On Unnamed Horizons

Sunday, January 25, 2026

Cities, Circles, and Venn Diagrams

I've been in the process of revising a lot of my notes from the last few years, in order to make them more usable / post-able. And lately, that's included a lot of thinking on how to structure cities and other settlements.

I've tried a few methodologies before- spatial mapping, flux space, point crawls, etc etc and haven't really had one click for me yet in that sweet spot.

This is another attempt at thinking on the topic.

A lot of this feels like it's probably obvious, already been thought of, or not terribly useful. But hopefully it helps prompt some good discussion.

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Upon entering a town, typically as an outsider or visitor you would have easy access to whatever is publicly accessible.

  • establishments like stores, public-facing governmental institutions, churches, etc.
  • things going on in public venues, on the street, etc
  • tourist attractions
  • common landmarks
  • etc etc

We'll represent this with a big circle, which we'll imagine contains every possible encounter that fits that description. We'll also mark it with a dotted line, to represent it as our easily permeable "entry point."


There are plenty of other sorts of individuals and encounters that might not happen in public venues though.

  • a simple invitation into a private residence
  • meetings of members-exclusive organisations
  • a sage who will only meet with you if you make specific offerings
  • an annual party that you at least need to be a friend-of-a-friend to get into
  • the heiress whom wouldn't be caught dead hanging around the poor
  • and other sort of challenges

Broadly, these can also be represented by another circle. This circle instead contains only the encounters which are specific to that more exclusive local social circle (for the sake of sanity, likely something at the sort of broad group/faction level). Since they're more exclusive, we'll be representing them through a proper sealed circle.

By overlapping our circle to form a Venn diagram, we have in-roads from the publicly accessible into more specific social circles.

  • a guide willing to show you exclusive back alley stuff only real locals know for coin
  • a recruiter or contact for a specific organisation
  • the brother of the guy whose hosting the party, who now owes you a favour
  • one of the service workers who cleans the heiress' mansion
  • etc etc

[SIDE NOTE] Though these social connections may serve as obvious methods- just like players can knock out the wall of a dungeon- there's always room for players to connive or sledgehammer their way into social circles in unexpected and unconventional ways, or just through random happenstances of fate.

Different overlaps in the Venn Diagram also can allow for different "routes" to reach social circles. Do you learn about the Buccal Fat Ghouls by hanging out with the rich people looking to join them or the homeless people they are disappearing off the streets?

Concentric circles can also be used for more and more exclusive sub-groupings, requiring you to work to penetrate deeper and deeper into a specific social structure as in the post which inspired this one over at Was It Likely?.

By applying all of this at once, along with some dice rolls for random goings on in the settlement, and hopefully something more lively and robust takes shape.


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Now, how useful is this in practice? No idea.

Actually writing encounter points inside of each circle likely would be a nightmare of graphic design, and using it as any sort of map or visual aide might be a bit convoluted.

Perhaps just as a writing exercise to think of some of the obvious connections that build a town? Or using the categories therein as tags to help organise what sort of inter-faction things are going on in a town?

Things to stew on


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

Thursday, January 1, 2026

Adoring Fan (GLOG Class)

Adoring Fan


Starting Items:
  • 2d6 pieces of merch from your Idol
  • 1d10000 (4d10 for different digits) of financial debt, in appropriate currency
  • an idol of the object of your affection- a cardboard cutout, drawing, vinyl figurine, etc.; which exists in a shrine of your own design

Starting Skills: Pick one boring, soul-draining, sort of Skill- Accounting, Retail, etc.

A - Parasocial, Worship, Stanning
B - Stalker
C - Brigadier
Δ - Let Go
Δ - Revenge
Δ - Misery
Δ - Dark Eucharist

