Saturday, 1 October 2022

Sunday, 18 September 2022

One Handed Hex Map Stocking

Oh no! You're on a bus or train or something on the way to run a fantasy tabletop game and you forgot to prepare anything! And you only have your mobile phone on you! Plus, one of your hands has been incapacitated for some reason?! 

Never fear, use this methodology for quickly whipping up a little hex crawl: 

Get a blank google text doc! 

Whack a empty hex map in it: 

Go to this website to get a random magic the gathering card:

Use the method below! Writing your results into that blank google text doc! 

  • Basic Stock pass 

    • Pull a card, that's what's there in an area of the map, pull more than one card and combine if you want 

    • Keep doing this until you are bored /fill the map 

  • History pass 

    • Pull a card, that thing travels across the land doing what you think it would, starting and ending where you think is most appropriate 

    • It leaves behind items, environments, new places, factions, etc 

    • Do this again until you are bored

  • Present pass 

    • Pull a card, this is an important thing in the area, doing what you think it would, being fought over by who you think it would, it is located where you think is most appropriate 

    • Do this again until you are bored

  • Loose ends pass 

    • See if you can connect any of the extant elements that exist in interesting ways 

    • Do this until you are bored

  • Hero pass 

    • Pull a card, this is an important sentient being, it travels across the land doing what you think it  would, starting and ending where you think is most appropriate

    • It leaves behind items, new places, factions, etc 

    • Do this again until you are bored 

  • Shuffle pass

    • Re do any of above passes as you see fit / are entertained by 

  • Player pass 

    • Put some player characters into the world and see what happens. Maybe they play a hero… or something else?! Pull a random card to determine this if you are brave enough!!! 

  • Conflict 

    • Assume most things are successful in what they attempt, favour the active, roll a dice if not sure, highest roll wins! 

Good luck with your game!

Monday, 5 September 2022

The Twinkling Dunes (half a hex crawl)

 I used this lovely little hex map maker: and changed the colours a bit then pulled three random magic cards using to get ideas to stock each "hex". Here are the results for half the map so far!  

1. Efuge, A town of white marbled, onion domed temples, and spindly look out towers. The drab robed humans here worship the gatherment of secrets and information and burn documents as sacrifice to a ghostly queen who haunts the lake to the East. The people here know much but are loath to share it, they are also very skilled in climbing and spying.

2. Golden twinkling sand dunes, pierced by ancient ebony obelisks. A forest of dead and dying brown shrubs is in the North West. Lurid, snake skinned goblins wearing leering masks hunt travellers with daggers here. The goblins hunt in pairs, are long of fang and are semi vampiric.

3. A salt encrusted, filthy and refuse filled lake. Spines of some calcific white mineral spike up across the filthy shore and shallows. Many ragged, roped offerings of coins and trinkets have been hung over the mineral spines – attempts to keep the undead, horned giant with snaped and broken legs who slowly pulls himself  through the muckfilth of the lake, at bay. The undying giant is dazzled and confused by the offerings, its mind long gone – it will only maim and kill those it encounters.

4. A green lake, prone to infestment of heavy fog and wafting spirits. These ghosts are fond of secrets and things not widely known (and are able to give blessings for the providement of such). On the eastern side of the lake are two towers, formed of giant, long dead, calcified worms sprouting from the mud beneath the water. A wizard skilled in the warping and manipulation of metal lives in each, Meg and Antic. The pair of wizards are ever bickering, but both are working together to the fulfilment of some apocalyptic destiny involving the ancient dead worms and all the forgotten minerals of the earth. They are covetous of all metals.

5. Golden twinkling sand dunes, pierced by ancient ebony obelisks. Packs of thin, green furred, wolves prowl the sands. Woods of dead trees coat the dunes, haunted by nests of featherless, lizardlike birdmen – clawed and skeletal. The birdmen pluck singular wolves from their packs and feast – the dead woods littered with bones and dried ichor.

6. Golden twinkling sand dunes, dotted with hut sized, rusting metallic insectoid hives – all wafting dark grey smoke. These are inhabited by hordes of mineral carapace hornets, about the size of a hand. The hornets are flesh eating and their venom causes meat and skin to slough free from the body.

7. Golden twinkling sand dunes, pierced by ancient, spider web covered, ebony obelisks. The land is ever shaded by heavy storm clouds that regularly release torrents of lightning that spark at the obelisks below. Giant, grey green, horned spiders – thorax and abdomen the size of a man - live in sturdy web carved caves and tunnels beneath the gloomy sands. The entrances to these caves and tunnels are strong webknitted doors. The spiders do not appreciate visitors to their lands or tunnels. Their tunnelling has revealed ancient engines, powered by the sparking obelisks, which the spiders enjoy meditating in the rumbling presence of - a state of religious bliss.

