On Unnamed Horizons

Saturday, December 6, 2025

The Sharing of Cups (GLoGmas 25 for Knicks & Knacks)


With a shout throughout the air,
delivered at the doorway,
"Please, just one more cup we'll share?"

As the travellers prepare,
its the exact phrase they say
with a shout throughout the air.

The beggar does too declare
in his drought and his dismay
"Please just one more cup we'll share?"

Celebrants may loudly blare
the same at the break of day,
with a shout throughout the air.

Mothers, gripped by their despair, 
hold sons, fated for the fray,
"Please... just one more cup we'll share..."

We too say this fool's prayer
to try and hold Fate at bay
with a shout throughout the air:
"Please just one more cup we'll share?"

- transcribed from a strange visitor to the flats


Where water is precious, the sharing of a cup is a simple but powerful act. A drop of unity, mercy, and kindness in a world that can be parched of it. Come! Sit! Sip of my cup! Be merry and share stories of...

d20 Encounters in the Salt Flats

  1. Šuqurtum: A woman, fiddling with the criss-cross of flags travellers follow from one shelter to the next in their journeys. She is clearly directing them toward an old half-buried wagon thats been set up as a stall. She is garbed in faded rose-colored veils, with distinctively scratched-up rose-tinted goggles. Her wares are as sketchy as she is.
    1. Jarred squeezings from used Hopeberry bandages. Totally more medicinal this way...
    2. Fruit of the sacred grove- instantly nourishing. (Actually dyed clusters of crust crab eggs, which are ready to burst into a million tiny skittering babies as soon as it would be inconvenient).
    3. Genuine magic totem. (Its just a salt-desiccated corpse; granted one that has somehow shrunken down to about 8" tall, but not magic).
    4. A cage full of hyjerboa (see Encounter 6; no other catches)
    5. One-use weapon oil- you only need to use it to protect metal weapons once!  (Good for about 1d6 hours, after which mundane wood and metal disintegrate.)  
    6. A sack full of black peppercorns (Actually high quality! But stolen.)

  2. Abandoned haven: Entombed in salt. The ground beneath it appears to have given way in places, causing structures to tilt at weird angles. In theory some small pools of brackish water might be here in a pinch, but every surface is coated with jagged sharp crystals that look almost as if they were sprayed on.

  3. Perez and Zerah:  They are identical twin brothers, dressed in fine blue and red clothes respectively. Each occupies a deep trench, facing opposite one another. Together the brothers inherited a vast fortune, which is hidden somewhere nearby. Neither can claim it though due to their paranoia about being betrayed by their brother. Both brothers are promising a share of their fortune to whomever can kill their brother for them.

  4. Neruptah: Decadent sadist sorcerer, walking around the flats wearing nothing but caked entrails and encrusted salt. If he can directly touch your exposed flesh (which is hard given the typical kit needed for the salt), you will begin to drown in your own bodily fluids (which can only be sorted either via a trained healer, or a risky impromptu lancing to relieve the surface tension of the bubble inside the throat).

  5. Nabu: You'll hear him before you see him, as he is wearing numerous hollow lacquered waterbulbs stuck to his body like suckers. They clunk together as he wanders around. He is a diminutive and soft-spoken man, belying his true wanton depravity. He subjects himself to dehydration-induced hallucinations in order to divine hidden auspicious signs for the construction of temples or divining of water, or just to revel in the pleasurable hallucinations.

    like human centipede three together, and remove the eyes/ears

  6. Hyjerboa: Hyjerboa sort of look like long, six-legged jerboa. Their kidneys are hyper efficient, such that they rarely urinate and when they do its basically a few granules of dust. They are extremely dangerous pests as this dust instantly taints any water it comes in contact with; entire pools of water downwind become uretic. They barely have any meat on them, and offer no nutrition even if you could eat a bunch of them.

  7. Nāṣir: A rubbery, tanned, shrivelled little man, sitting half-naked on a hammock stretched between two mangrove trees and concealed underneath a silken net to protect from the sun and the salt. He carries a large, hollow, rusty poker which he uses to point and scratch his back with. He will do everything he can to have people approach him.
    •  The trees are actually Creeping Mangrels, which will attack anyone nearby. Once they take something down, Nāṣir will use his poker like a straw and slurp up their fluids alongside his Mangrels- which is how he survives.
      • Nāṣir controls the Mangrels through carefully flicking leftover fluids around to bait them, or poking them with his poker. Mostly poking.
      • If he ever descends from his spot, the Mangrels attack him immediately.
      • If he is forced into the sunlight, he will catch fire immediately.

