Tuesday, August 25, 2026
The Purpose of Theatre is Catharsis (Class: Bard)
Saturday, August 22, 2026
Seafoam Breaking On The Shore (Mottled Lands Future)
Just Now
In A Year
In A Decade
A fourth of the land is lost to Deep Fog.
In A Century
In ???
Aisorbma, Fruit of Death
People farm grain and fruit to grant themselves life. The immortals farm to grant themselves death. (We called them gods once, but they are merely giants) Ambroisa is long gone from the gardens on the holy mountain, replaced with the Aisorbma trees, who branches are cholric white, whose leaves are velvet black and whose fruit are death.
The giants can not die, are twice the size of mortal, have the strength of a hundred men, magical power beyond understand, centuries of collected knowledge and are utterly convinced that they are helpless. They have tried every method of suicide possible and only one of them works. This method has been working slowly been reduced the population of a couple hundred to somewhere under thirty. It's agonizingly slow to watch the fruit grow, gather and distill them into the greatest poison, but the giants have unlimited time. Each usable dose takes around a century to produce, and each dose takes more time to produce then the last becouse the toxin has slowely been making them weaker and thier minds cloudier.
On it's own the Aisorbma fruit forces a save vs death when it's juice touch living flesh. The ULTIMATE POISON merely concentrates thousands and hundreds of fruit into a little murky fluid you could fit in a thimble. It instantly kills anything, even a giant. To survive merely being in in scent range of it you need to succeed a save vs death every ten minutes.
We know that any day now the next dose will be done any day now, and that when it does the giants will wake up from thier stupor to fight over who gets to die next. If you are able steal it and get away, without yourself dying to the poison, the giants, the scavangers or simply the cold up there then we might finally have a way to kill the Eternal Emperor.
Thursday, August 20, 2026
The Futility of Catagorization of Elements
Tuesday, August 18, 2026
HELL ON WHEELS
- Five times the speed of a horse. Deals 4d6 damage to anything it runs over.
- Needs at least one orc at the helm to direct it's will.
- Make a morale check when you first hear it's roar.
- Carry horrible gonnes. They hit like a heavy weapon at the range of the bow, ignore armour and force a morale check the first time you hear thier thunder, even if your familiar with gonnes.
Sunday, August 9, 2026
d4 Awful Amulets
An amulet is an object meant to protect you from evil. So generally speaking one invokes the powers of spirits noble and good to aid you. However some people manage to piss off everyone they could find or feel that thier power is not sufficent, or is otherwise desperate. In that case they might turn to one of these.
- Sea's Offering: Made of wave-worn coral with gold ornamentation, signifies you as one already claimed to anything that would eat you. However you will be swallowed instantly if you fall in the water and it has no effect far enough inland that the ocean can not be seen. Throw it into the ocean to offend something very old.
- Lacuna: Look away from it and you only remember that it fits in the palm of your hand. Things have a 1-in-6 chance to not notice it when they look upon it or it's wearer. You are not immune to this and should check if you forgot it somewhere each time you wake up. Swallow it to forget your name.
- Vile Spoon: Despite having been thoroughly cleaned it still smells absolutely awful. Nobody will want to eat anything within scent range of this thing and you have -2 Reaction with everyone while holding it. Shoving it into a living being's mouth forces them to vomit on a failed CON save, preventing them from doing anything for d6 rounds.
- Cradled Spark: When taken out of it's lead box, glows in pale blue light. All imbodied souls take 1 damage every day in it's presence, every disembodied soul takes 1 damage every combat round. Shatter it to teach the true name of fire to all within a 30' foot sphere. Those looking from the side are merely blinded and maybe a little singed.
Saturday, August 1, 2026
Lost Girl Session 1: Wake The Dead
I've started another campaign with my good friend Alice. This time the campaign consists of one system. Lost Girls by Wierd Writer. The only other system beyond the system I've spliced in so far is a win condition as prescribed by the the Bad Doctor. Alice's character Siouxsie will win the game if she dies knowing that there was someone who would have died to kill her and denies them the satisfaction.
Siouxsie woke up with dirt in her mouth, a pair pliers at her teeth and some twink straddling her. She’s a bit confused because the name ‘Siouxsie’ is all she remembers and he’s a bit surprised because corpses usually don’t move when you’re grave robbing them. While exchanging insults, the Siouxsie gets her lost girl accoutrements back and the twink invites the girl to join his gang. They seal the arrangement as is tradition, both put an unlit clove cigs in their mouth, roll it around and repeat with the other’s cigarette.