8. Golden twinkling sand dunes covered in woods of calcified dead trees. Mineral pipes that have the appearance of mummified worms lace through the sands. These, arm sized, pipes sporadically belch gassy flames from beneath the earth.

9. Golden twinkling sand dunes. Lurid, snake skinned goblins wearing leering masks hunt travellers with daggers here. The goblins hunt in pairs, are long of fang and are semi vampiric. The goblins have a sprawling village on the banks of two small lakes of liquid silver in the centre of the dunes. The village glints from the distance – constructed of wood branches dipped in, now dried, liquid silver. There are several liquid silver mummified goblin corpses throughout the village – foci of veneration and worship. The goblins have want for nothing save fresh blood and flesh. A small wood of dead and dying brown shrubs is on a large dune to the East of the village.

10. A several storey high, purple gem monolith, surrounded by bolden twinkling sand dunes.  Hordes of palm sized insectoid vermin carpet the sands around the monolith. A skeletal and rotting undead worm, the length of several bus, tunnels through the sands in the evenings – scooping mouthfuls of insects and anything else that dares approach the monolith.

11. A forest of gnarled, dead, trees that have the aspect of pained, screaming sufferers of pain. The trees are all twisted, bent over and malformed in their agony. The forest is ever haunted by a thick, tendrilic fog.  A small of brood of featherless, lizardlike birdmen – clawed and skeletal – hunt any interlopers to the forest.

12. A lake of thick, white, milky and iridescent liquid – ringed by a shore writhing with person high, black bramble-like vegetation. The vegetation is rope thick, vines, covered in near metal hard thorns. The vinerope slithers around to block any thing approach the lake – gripping, stabbing, choking and pulling apart interlopers.

13. A lake of clear, iridescent jelly – a slight tint of green. The jelly is rigid enough to walk across, but can easily be scooped and shaped. The jelly is ice cold and retains its freezing temperature when removed from the lake. Beneath the clear jelly are hundreds of naked humans, frozen and dead. Albino crocodiles roam the shore, ancient but rotting with some aspect of undeath from overconsumption of the persevering jelly.

14. A green lake, prone to infestment of heavy fog. In the centre of the lake are two towers, formed of giant, long dead, calcified worms sprouting from the mud beneath the water. A winged, horned, basilisk demon lives in the towers – the rooms of which are filled with petrified corpses that the demon has been hacking apart with heavy but precise tools  to explore human biology and anatomy.

15. Pale blue twinkling sand dunes, pierced sparsely with bleached white coral structures from beneath the earth. The corals are jagged, sharp, and tower several storeys into the air. In the evening the coral towers waft a luminescent, glowing green gas. An ogre trudges through the sands, blubbery and bloodstained. The ogre attempts to capture any living flesh that travels the dunes, chaining it to its blood splattered coral cave so they can indulge in the consumption of still living beings.

Monday, 29 August 2022

Matrixhammer in Action! A Night in the Forest Play Report!

Here are the orders from each players, and the public/private turn updates for the 6 turns/hours of "A Night in the Forest".  Enjoy! 

BONUS: Here is a post from the Imperial forces player's perspective for your enjoyment:

(I've high lighted the empire player submitted orders green, and the beastmen player submitted orders yellowish

Turn 1: 


It is midnight! Your units are in or around the lakeside hut! In the forest! You hear the approach of a beastmen host! They are perhaps 2 hours away! You need to survive 6 hours! Till re-enforcements arrive at sunrise

The Forces of The Empire make the are immediately near the hut fire-resistant, whilst making the area further outwards more prone to fire/the spreading of fire

- The Halberdiers deposit dry leaves and twigs in the flammable area to act as good fire starters

- The Riflemen deposit some powder in the flammable area for the same reason

- The Wizard surges the lake water onto the fire-resistant area to dampen it


You can smell the scent of delicious man flesh! They are by the lake! They are two hours march away! You must feast on them before more men come (you can smell a great horde of the imperium that will arrive at sunrise [6 hours time])

We march towards the lake! Collecting dead animals by killing them and mud for a sinister magic!

- We use our weapons and speed to rampage through the forest!

- Our devotion to the plague god nurgle to carry and use the corpses!

- And the hunting prowess of our beastlord and raiders to guide us!

Umpire update: For both players: "consider that first turn a success!", and for the beastmen specifically: "you are an hours march away from the hut!" 