  8. Qudāšu: A woman dressed in black that has been bleached by the sun and the salt. She is revered for her commitment to her late father, as she has been using Refresh to keep the last meal her father cooked for her fresh for a few decades at this point. She desperately holds onto memories of him, only nibbling on crumbs from the meal occasionally.

  9. Delilah: She is the scion of a powerful clan, which she abuses to no end. All through the area, she is known for indulging in all sorts of cruel and petty acts. However, she gets away with it not just thanks to her birthright but thanks to being able to use Calm on victims and witnesses. Attacking honoured guests for stealing attention? Haha that's okay. Steal food from a child's hands? Even the child doesn't cry. Kicks someone's pet? Nobody bats an eye. The initial outrage is always soothed, and the punishments quietly forgotten amidst excuses of "she's just how she is." Woe betide you if you become the target of her attention.

  10. Gouger Gang: Prisoners all, who were condemned into slavery for their crimes. Each moans of their supposed innocence, as they toil in the hot sun to dig out troughs to catch rainwater. Their taskmaster, Khafre, is a slave as well. He always handles his charges with a firm yet understanding hand, but he's been slipping into more definite cruelty lately. If he can work everyone just a little harder, he may yet earn his freedom. Surely soon, surely just a little harder?

  11. Meresankh: She's a saltrunner, whose appearance is marred by bloody bandages and torn clothing. Meresankh recently ran into conflict with the rest of her group, and so she's been forced to survive on the run. She secretly rendezvous with the Gouger Gang (Encounter 10) while Khafre sleeps. She's trying to work out an escape attempt, in exchange for the Gang's help in raiding the rich supplies of her former group (Encounter 14).

  12. Enoch: A veteran of some water skirmish many years ago, these days Enoch is content living on the fringes of society and noodling for mud eels. Despite the dangers and the bitter slimy meat of the eels, Enoch is happy. In exchange for some goods or a hard day's work, he'll even pass you a bowl of boiled eel and give you some pointers on how to use stilts to navigate the mud flats.

  13. Metumetam: Metumetam is a nice young man, but sheltered and stupid. He has lived most of his life in luxury. However thanks to recent misfortunes he has been forced to use the last of his family's resource on supplies, to venture out into the flats and secure a new livelihood. He is heading out soon, and is woefully over-prepared despite the protestations of those who know better. His heavy pack is laden with numerous redundant tools and emergency rations and the like.

    an Egyptian Vulture

  14. Saltrunners: Each one is dressed in a marigold veil, and white coverings whose gloves and boots have been dyed black by ash and dust. They stalk Metumetam (Encounter 13), waiting for him to enter the flats and die from his hubris. If they are hassled: they will throw powdered saltwick into pursuers' faces, kick up salt clouds, and then scatter as they circle around for a better opportunity later.

  15. Agam: A massive brawny woman, with wild-eyes only magnified by goggle lenses and a full-face mask in lieu of a veil. She claims to be from the foothills of the mountains at the edge of the world. She's heading back there soon, to a little valley where its verdant and green and nobody is ever thirsty. If you're interested, why don't you come join her? All will be welcome in the valley!
    • Underneath her coverings, there are just coils of Puddle Lattice in the shape of a woman. Her uncovered face is nothing but eyes mounted on thorns in front of an empty hole. Whatever she is, she roves across the land tricking travellers into following her- slowly letting them tire on the journey before killing and consuming them.

  16. Cult of the Salt Devil: Despite the name they are more like people who never grew up from disturbed youths, than an existential threat. Their like-minded group experiments with halioss- trying to come up with new ways to produce it, new things to do with it, etc. Many of them are there just to enjoy torturing small animals with the stuff in secret. Who knows how a charismatic leader or a new fascination might transform the group though...

  17. Oryxutan: Imagine an orangutan, except covered in bone-white crocodilian scales and with horns like an oryx. The Oryxutan are slow, lumbering, sturdy creatures. They mainly loiter by the edge of muddy waters- sleeping and rolling in the mud to stay cool. When they hunt though, they do so with startling quickness. They slam their horned heads to stun creatures, before either grabbing them and snapping their necks or smashing them to death against the flats. They are often characters in parables. Stupid slow creatures- tricked into playing or lapping up salt- who somehow still succeed over their clever counterparts, whom let arrogance dull their diligence.