  • Parasocial: Your character has an idealised version of the person they are obsessed with, locked as an image crystal clear in their mind- their Idol. At any time, they may speak with this mental image. If the Idol has talked about a given topic in a public space (e.g. Idol has stated they like wine, or is a famous woodworker): your character has a detailed knowledge on that topic and/or is considered Skilled as appropriate.
  • Worship: If your character would be subject to stress, anxiety, a mind-altering effect, etc: you may instead choose to lose 1 HP to resist this effect, as you consult with your Idol in your mind.
  • Stanning:
    • If another character insults your Idol your character Rages, as a barbarian.
    • When struck by an attack, if your character is wearing merch related to their idol, reduce the damage by 1d6 and destroy said piece of merch. This counts as an insult to your Idol.
  • Stalker: Your character may spend eight hours in civilisation to learn all publicly available information about a character. If this character has appeared in public with your Idol, this information may instead be recollected instantaneously on the spot.
  • Brigadier: While in civilisation, your character may choose to spend 2d4 hours seeking out aspiring fans of their Idol. These fans are Many Fans, with 2d4-1 members. They are obsessed with your character's Idol, and are only agreeing to help in exchange for rare info about their idol, a piece of merch (which they will fight to the death over), or a supposed opportunity to meet or protect their Idol. After their task is complete, they will disperse and abandon the party.
  • Δ Let Go: For one year, speak / visit / hangout with at least one friend or family member per day.
    Your character no longer needs their Idol, and may let go. Lose all Templates of this Class, and instead gain an equivalent number of Templates from a Class appropriate to:
    • what was learned from your Idol (e.g. if the Idol was a famous gymnast, maybe an Acrobat class)
    • an appropriate Class from a friend or family member
    • what was learned while on your adventures
  • Δ Revenge: Be personally rejected, face to face, by your Idol.
    Your character loses all Templates besides Parasocial and Stalker. Instead:
    • Your character may rage at the mere mention of their former Idol's name.
    • Any numeric bonuses from your character's rage are doubled against their Idol, or self-declared fans of their Idol.
  • Δ Misery: Entrap your Idol, or otherwise come to possess them.
    Your character monsterizes.
  • Δ Dark Eucharist: If your Idol becomes a Monster or is revealed to be a Monster- consume a portion of their body, graft it onto yourself, etc. 
    Your character becomes a half-monster, in the image of their Idol. (Mechanically, I feel like this would be a distinct class? Pick your favourite GLOG class with organ collection or cyborg parts, or consider this a prompt to write your own.)


Happy Backup GLOGmas Lonset_Loris!

Originally I was going to spitball more on the concepts of monstrousness you laid out, but as I was writing I got grasped by this and decided to run with it. I hope it captures a sort of demented rogue/barbarian vibe? Someone prone to falling into monstrousness based on their obsession, grist for the mill.

Also, goes without saying, but the setting and choice of Idol definitely can swing things a lot too. Like I feel like each of the below hopefully would differentiate in all sorts of different directions; especially if it forces the player to Wikipedia-dive in order to justify Skills.
  • a random Twitch Streamer
  • a celebrity
  • Hatsune Miku
  • Henry Kissinger
  • King Arthur
  • Jesus Christ
  • a major NPC in the setting
  • a major antagonist in the setting
etc etc


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

Sunday, December 28, 2025

Wise Old Man (GLOG Class)

Wise Old Man



Starting Items: comfortable plain clothes, a flask or pipe to warm the cockles, a cane or walking stick, some kind of geegaw or bobbin or thingamajig or other entertaining but largely useless trinket

Starting Skills: Pick two- one befitting a scholar or a sage, and one befitting a fun grandpa

A - Compassion, Quest
B - Wise Counsel, Hospitality
C - Turning of the Tide
D - Unseen Labours

