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.

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

Wednesday, September 3, 2025

Setting: The Mound Under the Gudgeon Moon

Back in 2023 I made a short sort of video-pitch for a setting linked on the blog here. In the years since I've been fleshing it out into a big bloated setting thing after work, but I've been hesitant to properly put it out there. Thanks to Hilander, Isabelle, EcksianRaven, and Archon's Court for giving me a reminder to just post and let things go how they will.


Imagine if the universe was a cup.

Falling into that cup are countless upon countless droplets.

Each of those droplets is a world, sometimes inhabited by life and sometimes not.

Eventually each of those droplets splashes and breaks apart into that cup.


Each planet follows this same trajectory, falling from the top of the universe before breaking up due to its Roche Limit and Splashing across the infinite wide flat plane of earth at the bottom of the universe.

As most planets are uninhabited and most of that plane empty, a tree falls in the forest and no one hears it.

Some planets do harbour life though, and they react to impending cataclysmic doom in different ways.

  • Some planets don't have sentient life, or aren't advanced enough to even be aware of whats going on until it's too late.
  • Others may be cursed with awareness through charts, optics, or magic, but be entirely helpless to do anything. They can only watch as their world ends.
  • Many societies and civilisations may embrace the promised Splash that will end them.
  • Some very lucky forms of life have some form of advantage to survive the Splash.
  • Even more rarely: a society will do something.
The focus of this setting is following the descendants of these Splash-survivors, eking out survival on a specific portion of the bottom of the universe known as The Mound.


The Mound is a statistical freak on the surface.

Hundreds of years ago: Ite, the Four-Fold World fell and Splashed. Thanks to the unique physiologies of the four species who lived there, all survived and went about rebuilding their society amidst the ashes of their world.

Then only a few centuries ago: Torrid, the Warring Realm, Splashed down in the exact same spot. A war-torn world home to dozens of species, only a precious few survived the Splash thanks to retooling doomsday bunkers or employing arcs meant to outlast their enemies.

Only a few decades later, a third planet fell in nearly the same spot, however this one didn't even survive entering the atmosphere. It just burned up in a bang. It's referred to as "Old Blare" or "The Haunt" colloquially.

Then came Uisge of Blue Waves- a world entirely dominated by endless blue seas. Most denizens of this world died, however some denizens from the deepest depths managed to survive the impact thanks to the water.

Then came the 5th Splash: Feerbodo, the Quiet Place, a relatively-peaceful world that came together and tried to do whatever they could to survive and preserve their culture; to mixed success. 

Thus: The Mound was formed. A vast crater with a mound of planetary debris in the center from so many ruined civilizations.



Mound society became defined by the Splashes.

The surface was a barren, inhospitable place. No light or warmth, like the surface of the moon if it got shelled into a crater every few generations. To try and wander off into the infinite cold abyss is suicide, and doesn't even guarantee another planet won't fall on your head.

Most denizens took to living underground, living in tunnels in the earth formed from layer upon layer of broken planetoid. Their societies formed in relation to building up enough resources and protection to survive complete upheaval whenever the next Splash might come, and digging through the wreckage of The Mound for whatever relics of past worlds might help them survive.

Some though, the exiled or mad sorcerers, formed civilisations on the barren surface as well.

This status quo lasted until around 70 years ago.


As The Mound braced for the next Splash, a cool blue dot rapidly growing in the sky, something miraculous happened.

It just stopped.

A glowing rock, defying every known law and just unbelievably hanging in the sky. So it was named: The Gudgeon Moon.

After a while of poking their heads out and checking for safety, the denizens of the Mound came to adjust.

Some societies look at the Moon as a threat, a bomb waiting to go off. Better to just stay down below and wait it out.

Others have moved above ground and settled on the surface, flourishing in it's cool moonlight and rapidly expanding beyond the bounds of any underground culture.


