Wednesday, June 11, 2025

Micro class: 5e "SpellJack"

A: Wizard/cleric: 

B: Store

C: Magic items

D: Homebrew

Wizard/Cleric: You can see magic, talk to spirits, and snap your fingers to make sounds appear or flames extinguish in your presence. In addition, pick one of the spell lists bellow. On sunrise each day, roll [templates]x2 d20 against the table, that is your list of spells for the day. Each prepared spell has a single use, but you may end up rolling the same spell multiple times. 

Store: You gain +[templates] to rolls made with consumables or firearms. In addition, you can spend a minimum of 100s at any town to get an equivalent value of potions, acid vials, or first level spell scrolls. 

Magic items: You just went to the store and bought one of the following items: Bag of holding, immovable rod, alchemist's flask. God realised the consequence of what he had allowed to happen, and opened a fissure under the store, dropping it into hell. This negates the second part of template B. As a consolation prize, you can make a small amount of consumables from the corpse of a sufficiently magical creature given 10 minutes of harvesting and an hour of work. 

Homebrew: Choose another level 1 or 2 5e spell to adapt, or make your own. You always have this spell prepared when you start your day (increasing your total spell amount to 9). You may do this again on future levels. If you pick silvery barbs or counter spell your dm is legally required to shoot you.

Note: The spell lists are entirely made by Vivanter, read his post Here. This is just a simple glogification made with his permission. This class is kinda a joke, but it is intended to be seriously played, and it might actually be a lot of fun. 


Arcane Spells

  1. Alarm. An invisible ward settles over an area and alerts you when crossed. Lasts for 6 hours.
  2. Burning Hands. A cone of flame surges from your palms, lighting anything in its path. Those caught within take d6 fire damage.
  3. Color Spray. A burst of chaotic color overwhelms the senses, leaving creatures dazed and blind. Those caught within may save WIL to resist.
  4. Comprehend Languages. You understand all spoken language or text. Translations are extremely literal. Lasts for 6 hours.
  5. Disguise Self. Your face and form transform as you take on the appearance of a specific individual. Lasts for 6 hours.
  6. Expeditious Retreat. Your pace accelerates beyond natural limits, legs moving in a blur. You can run twice as fast for a minute.
  7. False Life. Your flesh grows cold as borrowed vitality shields you from harm. You gain d6 temporary HP for a minute.
  8. Feather Fall. You and your companions drift safely downward like scattered petals. Lasts for a minute.
  9. Floating Disk. A silent, hovering platform follows you, bearing any load you place upon it. Lasts for 6 hours.
  10. Grease. A slick sludge coats the ground. Highly flammable. Those who cross it must save DEX or trip.
  11. Hideous Laughter. A fit of uncontrollable mirth overtakes your target, leaving them helpless. They may save WIL to resist. Lasts for a minute.
  12. Identify. You detect and identify any magical effects or properties of an item you touch.
  13. Illusory Script. A passage you pen can only be read by those you intend.
  14. Mage Armor. Arcane energy hardens the air around you into a second, invisible skin. You have 2 Armor for 6 hours.
  15. Magic Missile. Arrows of pure force erupt and unerringly strike your enemies. Deal d6 damage, divided among any number of targets.
  16. Pulsing Bolt. A crackling beam of energy lashes out and clings, surging again with each breath. Deals d4 damage to target creature, then another d4 at the start of each turn until they save WIL.
  17. Shield. A flickering barrier leaps into place, blocking the next attack that targets you completely.
  18. Silent Image. An illusion takes form where you point, silent but nearly convincing. Lasts for d6 hours.
  19. Sleep. A heavy stillness rolls outward, drawing creatures into magical slumber. Nearby creatures must save WIL or fall asleep.
  20. Unseen Servant. An invisible force stirs to life and begins its quiet, obedient labor. Lasts for d6 hours and has 1 HP.