Turn 2: 


The Forces of The Empire make defensive preparations

-The Riflemen make holes in the roof so they can shoot out from it

-The Halberdiers use wood from the trees to create sharp spikes at the edge of the lake, facing towards the water

-The Captain gives rousing speeches to each group of soldiers to steel their courage

Umpire update for The Empire: 

And so, your troops spend the hour doing so! They are invigorated by your captains speech - the tension and unease abated. This is doubly so as it seems the beastmen have not gotten any closer to your position over the hour - the gibbering screeches wafting from the trees not getting louder. 

BUT, a very faint itchiness wafts briefly over your units skin. Your wizard senses some foul magics have occurred in the surrounding forests.


We stop for this full hour to conduct a ritual using the bodies and mud we collected to summon demons to aid us!

We will continue advancing next turn...

- The corpses and mud we collected!

- A full hour of praying and rituais in the name of grandfather nurgle! (Which gives my enemy some time to prepare more, also we probably make a lot of noise)

- Our shamans and their sickening magic!

Umpire update for Beastmen: 

You hear sawing, snapping of branches, and heavy thuds wafting from the direction of the lack over the hour! And the rousing shouts of the men in their babbling tongue! 

Your invocative rituals warp the dead animals you collected into a scrabbling horde of disease spreading demonlings! A miasma wafts from them! Maggots drop from their dead skin! They look like this:

There are 20 of the little buggers...They are about the size of a small dog, or large rabbit, each.

Turn 3: 


The Forces of the Empire create an air elemental to act as a scout, and sends it to the edge of where they can see, within the flammable area

-The Wizard summons the air elemental using his magic

-The soldiers ensure its sanctity by singing hymns and prayers of the Empire

-The Captain takes the plumes from the Halberdiers and gives them to the air elemental, so it can drop them as a signal if it sees any beast men

Umpire update for The Empire: 

The air elemental is summoned, vivified by the chanting, and whooshes through the nearby vegetation. It scouts out the surrounding area and reports that a large host of beastmen is to the North East, and a smaller host of the beasts is to the West! Both groups are north of the lake shore that the hut is on! It seems the beasts have begun burning the forests between their two forces  - not yet in the area of the forest you have primed for flame as yet - but the fire is creeping closer to that area most ready for flame nearby the hut! 

Both hordes will be able to charge your location within the coming hour! 


We shall divide our forces and March towards our victims in the following way:

- Half the raiders will lead the shaman and all the nurglings towards near the lake, stealthily

- The other half of the raiders will lead the other shaman to the other side of the forest, the shaman will set parts of the forest on fire!

- The Beastlord will lead all beastmen through the forest straightforward towards the smell, but will stay in the forest

- The raiders sneaking and hiding ability should help guide the shamans and remain them unnoticed

- The first Shaman will lead and control the nurglings with his sickening magic and chaos knowledge

- The march of the beastmen and forest fire should confuse the empire and perhaps scare them!

Umpire update for Beastmen: 

You divide your forces and proceed through the forest! Your forces are divided in the following way:

The raiders and shaman groups have crept stealthily through the forest - while the beastmen and beastlord have stamped and marched and bleated, braying for blood! The beastmen and beastlord are closest to the men of the empire - their delicious stench causing some of the beastmen to salivate with bloodthirst!

The raiders and shaman who have travelled to the far side of the hut have begun fires between themselves and the main host of beastmen! Smoke fills the air!

Your shaman notes that there is an natural wind in the air! The fire spreads much faster through the forest than was expected!

You hear chanting from the men who are your the target of your ravenous maws! Some horrid droning associated with their false idols!

After your hour of marching - you are apon the men - you can make out, in the distance through the trees, the mud of stone and brick, dark on the shore of the lake - illuminated just by moon light.

Turn 4: 


The Forces of the Empire attempt to catch attacking the beast men forces in the flames. If they can split them by trapping some beastly forces with them on the inside of the fires (that is, in the flame-resistant area around the hut) whilst keeping most out then that is a bonus.

-The Wizard keeps the flames at back until the right moment, then surges them forward

-The ground is prepared for fire with powder and dry  material, so it should spread quickly to the attacking beast forces

-The air elemental will also keep back the flames before surging them on by adding air as fuel

Umpire update for The Empire: In the hour you have fended off an attack by the beastmen! (See the public update). 


The Beastmen will attack! We have flanked them from all sides and we are blocking their escapes! We will slaughter them all in the name of the plague god and gather their corpses!

- The Nurglings will come from the lake! Poisoning the water as they swim

- The Raiders will aid the Beastlord in scouting for traps, before they charge towards the Hut!