This is the age of exploration and expansion the players find themselves in- whether expanding out across the moonlit surface, reaching for the fringes of the infinite expanse, plotting to build ladders to the moon, or digging through the hidden depths of the Mound.
  • Despite the apocalyptic tones, I am shooting for a sort of hopefulness throughout it. Like this isn't a pacifist game, but I imagine combat-as-a-puzzle and violence as a desperate solution. And despite everyone living in a planetary mass burial site, it's more about building and growth as opposed to Mad Max'ing it.
  • And despite all the planets and such, the overall tone is definitely sticking more to gonzo weird swords and magic as opposed to science and technology.
  • System-wise, I originally was building everything for OUH; but actually I'm shifting it more toward HOU instead now.
  • Purposefully: this setting has no humans, dwarves, elves, etc. It's purely weirdo gonzo alien type guys. Expect lots of posts about speculative or magical biology.
    • (I heavily debated this one. Originally, I'm an all-human setting / keep things simple and relatable kind of guy in play to keep things approachable for players. But goddamn do I like writing weirdos so now my players will have to build sentient buddha statues and ghost powered mecha).
  • While there are all sorts of creatures, I am sticking to the One-of-a-Kind model for Monsters. Every one unique, with a name.
  • There's a lot of setting mysteries that I have write ups for I may allude at but not include here, just since I have players whom may read the blog.
    • What's out there on the edges of the world?
    • What's up with the Gudgeon Moon?
    • What's down below the flat plane if we dig greedily and deeply?
    • etc etc
It's something I've spent the last few years writing a few hundred documents on, and I just hope its something to somebody.

Thank you for reading.





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

Monday, September 1, 2025

HOU: Personal Highlights from ~98 Templates

I put out my homebrew ruleset back on 8/18, and as part of that I had a second document drawn up of Features (which are sort of analogous to Delta Templates, except instead of having set-conditions to unlock them characters are expected to find & learn them in the world as a form of loot).

A lot of these Features I straight adapted from my last ruleset- which I started in 2020, put out publicly in 2022, and have basically been constantly making small adjustments to in years since until this last radical redesign. 

Point of all this being: I have always debated how to talk about this in blog-form. 98 is a lot to talk about, the current 98 entries are already listed in full elsewhere, many general concepts like Word-Based Spellcasting I've had around for a while in some form, and many others are general ideas familiar to the blogosphere.


So: I'm just gonna do a long-ass post highlighting some favorite design thoughts. If you'd rather just read the full 98 directly, please check out the Features pdf here.


Tuesday, August 26, 2025

HOU: Inventory Based Initiative

In a previous post I gave some broad thoughts on generally using a FILO Initiative System.

I also am going to be testing out using (relatively) static Initiative Values, which are determined directly based off a player character's Inventory Slots.

  • Every character has ten Inventory Slots by default.
    • Three of these are "Fast Slots" characters can freely grab items from, the rest require an action to grab them from their pack and such.
    • Generally: most items take up one Slot each.
    • Your character can carry up to 5 additional Items, but this makes them Encumbered; making them slower / less acrobatic / etc.
    • If your character ever attempts to carry 16+ Inventory Slots of Items, they go at the bottom of Initiative and are immobilised.

  • Your character's Initiative Value (IV) is equal to 10 - the number of filled Inventory Slots they currently have.
    • (Carrying items in Encumbrance can lower your IV into the negatives).

When Initiative is called for, participants declare actions going from bottom to top. Then they are resolved going from top to bottom, to allow for all those FILO shenanigans.

I feel like overall this is a little game-y and abstracted, but still works well?


- As a player, you have to make the decision: do I carry more armour, equipment, etc. to be ready for any situation? Or do I try to go in with very little and rely on being quick?

- You can adjust your IV on the fly by just dropping shit. Heavily armoured knight needs to even the odds against a speedy boy? Dramatically tear off your armour and close the distance. Or is your party lugging a bunch of loot out of the dungeon? Is the loot worth your life, or is it better to try and figure out a clever way to retrieve it later?

- Having a hireling carry things becomes a really good strategy, but also puts that hireling actively at risk as they are slow and vulnerable.

- Originally I was going to consider having spellcasters be forced to carry a bunch of magical paraphernalia, which would also place them lower in turn order along with heavily armoured knights? But for now I figured as a better catchall, all magic goes at the bottom of Initiative regardless of what you're carrying, just as a general sort of balance.

- Any effects which play with Inventories now also play with Initiative. Besides making it fun to brew ideas, it also reinforces players needing to consider their Inventory. 

- Beware the naked guy speed running around with nothing but a sword.


Strain

This mechanic is pretty much ripped straight from the GLOGosphere (if anybody has a good citation let me know), but along with the above it gets recontextualized to do a lot more lifting.

Whenever players do something physically exhausting- such as using a specific ability, engaging in some physical activity, etc) they must fill one of their Inventory Slots with Strain as well. This Strain can only be cleared out by resting, relaxing, etc.