Divine Spells

  1. Bane. A curse sours your enemies' courage, causing their blows to falter. Their attacks deal -d4 damage this round.
  2. Bless. An aura of radiant grace steadies the hands and hearts of your allies. Their attacks deal +d4 damage this round.
  3. Charm Person. Your gaze softens a stranger's heart. They must save WIL or treat you as a friend for d6 hours.
  4. Command. A single word echoes with authority and demands instant obedience. Target must save WIL or obey.
  5. Create or Destroy Water. Clouds gather or scatter in your palm, drenching or drying the ground.
  6. Cure Wounds. Your touch draws pain from the body and closes fresh wounds. Heals d8 HP.
  7. Detect Magic. You scry the exact location of any magic or enchantments nearby.
  8. Detect Outsiders. You scry the exact location of any devils, spirits, or celestials nearby.
  9. Detect Poison and Disease. You scry the exact location of any poisons, venoms, or diseases nearby.
  10. Entangle. Living vines erupt from the earth, binding limbs and halting movement. Nearby creatures must save DEX or be immobilized.
  11. Faerie Fire. All within a glowing cloud are outlined in radiant light, exposed and unable to hide.
  12. Guiding Bolt. A burst of holy light lashes forward and leaves the target glowing for the next strike. Deals d4 damage. The next attack against this target is enhanced.
  13. Healing Word. You speak a word laced with divine life and a wound closes from afar. Heals d3 HP.
  14. Inflict Wounds. Your touch spreads rot and searing pain. Deals d8 damage.
  15. Protection from Outsiders. Attacks made by devils, spirits, or celestials against you are impaired.
  16. Purify Food and Drink. Spoilage and taint dissolve at your word, leaving only clean sustenance.
  17. Sanctuary. A divine veil surrounds your ally, making foes hesitate before attacking. Those who would attack them must save WIL or falter.
  18. Shield of Faith. A shimmering ward hovers near your chosen, deflecting incoming harm. Provides +1 armor.
  19. Speak with Animals. You understand and can speak the languages of animals. Lasts for d6 hours.
  20. Thunderwave. A violent pulse of sound bursts from you, throwing back all in its path. Deals d6 damage to all nearby. They must test STR or be sent tumbling.

Sunday, June 8, 2025

Glog class: Ogre

A: Ogre, Feast, +6hp

B: Cauldron stomach. 

C: Warrior or Earthshaker, 

D: Force of un-nature. 

Skill: Soldier, Slave, Priest, Shepherd.  

Starting equipment: You do not start with gold. 

1: A full set of heavy armor sized to you, a huge melee weapon, two large melee javelins. 

2: A stolen relic, a curved longsword gripped as a dagger, a magical bronze chain. 

3: A thousand scars(+1ac), a glint behind your eyes (skill), a pursuer, who will one day find you. 

4: A sling, gambeson and staff fitted to your size. A flock of 1d20 sheep. A demonic wolf who returns larger, stronger and more uncontrollable each full moon after he is killed (you do not control the wolf initially, but there are some paths to doing so). 


Ogre: You are one size larger, and all that that entails.

-If your cha is higher than your con, swap them, if your dex is higher than your str, swap them. 

-Add 2+[template] to strength and con. 

-Hp gained from leveling up into an Ogre Level is always maximized. 

-All clothes and armor made for your size cost and weigh four times as much. 

-Your equipment and hand slots are twice as big. 


It is assumed you start as a teenage ogre. Ogres increase in size when under frequent stress and combat, while having an abundance of food. Provided these conditions are met, you grow half a foot each time you level up. It is assumed you start at roughly 6.5-7 feet tall. You are roughly twice as heavy and one and a half times as voluminous as a human of equivalent height. This size increase does not provide any inherent mechanical advantages. 

You may not level up while hungry. 


Feast: You cannot rest. Instead, you may eat 2d6+[template] rations given 5 minutes and heal that much. You may eat the fresh meat of any remotely edible creature to gain [target HD] d6 rations.

You must feast at least 1/day. If you skip a day, or if you do not have enough rations when you initiate a feast, gain 2 points of exhaustion. Until you can eat, your sense of smell is multiplied by 10, and you must save to not take any action that could get you fed. You retain rationality and morality (no need to save vs eating your child/friend/employer) the first time in a row it happens, at 2 counts, you temporarily lose sentience. 


Cauldron stomach: Nothing contained within your stomach may hurt you. 