  • Compassion: Your character instinctively knows what would most help a person, in that moment. At any time you may ask your GM this, and they will sum up this need with a one word answer.
    • This is often obvious when it comes to immediate material needs (e.g. a man dying in the desert needs "water"). However, it can be useful for hinting at esoteric or hidden needs (e.g. a seemingly mad man needing "alcohol"; as it will kill the hidden worm in his belly that's controlling him).
    • For characters whose basic needs are met: this may often reveal a more moral or psychological needs they are lacking or ignoring (e.g. a spoiled prince needing "humility," the gruff guard needing "recognition," etc).
    • This word is always what would truly benefit THEM, and may change from moment to moment.
  • Quest: Once per clearly defined goal, your character may implore Fate, the Gods, etc. what could be done to achieve that goal (e.g. "How might the Ring be destroyed?"). Your GM will then give you a Quest which another character may perform, which will be guaranteed to achieve this goal if they should succeed (e.g. "If Frodo successfully carries the Ring all the way to Mount Doom, it will surely be destroyed.").
    • The Quest itself is merely a path to success, and is not itself guaranteed to succeed (e.g. Frodo might die, might not make it to Mount Doom, might abandon the Quest, etc). Many other paths also exist that may potentially achieve the same goals.
    • While you can assist others in their Quests, you cannot complete their tasks for them; nor can you force an unwilling person to fulfil a Quest (e.g. no you can't stuff Frodo in a sack and carry him there).
    • While a Quest might guarantee a desired outcome occurs, it offers no insight into any unforeseen consequences that might naturally arise from that (e.g. sorry about all those injuries Frodo).
  • Wise Counsel: Whenever you give advice, warnings, omens, etc. which are genuinely helpful and in a listener's best interest: they must Save in order to disobey your advice. 
  • Hospitality: If you introduce one or more neutral parties to each other over acceptable food and drink which you provide, they become fast friends (mechanically: they cannot work to harm one another, and perhaps this makes NPCs with shared interests easy to recruit?). This friendship lasts until:
    • one party asks a favour of the other(s). As long as this favour is reasonably small or does not pose harm, the other(s) are obliged to grant it
    • an outside party works to break apart the friendship
    • the interest of any party comes into direct conflict with another
  • Turning of the Tide: If someone significantly falters or fails at a Quest you have given them, you know immediately. You may appear to them instantaneously, as if you just walked into a scene, no matter how improbably or how distant you are. After this, you return to wherever you were originally.
  • Unseen Labours: Your Compassion may now be utilised on anything- groups of people, cultures, art pieces, abstract concepts, etc. As a general rule, barring immediate catastrophe or destruction, the needs of inanimate objects or large groups are less liable to change but much more difficult to meet.


Back when I wrote Wizard of One, this kind of wormed it's way into the back of my head as counterbalance. I'm more writing this to get it out of my head than anything else?
  • Originally I was debating tacking on some kind of bonus to Turning of the Tide for either talking them back onto the quest or ending them righteously, but I figured the former wasn't needed and the latter kinda clashed tonally.
  • Quest feels like it might play terribly at the table? In a sense it helps build objectives and direction in for players that want it, but it also locks in a certain mindset. Like conceptually I like "trying to satisfy the whims of fate" and "indirect pathways to success" but might be a bit undercooked.
    • Also cut a "twisting fate" type D Feature that felt kind of off tonally
  • Wise Counsel was a late addition, and I don't know how I feel about it. The class definitely needs a few more active tools but that one isn't hitting quite right. If you have any better ideas, feel free to reach out to me.


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

Saturday, December 27, 2025

Quick Random Relationships Tool

Earlier some various folks on the Discord were talking about efficiently adding personal stakes to a dungeon via making things personal (see the link to Phlox's post in particular).

In another conversation that went on in a different channel, some other folks were talking about their writing processes and how to shake yourself out of a rut.

Putting those two thoughts together got me thinking about various tools I've made for myself in the past, one of which that I still frequently utilise being a button for spitballing ideas for relationships. I've converted it to be more shareable using Spwack's generator below.



Typically: I'll use this when prepping content before a session, to come up with any needed quick connections for NPCs. It can also be helpful when becoming stuck when improvising on the fly though, but since it still requires you to fill in a lot of the detail your mileage may vary.

I also use this for connections between factions, concepts, buildings, etc.; but that requires a bit more poetic interpretation and anthropomorphising. 





Friday, December 26, 2025

[MUGM] Torrid, the Warring Realm

With the arrival of the Moon and the push to colonise the Mound's surface, the need for raw materials has boomed. Traditions regarding the exhuming of pre-Splash debris have been relaxed in recent years to meet this demand. While Ricketers work around the clock to break and repurpose old relics, many scholars and wizards have lead expeditions to delve debris pockets for powerful truths.

And amidst the ruins of Torrid in particular, there are only the remnants of war. 

Upturned stone ziggurats, not just smashed by Splash but with inscriptions devoted to long-forgotten gods scratched away by malicious rivals.

Entire legions of soldiers fully clad in armour, crushed and scattered as fossilised sediment between layers of uncaring stone.

Unspeakable horrors hidden inside bunkers- weapons made by people too busy fighting to notice the doomsday coming for them all.

