived rent free in my head since then, and this post has bits and pieces of their writing throughout it mangled beyond recognition.

The food we eat is a reflection of land we live on. The soil, the climate, the plants and beasts that make their home in a place all inform the character of our cooking. Even when you bring crops and traditions from far away, a bit of local dirt will find its way between our teeth. Sorcery is much the same in this regard, even if sorcerers claim all powers come from the heavens.

In the Southern Deserts where the Sun is omnipresent and the shadows are sharp. All things define themselves in relation to that light. Thus there is no room for magic that is not either with him or against him. Solifugae priests breath in his blessings, fell wizards ensnare the vulnerable in their shadows and mystics shine at night, mirroring the stars in the sky.

In the Silvered City there are a thousand aqueducts and ten thousand mirrors. Water and light are channeled by sophisticated mechanisms. It is the home of mathematics, engineering and the rites of the lock and the key. It is also writhe with art, politics and commerce. Constant voices, countless eyes watching and watching those who watch back. Here the Moon holds at least as much sway as the Sun, appearances may be deceptive but touch a mirror and you will know where the boundaries are.

In Naz-Guradar they do not look to the sky, because it’s so often obscured. When you are surrounded by fog the stars may not guide you, then you must rely on your other senses. Therefore the witches of this land pay attention to what is underfoot. Spirits in the dirt beneath your fingernails, spirits that you can lick off rocks. Perhaps they are the magicians who best understand how magic is like cooking.

To learn a sorcery you must understand its land. To not get consumed by sorcery you must understand the people that live there. Naz-Guradar is warm in the summar, cold in the winter but always, always wet. Moss and lichen coat old statues and chew at the remnants of pigment left behind by the wizard-kings of ages past. Any witch worth her salt will tell you that history lies in the soil, and the soil is made of four things.

Crystal

Rigidity, Strength, Order

It was here first, and for long eons it was eternal. Long before Naz-Guradar, the crystals stood in straight hexagonal columns. Its lowest form is crumbling rock, followed by pliable metal and highest of all, immortal gemstone. On a clear day you might look up and see a shattered glass castle hanging in the sky. Some say the old elves lived there, that they were things of cold immortal beauty, and that this is what killed them.

Your Crystal score is added to Armor Class, Damage, and Saves against poison.

Resource: Pure Crystal

A spellcaster may channel a spell or raw MD through pure crystal to cause a special effect, bargained for with the Referee. (If multiple crystals are used, multiple effects can occur). On a mishap, pure crystals shatter, dealing 1 damage if they were held in your hand.

  • Blue - Soften, Weaken, Dissolve
  • Pink - Seek, Attach, Cling
  • Crimson - Lift, Accelerate, Invigorate
  • Salt - Deny, Seal, Reflect

People: Returned

Ancient true humans brought back to life by an unknowable curse. Immune to fatigue and non-spiritual poison. Skeletal.

Custom: Law of Blades (Duel Till Shattering, Sworn Swords)

  • Purpose: To keep order.
  • Practice: When a worthy someone declares a oath or law, the glaziers are called upon to make a glassblade. The specifics of the decree may still be negotiated while the blade is worked on, but must be settled by the time they finish. The only way to annul this decree is to shatter the glassblade, and the only honorable way to shatter it is in a duel, wielding a glassblade of your own.

Weapon: Glassblade

A fine weapon made of glass, pure crystal and oath. Will tell its law to those who can hear. When the blade is struck, or the wielder dealing a crit, it has a [Damage Dealt]-in-8 chance of shattering.

Stance: Unscratched

Add Crystal to Armour Class a second time when your opponent is targeting your weapon. You are not considered a duelist in Naz-Guradar until you learn it. (Shadow of Glory duelist to come, this Lesson will be available to all styles like Truth is in Carrion Gods, or it might be a general rule. Haven’t decided yet.)