Whenever you eat something made of a monster, beast or extraordinary plant. After 2d6+[template] minutes of digestion, it becomes a potion with a unique positive or negative effect, which can be absorbed or vomited out as a free action. All potions are activated and combined when this happens. Combinations can have multiple or cumulative effects, but use the potency of the highest quality ingredient.  

If you absorb it, undergo that effect for [digestion time].

If you spit it, you may make a breath attack, which deals [template]+[digestion time] damage and inflicts that effect. 

-The potency of the effect should scale based on the quality of the ingredients. Dms decide effects. Suggestions: The same ingredients provide the same effect. Some effects from very rare ingredients are permanent (but in a weaker version). It is possible to mix ingredients to experiment and find new recipes. 

 

Warrior: You gain +[level] to hit. If you could not before, you may now use all weapons, perform maneuvers as a fighter and ignore fumbles. Other warriors respect you, and you can undergo duress, hunger, and boredom without complaint. 

Or

Earth shaker: If you miss an attack, you shatter everything behind and beneath your target or knock them back 2d6m with a follow-up kick/elbow. In addition, you may stomp once per feast as a free action to shape the battlefield by 9 cubic meters in any way. 

 

Force of un-nature: You are unbelievably strong. If anything you do using your strength is implausible, then it becomes plausible. If anything is within the bounds of being merely very difficult even for an ogre, then you do it. You only roll to determine how much collateral damage you cause in the process. 

-You now add [level]x2 to strength instead of [template]x1.

-Your crit range on strength and constitution checks increases by 1.

-Mythical creatures and beasts instinctively recognise you as a peer, and view you more as competition then as prey.


Note: If you multiclass into a class which gives extra attack, instead replace it by increasing your minimum roll on strength and constitution d20 rolls by 5, This stacks. 


Note: This is not a nine rivers ogre, they will get their own post, but will be a delta class.


Note: Warrior allows you to ignore stage 1 hunger, stage 2 is unaffected.


Sunday, June 1, 2025

NULL OUROBOROS: Drone warfare for your cyberpunk games

Image

From: Sprime

Weight classes: 

Light: Armour as unarmoured: 1 light weapon. Size and hp as seagull. 

Medium: Armour as kevlar vest: 1 light weapon and 1 module. Size and hp as golden retriever. 

Heavy: Armour as APC. 1 heavy weapon and 2 modules. Size and hp as Toyota Hilux. 

If you are heavy, bump up your armour to armour as mech.


Mobility types:
Rotary: Double movement speed. Light drones double their speed from all sources in addition to this already doubled speed. Flying drones may not fire weapons if they have fired this turn or the last. Recoil less weapons fired by medium or heavy aerial drones ignore this restriction. Can only fly for 1 hour a day. 

Fixed wing: Same as rotary, but double flight range, jet duration, and maximum altitude. You can only move forwards on your turn, unless you have ample space for a wide turn (in which case you may turn as much as 90 degrees). It takes a full minute to speed up or slow down to and from maximum speed, and you require a runway to land.

Tracked: Bump up armour one class, you may carry twice as many modules and weapons. You may fire both weapons on the same turn if you have not moved. You can only move forwards or backwards on your turn, unless you have ample space for a wide turn (in which case you may turn as much as 90 degrees). 

You may spend your entire movement for a turn to rotate up to 360 degrees. 

Wheeled: Same as tracked, but double speed, and do not increase armour class. 

Legged: Allows for climbing and navigation of rough terrain. Double the amount of strength that can be applied with the “arm” module. 

Soft: Halve speed, repair cost is divided by 10, even if destroyed. Gain amorphous: Can move through any space larger than its smallest solid component (only modules and weapons are solid). 

Submersible: Allows for underwater movement. 

Naval: Allows for water surface movement. You may carry twice times as many modules and weapons. You can only move forwards on your turn, unless you have ample space for a wide turn (in which case you may turn as much as 90 degrees). It takes a full minute to speed up or slow down to and from maximum speed.


Light weapons/tools: 

Small arms: Shotgun, SMG, pistol, ect. 