Torrid must have once been a very diverse world, home to many species. Etaimen, Bemoerd, Schwachling, Gorgbos, Quzsz, Elves, dozens and dozens more. Whether it was the 2nd Splash or other conflicts long before, very few of these species have survived into the modern day.


Jiquill

Jiquill have large, orb-like torsos- whose front is dominated by mouths which stretch side-to-side and beady little eyes. They have stout stubby legs and thick lanky arms, such that they almost drag their knuckles along the ground. Despite their size, their arms are surprisingly flexible thanks to the interlocking square bony plates along their length.

Their species is ovoviviparous- they produce eggs, which they then hatch within the host body of either parent via swallowing them. Once ingested the eggs will bury within the tonsils of the host parent as they mature- like little fetal tonsil stones, feeding directly from the surrogate's digestive tract.

While egg(s) are gestating, whatever vital essences are inherent to a newborn seem to influence the physique of the surrogate. The parent becomes bulkier and more muscular. Their wounds seal quicker. They need to sleep less. Their senses become more alert. The parent's bond with the children equips them to better defend them.

A normal gestation lasts around one year. When it comes time to hatch: the newborns will burst out from the chest, face, and throat of their surrogate, leaving them pock-marked with numerous tiny wounds. As such, primary parental rites typically lie with the surrogate of the offspring over any genetic parents.

However, a sufficiently strong-willed surrogate may also suppress hatching their eggs; keeping them from maturing and constantly enjoying the strengthening benefits of the children.

Many stories exist of power-hungry warlords, devouring clutches of eggs and struggling as much as possible to suppress their stirring with iron girdles, soothing tinctures, or swallowed needles. Such tales usually end a gory explosion of infants, and a horrible succession conflict.



Irassa

Lithe forms covered in insectile carapaces, Irassa look like armoured knights with numerous different colours and designs. The one feature which maintains consistent across every lineage is that their "helmet" has some method of opening- like a visor flipping up, a splitting double-door, or a flexing frog-mouth.

Inside of that "helmet" is a large mouth set into dark flesh, such that you can see a lip-less toothy maw. Inside that mouth is a massive sticky tongue, which can spring out to about 15 meters easily to grab and pull at things.

If you also were to inspect a little closer with a light, they also have really dopey tiny eyes and nose holes resting just above that. Irassa eyes are barely visible and also barely functional- really only decent at distinguishing where something is. Instead Irassa rely mainly on smelling & tasting to determine what something is. (e.g. might be able to see that there is a humanoid about ten meters away, but can't determine much else without a good sniff or tasting the air).

Irassa molt multiple times over their development, growing thicker chitinous plates. Despite their appearance these plates are no more protection than skin or bone can offer. This need not be the case though, as Irassa may ritualistically consume powdered metals and a specific diet to prepare their bodies and reinforce their carapace into actual armour. This comes at a cost though- as the process often results in loss of sensation, constant pain, sterility, organ damage, and a generally shortened life span.

Around a certain age: Irassa feel the call of mating season. They will follow their instincts to congregate with their fellows in the nearest appropriate swampy environments. Bodies morph by painfully and slowly shedding off their chitinous armour & skin. They enter a maddened state, overcome by unstoppable passions fuelling them toward one end: breed.

In most cases shortly after this, most Irassa die slowly from the blood loss and massive infection. To survive is rare, and usually only lasts for weeks or months. As such: Irassa are almost always raised by an Auntie or Uncle who hasn't yet heard the call to mate, or one who is forever clad in armour.



Kekkerek

Kekkerek are stout and stocky. Their faces are smooth and mask-like, with wide dark eyes and no mouth or nose. Instead their "mouths" are atop their heads, filled with spinning teeth which blend their food and drink.

To speak, they utilise a warbling sack on their throat which gives their voice a sort of raspy vibrato quality.

To breathe, they utilize tiny flappy holes which run like a seam across their bodies coronally. Most Kekkerek hold a fear of being submerged or covered, and suffocating.

Across their bodies Kekkerek can also grow fur which forms in completely chaotic patterns. Mostly naked aside from one coarse hairy blonde asscheek? Continuous blood red spiral growing from crown to toe? Rainbow checkerboard fur? All of these are completely valid fur configurations.