Euphanism: Glass Cutter

Roughly analogous to king maker or grey eminence. Someone who doesn’t have direct power but decides important matters. Glaziers are often suspected to leave flaws in blades, either to further an agenda or because they were bribed.

People: Solifugae

Foreigners from the Southern Deserts, but clearly a kin with Crystal in their blood. Fang-mawed, beady-eyed arachnid people subject to many unsavory rumors. Rather frightening to look at and prone to sudden movements. Their terrible jaws are D6 Melee weapons with Bind (1).

Moss

Life, Chaos, Adaptation

Plentiful rain and gentle winds have turned the land green with it, and the people have adapted. Moss covers anything exposed to the sky and porous enough to hold to. It breaks weak Crystal and makes soil, giving space for new growth. Understanding of this power has reached even the Silver City, where they name it Rot.

Your Moss score is added to Maximum Hit Points, To-Hit and Saves against paralysis.

Resource: Herbs and Lichen.

Many folk, especially gnomes, have discovered useful varieties. Some say that if you find the right herbs one might live forever.

  • Bulb-Moss - Grows bulb-ended edible fruit that taste lightly sweet and crunchy.
  • Fire Carpet - Causes unbearable itching and stinging. Thin yellow spines.
  • Fairy’s Beard - Causes fanciful hallucinations for d6*10 minutes if the spores are breathed in. Long, white, hangs from dead trees.

People: Gnomes

Startlingly diverse, rather populous, genderless on account of being born from soup, all rather short and herptile. Social, +2 to reactions in villages.

People: Tallfolk

Mostly humanoid with pointing ears and smooth skin of almost any hue. Carry +3 Bulk.

People: Shadows

Short humanoids with skin in impossibly dark hues and shining white eyes. Can smell gold and blood.

Custom: Humility (Generosity)

  • Purpose: To keep score.
  • Practice: To accept food and drink from another means that you acknowledge them as a provider and thus must show them due deference. If you want to be equal to someone who fed you, they must accept food from you in turn. It is considered virtuous for one’s standing among their peers to fluctuate with the seasons.

Title: Chief/Chef

In the local language, these are the same word. A leader is expected to know how to know their way around a kitchen, and a cook generally has some authority.

Cautionary Tale: The Proud Fisherman.

There once was a fisherman who was beloved by the river, and thus never went hungry. He was generous, always providing food to those who the river did not love. In his vanity he forced absurd demands on his peers and insulted them by never accepting offered food. He lived like this until one day the other fisherman forced hemlock down his throat and the river drowned the village.

Craft: Booze

Fine wines and bizarre liquors are treated as equivalent to a meal. Mostly so chiefs can have dinner with their lessers without shaking the balance of power.

Legend: The Sacred Wellesprings

They are found in deep dungeons, and are tended by semi-immortal Moss-Eaters. This name is somewhat ironic, since most people eat moss.

Paint

Passion, Creation, Revelry

Growing and crumbling materials can come together to give rise to things greater than the sum of their parts. It goes beyond images, and includes music, spice, dance and fluttering silks. Laughter, weeping, fury, all the things that bring color to your face. Art was not first wrought in the Silvered City, but here, it’s remembered in the ivy covered murals, and songs passed down through generations. When the paint flakes off or wine is spilled, it gets mixed into the soil. Be wary not to get lost in the feeling, drunk on love and hate.

Your Paint score is added to Reaction rolls of 7 or higher and subtracted on rolls lower than 7, also being normally added to Initiative and Saves against Sleep.

Legend: The Grand Opus

There were seven wizard-kings once, who set aside their differences to make a great piece of art. Each one responsible for a color.

People: Elflings

The atavistic curse of the old Elves, outsiders to both the worlds of spirits and people. Each one’s soul is a spell, but their body is of another race. They can cast their soul as a cantrip if not touching salt.

People: Foxes

Cunning and fiery, these little beasts can transform into something like a Tallfolk, but they always have a Tell.