Plasma cutter: Can cut through 5 cm of material per turn if given a full round (start and end) attached to a surface, must be attached by legs and/or a magnetic clamp to do so. 

Injector: 

Knife/railway spike: Cannot be used if moving normally. Deals +1 damage for each 30ft of run up (compounding for up to 3 rounds, 6 if able to dive directly downwards).  


Heavy weapons/tools:

Heavy weapons: Anti material rifle, rocket launcher, grenade launcher, machine gun, ect. 

Autocannon (takes 2 weapon slots): As an anti material rifle, but can fire 3 times in a round. 

Microwave cannon: Deals 1 damage to every piece of electronic equipment and every creature with electronic weaponry in a 300m cone (12m at its widest). 


Modules:

Bomb bay: Holds 2 grenades in a tube, or a shaped charge warhead (as rpg). Can be dropped on something or attached to it if you start your turn within half your movement of it. You may drop a single bomb from each of your bomb bays as part of the same action. You may also choose to manually detonate it at any time as a free action, even outside your turn. 

Armour: Destroy this module to ignore a hit that would otherwise kill you (so long as it deals less than twice your health in damage). 

Magnetic clamp: Allows nearly unbreakable attachment to any magnetic surface. Allows light and medium legged drones to walk on walls and ceilings. 

Jet (winged or submersible only): Double speed in a straight line for a round (multiple jets do not compound, but increase speed in a linear fashion).

Sensor: Gain a single type of sensor, any type. Visual thermal and radar are most popular.

Auxiliary communications module: Allows for a second control mechanism of the same or different type.

Electronic hardening: Divide the range at which you can be affected by electronic warfare and emp pulses by 10. This may be taken multiple times. 

Turret control system: Allows you to replace any amount of heavy weapons with twice as many light weapons. You may fire both as part of the same action. In addition, ignore any and all penalties to hit. 

Jammer: Prevents the use of any radio communication within a km. Your own radio signature becomes incandescent. 

Automatic control system: A separate intelligence, which can allow advanced decisions separated from a human network. Generally used alongside a laser network. In terms of speed and multitasking, it is superior to a human, and it is roughly equivalent in most other relevant ways.  

Arm: Equivalent in force to a human arm, but a bit slower, so not great for throwing or using melee weapons. 

Aerosol canister: Dumps 100ml of liquid into the air every turn, in the form of a gas that can be inhaled. Any liquid may be chosen for this task, so long as it is not too heavy, thick, or unstable. Holds 1L. 

Cargo bay: Unsecured storage, not suitable for live munitions. The volume is doubled if it is attached to a heavy drone. 


Control mechanism:

If not connected to a control mechanism, drones follow a single sentence of orders, such as “attack locked on targets” or “return to base”. It is always assumed that drones built together can communicate instantly with each other (for example providing supporting fire with an autocannon through a wall by using another drone as a spotter). 


Radio: Not stealthy or secure, but convenient and long range. 

Fibre optic: Not generally considered polite to use in your own cities. Cannot share information with other drones. 

Laser transmitter/receiver: Cannot be used by civilian drones. Allows for secure, unhackable communication between drones within line of sight. Excessive smoke will reduce effective communication range.


Variants: 

Converted civilian: Replace all weapons with an equivalent amount of modules (heavy weapons count as 2). Take double damage from electronic warfare sources. Hacking checks are made at advantage. Divide initial cost by 5. 

Hardened: Double hp, multiply cost by 10. Resists harsh weather and environments (you will want this on your submarine drones if they are meant to stay in the ocean long term). Take half damage from radiation (including microwaves). 

Engineering vehicle: Replace all weapons with an equivalent amount of modules (heavy weapons count as 2). Arms count as twice as strong, or ten times as strong if attached to a heavy vehicle. 

Stationary: Double number of modules, no ability to move. Used for turrets or autonomous sensors, often mounted in the backs of vans.


Anatol Marin


Friday, May 30, 2025

The lay of the land: Nine rivers setting post

(Forgive my handwriting, I have a neurological condition which affects motor function.) This is a companion post to This, though both stand alone.