- So acquiring Strain sort of acts as another risk vs reward sort of mechanic for players to engage in. Do you do the flashy or decisive thing, but take a penalty to your Initiative & Inventory until you can take a rest? Or is it better to hold out and wait for a better time?

- Besides injuries / afflictions, it's also one of the primary motivators for having players take rests or downtimes to heal off their Strain.

- Since I'm going mostly diceless, Strain also acts as a way to settle direct physical contests by just auctioning how much Strain either side is willing to take on so that their desired outcome happens.






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

Wednesday, August 20, 2025

HOU: Word-Based Spellcasting, Diceless Version

A while back I shared my previous versions of a Word-based spell casting system. I've heavily revised it since though so, consider this a fresh-ish version. The basic guts of it go something like this:


To cast a spell: your character selects [Words] they know from their list of known [Words]- usually a [Verb] + [Noun] pairing- and describes what they are hoping to achieve with their spell and what they are targeting.

They then must determine what sort of Law(s) they must follow to cast the spell; sort of akin to this post at Was It Likely?. These Laws are given out by their templates, so different forms of spell casting might follow different Laws.

The rules your character must follow to learn [Words] and the specific rules by which they resolve these spells are determined entirely by the class templates which granted their spell casting ability.


That's really the main bones of it as far as the system-agnostic end of it goes. In a practical sense: imagine instead of writing unique spells, a lot of that energy gets shifted to going into creating unique ways for characters to interact with Words & unique Laws which they must follow in casting their spells.


1. Everyone interacts with [Words] differently depending on what "class" they are.

Besides there being a lot of variance with [Words], how a character acquires and uses [Words] also adds a lot of texture to how different forms of spell casters operate. This isn't just like, how a character literally learns a [Word] within the fiction of the setting, but I also mean on a practical mechanical level.

- What if you could only learn one Verb ever? one Noun? Creating a sort of hyper-specialised caster (a personal favourite of mine, Go Snake Wizard!) 

- What if your character only learned Nouns, but they could be flexible in their application?

- What about a character whom learns Adjectives?

- What if you didn't permanently learn [Words], but instead had to perform [Word] games that tell stories in order to use a [Word]?

- What if your character constantly had to be observant of whats around them, in order to pull [Words] from that and write freestyle poems to cast spells?

- What if your character could also use their [Words] to change their Laws? Or program their spells?

Certain [Words] are definitely very, very powerful (e.g. [Person]); so either limiting them or using them as high-end loot is important.


2. Basically: each Law for a spell is either a While or an If/Then statement.

I guess in theory there's probably other models that work? But wracking my brain this is what I thought was natural and practical.

"You can [Strike] [Lightning], but it only will strike the highest point nearby outdoors."

"While your character is touching the ground, they [Enhance] their [Strength]."

"If your character swallows an egg whole, then on the spot they can [Elongate] [Snake]."

Really the important part is that the Law needs to pose a significant penalty, restriction, etc. They need to make using the spell really fiddly and interesting and annoying to use, but fun to set up. Imagine trying to figure out how to [Strike] [Lightning] on a specific target in the middle of a dense city for example. Spells REQUIRING shenanigans by the player to activate.

If players want to do spell-research kind of stuff, creating or modifying Laws is a great way to do that too.


3. Some more personal, system-specific sort of magic thoughts related to my current rules draft:

- Since spell casting is super fiddly to activate and use, and it's also extra slow and interruptible, I don't intend to limit the actual usage rate of spell casting. Sling spells all day, be free wizard! The only mechanical limitation for that then is that I also limit spell casting so that it cannot restore wounds, heal the dead, etc. Any limited resource remains limited. (I personally also don't care for healers mechanically much anyway, but that's more a personal pick so grain of salt).

- I like every spell-caster to not just feel different, but to operate on different rules to each other whenever possible. The sort of chassis-differentiation thing from my last house rules carried over here, but now also the addition of Laws pushes that even further to make everyone a whacky bastard. Truly a precious revelatory yoink from Was It Likely.

- I feel like Words + Laws are easy to come up with on the fly as a GM, but I also hope the systems in play let players get loose with it too. In my last set of house rules, I had a player whom only could manipulate [Garments] who did all sorts of whacky anime bullshit despite that limitation, and just being surprised by players in that way is one of my favourite things.






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