Custom: Painted Face (Persona, Visage, or simply Face)

  • Purpose: To communicate identity.
  • Practice: Adults participating in society are expected to put on face paint each morning, and act in accordance with the face they chose. When you paint your face you can communicate three of these five facets. Not wearing a visage is seen as antisocial.
    • Primary Emotion - Anger, Joy, Sorrow, Serenity.
    • Animal, Mineral or Vegetable - Bear, Sturgeon, Onyx, Flint, Oak, Lotus.
    • Social Role - Musician, Wife, Chef, Robber, Prankster.
    • Gender - Man, Woman, Neuter, Mage.
    • Relationship Status - Married, Celibate, Single and looking, Single and not looking, Single and looking for a fight.

Danger: Possession

Spirits are everywhere in this land, they are faces without heads, breath without lungs. The risk of possession is greater for those whose face is bare, because spirits see it as an empty canvas, and those whose visage matches the spirit’s persona, because of the resemblance. Thankfully, the latter is much rarer.

Tradition: Family Faces

The designs of visages are passed down through generations. Unless someone wishes to distance themselves from their roots, their face will likely contain at least one facet of the clan persona. Both because it’s an important part of one’s identity and because it’s much preferable to be possessed by an ancestor then some forest devil. These are the visages of some of the most storied clans.

  • Bright - Glazier, Diamond, Married. When people think of a glass cutter they think of Master Bright. Bright was said to be the first mortal to craft glassblades and thus the Bright clan is tremendously wealthy and influential. Originally a family of shadows, but they have adopted many promising craftsmen over the years.
  • Meadsong - Bear, Chef, Drunk[emotion]. Their founding ancestor was said to be a tallfolk of such size that she could eat 30-50 boars and drink 70-80 barrels of mead in one sitting. Nobody went hungry at her table, and nothing happens in Port Ashara without the Meadsongs hearing of it.
  • Bellman - Fear, Oak, Warrior. Among the tallfolk there was a man who felled a war god with a resonating hammer throw. From that day he was known as Bellman, and his descendants wear faces with exaggerated eyes and practice their hammer throws to this day. If you ask a Bellman why they wear the marking of fear, they laugh dryly and ask what bravery is.
  • Atiok - Excitement, Sword Lily, Woman. The first Atiok was a kindly gnome who loved stories and had a gender which is quite unusual for a gnome. If not for her murals then many tales would be lost in the fog of history. Her descendants are said to have a particularly close connection to Paint to this day.
  • Crimson - Rage, Mage[gender], Single and looking for a fight. There is no one alive who carries the blood of this ancient wizard-king in their veins. However their face is still remembered, and it is worn by the bold as a statement and invitation.
  • Mist Stalkers - Fox, Grief, Celibate. They do not speak, they are rarely seen, and it might even be right to call them a family. The one thing we know is that they have the secret to traversing the Deep Fog.

Fog

Dullness, Inevitability, Emptiness

Yes it is in the soil here, if that seems nonsensical to you then you have not experienced true Fog. It is something with weight, pressing you down like a heavy blanket. One wades through it like through water, air thick enough that you're forced to take slow steady breaths. Some say that it is older than Crystal, that all things came from it and all things will return to it. It’s not all bad, there is a sort of comfort in having to slow down and consider.

Your Fog score is the amount of Fatigue you recover during a rest, it’s also added to Sneak and Saves against Possession.

Craft: Cloud Bedding

Fog can be captured. People make rather soft pillows and bedding from fog. There’s an elaborate feng shui to keep it from negatively affecting you, but if set up just right, sleep becomes heavenly, restful and dreamless. (+2 to recovery, gotta pay the fog catcher and feng shui specialist. Sabotage-able.)

Danger: Deep Fog

There are places where the fog is especially thick. Stay too long in it unprotected and you will lose memories, fall asleep and never wake up. Fog catchers tend to develop grey hairs and bleached skin on their fingers.