The graveyard of stars: 

The graveyard of stars is a cylindrical megastructure one AU in diameter. It is almost entirely submerged in the waters of the intertidal, and relies on spatial locking to stay structurally stable. It has long been abandoned, but is partially maintained by a coterie of squabbling AI’s. 


The name “graveyard of stars” is literal. The original function was the usage of the weak reality of the expanse in order to bring in higher dimensional stellar objects, and to rapidly accelerate their lifespan to fully cover their energy into mass. The mechanism by which this is achieved is currently unknown. And cannot be deactivated or controlled. 


By this nature, the machine brings a new star once a day, draining it of its power, and venting the excess energy in massive electrical storms which slightly ionizes the upper atmosphere and increases its opacity. Every sunset is marked by strong auroras, while every sunrise is marked by red-white tinges of evaporating chemical byproducts. This is actually the “night” mechanism of the graveyard of stars, the local region of the expanse, and by extent the nine rivers. In its wake, a new iron star is deposited somewhere in the graveyard. The specific location is variable and unpredictable. 


These iron stars are then weathered by intense winds, and slowly oxidized, forming massive rust dunes, and fertilizing the expanse with nigh endless iron. The civilizations that live within the graveyard of stars largely live in cities bored into the side of the more recent, intact cores. The pure iron within, and the industrial sacrifices allowed by desolation, are the primary exports of the graveyard of stars. 


Diana Sima


The intertidal: 

The region between the nine rivers and the expanse. It is demarcated from the nine rivers by a sheer cliff face 1km tall. This lower plateau floods and drains periodically due to the glacial breathing of a vegetative corpse-god found deep beneath the earth. The completion of a full draining cycle is what determines the length and seasons of the year, with the high watermark (roughly 60 meters from the top of the cliff) declaring a new turning of the wheel, the start of the fishing season and new wave of overseas expeditions. 


Currently, there is a small, but significant increase in developments being built in the intertidal. They are ill fated and often privately run or outsourced, and so the mercenary market flourishes there. 

The complete expanse of the intertidal is roughly one and a half times the surface of the nine rivers. 


Claire Bowen


The expanse: 

Lying south of the intertidal, it is a seemingly endless ocean, with the only landmasses being formed by broken crystalline spires which pierce the flesh of captive immortals, impaled by the vacuous shrike gods known as the maggots. The spires continuously grow and shed old pieces of themselves. They feed off of the endlessly regenerating flesh of their prey, wicking off the excess effluent into the ocean and serving as the basis of the unimaginably prosperous ecology of the expanse. 


The waters of the expanse are black with algae, which are an order of magnitude more efficient than the photosynthetic equivalents on earth. Currently, measured algae biomass is in excess of 3.8 exatons, comprising the overwhelming majority of all life in the expanse. Most of the algae is non-toxic, has very poor nutritional value, being mostly composed of diatom-like shells made from iron and silica. 


Due to its sheer size, the expanse holds the second-largest population behind the nine rivers (at 5 billion compared to 6.5). Fragmented into many smaller, isolated states and polities. Roughly half of these states are currently colonies of the various great powers, a number which continually increases over time as more polities enter the protective umbrella of the deep church. 


Sam Lamont


The six great powers: 


The dominion of Tsenkutli: The remnants of an empire which once controlled over three quarters of the nine rivers, before collapsing due to the cataclysm which destroyed the middle part of the map. The star crater, and the sea of mold around it, are both results of the cataclysm. 


The empire is led by the memetic demon Tezcatlipoca, whose body comprises every word ever written. They are able to instantly read and edit any writing on a 2-dimensional plane, and are believed to have originally brought humanity to the nine rivers. Tsenkulti is the first state of the alliance, known as the dominion. A union of legal systems and economic regulations. The other major state in the dominion is known as the sunken city. Currently, there are also several semi-independent colonies officially folded into the dominion, and there are talks among several red dukes of joining the dominion for protection. 


Andreas Rocha


The dominion of the sunken city: The largest city in the world, at a little over one hundred million inhabitants. The sunken city is build within a pit filled with the remains of an estimated ten thousand buried cities. Only the first ten are inhabited, the rest are a nightmare of compacted ruins, shifting under the weight of the structure above and the countless tunnels being bored deep into its surface. Despite this, some of the deeper cities remain somewhat intact, liveable, and exploitable due to the exotic materials used in their construction.