- The Shamans will use their magic to burn more of the forest and aid the Nurglings! 

Umpire update for Beastmen:

As the main attack took place to the north, a group of 6 beastmen raiders, undetected by the scouting wind elemental, creep up from the shore of the lake. The raiders notice the wooden spikes installed by the forces of the empire , and take some time to pull them apart quietly as the fighting  takes place. The beastmen to their north are slain by the time they surge through the dissembled fortifications, a shaman, and a small horde of tiny plague demons accompanying them.

A visual of the imperial units you have sighted!


Your have a force to the north east of the burning ring around the hut, and a currently undetected force within the ring of flame!

Umpire public update: 

At 3 am, with the moon beginning to dip behind the trees, the beastmen attack the empire’s position! 

•    The main host of beastmen, led by a beastlord charge directly at the lakeside hut. 

•    To their west a smaller force of beastmen move forward towards the lakeside hut in a more measured and careful manner – igniting and spreading more flames as they go! 

•    As the main host of beastmen near the edge of the trees they barely notice the abundance of kindling and heaped dry leaves. 

•    With a surge of elemental magic, supported by the wind elemental summoned early in the night and the already blazing forest inferno,  the imperial wizard causes the trees surrounding the hut to erupt totally into flame!

•    The main host of beastmen are caught in the inferno! Half of their number burnt alive, the survivors stumble out into the clearing around the hut (drenched with some summoned elemental water keeping the flames at bay). 

•    The forces of the empire are ready for the beastmen, riflemen open fire from holes in the roof of the hut and halbardiers and zweinhander men receive the shambling charge! 

•    By the end of the hour all of the main host of beastmen warriors and their beast lord leader are slain but they have taken two halberdiers and a zweinhander man with them! 

•    The beastmen  to the west are cut off from the attack by the mass of spreading flames – currently unable to reach the hut on the edge of the lake

It is now 4 am! The forces of the empire have fended off one attack, but surely the dark forest has more horrors instore for them before sunrise!

Turn 5: 


The Forces of the Empire will attempt to prevent injury from smoke inhalation, whilst making the smoke a problem for the remaining beastmen

-The Zweihanders will soak any available robes and tunics with lake-water to act as a mask/filter against smoke

-The wizard will use fire magic to push the fires towards the remaining beastmen

-The air elemental will push the smoke towards the beastmen. It will extinguish/kill itself with the effort if doing so will help


The humans are surrounded on the hut! We shall burn them all alive in the name of Nurgle!!

- Both Shamans get away safely from the fire and begin to cast MORE fire!

- The raiders help the shamans get away safely from the fire they've caused, using their hunting knowledge

- Everything is a sacrifice for the gods! Even their deceased beastmen allies, they will conduct the fire to consume the humans!

Umpire public update: 

•    From 4 to 5 am the magical forest fire continued to spread in a great blazing inferno – magical agents on both the side of the beastmen and the empire encouraging the blaze and coaxing it to move in certain directions!

•    The wizard of the empire senses the wind of magic pushing from both the east and west, the fire roaring towards the hut and leaping over the hastily conjured firebreak! The hut swiftly catches ablaze burning to death the riflemen within! 

•    The imperial forces outside of the burning hut (a wizard, capatain, 3 zweinhanders and 6 halberdiers) flee the blaze moving south towards the lake – discovering that the beastmen have, at some point in the night, tampered with and penetrated the earlier erected shoreside spikes. They do not encounter whatever beastmen conducted such tamperings! 

•    The remaining imperial forces wade into the cool lake to seek refuge from the flames – it writhes with some daemonic foulness and causes their skin to itch and crawl but they are not slain by such mere discomforts in this hour. 

•    The foulness of the lake causes some misgivings for the units of the empire as they soak cut and torn lengths of fabric into damp masks to ward against the heavy – choking smoke all around them, but whatever illness this may have transmitted from the lake into their mouths and noses can be dealt with later! 

•    Safe from the fire for the time being, the wizard of the empire, sends flame and smoke towards the direction of the earlier scouted beastmen. The wind elemental surges along side the flames and smoke  - pushing them towards the beasts – but the bleating beastmen are already on the move, retreating from the blaze. The wind elemental dissipates.

It is now 5 am! The final hour before sunrise and the arrival of Imperial re-enforcements! 