Custom: Sauna Speech

  • Purpose: To communicate openly.
  • Practice: Around once a week, people go to the sauna to cleanse their bodies and spirit. It is one of the few public places where one is expected not to wear a face, and thus speak freely. In a proper sauna where the steam contains Fog, forms are blurry and indistinct. This gives everything spoken a degree of anonymity and plausible deniability. What is shared in the sauna, stays in the sauna.

Apparel: Sauna Mask.  

A light cloth veil worn when going in and out of the sauna. In Naz-Guradar nobody is worried if you see their bare body, but it’s very embarrassing to show a bare face. On nights when spirits are particularly lively, parents will put them onto their children.

Paradox: The Silent Song

How can something be so light and so heavy? Overflowing yet empty? Do you feel there is something you can’t quite remember?



You may have noticed discrepancies in geography, this is because what I know as the Southern Deserts exists under two different skies. This too can be thought of as a form of Fog.


Tuesday, December 30, 2025

Glogmas: Argu the Alchemist (Dungeon Merchant)


Crawling through the dungeon you meet a strange dwarf with stone grey skin and unnerving white eyes. He calls himself Argu the Alchemist, but knows nothing of the art. He will trade information for information. Tell him about a monster, plant or danger in the dungeon and he will tell you something equally useful that he knows. However what he is really seeking is corpses, rare plants or strange minerals, for that he will give you his wares. He smells funky.

For each unusual sample he will provide one dose of the following. If it becomes important how much he has stocked he has 2d6 of each item.
  • A Wineskin of Ethanol. Well, it looks like a wineskin anyway.
  • Lump of Beeswax. Enough for three candles, and much more white than normal.
  • A Wineskin of Caffeine. Not coffee, not tea, straight caffeine.
  • Immune Booster. As popular in the Barony, except packaged in seamless wax paper.
  • A Wineskin of Oil. You can’t tell if it’s plant oil or animal fat.
  • Dose of a Psychoactive or Psychedelic. In squishy little balls you're supposed to pop into your mouth.
  • Dose of Quick Weakening or Knockout Poison. Do not ask how he gets it and he won’t ask why you need it. Very simple, very discrete.
  • Dose of Antidote. For the poisons above specifically.
For each unique sample he will provide the following. If it becomes important how much he has stocked he has 1d6 of each item.
  • A dose of Curative, or three doses of either Prophylactics or Pain Killers. Again, like they do it in the Barony except for the packaging.
  • Dose of Quick or Slow Lethal Poison. Very simple, very discreet.
  • Dose of Antidote. For the poisons above specifically.
  • Bolt of Spider Silk. A very fine textile.
  • Wineskin of Delicious Syrup, Slugslick Grease or Wedweb Glue. Function as the alchemical formula with Reagent power of one. Argu insists that he knows how thier made.
  • Wineskin of Healing. Restores d6 HP when drunk.
  • A combination of ten of the unusual options.
For each one of a kind sample he will provide the following. If it becomes important how much he has stocked he has 1d3 of each item.
  • Wineskin of Great Petard. As the alchemical formula, with a Reagent power of five. None of these are really wineskins, but you're not sure what else to call them.
  • Dose of Perfect Antidote. Give him a sample of a poison 10 minutes unobserved and he will return haggard and holding a small grain that will cure that poison when swallowed. Physically he’s only capable of doing this once every 24 hours.
  • Dose of Quick Lethal Poison. I am sure we understand each other.
  • Dose of Antidote. For the poison above specifically.
  • A combination of ten of the unique options.
When you show Argu a one of a kind sample, his eyes will go wide and it will become clear that he would do anything to acquire it. If you reject his initial offer, make a reaction roll. On a positive result, he’ll throw in another item, on a negative result he turns to threats or violence. Speaking of which.