They then sneak out of the cemetery under the light of a bright moon. One that gives everything a blueish hue. Siouxsie is a pale and decomposing corpse, her ribcage is showing and part of her face has sloughed off. Her eyes are dark and sunken. She is a Dead Girl. The twink leads her to a beaten up hearse, and offers her to pick some gear from his supply, he prides himself about being quite the tinkerer. He’s upset when she claims his body bag and absurdly large battle ready sledge hammer.
It’s late at night, the road is empty. There are flickering lamp posts and the sound of cars somewhere in the distance. Siouxsie finds a topic of conversation.
“So, what’s the gang’s name?”
“We’re The Banshees.”
“Since I’m Siouxsie, that’d make us Siouxsie and the Banshees. You know, like the band!”
The twink rolls his eyes, “Yeah whatever.”
“What’s your name by the way?”
He’s startled again, “Huh? It’s Elliot.”
“Okay, sissy.” Siouxsie responds to show she’s not getting too familiar with him.
They eventually arrive at the Banshee hideout, an old abandoned gas station. Where she meets the other two gang members in what once was a backroom. Serpentina is a Witch Granddaughter and considers herself the leader, because the other two want her. Her skillset centers around her charms and her curses. The next member is Robin, an almost orcish Smokeshow and Serpentina’s ex. Elliot is a part of this gang because Serpentina enjoys leading him on, he’s such a Messy Girl but can be very sneaky when he needs to be.
A week passes in relative ease. The new girl is found a fit of vandalized funeral garb to match her sisters. Elliot attempts to use Siouxsie as a shield against Robin with little success. Then it’s time for the three to introduce her to their patron.
They meet Annatrice the Crow Girl in a park that’s littered with trash. She’s enjoying a view of the pond. Annatrice does not hide that she knows Siouxsie, but the conversation moves on quickly. The mission is to recover a special knife from the murderer that has been terrorizing Cordwood Highschool. A high teaching establishment so bland and boring, that Cordwood Slasher is already the only thing anyone remembers about the place. Everyone already knows that all the victims are girls with brown hair, hazel eyes and their tongues cut out. Annatrice informs them about the name of the next victim, a girl named Millie will die in a couple days. She also warns that the Slasher will be difficult to take on in a direct fight, because “victims run, killers walk”.
After taking stock of the available resources. The gang decides to send Siouxsie and Elliot to break into the school at night, find out what they can about Millie from the office and use that to keep track down the killer. Everything goes according to plan, with the lockpicks and crowbar the Dead Girl stole from her boi-sister they quickly break into the office and let the Messy Girl get the information.
Thud. Thud. Thud. Steps echo outside the office. The empty school is filled with a tense silence, Siouxsie grips her hammer tighter, and waits. She needs to buy enough time for Elliot to find Millie’s documents. The silence drags on, whatever is standing behind the door is patient.
“Hey! Are you the Slasher? Give us the knife!”
The response reverberates in a deep leaden voice.
“NO.”
The Dead Girl decides to try to disarm the assailant, take the knife and make a break for it. She dashes out the door to see a huge 10 ft tall figure in a wet trenchcoat, face obscured in the dim light, except for a single bloodshot eye. Each hairy hand is large enough to wrap around her head like it was a tennis ball. A steak knife gleams in one of them, it looks almost comically small.
Siouxsie skids to a stop and looks up, starting to twirl her hair.
“Wow, do you have a number?~”
“NO.”
The moment stretches on, the Slasher looks into her eyes and sees that they are not hazel, so he is not interested. He takes two steps forward, pulls the sledgehammer out of her hand and throws it through a nearby wall.
“LEAVE.”
At which point Elliot decides he’s found enough, and the two lost girls make themselves scarce. The Cordwood Slasher motionlessly watches them run into the night. On the ride back home, Siouxsie thirsts over the giant and the annoyed Elliot suggests running her over. Siouxsie is receptive to the idea, much to the graverobber’s chagrin.
Monday, June 15, 2026
Smoke Kisses Sky - Session 5 and Post Mortem
Session 5 started with Matilda and her loyal goon debating what if any oaths to they would make in front of the Sphinx of Black Quartz. After a long amoung of thought, the goon made an oath whose exact wording have been lost to time, and gained both the doppleganger curse and the service of the daemon known as Kosmos.