  18. Uncontacted Haven: An isolated haven- no outsider has made it through their defences to speak with them. All that is known is that they are guarded by numerous archers, who pelt outsiders with blunted arrows with amazing accuracy and force. Those who have managed to make their way closer are instead shot with long piercing arrows that pin them to the ground, littering the flats around the town with the corpses of people left to desiccate in the salt and sun.

  19. Asherah: A Barbarian, sleeping outside in the shade. She's like a pest rooting around in a pile of refuse. She doesn't care for or understand people, but she craves the delicious food and drinks they produce. She sits outside of places and causes trouble until she's bribed with her wants or forced out by the keepers of the peace. Asherah is also deaf, cursed with the sound of cacophonous thunder ringing in her ears after some unknown offence to a worshiper of Storm. As such, they fly into rage easily and often.

  20. False Stars: Little insects, whose bellies light up like the stars. They emerge at night, and guide travellers off their intended course. They somehow are able to coordinate this such that they often cause multiple travellers to encounter one another in the dead of night. In the ensuing distraction, the swarm of False Stars descend on any exposed supplies and consume as much as they can before they can be swatted away.

I feel really lucky this GLoGmas! I remember first reading the wonderful setting posts over at Knicks & Knacks earlier this year and appreciating the vibes, so writing this has been a genuine pleasure! In fact this was almost entirely written the night announcements went up, going straight through until sunrise in a joyful little all-nighter haze.

CommonUse (aka aredoaktree), thank you so much for the copiously salty playground! I hope you have a wonderful holiday season!


Monday, November 24, 2025

Wizard of One (GLOG Class)

"I fear not the wizard who has practiced 10,000 spells once, but I fear the wizard who has practiced one spell once."


I don't normally write mainline-GLOG classes, so apologies in advance if this is janky! It's definitely more of a vibe-piece.

Inspired by a discussion on the server between Louis & Anti

Wizard of One, aka Crawling Wizard, aka Legless Wizard, aka Magic Enthusiast, aka the Dunning–Kruger School

you're playing as this guy

Starting Items: an incomplete mostly-plagiarised thesis regarding That One Spell, showy over-designed villain outfit which doesn't fit quite right (mechanically: seen either as menacing or silly, whichever would be most obviously inconvenient in that moment)

Starting Skills: None

A - That One Spell, Master of One, Lifting With Your Back
B - Feet On The Ground
C - Walk the Walk
D - Leg in the Door

  • That One Spell: Pick another GLOG Wizard Class. You may either:
    • Have your character know one of the Legendary Spells of this class, your choice.
    • Alternatively: you may choose for your character to know any one other spell from the associated spell list instead as long as it is a.) flashy and b.) violent.
  • Master of One: Your character cannot learn any other spells / rituals / etc. They can't use the Cantrips from the selected class, and do not get the Perk or the Drawback. They do however suffer the associated Mishaps & Dooms of that class when using That One Spell.
  • Lifting With Your Back: Your character casts magic like they lift with their back and not their legs. Your character does not normally have MD. Instead: whenever you wish to cast That One Spell, you may use any number of dice you wish. When you do so, your character takes [sum] as damage. Additionally:
    • When directly insulted, save. On a failure: your character must cast That One Spell in some way that shows how important and powerful they are.
    • Each time your character casts That One Spell in a given encounter / scene / etc: you must cast it for one more dice than you did previously.
Beginning the journey with a single step.

  • Feet On The Ground: Whenever your character has an experience on their adventures that broadens their worldview, challenges their beliefs, helps build a positive relationship, etc.- write it down.

    Whenever they would be compelled to cast That One Spell or cast with additional dice, you may instead cross off one experience from the list instead.
  • Walk the Walk: Your character gains the Perk & Drawback of their associated GLOG Wizard Class. They also gain 1 MD, which functions as normal / doesn't harm them.
  • Leg in the Door: Your character has learned to use their legs- enough to stand on their own two feet and walk out of their hole. They lose all Templates of this class aside from this one, and gain the first one from the GLOG Wizard Class you initially selected, with all that entails. They advance through this class twice as fast as normal.

    Your character still knows That One Spell. If they ever use it again, they can do so for the maximum possible effect (whatever this means depending on the spell; negotiate with your GM), but your character instantly suffers the final Doom of their new class.


This post by Ro Pham is licensed under CC BY 4.0, and may be used by anyone with proper attribution.