Argu is a Derro half-folk bloom with all that entails. “He” has stats as an 4 HD dwarf in medium armour, with a billhook and a large amount of fungal “wood” throwing darts “he” can poison at a moment’s notice. By nature Argu is not a violent (fun)guy, so if violence breaks out, this Derro prefers to make distance, poison a target and renter negotiations offering the antidote. Will use syrup, grease or glue to make a quick escape if he’s overwhelmed or a Petard if things are really desperate.


Merry Glogmas to Ember from the Creature Cavern! I don’t know how much adapting Argu would need to be fit into your setting, but I think I might use the guy sometime myself. Only difference is I'd make him a soupborn, which are in a lot of ways similar to your half-folk. Also, I think I may have done a little too much crosslinking in this post. Also I know that following the logic of the post, the wierdness of Argu's wares shouldn't be this obvious, but rpgs aren't a medium in which handle subtly well and the overuse of "wineskin" is funny.

Sunday, December 21, 2025

How To Change The World: A Guide for Cowards (Scenario Generator)

Recently I’ve been watching Revolutionary Girl Utena and got thinking about why Souji and Mamiya try to defeat Utena by exploiting the emotional baggage of students using corrupt flowers. Which also got me thinking about how in Miraculous Ladybug Hawkmoth uses corrupt butterflies to exploit the emotional baggage of Parisians. One can say a lot about how this trope’s utility to a story’s structure and how it fits the constraints of the medium, but this post isn’t about that. 

This is about what must be true about a setting for it to make sense for someone to use a strategy like this and what steps they would need to take to accomplish it. In TV shows such a thing considerations don’t matter that much, but in a game it gives it’s something for players to interact with and resist. 

The Problem

  1. Magic is the power to change the world by the force of your will. Of it we know these laws. 
  2. Magic comes from emotion, the strongest magic comes from the strongest feelings. 
  3. Your strongest feelings are about yourself or about something else in relation to yourself.
  4. You are a part of the world. 

Taken together this means that sorcery powerful enough to meaningfully change the world will change you. That’s frightening isn’t it?

This is the reason why all sorcerors are so strange, this is where Monsters come from. To grasp true power with your own hands means to lose sight of your vision for how the world should be. Even worse, that there are already countless paladins, woezards and miracle workers out there, each with their own idiosyncratic vision, each an enemy in potentia.

The Solution

In the study of the occult there are rumors of those who gained mastery of magic without losing their rationality, who gained immortality while remaining themselves. If you can find that method it would be perfect, but in the short term it’s better it’s better to get someone else to take on the risk. One could groom the perfect sorcerer to your goals which also requires time.

Inducing monsterization may be considered in poor taste, but sometimes you have no other option. If your enemies are sorcerors your only hope to resist them is with supernatural power of your own. To make this strategy safe you need to worry about three things. First, you need a way to find suitable candidates, second you need a way to push a target over the edge, third you need to find a way to direct them.

Search

Finding suitable candidates is more of an art than a science, but with the world as it is there are plenty around. The difficulty often lies in finding candidates without exposing yourself.

  1. Rumors: The simplest way is just keep tabs on who’s suitable around you. However you’re only one person, and if you have an intelligence network, you have the resources to get better pawns then induced monsters.
  2. Authority: If you are in a position of trust, such as a boss, a priest, or a teacher, then candidates may already be in the palm of your hand. These candidates would need to be used sparingly as they are easily traceable to you.
  3. Well of Darkness: Acquire one of the 22 Voyeur Lenses, cursed artifacts made from the eyes of the monster Panopticon. Place it in a bowl on top of a tower which has never seen sunlight. Look inside, and the lens will show images of who is suffering. Untraceable by mundane means, but the candidate will feel like they are being watched, those with the sight will be able to look back.
  4. Vicious Audience: Sign a pact with the branches of Harpy. They have an intuitive grasp of who makes a good candidate, and will share this information as long as you put on a good show. Be sure to entertain if you value your entrails.

Catalyst

We do not know exactly what causes natural monsterization, but luckily we do not need to. Objects carrying the imprint of negative emotion that can overwhelm weak souls and cause them to monsterize. Unfortunately monsters induced this way will generally be much weaker than natural ones, but it is also reversible because it is not the candidate’s own magic.