Turn 6: 


The Forces of the Empire leave the lake on the eastern bank and attempt to engage the beastman forces that the wizard sensed there

-The Captain will lead the way to inspire his troops

-The wizard will cleanse their soaked and probably cursed bodies and clothes by summoning fresh new water once they get on land

-The halberdiers will attempt to form a spear wall, with the zweihanders on the flanks


We will flank the humans from both sides and attack! Killing them with our nurglings and plague clouds!

- The Raiders will guide the shamans safely through all malices! Hoping to evade the human's possible movements towards them.

- The nurglings are sent towards the humans to defile and kill them in the name of Nurgle!

- The Shamans clouds of sickness from both sides towards the humans! Each death is a sacrifice!!

Umpire public update: 

As the sun slowly brings light to the dark forest, from 4 to 5 am the following events transpire: 

•    The imperial forces (a wizard, captain, 3 zweinhanders and 6 halberdiers) march east along the shore of the lake, abandoning their (presumably) diseased face coverings. When they arrive on the sandy shore, illuminated by the nearby blaze, the imperial wizard douses all in fresh, magically summoned water. 

•    The western force of beastmen ( a shaman and 6 raiders) are unable to reach the forces of the empire in this final hour – blocked off by smoke and flame! 

•    The eastern force of beastmen (a shaman, 6 raiders and 20 small plague demons) launch an attack on the remaining units of the empire as they trudge east along the sodden lake shore!

•    A miasmic cloud wafts over the humans, as the green rotting demons the size of dogs charge them! Arrows rain from the trees as the humans fend off the attack! 

•    Though large in number, the horde of small demons is no match for the martial strength of imperial troops (buoyed on by their brave and inspiring captain) – the demons are slain! The demons and the arrows of the beastmen raiders take with them 4 halberdiers and 2 of the zwienhanders.

•    The raiders and shaman harrying the imperial forces from the trees are driven back by the wizard of the empire igniting the trees around them! (edited)

And so, the sun rises at 6 am, A wizard, captain, a zweinhander and 2 halberdiers of the empire trudge east along a lake in a forest. They shortly meet with a greater host of imperial troops who they regale of their ordeal during the night. The beastmen retreat back to their forest dwellings, a conflict soon to break out as to who will be the new beastlord leader of the tribe after a night of much fire and death. Though they may never know, it may have brought them great joy to learn that those surviving men of the empire died of some rotting, delirious fever several days later after setting foot into that diseased lake….

The End! 


The "one thing" may be hard when you have a small/intimate force to command. I tried to phase out the micromanaging of specific troops with the one hour length turns to make things more sweeping and cinematic. 

Other than that the game was quick, fun, interesting and easy to run! 

Wednesday, 24 August 2022

Matrixhammer Scenario! A Night in the Forest!

 Matrix games meets Krieghammer! A self contained strategy/war/matrix scenario expressed in three images! 

I'll be running it on discord! 

Monday, 22 August 2022

The Deific Earth - A setting

Over in my discord channel ( ), I floated the idea of running something using the methods outlined in this post. We didn't end up "matrix adventuring" per se but instead collaboratively putting together an adventure game setting. 

From this: 

"Maybe do even something completely different and use some version of the methods in the post the cooperatively make a setting then play in it" 

Myself and a few of the other discord members, put together an interesting little setting that we are currently "arguing" the history of in to being (not quite playing in it as individual sentient actors as yet). 

I shall now present: "The Deific Earth" for your perusal! Note, this is not all my work, but a collaborative effort of about 5 individuals on the discord channel! I have included some of the "suggested schedules" I provided as a general method for approaching the activity.

Fundament: Each player writes a sentence outlining an important aspect of this world, its defining matrix if you will, other players can disagree and remove aspects if they provide reasons... Even this can be questioned!