Wednesday, October 29, 2025

[MUGM] Ghoulism

Wax from a hot candle, flicked onto the wrist, will pool and form into auspicious writing on the outstretched palm of a Ghoul. If a suspected Ghoul does not submit to this testing, treat them accordingly.

Never allow a Ghoul to speak six or more words in a row, and never allow their spoken words to brush against or mingle with yours. If possible beat a Pilgrim's drum six times in between each exchange, to clear the air. In an emergency, a pause of at least a minute or so may act as risky substitute.

Proper ear protection is also recommended when contact with a Ghoul must occur. It goes without saying that looking into the eyes of a Ghoul or touching a Ghoul is too risky.

If you suspect a written work to have been created by a Ghoul, it should not be viewed directly. Instead submerge it in water if possible, or below coloured glass.

Gestured language, music without vocals, and works of art created by Ghouls are clean; but it is recommended to avoid this anyway, to avoid building sympathy for the Ghoul.



Ghoulism is rare, in and above The Mound. Nobody is quite sure how one contracts Ghoulism, though it mainly appears to occur through close contact with a current Ghoul. As such, Ghouls are shunned & pitied by most communities.

Those afflicted with Ghoulism may only eat that which is:
    1. capable of speech
    2. not afflicted with Ghoulism

Most Ghouls appear sickly and malnourished due to their limited diets.

Some subsist by farming animals capable of mimicry- colourful rodents, blowering ants, the like.

In more lenient societies Ghouls are allowed to beg or do work in exchange for consuming the recently deceased.  This is almost always dangerous, unseemly, and done out of sight; though exceptions do exist.

Many Pilgrimmages also manage isolated communities for those afflicted with Ghoulism. 

And the storied Tudhead Academy for example, is entirely staffed by Ghoulish teachers- always hiding behind lattice screens and beating drums throughout lecture. Many elite and powerful families send their children, along with a few scholarship "snackers" for the teachers, to study there. The graduating class sizes may be small, but the pressure surely molded them to be great.

Rumours tell of other potential hopes for Ghouls too.

Wild-ghouls, learning to speak the language of the beasts they consume.

Orchards of sweet-singing ghouledible fruit, from trees grown in mulched songbirds.

Mystics capable of sustaining themselves on pure words alone.

Elsewise, all that is left for the truly desperate or outcast Ghoul is the hunting and cannibalising of people on the edge of society. Though that's only rumours, right?

This post © 2025 by Ro Pham is licensed under CC BY-NC-ND 4.0

Saturday, September 20, 2025

[Gudgeon Moon] Ite, The Four Fold World

Ite, the Four-Fold World, was the first recorded Splash. If the stories of the Pilgrims of Yordsk are to be believed, it was a world divided into four tetraspheres by huge oceanic trenches. Each tetrasphere was dominated by one of the species which survived into the modern day.


Myrivada

Each Myrivadan is roughly about ~1.6 - 1.7 meters tall, and look like a golden statue. Each one bears a rough humanoid form- like an abstract or symbolic depiction of a person- with no other consistencies in art style. Their poses also can vary, but most often depict gentle and restful poses.

Their bodies are not actually metallic, but some form of stiff exoskeleton. It is semi-permeable, as they are able to eat and drink merely through touching it, quickly vanishing food whenever you look away for a moment. When speaking, their voices actually come from the vibration of their exoskeleton, giving a certain resonance to their voices.

Their bodies also seem to have very limited flexibility, if any. While in polite company they often sit locked in their poses, relying on the kindness of others, subtle magic, or other implements in order to survive.

When they need to act or move though, a Myrivadan will reveal the truth. Below their exoskeleton are thousands of squirming insects, curled up in zen-like repose. They can briefly stir, and just barely phase out from inside in order to hold objects, move their bodies, etc. Under normal circumstances, they cannot leave a Myrivadan's body any more than your fingers could leave yours.

Despite seemingly being a colony being, Myrivadans possess one consciousness. Each insect merely gives rise to the whole.

Myrivadans do not breed. Instead: 10,000 Myrivadans seem to ever exist at one time. When one dies, it explodes into a cloud of ash and insect husks. At the same time: another Myrivada will spontaneously birth a new one as a fully-formed statue that branches and breaks off from itself.


Doubberrean (aka Doub)

Doub can vary widely in height, but conventional modern designs usually stand about ~2.4 meters tall. They are roughly humanoid shaped, but they have wide stout limbs and bodies covered in many layers of blubber and thick leathery grey skin.