As a species, the Kekkerek are highly adaptable. Over just a few years their fur, weight, perspiration, and more can naturally acclimate to be comfortable in all sorts of environments.

A Kekkerek's genitals look sort of like a flower bulb made from scrotal skin. When aroused this bulb unfurls into a full fleshy flower with pistil and stamen, which is used to copulate. Once fertilised this flower will slowly transform into a hard hairy fruit, before (painfully) breaking off and hatching into a newborn Kekkerek. Eventually, the Kekkerek's flower will regrow in a painful and itchy sort of process.

Young Kekkerek are born fairly mature, like horses. This makes them basically tiny, stupid adults which can physically run around and throw shit and get into all sorts of trouble. Eventually as they mature they'll grow in size, lose their baby coats, and grow into their adult fur.

like yknow how medieval / early renaissance paintings of babies are just tiny adults? its like that


Ranazog

According to oral traditions, there was once two interdependent species: the Rana and the Zog. The Zog were physical beings, made of flesh and blood, while the Rana were non-physical beings which bonded with them. In the 2nd Splash, all of the Zog died out while the Rana persisted. In honour of their fallen other halves, the Rana still carry their names as the Ranazog.

Ranazog reproduce eusocially. Each clan centers around one Rana of the breeding caste, who once every handful of years will give birth to a whole new generation of the clan.

A newborn Rana is a weak and pitiful thing- a formless, shapeless, gas-like mass. A stiff wind or a conductive material could easily kill them. So typically they are bonded as soon as possible with physical hosts, which have been selected by their elder Ranazog siblings. These hosts can be members of any other species on the Mound; which act as serviceable but not ideal hosts.

Once the newborn Rana has selected their willing host, they will be wrapped up tightly in many layers of cloth, so that you cannot identify the host's identity or species. Thus, a bond which may only be broken by death is sealed and the Ranazog is born.

Within a Ranazog, both consciousness may communicate and contribute harmoniously together. Physical injuries, emotional disorders, and many other deficits are smoothed over via this joining- which is why many hosts are willing to be bonded in the first place. Both shape each other to form something new.


Neenodal

Neenodal are quite long, about 2m on average, but they crawl close to the ground atop two dozen spindly lizard legs. Their faces are dog-like, but bony and skeletal with buck-toothed manic grins. Their snout ends in two tiny trunks, joined at the base. These serve as their primary dexterous manipulator. 

A Neenodal's body is about as thick as your wrist, and it's flexible like a snake. They are covered in fine dense feathers, in a range of more earthy tones. Often when interacting with other species, they will curve their backs to match heights and let you stare into their jagged pupils.

Neenodal are an egg-laying species, however they do sport a fairly high-rate of parthenogenesis.

Among other species, Neenodal tend to be viewed as awkward and slow. Their noses struggle compared to hands, and they eat hard inedible garbage with their over-sized teeth. And yet, the Neenodal persist.


Embrana

Imagine a potato that's grown to roughly resemble a lumpy humanoid shape. That's more or less what an Embrana looks like. Despite their appearance though, they are NOT plant-like. Underneath that exterior is a ridiculous amount of sticky brown blood, and strange minuscule structures. 

Their skin is their most vital organ, as Embrana actually eat through their skin by just sort of massaging food with their hands, or soaking part of their body in liquid food. Some Embrana will even pack their boots with food to absorb it while on the march.

Embrana also use their skin for echolocation. If you watch, you can see knots slowly coil and uncoil under it to produce the tiny sounds necessary for them to "see." When they need to speak, those same sort of flexes occur to clap out speech.

With a day or two of effort, an Embrana can go into dormancy. While dormant they still require air, however their aging and metabolism slows down so greatly that a healthy Embrana could sleep ten years and wake up only slightly malnourished (as if weeks had passed). If disturbed, an Embrana may be awoken from dormancy, however actually "waking up" takes another whole day or two.

Embrana do not engage in sexual reproduction. Instead, as an Embrana ages, they will sprout buds off of their bodies. If you inspect them closely, each bud is actually a little head which may eventually grow into a new Embrana. As these sprouts grow, the Embrana they are attached to will weaken and their consciousness slowly fade away. Attempting to remove these sprouts does not halt the inevitable decay.