  • The gods were forging a sword to do battle against a great evil with, when the blade was quenched in our world molten life dripped off of it and formed the first archipelago and our lands
  • The sword is still there, the evil is still there, the Gods are gone!
  • In this world, numbers are outlawed.
  • The gods bodies remain, they form a land bridge between the planets when they line up
  • They float in orbit around SOMETHING, they align rarely
  • When they do align alien things move between the planets on the god bridge
  • In the great battle; spurts of the primordial, radiant fluid of the dying gods, and the great evil, tore through the clouds, forming new lands.
  • These lands are more bountiful and lush than the original ones... but also follow the aspects of the gods/evil they came from more closely than any others
  • And so the most sentient beings formed here, and their civilisations. Spreading out from the fortress at the terminus.
  • The living things of our world are inevitably influenced, suffused, by the essence of god-lands they live on, from the food and waters that grow and run upon them.
  • A things essential being is defined by its god vapour. Some part demon, some part angel, combination there of. Demon and angel are relative, and poorly defined terms.
  • Some people perverted and twisted by the great evil, they now live on the gods bodies
  • Those planet dwellers fear their awe inspiring invasions, when the astral bodies align!
  • Cults arise: Most various heresies who argue about the best method to prevent the invasions, with their own champions and hierarchies; others still secretly covet the god-eaters, and work to manifest The Alignment
  • The planet with the sword of the gods is the last of the planets not overrun by those perverted God feasters! The great fortress where the the sword cuts the earth is the final defence for the uncorrupted against a God alignment crossing. The sword reaches to the foul heavens
  • The humours of the gods can be consumed to do magic
  • Blood, puss, piss, tumour, bile, and many more can be digested for expulsions of extra terrestrial magical vapour! Many, many more, all can corrupt ultimately with too much consumption. A correct amount of consumption, a wafer of fallen mana, allows magic.
  • Those of the vapours, gods and the evils but not corrupted by over consumption
  • The meekest are driven from the finest lands, far from the enriching embrace of the Fruits of Deific Earth; not bold enough to grow strong and strange from Correct Consumption
  • My heart sinks to think these may be forced, through jealousy, to betray those of the fortress, to help let the corrupted into the uncorrupted lands beyond the fortress at terminus. Oh I weep.
  • Yea! Woe to the Betrayers!
  • It is there, we doubt not, that the Heresies of Alignment emerged!
  • No True Follower of the Vapours would could think such evil thoughts!
  • Like Great Hapsut, we are beckoned and, through integrity alone, compelled, to forge tools to maintain the welfare and safety of the Envapoured Ones, Truest Followers of the Ways of the Sword!
  • Go forth, intrepid, valiant believers; lest the Heresies of Alignment take hold among the Vapourless and thus hasten the fateful Day of Bridges!
  • The inquisition of Hasput protects against the jealous conspiracies of the weak as they seek succour in the heresies of alignment! Praise be the inquisition for keeping the weak in line!
  • The bridge! Most corrupted of alignment! Ever seek correct equilibrium of your vapours, but avoid the bridge of alignment!
  • The evil, the cause of the forging of the sword, was the alien, from demiurge. Evil/Alien = Numbers, Stars, Science, Plasma, Asteroids, Meteorites, Black Holes, Nebulae, Physics, etc.
  • Scholars and philosophers known as Elementalists preach of the many elements that make the world.
  • There are two schools of thought:
    • The Alien elements, made not from gods, rather from what they sought to destroy, some examples are: Numbers, Stars, Science, Plasma, Lasers, etc…
    • The divine elements, made from the dead gods, some examples are: Vapour, meat, bone, wax, gray matter, acid, etc…
  • The study of the alien elements is forbidden in many places 

The Gods: Suggested schedule for Gods: "God Name: a sentence or dot points outlining its aspect"

  • Great Hapsut! Thrice Praise his Glorious Name! The Forger; The Fighter; Bringer of the Deific Blood; Arbiter of Order through Sharpened Justice!
  • The Whispering God
  • Astral and Aurum
  • The Gilded Guide: Its love was the journey and the joke; the joy and the jewels
  • Gloug, the consumer: ever so so hungry
  • Kepet: vengeance, revenge, pride, that's mine not yours give it here for ever, mine is life yours is death
  • Passing, lord of ephemeral: Knows this is not the end. Nothing is ever the end…
  • Genogox, bringer of mass and solidity.
  • Swarmbog, the grower. Fertile beyond reason.
  • Hylalei, The Florist: Makes everything beautiful at the expense of everything else. Abhors pragmatism and efficacy. The soft light of filtered suns wrapped warmly around a gentle arrangement of flowers and fine silver ornaments.
  • Toypoyos, the confuser: The in-between dweller, the divider!
  • Great Worm, the stitcher. Bringer together of flesh and tears and all rentings. The extruder of tissue.
  • Posados, the Twice-Betrayer, the God of Iron, the Green Sin Betrayed the gods to aid the evil... Betrayed the evil to nurture mortals. Only half of him remained.

The Lands: Suggested schedule for Lands: "Land name: A sentence or some dot points regarding the environment, population and/or special features of the land".

