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!