Then I proceeded to stare blankly into space, and failed to think of what to do next. After Alice suggested we do something else I agreed, then we didn't bring up the campaign for some amount of weeks. When we did get around to it, it was in agreement that neither of us was intrested in continuing to play it and agreement to try a different game sometime instead.
Thursday, May 28, 2026
GLOG Crossover Multiverse Class: Every Orc
OMNIORC
Monday, April 27, 2026
Smoke Kisses Sky - Session 4: Brewing Tensions and Journal Entries
Meanwhile the collection of hunters that helped with taking down the Beast are starting to part ways. Rosemary is going to go upriver and over the mountains to the Great Wood where Moss is strongest. The poor unlucky woman does not want to be struck by lightning, so seeks the powers of Moss, becouse Glazier tells her that lightning is in the domain of Crystal. Bellum plans to get a safe distance away from Yelenin before the fighting starts while still operating in the Jabberwacky's marshes, since he's a local lad. Dame the Vivisector is going north to the Fallen City to slay dragons.
While politics are happening the background, she also decides to investigate the Sphinx of Black Quarts with a professional. The Glazier is able to find time in his busy schedule to venture to the previously explored cabin with the protection of the Apprentice and Matilda with her two companions. When they arrive, the craftsman-priest pays introduces himself politely to the unintrested oracle and looks at the statue. He translates the inscription to say “Swear on me, be judged and accept what you deserve” and explains that there is likely to be a specific phrase that is involved. By process of elimnation the answer must be in the cabin's final unexplored room, Distal's nest. However before getting to that, the old skeleton man admonishes Matilda and crew for not buring the bodies of Claricia and Inezch and directs them to correct thier error. During this process it's discovered that Inezch has wizard teeth, which are useful alchemical ingrediants that go unplundered, due to everyone's watchful gaze. Then the Glazier and Apprentice headed back to the villiage, becouse they have shit to do.
Meanwhile the party had to think about how to get inside Distal's nest without bothering the light senstive monster. The one time the oracle is known to leave that place is during the full moon, and after consulting the calander, it fortunately turned out that this very night it was the full moon. So the party just rested in the upstairs cabin until nightfall. During which time Matilda read Claricia's journal, learning more about how she died to her own poison, that her blood was cursed, how she tamed both Distal and Miette and her worries for both of them and her husband Inezch.
Ease Of Running
Lunar Coincidence
Kitsuragi Effect
Thursday, April 23, 2026
Smoke Kisses Sky Session 3- First Thunder Clap
Last time we left Seo-Yun Matilda she was preparing to head off on the hunt, but she was stopped by the Son's Wife, who bought the alchemical supplies she had pilfered from the cabin along with the encoded recipe book. Both her party of five and the Son't party of five ventured in search of the beast. During that day, Matilda and co. encountered fishermen during the day but decided to press further into the night. In the dark they encountered the Son and the two surviving bandits that journeyed out with him, and everyone headed back and to recover at the Lily of the Waters.
On the next attempt the day after that, Matilda decided to join forces with the Son, who got two other bandits to join him. One upside is that from the Son's last encounter they had a solid trail to track the monster by. During the day they did not encounter anyone, but the insects were particularly restless, the reeds stung when you moved throught them, and mud sucked in your feet in worlpools, a sure sign that the waters were conspiring to riot against all. Mechanically this meant that everyone crits against everyone. If they pressed into the night, then they were sure to find the beast and it was sure to be a decisve battle one way or another. And press on they did, the marsh in it's agitation let the Beast right to them, stretched out, skin white like corpse wax, and ever so hateful. It started approaching them calmly and was about to say something, then Matilda shot and missed.
As the Beast screamed and charged at the Gun Shepherd, only the two men present, Bellum and the Son failed thier Morale save, as the Beast ran over and left a horrible gash in Matilda causing her to go unconcious. The Beast then aimed at the Son, but failed and fell into the mud, followed by Dame Vivesector who also missed and fell and started sinking into the marsh under the weight of her armour. The mute Halina, unable to call a retreat went to prevent Vivesector from drowning. Rosemary fired her gun and dropped her gonne. Then one of the bandits, named Gwen blew a massive hole in the monster with a firelance, which was quickly followed up by pikes from two other bandits Laural and Scarlet.
When Matilda regained conciousness, she was at the bandaged at the Lily. The Beast's corspe was burned already, and the Son took credit for the kill, keeping most of the reward within the Family's coffers, however Matilda and co did get paid, and the Son did commend Matilda's bravery in the face of Beast. While recovering, the Gun Shepherd overheard the Son's Wife talking her husband into killing the Father in a duel but decided not to stick her nose in the buisness becouse she wouldn't mind either of them dying. In the resulting duel the Son died. The Beast has died but more trouble is brewing in Yelenin.