  1. Ghosts: Scholars argue if ghosts are a kind of monster or something different, but possession can lead to some strange transformations. It’s easy for the reason that the art of necromancy is well known, and difficult because the art of exorcism is also well known.
  2. Mirror Shards: Colder than ice, sharper than a razor. Only reflect the ugliness and evil, never beauty or goodness. When lodged in the eye or the heart makes the candidate cold, bitter and distant. Shards can be physically removed from targets or melt under an earnest enough smile.
  3. Dream Implantation: A seed of an idea planted into something's head can take root like an unruly weed. This requires a method to travel through the dreamlands, and a way to avoid its denizens who do not take trespassers lightly.
  4. Blood of Dracula: It has a strong scent, and very easily leaves stains. Induces monsters with the aspect of the wolf or the bat, an aversion to light and a parched mouth. The issue with this one is that Dracula in his sleep will try to control them, and that its effect is burned away by the sun.

Control

Monsters are selfish things, more likely to do what they want then what you need. You need to find some way to direct them. Just like with finding candidates, each method has its trade offs.

  1. Nothing: You can choose to release a monster without control. If done cautiously it won’t trace back to you but if the things you love come to harm you only have yourself to blame.
  2. Threats and Promises: Monsters are not so insane as to not understand a deal, but be careful since they are by nature impulsive.
  3. Lotus Wine: Allows you to directly enthrall a monster. Like all magic it is unsafe but tolerable in moderation. It also has the problem of being an expensive and controlled substance with a distinct smell.
  4. Pacts Sealed in Blood: There are forces that you can swear on when setting a bargain. The Three Legged Spider, the Master of the Woods, The Devil. Breaking a deal sworn on one of them will have disastrous consequences, however gaining their attention is not without risk.

Discussion

Dropping the in character tone now becouse there are several things to say. First is that I'm ignoring one obvious way that a villain like this would work. If the villain is a monster themeselves, then they do not need to scrounge together various artifacts and hazardous cursed materials, they can just do this by thier nature, like Dracula does. Second, is there are classes that are already half monster, my last post is effectively such a class. Does that make mine and Ro's two posts on monsters part of the paladin bandwagon then or is this a new one? Anyway, I'd be happy if you rolled on these three tables and tell me what's wrong with the guy it spits out for you.

Thursday, December 11, 2025

Lay On Hands (Class: Paladin)


“The same force that moves the heart is the same as the force that moves the firmament. Blood is Fire is Light!”  -Gershom ben Joseph

Chiriton Paladin

Requirement: To take this class, a paladin must channel 8 Radiance into your soul when you're at full health. This customarily involves a ritual.


Skills and Starting Equipment: By Order.


The Oath

Could the sun stop shining, could the river stop flowing? This is a misnomer. An oath implies that there is a choice, this is carved into the nature of your soul.

You are bound by the following tenets.

  • Service. Do whatever is asked of you, unless asked by an Enemy.

  • Resolve. Do not allow an Enemy to live. You can designate anyone as an Enemy at any time, for any reason, and you cannot take back the designation once it is given.

  • Integrity. Never knowingly lie.


Radiance

Divine grace flows through everyone, even if only a trickle.

For each template of Paladin, you may hold 2 points of Radiance. You gain a point when you complete a service to someone in a way that genuinely brings them joy or meet the sunrise. Radiance exceeding your maximum is spent immediately. 


Aura

Your presence causes people’s hearts to stir. People struggle to perceive you in neutral terms.

As long as you have Radiance in your pool, reaction rolls of 3-6 count as 2s, and 7-11 count as 12s. Others need to roll under half your Radiance rounded down on a d6 to hold back from acting on their sense of justice or altruism, yes even if they are an Enemy.


A: Chirotony
Divine grace flows through everyone, and you are a channel.