  • The Bleeding Land: which still leaks Deific Fluid
  • The Haptic Jungles: where branch and vine voraciously grasp, seeking unspeakable sensations. Rumoured location of the Ichor Stream, an endless flow of forbidden Number.
  • The Golem's Banquet: where stones blossom newly-made from the fertile earth! Blessed by Genogox, bringer of sturdiness!
  • The Great Yawp: a vast fissure of unplumbable depths which splits the continent in twain! Generally understood to be the result of the final blow struck in the battle between the Aliens and the Gods: though sources differ on who struck the blow!
  • The Sword: a great white plane, running perpendicular from the earth, endlessly into the dark of the corrupted heavens. It has a metallic sheen, and is covered in sharp geometric growths like living blades. Small and measly tribes of the corrupted are feebly scattered across, kept at bay by those of the fortress at terminus. Though forbidden by the inquisition, adventurous strong sometimes explore this place of demons and metal.
  • The Land of The Strong: The realm of both the Convocation and the Inquisitions. Here all is extreme, the weather, the landscape, the pain, the disease, the glory, the grandeur. The vapour is overwhelming. Everything is technicolored brightly. It is a land of living myth and legend. Things meek and grey and faltering are slain on sight! It rings the Fortress at the Terminus.
  • The Land of the Meek: A sparse and faltering land, dribbling out endlessly beyond the grand and majestic mountain ranges of the Land of The Strong. Grey, sand, dunes, craters, holes, caves, sludge. Those cast out by the Convocation and the Inquisitions dwell here: The Meek (and also the dreaded Moonlight ones). Many things fall from the heavens here!
  • The Fortress at Terminus (Also called just Terminus): The metallic, military, temple city that rings where the sword pierces the earth. Endless gonging and marching and drills and paranoia about the alignment and invasion. The haunt of many adventuring Envapoured Ones, ruled by the The Theocracy of the Inquisitions of Hapsut and Hasput, controlled by The Convocation of the Forge. Many here are secret worshippers of Toypoyos, the confuser, stitching the ways between the opposing inquisitions for spiritual and material gain. The cult of Toypoyos is of course outlawed by both inquisitions. Magic and metal!
  • The Yellow Caverns and their Gray Lakes: Cranial remnants of the gods, not a place but a biome, located in most godrealms. Covered in divine wax and other divine fluids.

The Peoples:  Suggested schedule for Peoples: "Peoples Name: a sentence or dot points outlining their aspect, abilities, culture, where they dwell, etc and such forth!

  • The Convocation of the Forge: highly respected as the children of Hapsut. Such things they forge are presented to leaders in great ceremonies, who interpret these demi-divine creations as guidance for their decisions and governance.
  • The Inquisitions of Hapsut and Hasput: The ruler theocracy of The Fortress at the Terminus. Protectors against the corrupted, the heresy of alignment and the constant conspiracies of the meek. Worshipers of blood and blood and truth!
  • Envapoured Ones: Truest Followers of the Ways of the Sword! Go forth, intrepid, valiant believers; lest the Heresies of Alignment take hold among the Vapourless and thus hasten the fateful Day of Bridges!
  • The Meek — or, the Betrayers: driven from the finest lands, far from the enriching embrace of the Fruits of Deific Earth; not bold enough to grow strong and strange from Correct Consumption. Also known as the weak. Their vapours are, more often than not, malformed, leading to godly mutations! Corruption manifest!
  • The Counters: people who are allowed to count and use numbers, a feared role but required for flourishing trade and commerce. They are only ever paid for their work in humours of the gods. In qabalistic nooks the Counters pore over meta-mathemagical texts, questing for the Ichor Stream's source
  • Zealots of Chalcedony and Lime: a solitary and hermetic sect who rappel beyond the Great Yawp's lip, carving mysterious caverns of Meditation and Mystic Vision in the cliffsides therein. Who — or what — they worship is barely understood by the staid theosophers of Terminus!
  • Moonlight Ones: Vampire-like creatures infected by alien curses, they devour words through singing and command platoons of mute thralls. The infections come from meteorites fallen to the deific earth. Foul alien evil infection! The Moonlight Ones are known to SING NUMBERS and practice SCIENCE! Any of the inquisition will slay a Moonlight one or their thralls with impunity and glee. They live in metal temples beneath the ground, served by their rotting thralls.
  • Newlings: Monsters made manifest from mathematical equations, take the form of small, bulbous geometrical shapes, eyes and teeth like teratoma. Shoot laser beams from magical field surrounding them, fly aroud with stored, stolen vapous
  • Independent Scholars and philosophers known as Elementalists preach of the many elements that make the world
  • Knights of Cton: A crusade of knights adorned with armor and weapons taken and forged from the dead gods, they seek to exterminate all things that did not came from the gods (which they call aliens or the alien elements), common pretty much in all godrealms (the corpses) and most lands.
  • Eaters of the Gods/The Corrupted: dwell on the gods' bodies. They feast on their immortal flesh which, though void of the gods' influence, will never decay, gorging themselves and so corrupting and changing their mortal forms.
  • Shardstrider Tribes: Small tribes of moss-skinned humans who harvest bones and sell them as indestructible pottery, each tribe worships the god they inhabit and often have completely different morals, but follow a similar, class structure to their society, the best artisan and miner always being the two leaders.
  • Minotaurs: Large sized monsters with soft, almost jelly-like meat, but covered in strong exoskeletons, born inside the corpse of the dead gods, brutish in culture and territorial in nature, they hunt the human and animal but they HATE the alien and heretic
  • Trolls: Half-evil Half-good, Trolls are the energetic manifestation of dreams in living shape, born from the dreams of the living, sworn protectors of the eternal desert, the imagine realm where ideas flow and turn into grains of sand, where mortals go when they sleep.