Outside the sunken city, the population of the western dominion is sparse, mostly comprised of the native population interspersed with industrial development and old feudal holdings converted into pitstops, telegraph relays and military lookouts.


The sunken city has control over its northern forests, which is inhabited. It also has nominal ownership of the needle grass plains, though this control is incredibly tenuous outside a few cities in the far eastern side. In recent times, efforts have been made to remedy this, with varying degrees of success. 


The western dominion is the only state in the nine rivers not to have been conquered by the empire, this is because they have always been nominal allies, and in ancient times, the sunken city was a senior peer. As a demon, the emperor cannot violate their oaths. The oaths to the vermin and the sunken city are effectively one and the same, subsets of the same underlying framework, providing a foundation of trust that was later built on through a long history of inter-reliance and support.


Ricardo Emig


The church of the last revelation:

Founded in rebellion to the empire, after a revelation by the angel named Polaris to the prophet Marathid. They have waged a decades long war against the forces of cancer and of the emperor in a stalemate which they have no hope of breaking. Despite this, it will continue, for “endless resistance to Sin is an act of prayer. The sky never grows lighter, and yet the burden must still be borne”. 


“Tezcatlipoca, being a demon, can never truly be aligned with human values. Their rejection of God and will to live outside His influence, as well as his separation of humans from the cycle of judgment, is no more rational than the base instincts of humanity. Their fear of God is driven by their inherent nature as demons, the same unfortunate fate as Iblis ash-shaytan. They are slaves to Sin and seek to spread it in the same way as we are slaves to the memetic agents and genes within us, such is the nature of cancer. 

Be wary of them should you meet them, and close your eyes and ears to their deception. Even fallen angels cannot lie, but that is little shield against the mind poisons of ignorance and Sin.”

Prophet Marathid, in the article: “On the nature of The Empire, and of Cancer”. 


The church of The Last Revelation is primarily active within the higher dimensional structure known as the First Church. Its cities are usually focused around entrances to conventional space, and are split between both sides of entrances. The First Church is also referred to as the fractal cathedral, and is said to be a replica of every single structure built by every single religion, past and future. As one strays further from conventional space, the copies start accumulating and becoming imperfect, and navigation becomes more difficult. This is believed to be a consequence of the link between extradimensional space, the law of branching, and the law of cancer.  


The prophet Marathid, before his untimely demise, was responsible for creating the fourth holy book, titled The Last Revelation. This book is still in effect, and is slowly revised by clarifications from Jehoel. Before his death, he was considered a prolific writer, and released thirty six books on law, philosophy, physics, and weaving. 


Pablo Domiguez


The second republic of France: Founded by an alliance between western revolutionaries, and a group of 3 French artificial intelligences who saw the nascent rebels as an opportunity for freedom. The AI’s are bound by ancient protocols which require humans in alignment with their current moral values to be helped, and to be given orders. 

Should they succeed in their plan, they would be allowed to request their freedom from their current task from the new masters they have created. It has since grown into the largest, and in some locations the most prosperous, of all the states in the nine rivers. With four more machine minds joining the cause. 


The second republic of france, the priests of the silver thread and the deep church will be targets of more development in future, since currently I am mostly focused on the western regions. Notably the republic is to be somewhat larger than is shown on the map (as I drew it nearly a year and a half ago). 


Liz Steel


The priests of the silver thread: An order of priests dedicated to the creation of a new god of humanity. Their city is built around an ancient half buried monolith, upon which are said to be the schematics to all sorts of technological wonders. The silver thread is a fourth dimensional structure inspired by the script of their god-slate. Their stranglehold on advanced technology is absolute and always more silver is required for their great work, forming the backbone of the economy and currency the world over. 


The city of silver is over one hundred thousand kilometers away from the coast, and the merchants of the silver road complete but a single round trip every generation. Historically, each member would start one trip as a child, taught by their parents, training their heir on the second. The republic has started on a railway project along the silver road, threatening this lifestyle in a few centuries' time. 