Eventually the parent will fall where they stand, and the young buds will sprout and grow awareness as their host loses theirs. As they mature, they'll eat away at everything their parent was before breaking off and becoming unique individuals. Often they spring up carrying whatever scraps their parent had, before wandering off into society.


Zkyr

The main body of a Zkyr stands a little under a meter tall at the shoulder, but their long flexible necks extend about a meter taller than that. Since they constantly must crane their necks to look around with their serving tray like heads, they appear much shorter though. A Zkyr's head is mostly ear-like cartilage, and their faces have wide flat beaks which are barely visible when closed.

Zkyr do not have bones, only fluid-filled sacs. As such, their bodies are surprisingly squishy, even compared to other boneless species.

Biological females tend to display bright garish skin tones, while biological males tend to be a lot more muted tones.

In order to mate, a male Zkyr must tear off their genitalia and present it to a female. This organ looks like an elaborately-shaped sack- unique to each male- filled with curdled milk. The female uses it by simply inserting it into herself, where it will dissolve and eventually result in 1-8 offspring.

Under normal circumstances, a male Zkyr may only mate once ever. As such: traditional Zkyr romance is often a very long and involved process centered on the male really REALLY making sure they are completely and totally confident in their decision.


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

Saturday, December 20, 2025

[MUGM]: Rat Patrols

The Gudgeon Moon constantly bathes the surface with it's eerie light.

This light has become a precious resource that has allowed surface-dwelling societies to thrive. Gudgerfolk and Highlord alike work to exploit the plentiful warmth, growth, and energy provided by moonlight.

While The Pilgrimage's claims of spiritual danger have yet to be thoroughly substantiated, the effects of Gudgeon Moonlight on some wildlife are a real and ever-present danger which plagues all denizens of the Mound.



1d6 Mound Creatures / Ecological Threats


1. Glasflies

  • Description: Like a firefly; but instead their rears are little focusing lenses. Each member of a given hive might have different focal lengths, angled lenses, mirrors, etc.
  • Abilities: 
    • In the presence of a light-source, a swarm of Glasflies can fire off a laser with the same properties as that light source.
    • A swarm can also perfectly redirect light/lasers/etc. to reflect, bend around corners, etc.
  • Behaviour:
    • They flee in total darkness.
    • If a light source is present:
      • sniping and hunting wild-life
      • burrowing out tunnels for hives in wood or more porous stone
      • occasionally: a happy little laser light show
    • If a person carrying an artificial light source is present, they will harass the holder until they give up their light source.

2. Shribulet

  • Description: Normally, they are invisible by firelight & moonlight. They may only be seen with special lenses or lamps. They appear to be floating toad-like heads with wide mouths and sharp teeth. Below their neck, barely dragging along the ground, are long thin whip-like tentacles.
  • Abilities:
    • Basically silent
    • Floating; like a slowly moving balloon.
    • Upon Grappling a target:
      • the target is restrained by the tentacles
      • the target begins to suffocate from strangling
      • the target is made invisible, the same as the Shribulet
  • Behaviour: They hunt targets whom are isolated or alone; dragging them away from their group to die quietly as their innards are sucked out, leaving behind a shrivelled shrunken corpse. A pregnant Shribulet will also lay their eggs in these corpses, to protect them from the open air.

3. Nubacillus

  • Description: A tube-like creature, sort of like a sea cucumber but big as a whale. Their surface ripples as they move, sort of like they were an inflated piece of cloth. There's a large ear-like orifice on the front, and an unfortunate looking orifice on the back.
  • Abilities:
    • Incredibly graceful flight, but can't handle almost any added weight.
    • Their skin resists being broken by all but the sharpest of conventional weapons, but once it's broken they will inevitably fall, wither, and die.
    • Can only sense heat and wind; not very intelligent creatures.
  • Behaviour:
    • Usually they just float up high, amidst the clouds, lazily filter-feeding on anything it sucks through it's air-hole.
    • If threatened, they are incredibly light-weight & agile fliers; deforming and zigzagging around the sky.
    • They congregate wherever there is a sufficiently large heat-source (e.g. a burning village, the surface after a Splash, the warm light of the Gudgeon Moon, etc.)
  • Misc:
    • Historically, their populations boomed after each Splash before dwindling off. Now they linger in the Moonlight, growing larger and fatter each generation as they mindlessly devour numerous flying creatures.