Now, we are on to the "history" stage of world building. This is how we are currently playing at it: 

Suggested schedule for history creation: Each demiurge is in control of a people. They must argue into being the best version of history for their representative people. History contested by other demiurges and history in conflict will be resolved through dice rolls dependant on argument strengths and contextual factors. Generally a  third party demiurge will be the arbiter of such conflicts and contentions.

Additional suggested scheduling : we argue broad history into being until it gets so specific as to warrant control of specific sentient beings.

Suggested schedule for history creation, Part 2ish: State what happens and why/how - and be prepared for your version of reality to be argued against by the others!

The Deific Earth At the Start of Known History: The gods are not aligned! There is no current invasion, but the corrupted, and the corrupted planets, and the Dead Gods swirl above in the heavens. Beyond the and its evils and aliens. The sword links the heavens and the earth. The fortress at terminus is around that, controlled by the organisations of the strong. Then around the fortress is the lands of the strong, the key envapoured groups are here then - reaching out in all directions are the neutral lands, the weird lands and the lands of the meek. There is no alignment, but the alliance of the strong keeps the clawing meek and neutral and aliens at bay from the sword, ever trying to stave off heresy. 

Demiurges, I implore you to fight tooth and nail for the histories of your peoples!

It's been fun, and I am looking forward to doing some adventuring in The Deific Earth! 

Friday, 19 August 2022

Matrix Adventuring

 I've been a bit obsessed with matrix games of late ( ), starting a subreddit ( )  and a discord server ( ). Here are a couple of thoughts/ideas on using the Matrix game approach to a adventure/dungeon/hex/crawling/osr typ-ish game (something that isn't a strategy / scenario type game). 

I really like how succinct this post is: so I will be using it for some of the stuff outlined here. I don't think these ideas are all that different to running a FKR game ( ) but I wanted to jot some things down so here we go! 

Matrix game? 

"in a Matrix Game you simply use words to describe why something should happen, the Umpire decides how likely it is, and you roll a dice." from 

Player Characters! 

4 sentences. 3 sentences out lining strengths/things the character is good at, 1 sentence outlining a weakness/something the character is bad at. Alternative rules: Don't worry about weaknesses. The inspiration of this method is this: 

Doing Stuff! 

When a player wants to do something (through their character), they say what they think their character should achieve, and then provide 1 reason why or how (or more if they so desire). The inspiration of this method is this: 

The referee has to use the same method for the game world doing stuff (monsters, traps, the environment, npcs, etc,etc). What is the thing doing, and then one or more reasons why or how this will happen.

If the success of the argument is in question/not guaranteed, the referee rolls a dice (or gets the player to roll a dice) outlining what roll the player/game world stuff is targeting to be successful in their argument. 

Doing Other Stuff That Maybe Is Less Important! 

"In this system an argument simply consists of a narrative that advances the player's position in the game. The players states what happens next in the evolving story that is the current situation. The chances of success or failure and exactly what those results look like are judged by an Umpire or, more usually, by another player taking it in turns.". Inspiration: 

The World: 

The Referee just creates/describes the world as per normal adventure tabletop game. 

Friday, 12 August 2022

Automated Arcology Resident Generator!

After a couple of years of distractions, Shit Future (  is coming in the NEAR future (unless I get distracted again)! It will be a FKR/freeform/d6 based cyberpunk game with lots of tables -  just what the world needs! It is mostly focused on the tables not the rules, so you will be able to use it with any of the nice cyberunk games that have been released of late (or use the simple FKR rules-ish like framework it has)!     

To celebrate, here is a automated Arcology Resident Generator! (Arcology residents are the super rich weirdos who live in self contained mega cities). 

Automated Arcology Resident Generator: Press the buttons to get an arcology resident!