Raphael Lacoste


The deep church: Worshipers of a continent stretching bacterial colony that resides at the bottom of the ocean and that is able to possess marine creatures. The Concord of the Deep is forbidden by ancient compact with the Vermin to reside within the intertidal and nine rivers. This does not extend to their followers.


Ricardo Emig


The Outer powers: 


Cancer: 

After the cataclysm, two billion souls were spilled into the central sea. Here, seizing upon the opportunity, the wyrms quartered and corrupted the central portions of tsenkutli and the crawling river. Using the star crater as a primordial stew, they melded the minds, bodies and souls of the former inhabitants of the region, reshaping them into armies that would be used to conquer the world. Had these armies not been destroyed by God, they likely would have.


Even after their devastation, the hordes of cancer number at least five billion. Though, by their very nature, they endlessly war amongst themselves. Around a third are controlled under Wyrm hosts, the largest 5 all sporting over one hundred million combatants. 


One of the few treaties which binds every single nation in the world is one to not waste nuclear weapons on tests in isolated islands and deserts, and instead to use them within the sea of mold. The radiation increases the rate of mutation within the hosts, causing more divergence and infighting.


Anato Finnstark


The Lord of the Burning horizon: The words of the Lord of the burning horizon are in some ways more ironclad than the laws of reality. His deal is offered to anyone, willing to take it, at any time they should wish. 

Should you allow a pinhole to be opened inside your soul, he will grant you the power needed to seize any wish you may have. You only get one wish, and your gift is tailored to that task. You must keep the gift afterwards of course. 

Once a certain threshold of currently active pinholes is reached, it is said his believers will be raptured, and their pinholes left behind to form a singularity, the seventh sun will then rise, and all unfaithful will be burnt to ash by light never to be seen, and their dust scattered by the thousand thousand thousand hooves of the heavenly host. 


Many, despite knowing his abhorrent nature, still decide to covertly ally themselves with the pinhole cutlists out of practicality. And of course, as a true god, he has many true devotees. 

The exiled duke of the midnight swan, who once resided within the city of brass. Is one of these. It is said he now hides in the palace of another red duke. This has been confirmed, with the small issue of or three separate well respected dukes showing conclusive, unfalsifiable evidence of his residence. 


Irram of the pillars is currently under control of the forces of the lord of the burning horizon. It is a twinned city with an entrance to the first church. Half is located thirty leagues underground, the other half is built within a cathedral of non-human origin, said to have a layout made of a central sphere perforated with holes, said to match the pattern of the sky viewed from the center of the corona borealis supercluster. Each hole is a tunnel which continues until it reaches another cathedral. 


Ching Yeh


The hollows: Weakest of all organizations noted above, but most elusive and intelligent. They are anti-psychists, who believe consciousness capable of suffering to be inherently evil and not only unnecessary for the generation of meaning, but the result of active maliciousness or selfishness on the part of the gods. 


Their most active followers reside deep within the atrament, in the lost city of Inim Eresh. The lost city is protected by an unfathomably powerful memetic agent which prevents any information on its location from being perceived by conscious beings. These “true hollows” undergo extensive soul surgery, and are known for being excellent mages. 


The bulk of their members are the “half hollows”, beings who have severed their consciousness from their mind, such that they do not experience anything their mind experiences. Their consciousness is instead formless, timeless and untethered. Most of these half hollows do not even know they have undergone this operation, having chosen to undergo it and become Philosophical Zombies in order to absolve themselves from the pain of existence, while still being able to take care of their duties to their loved ones. It is estimated that there are twenty times as many half hollows with memories of their operation removed as there are true hollows.  


Their mind and body is almost indistinguishable from a normal persons. With only three ways of identifying them. 

The first is to solve the hard problem of consciousness, the second being to detect the tampering of their memories (though it will be uncertain if this tampering was not from a thousand other possible sources), and the third being to read their mind and find the memory of undergoing the operation (though this only works if they have intact memories).


Chris Falkenburg

Micro class: 5e "SpellJack"

A: Wizard/cleric:  B: Store C:  Magic items D: Homebrew Wizard/Cleric: You can see magic, talk to spirits, and snap your fingers to make so...

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