Riot Against All
- 6: Riot Against All. All results count as critical for all actors. All magics are + but incite water's uproar, probabilities inverted.
Gradual Accumulation of Characterization
Mechanics of the Hunt
Simulationist Woes
Forgotten Elements
Spectre of Death
These are the rules for death used, and needless to say Alice chose for Matilda to suffer a Wound. I am currently debating if I want to pick up the action while she's still in recovery and therefor vulnerable or not. I think I had the duel happen somewhere in the middle of the recover week.
What Next
Thursday, March 26, 2026
SKS Intermission: Kung Fu Fighting
So this week I wasn't up to running another session ofr Smoke Kisses Sky, instead we had two kung fu fights dispersed in an evening of hanging out.
FIGHT ONE: FIRST BLOOD
The first fight between Tanya (played by me), the cyborg with a grappling hook prosthetic and Jane Doe (played by Alice), a women with the secret art of behaving as Solider from TF2 happened on Denver Main Street, in it's pedestrian section with the cute little coffee shops and hot topics and such. Then the two warriors lock eyes and Jane Doe says,
"Prepare to die, I have killed 50 men in the last hour."
Tanya looks down with a steely gaze and responds "I have killed 100 men in the last 10 minutes, and you will be next." then swings free her dao.
I forgot to mention that Denver is on fire. Riots, panic, ninjas, robots, ninja-robots with complicated familiar relationships with the previous two, but let's not get into it, this isn't about them.
Jane Doe rocket jumps first swinging her trusty shovel, and what follows is blur of arial combat. Grabs, counter-grabs, hook shots pulling into things, kissing on either the mouth or lips, rocket jumps pushing away, the battle ascends up a lamp post and a tree. At one moment Tanya tries to grab Jane Doe with her hair as long as chain, but she parries with toes like cleavers that deflect the hair in a shower of sparks. Another was Tanya backflipping while holding Jane Doe, ramming her face into the ground. However, Jane Doe was able to reach fast enough to catch the projectile flying towards her, by which I mean earth. Then Tanya sieses the oppertunity and slices Jane to ribbons, who explodes into video game gore and actual literal blood, all over the cyborg.
Satisified with the results, we went and did some other things until I got curious about how the game would feel with d12 kungfu dice.
FIGHT TWO: REMATCH
Years later in Neo-Denver, which again on fire. Atop a skyscrapper lock eyes and Tanya says,
"Impossible, how are you alive?"
"I respawned."
Then the immidately went to combat. Tanya attempted to throw Jane off a building, which led into another arial brawl with grabs, kisses, rocket jumps and grapple shots. The details here are a bit murky but Tanya was on the back foot this fight, gets pierced in the forehead with a left pinky as powerful as a spearhead, then trying get away from disasterous cleave kick by grapple hooking to throw of the aim, but this unfortunatly caused her arm to fly off. She hangs here loosely as Jane Doe falls throught the air and flames of Neo-Denver dance on the surface of the glass.
Tanya
- Can become light enough to stand on an egg.
- Warbody:
- Reclining Moon Blade
- Hair as chain
- Lips as cleaver
- Feet as hammers
- Clockwork Lockwork School
- 1.Grappling Hook
- 2. Grappling Hook
- 3. Backflip
- 4. Grab
- 5. Spray
- 6. Kiss on Mouth
Jane Doe
- Reacts quickly enough to catch strikes or projectiles
- Warbody:
- Shovel
- Hammer Legs
- Cleaver Toes
- Spearhead Left Pinky Finger
- School of the Burning Tower Photograph
- 1. Rocket Jump
- 2. Land on Head
- 3. Grab
- 4. Climb
- 5. Take Picture
- 6. Kiss on Lips
Rules We Made Up On The Spot
Closing Thoughts
Tuesday, March 24, 2026
Smoke Kisses Sky - Session 2 Report: In Which I Vent
Last wednesday I ran the second session of Smoke Kisses Sky and I had a much more difficult time with it. I think it went well enough from the player's end, but I came away from it unsatisfied. Gloomy person that I am I might not have written up this report at all, if not for an encouraging comment on the last post. Therefor I am going to make a post, but a lot of it is going to be complaining about how I ran this session, you have been warned.