You can conduct Radiance through any amount of living or undead beings as long as all of them including yourself are in physical contact. You also get a vague sense for the current health and emotions of those you're in contact with. Roll a d6 for each Radiance spent and distribute it as HP among the beings in contact or cause one of the beings to glow for an hour per point. Enemies take sacred damage instead. You may also give Radiance to another Paladin.


B: Temple

Your body is sanctified and purified over and over again.

As long as you have Radiance in your pool, you have +2 to saves, take half damage from fire and lightning and are immune to disease and fatigue.

You may spend Radiance to perform an additional action, but repeating an action you’ve already done this turn deals you d6 damage from over exerting yourself.


C: Dynamism

Be the axis on which the world spins.

For the purposes of Chirotony you may ‘touch’ someone who you're looking at and has your undivided attention. Which means unlike normal Chirotony this kind of contact only works on one target at a time.

You may spend 1 Radiance to throw a target you're in contact with up to 30 feet or rotate up to 180 degrees, during which they take no collision damage, unless they are an Enemy. This can be done as a reaction, in which case you make a contested initiative roll and the winner acts first.


D:Guardian Angel

Be where you are needed.

Chirotony connects not only through physical contact, but metaphysical contact now. Allowing you to conduct through beings that are linked by magic or trust each other unconditionally.

You may spend Radiance to travel to a being you're in contact with on a bolt of lightning, regardless of distance, this costs 1 Radiance for each being you conduct through and deals [R]*[R] sacred damage in a [R]*10 foot radius of their choosing. Unless it’s an Enemy, in which case you land on top of them.


Orders:

1. The Laughing Cavaliers.

Skills: Etiquette, Dance, Comedy

Starting Items: Fine clothes (+1 reaction with nobility), rapier(medium weapon), and a rose.
Known for: Deft swordsmanship, defenestration, flipping opponents on their head and maneuvers that would be comical if not for the gristly results. 


2. The Wax Host.

Skills: Beekeeping, Chandlery, Forestry

Starting Items: Waxen head, Leather overcoat (medium armor), bow and a dagger (light weapon)
Known for: Aerial maneuvers with the aid of Dynamism, and conducting Chirotony through the roots and grasses. They have also been suspected to utilize candle wraiths.

3. House Brais.

Skills: Philosophy, Calligraphy, Siege Craft

Starting Items: Chainmail (medium armor), halibard (medium weapon), and a scribe-squire.
Known for: For the destruction of the city of Resca, with lightning bolt. A feat that took the coordination of over 100 Paladins and has not been replicated since. Ironically their usual style does not favor Guardian Angel, preferring to move in cautious defensive formations where it’s easier to touch your allies.


4. The Cibrán School.

Skills: Epic Poetry, Wrestling, Cooking

Starting Items: The mask of a beast, a bunch of body paint and a Mouth.

Known for: Rushing forward faster than you can see, grabbing you jumping 30 feet in the air and slamming you into the earth. The style most likely to utilize Guardian Angel for combat instead of travel due to their reliance on their Mouths.


Discussion:

When people were discussing the Louisen Paladin oath, I had the idea that these Paladins should have a healing touch, that’s damaging when applied to an Enemy, and wrote a class centered around this idea. The main difficulty with writing a Louisen Paladin is that Louis already wrote it, so I had to do something weird with it. The mechanical structure of this class is based off of Hilander’s Cleric and I was also turning this thought in my brain while writing it.

Since I am someone who likes to write “take X damage to power your weird magic”. These paladins I wrote are still perfectly capable of doing horrible things in the name of what they consider good, but they don’t have to. I tried to write something half way between grace’s ideal and the kind of thing I usually write. (also the paladin she’s talking about here is this one.)


Tuesday, December 2, 2025

Index

This index is organised within chronological order within each catagory.

Systems

Games

Rules of Magic

Classes

Glog

Worldbuilding

Spells and Magic Items

Miscellaneous

Bad

Not good.