A Doub's head is relatively under proportional, and is made up almost entirely by a long bulbous trunk-like nose and wide eyes with long horizontal slit-like pupils.

Their bodies do not have any bones, only fat and muscle and organs. They are held up purely by tension and blood pressure. You can hear their hearts flapping loudly from nearby, pumping the milky porridge that is their blood.

Doub do not breed either. Instead they may only be crafted by another Doub. Most Doub do not wish to talk about this process, as its an instinctual and base sort of subject.

In order for a Doub to craft another Doub, they must first obtain a Doub Totem. This sort of looks like a cross between a foetus, a sleeping goat, and a germinating seed. It is made of some sort of soft metal- which looks like lead, is warm to the touch, but squishy like flesh. It is about the size of a chess piece, and is basically indestructible. However Doub Totems once were made is knowledge lost to the First Splash, so only a limited number exist on The Mound.

The crafting Doub will then collect a pile of blubber and meat, sculpt the final body for the new Doub, and then insert the totem somewhere hidden and deep inside the new Doub.

The crafting Doub are known as the parent or parents of the new Doub, however respect is also given to the ancestor who last bore their totem. Doub born from the same totem often share similarities and certain inherited peculiarities (verbal tics, preferences, tendencies) from their ancestor, but is a unique being besides.


Gofka

Essentially, a Gofka looks like a small sentient boulder with a face carved into it.

Despite appearances, they aren't quite rocks. Their bodies are typically much less denser than most stone, such that even a decently large Gofka weighs barely more than 90 kg. They also can be chipped and damaged easily by conventional weapons, revealing an inside closer to wet fluffy kinetic sand.

They rely on using their facial muscles and stony mouths in order to move around and do things. As such, there's a stereotype about Gofka being rather slow or silly or getting stuck in odd places. This is far from a universal truth though as Gofka are a long-lived and durable people, often content to simply live at a slower pace. Through the use of mounts, spells, massive slingshots, or legendary spinning warriors they also can be as fearsome as any other species on The Mound.

Gofka do not have biological sexes and innately seem to have trouble recognising it on a biological level. As such they also do not breed, instead seeming to undergo some form of rare spontaneous generation from certain patches of stone found in The Mound. 

Despite this they do instinctually build harems. Gofka will marry any number of beings whom they are friendly with, which they will erroneously claim as "wives" no matter their gender. In that sense Gofka often act as match makers of a sort, with plenty of "sneak breeding" occurring blatantly out in the open within their harems.



Bas & Baso

Each Bas consists of a skin-covered snake-like body, about half a meter long, which ends in a hand instead of a head. These hands have five digits, including the thumb.

These Bas can join together by either intertwining their snake-like bodies, or grasping each other with their hands. Together the resulting clump of Bas forms a sort of colony being, known as a Baso.

Once joined, the Baso's shape is usually locked into whatever shape they chose. Often just a bigger snake-like form is popular, however humanoid or tauroid shapes are common too as a matter of utility. Some Baso will even have other objects threaded into their for such as armour or storage spaces. Baso normally cannot change their forms or break apart and reform.

Each Bas is part of the Baso, and the Baso is the sum of it's Bas. It's sort of like if every organ in your body was kind of it's own person, but the composites still also make up you.

Bas(o) cannot read or speak, but have an incredibly deft sense of touch such that they can still see and hear through vibration alone (as a sort of blindsight).

Under ideal conditions, with nutrition and bedrest, a Bas can divide and produce a new Bas over about four weeks. This new Bas can then be used in a few different ways:

  • Internally: The Bas is merely integrated into the existing Baso network.
  • Division: The new Bas is split off, potentially with other new Bas, in order to form a new Baso network. (This is more akin to creating a new being by splitting off aspects of yourself).
  • Joining: Two or more Baso networks may contribute Bas to create a new Baso, resulting in a new sort of hybrid Baso.
Division and Joining is very serious, as its literally giving up portions of yourself in order to create new life (to continue the metaphor, imagine chopping off some organs to make a baby). It is a very complex and intimate affair.

Two individual Bas can in theory merge to create a new Baso, but this is seen almost as a sort of death to birth new life.


This post © 2025 by Ro Pham is licensed under CC BY-NC-ND 4.0

Wednesday, September 17, 2025

HOU: Quick Character Generator

This is just a quickie character generator for HOU, in preparation for running a game for some folks later. Thanks to Spwack for the provided quick table tools!

Eventually I intend to make a more detailed one, so please forgive any jank.