The session picked up where we left off, in the basement of the old apothecary, where everyone encountered the oracle Distel. I quickly established that everyone feels a sense of instintual fear, and that this creature can deal damage to max HP, however it's currently non-hostile. Matilda managed to navigate throught a conversation with it without aggravating the shade, learned some rambled clues about what is going on, but the ever unlucky Rosemary recieved an omen that she'd be struck by lightning. Then a huge part of the session was spent grappling with blood vines before they were methodically taken care of with Dame's vorpal shears and some shears found in the cellar. This was a major paint point for me, more on this later. With the blood vines cleared away, an old alchemical lab was uncovered with a corpse in the center of the vines whose dried blood is bright red. I mentioned that Matilda as an alchemist would know that this blood is powerful and she could use the heart as an air reagent, however this would negatively effect her reputation with her followers, so she decided not to desecrate the body. From the alchemical lab they looted several books and unidentified alchemical supplies, most notable a ciphered alchemical recipe book. Then avoiding the room where Distel resides, they went into a boarded up room and found the Sphinx of Black Quarts. Realsing it was magical and powerful but unable to read the description, they headed back to the town, had a nice sauna, listened to the Glazier explain the meaning of sphinxes a little and made plans to hunt the Beast of Yelenin the next morning.
Grappling
Mental Load
Conviction and Experince
Conclusions
Thursday, March 12, 2026
Smokes Kisses Sky - Session 1 Report: Welcome to the Marsh
In proper GLOG fashion it’s stitched together from many different pieces, run on Hilander’s House Rules, except with G24 weapons categories. Alice is playing firstGokun’s Gun Shepherd but also knows Low Alchemy. It is set under the Shadow of Glory, but also along the Jabberwocky river (from the hit yet-unreleased community zine the char3terie). Also it uses doggerland vices and daemons.
I wanted to do a narrative retelling of the session and have two drafts of this post where I attempted to do so, but I have kinda given up on that. It was a fun session and a successfully eased both the character and player into an unfamiliar world, but not one that's easy to retell. It involved a lot of exposition that was dynamic as a conversation, but I haven’t found a good way to translate it into text (a better writer might be able to, but not me as I am now). So instead I’m going to talk about what parts of the session I want to talk about.
As a brief overview, the Gun Shepherd Seo-Yun Matilda arrives in a small town of Yelenin that has been besieged by a terrible beast, hitching a ride on a steamboat owned by a hunter to come here to hunt the thing. The first thing she sees is a ritualized duel, during which she talks with a friendly gnome who explains who all the people are and why everyone around here is wearing face paint. The duel concludes in a stalemate, and in the evening she eats dinner at the local tavern/gambling den/temple, where she hears rumors, learns more about who the local important people are and joins forces with other shady characters here to hunt the beast, one of which helps her get her own face paint. Then in the morning she travels through the swamp with her new companions to the abandoned apothecary half a day’s walk out of town. On the way there they encounter a weird person trying to sell them old junk. Arriving at the cabin they do some classic dungeon exploration, one of the companions has her arm possessed, and the weird person threatens and gets its head instantly beheaded. The session ends with a different monster poking out its head through a hole in the wall.
Arrows in your Quiver
The custom I feel that I conveyed the best was Painted Faces, and it was also the one we spent the most time exploring. At one point Alice asked what the face paint of one of the character’s was after I forgot to introduce it when they first appeared, and she commented about how useful it was in post session discussion. Both of which I’m needlessly happy with.
The second best communicated custom was Generosity which I managed to set up as a little mystery. In the tavern I introduced the Father as a petty tyrant who went out his way to serve food to everyone himself. Later when I explained how Generosity works, Alice had an “aha” moment when she understood how the people around here are being extorted.
The Law of Blades was introduced with the duel, but took a back seat. Which I think makes sense because it’s not a custom she immediately needs to understand to meaningfully interact with the setting. It’s something that would become more important the closer you get to domain play and the campaign isn’t there yet.
Sauna Speech was not mentioned at all, and the importance of saunas is only hinted at here and there. I didn’t bring it up at all because Sauna Speech is something that will come up naturally during post-adventure downtime and after Alice has familiarized herself with the characters.
Lesson on Characterisation
Poor Rosemary
Unfortunate Mettie
Guns
Saturday, January 17, 2026
You are made of mud, and mud is made of this. (Mottled Lands 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.
EDIT: This Setting has been renamed to Mottled Lands, Shadow of Glory is name of the first brief campaign set in it.
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.