4. Glintmice

  • Description: Like a softball with four rodent legs. Their fur is incredibly iridescent and shiny. They have one big orifice on their front, which serves as a mouth. That orifice is also lined with tiny fine hair which is constantly shined by it's saliva and diet, making it's mouth incredibly reflective.
  • Abilities:
    • If a light source is present, they can flash-blind people.
  • Behaviour:
    • As a rat, but also if there is a light source present it will...
      • attempt to Blind nearby targets by reflecting the light and run away
      • if no one is nearby, it will reflect that light to signal to other Glintmice if there's safety/danger/food/etc

5. Scrubbers

  • Description: Imagine a squirrel, but instead it's hairless and leathery. It also has no tail and no head. Stretching from clavicle to rectum, there is a protruding lip surrounding a glowing rectangular orifice with rounded corners. It shines with a faint light, that makes you nauseous to look at.
  • Abilities:
    • Immune to magic / the supernatural
    • While it is staring at a single target no larger than a horse, all of that target's magical / supernatural qualities are suppressed.
      • If some aspect of a being's biology is magical, they will die in three rounds of continuous staring.
      • If the stare continues for three constant days, one beneficial magic / supernatural quality of that target is completely erased.
  • Behaviour:
    • Scrubbers encircle the most magical / anomalous thing nearby and stare at it.
    • They have no sense of self-preservation. They will sit and stare as they are cut down.
  • Misc:
    • A constant annoying pest for Highlords or other wizardly types.
    • Nobody is quite sure how they are born or where they come from.
    • Many congregate and stare at the Gudgeon Moon. This worries many Gudgeonfolk. Can they scrub away the Moon? Or worse, are they scrubbing away whatever holds the Moon in place?

6. Spesters

  • Description: Imagine some fat & juicy looking fruits. The most delicious example you can think of, any and all varieties. Bunches and bushels and more. Now when you bite into it, imagine it unfold into a spider.
  • Abilities:
    • The bite of a single Spester isn't deadly to any creature larger than a small dog, but does cause the affected area to be itchy and paralysed.
    • If enough bite a target at once, they may suffocate as the muscles responsible for breathing are paralysed (assuming they need to breathe, have flesh, etc).
  • Behaviour:
    • Spesters basically just hide out as fruit most of the time.
      • Upon being bit, every Spester will try to ambush the prey.
      • If that doesn't work / the target is big and scary, they all flee instead.
    • Otherwise, as spider.
  • Misc:
    • Since the arrival of the Gudgeon Moon and the proliferation of Spesters in produce, it's come into style to eat your fruit with a knife. (Or your Spester with a knife- food is food. )



Ever since the days of the first Splash, communities have had to organise to deal with different sorts of beasts running rampant. Whichever creatures somehow survived a Splash often interacted in unexpected ways with their new environment, and with creatures lingering from previous Splashes.

The arrival of the Gudgeon Moon and it's impact on the environment has only made this need more constant & pressing, resulting in the modern-day Rat Patrols.

A Rat Patrol is any confederation of individuals dedicated to keeping dangerous fauna in check. This includes everything from a volunteer task force temporarily formed by a local community, to roving bands of professional hunters. Some city-states or Highlords even maintain their own constant Rat Patrols for specific local threats.

Given the varied work, Rat Patrols often call on the expertise of all sorts- rangers, scholars, hunters, game keepers, sappers, etc etc. This also can result in a wide variety of approaches from patrol to patrol. After all: an exterminator and an ecologist may have vastly different views on how to approach a given problem.

The largest and most famous Rat Patrol is the Irmach Brigade. They are a fellowship of volunteers from above and below the Mound, devoted to keeping under-Mound creatures like Glasflies and Shribulets from reaching and overwhelming the moonlit surface. Wherever there is a path from the surface to below the Mound, chances are there's at least one volunteer coordinating local efforts to keep the surface safe.



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

Friday, December 19, 2025

[MUGM]: Monstrousness

From the Mound up through every world that hangs in the sky, there is tragedy and suffering. And from that, there is Monstrousness.