  • If your character ends up with any duplicate Features (outside of spell casting), just re-roll the whole character.
  • You may be prompted to pick something, mainly for Skills. Feel free to just think up or select something appropriate to the setting.
  • I didn't implement a random [Law] generator. Please see F16.2 for reference instead.






Saturday, September 13, 2025

[One-off Dungeon] The Tower of Ausrud

About a week or so ago, the wonderful Hilander prompted me to get back into writing up proper dungeons.

A lot more of my personal experience I feel has focused on cultivating weird situations for players to engage in while wandering about in more open pointcrawl / sandbox sort of situations, as opposed to traditional dungeon crawling. So this was a good change of pace!

Overall this dungeon was originally going to be for Cloak & Sword, but as I was writing it a little bit each night I feel like the tone drifted way too far from the chivalry and romance of the setting. (The main focus of the scenario is essentially escaping an extended hostage scenario run by nature spirits occupying an ethereal bug zapper after all).

So I rehab'd what was there into something a little more setting-agnostic, though with French accenting and a bit of implied setting of En Plus Paris (perhaps in a potential future where an English led Industrial Revolution is threatening nature?).

I also specifically wrote it for my own rule set as more of a testing / starter dungeon; which in practical terms means that there's very little numbers & dice to adapt.

As an important note: I usually write and prep content in Obsidian, with no sort of considerations for print or sharing it directly with others. When I was trying to export this out to a more shareable format, I ran into a lot of trouble as the usual cool tricks and formatting I employ all broke and weren't working.

So instead I forced it into a Google Doc to get at least the general flow & hyperlinks working, but it's definitely not formatted amazingly. Apologies!

Click here to check The Tower of Ausrud!

(unless you know me in real life since I'll probably be running it sometime soon)

Tuesday, September 9, 2025

Appendix O

Different GLOG / OSR posters - This kind of is a given for everyone sharing these I guess? But I felt the need to state the obvious. I've been reading different blogs for about a decade or so at this point, made one like 7 years ago, and then have dipped in and out here and there due to being busy with life and a little nervous to put my work up and out there.

On the right I have a list of about ~100 or so blogs, probably not a complete list given some going dead / forgetting but  it's the closest I could get. Please check some out in case you haven't! Each one has some form of nugget or useful info or thought which has stuck with me, and hopefully you can find something too.


Formative Things, Growing Up

- Vietnamese Catholicism, yet also Jesus Christ Superstar (specifically only the 1973 version)

- getting called zipperhead a lot; getting into a lot of fights

- that kid who would slam his head into the pavement until someone hung out with him

- cooking with family

- fuckin' BIONICLES were the shit

- Majora's Mask (if it was not super obvious)

- Star Trek TNG & DS9 (deeply, deeply flawed but there's warmth)

- Batman TAS

- Runescape (my brother always used to drag me along to play MMOs; and I would always play them "wrong" by just wandering around and not grinding)

- Life Is Beautiful (1997)

- Doctor Who (specifically watching the Tom Baker era with my dad on crappy tapes; but when the revival happened he also got discs of that as soon as he could)

- They Might Be Giants

- Kung Fu Hustle (and other iconic or crappy martial arts movies on crappy tapes)

- MST3K (riffing is one thing, but I feel like you also have to have an appreciation for the reach and attempt by B-Movie producers; feel the heart)

- The Hitchhiker's Guide to the Galaxy

- Philosophical debates, specifically the real stupid kind you have in cars while driving around and killing time

- The Twilight Zone

- Things people would watch at 3 AM when they can't sleep, or old books that were left lying around, or half-remembered magazines from before you were born


Circa whatever, this is just becoming a random list of things I have consumed sorry

- Oingo Boingo, Cardiacs, etc (if anyone has suggestions for bands with this kind of sound please let me know)

- Yes, Khan, Eros, lots of other weird sorta prog or adjacent music

- Disco Elysium

- Twin Peaks

- Magic: the Gathering, but specifically only Mirrodin and it's sequel block only

- JoJo's Bizarre Adventure

- Fullmetal Alchemist

- Dungeon Meshi

- Dorohedoro

- Dr. McNinja and other independent webcomics

- the works of Evan Dahm

- the From Software catalog

- Into the Breach

- Coen Brothers movies

- the Fargo TV Show

- Motorman by David Ohle, and related works

- The Cyberiad by Stanislaw Lem

- Leonora Carrington's writings

- a lot of collections of short anthology stories; read to my wife before bed