Showing posts with label Campaign Settings. Show all posts
Showing posts with label Campaign Settings. Show all posts

Friday, 2 June 2023

Protectors of the Effigies (Beetlemen Broodhouse Generator)

For this version of Guild Dogs: https://lizardmandiaries.blogspot.com/2023/05/guild-dogs-epsilon.html

Building on this method of room generation: https://lizardmandiaries.blogspot.com/2023/04/the-old-imperial-factory-star-dogs.html

Suburb map/Broodhouse location 

Protectors of the Effigies: 

A brood of beetlemen warriors, their thick carapace just hiding an interior of translucent jelly. They wear the chitinous remains of their fallen siblings as talismans. They hunt with organic, grown spears, often poisoned and have a supernatural ability to locate prey (conjecture assumes this ability comes from thrumming interior jellies). They protect and guard the ancient statues of snailbeasts across the suburb. They also have contracts of defence and security with several buildings in the suburb. Non beetlemen are strictly forbidden from entering their broodhouse - home of their birthing jelly hives. Nondescript flesh feeds and grows their hives. 


NPC Suggested Statistics: 

  • Level: 1 - 6 / (d6) 
  • HP: 5 x level 
  • AC: 8 (Jelly) - 18 (Heavy chitin) / (d8+10) 

Weapons: 

  • Thrumming Chitin Spear: d6 + 1 for each DEX AND STR value above 15, + double Level To Hit, can attack targets from a distance deemed appropriate by the Referee, 50% chance of breaking after a combat if not used by a beetleman  
  • Thrumming Chitin Stinger: d6 + 2 for each DEX value above 15, + double Level To Hit, +Level damage to targets in armour lighter than medium,  50% chance of breaking after a combat if not used by a beetleman  
  • Thrumming Chitin Great Sword: d10 + 1 for each DEX AND STR value above 15, +double Level To Hit, +Level damage to targets in armour lighter than medium,  50% chance of breaking after a combat if not used by a beetleman  
  • Thrumming Chitin Stinger Bow: d6 + 1 for each DEX value above 16, + Level To Hit, can attack targets from a distance deemed appropriate by the Referee, Reloading requires a successful DEX action,  50% chance of breaking after a combat if not used by a beetleman  

Powers (For NPCs and Spell Laden Treasures): 

Beetleman Spell Lade Treasures require WIS 14 to use. 

  • Healing: Increase a target’s HP by d8 + 1 for each WIS value above 16, level, level times a day.
  • Regeneration: Grow back a target’s limb, each WIS value above 16 times a day.
  • Hivemind: Hearing a visual target’s thoughts, level times a day.
  • Battle Poison: Apply poison to your next successful attack, causing d8 + 1 for each WIS value above 16 damage for d6 combat turns, level times a day.
  • Bug Empathy: Give a single/group of insects (equal/under your level) a simple command, level times a day.
  • Sensor: Know where a target is you have smelt the pheromones of, level times a day. 

Exploring the Broodhouse: 

To generate a room, roll on the mapping/stocking tables. Then roll on the Thing/Descriptor/Desire tables until you get a combination of results you feel summons an interesting/unique/coherent/otherwise gameable room within your mind’s eye. 

(See the bottom of the post for an automated generator)

Room Size, d6 

  1. Tiny
  2. Small
  3. Medium
  4. Big 
  5. Oddly big (roll two shapes and combine) 
  6. Huge 

Room Shape, d6

  1. Square 
  2. Rectangle 
  3. Triangle 
  4. Circle 
  5. Half Circle 
  6. Cross  

Number of Doors, roll a d6 but only Huge rooms have more than four doors. 

Door Type, d6

  1. Open
  2. Open
  3. Open - Leads to stairwell 
  4. Locked 
  5. Open and trapped
  6. Locked and trapped 

Room stocking, d12

  1. Empty 
  2. Neutral npc/beast  
  3. Aggressive npc/beast 
  4. Group of neutral npc’s/beasts 
  5. Group of aggressive npc’s/beasts 
  6. Aggressive great beast 
  7. Small supply of a resource 
  8. Abundance of a resource 
  9. Device 
  10. Treasure 
  11. Strangeness 
  12. Roll twice and combine. 

Thing, d30

  1. Hive 
  2. Hatchery 
  3. Training cell 
  4. Feeding vat 
  5. Meat storage 
  6. Sacrifice pool 
  7. Jelly shrine 
  8. Jelly womb
  9. Rejuvenation pool  
  10. Memory jelly 
  11. Egg 
  12. Grub 
  13. Larva 
  14. Beetle 
  15. Chitin Husk 
  16. Blade brutebeetle  
  17. Mandible brutebeetle  
  18. Spear hunterbeetle  
  19. Barbsting hunterbeetle 
  20. Winged spearbeetle 
  21. Priestbeetle 
  22. Snailbeast idol 
  23. Chitin plates 
  24. Jelly flesh 
  25. Chitin horn 
  26. Chitin talisman 
  27. Jelly cluster 
  28. Jelly tube 
  29. Slime puddle 
  30. Flesh column

Descriptor, d60 

  1. Claw 
  2. Mandible 
  3. Shell 
  4. Insect wings 
  5. Jelly 
  6. Eggs 
  7. Slime 
  8. Antennae
  9. Husk fossils 
  10. Pink mist 
  11. Red mist 
  12. Blood rain 
  13. Slime shadows 
  14. Holy 
  15. Ancient 
  16. Huge 
  17. Enveloping 
  18. Sacrificial
  19. Priestly 
  20.  Vomiting 
  21. Compound eye 
  22. Fur 
  23. Blood 
  24. Meat 
  25. Flesh 
  26. Bone 
  27. Chitin 
  28. Claw 
  29. Hivemind 
  30. Regeneration 
  31. Regrowth 
  32. Poisoning 
  33. Talismanic 
  34. Enruned 
  35. Graven 
  36. Hungry 
  37. Pink 
  38. Black 
  39. Purple 
  40. Iridescent 
  41. Red 
  42. Maggot ridden 
  43. Rotten 
  44. Organic 
  45. Curved 
  46. Sharp 
  47. Hard 
  48. Flowing 
  49. Dripping 
  50. Scuttling 
  51. Stabbing 
  52. Impaling 
  53. Burrowing 
  54. Chittering 
  55. Blood sucking 
  56. Crawling 
  57. Flying 
  58. Heavily armoured 
  59. Far sensing 
  60. Precise sensing 

Thing Desire, d10

  1. Meat 
  2. Worship of snailbeast 
  3. Protect the jelly memory 
  4. Protect the larva 
  5. Find new genetic memory for the jelly hive 
  6. Venerate the ancients husks 
  7. Prove self in combat to brood 
  8. Prove self in hunting to brood 
  9. Grow own jelly fat 
  10. Rest in slime bath 

Automated Stocker/Generator: 













Wednesday, 18 January 2023

The Kingdom of Lhieg Redux

I recently did a bunch of generators for an imperial demon and their kingdom over here: http://lizardmandiaries.blogspot.com/2023/01/horgorlie-unstoppable-and-his-kingdom.html in preparation for a diceless  dark souls inspired play by post. 

I liked the detail in those generators but was finding the prospect of making a set of them for each kingdom far too daunting. As such I've tweaked the generators and gone for a "universal" approach, where one generator could do the work for stocking any location. 

This "universal" generator has the structure of "Thing + Thing + Descriptor + Descriptor", with the Thing and Descriptor tables being two separate lists.  While this may be a bit messier, I think by still having a relatively sane and straightforward "Stocking" table for areas, the wilder and more conceptual "universal" generator results will be contextually tamed into a something both useful and interesting!

The tables are provided in full here, with an automated "click the buttons to get a thing" generator at the bottom! 



Horgorlie the Unstoppable: The holy sun crab god, a behemoth of man and chitin. His carapace has hardened to anointed bronze and the bronze has formed into the sharpest holy knife spines and razor claws. From a distance he glints and glows in all of glorious holy splendor. When nearby the world becomes darker as his chitin consumes the sunlight. 

He can blind, and curse, devour all magic. His body is ever growing and healing. He can expulse torrents of putrid disease miasma. His claws and spines can cut through the hardest of metals. No door can withstand him. No column can withstand him. 

From the crab mouths that cover his form come endless holy hymns, chanting in many sonorous voices. He only sings, he does not discourse with any being. He cannot be questioned. Only he knows his will and purpose. 

What summons Horgorlie: An excess of shadows, magic or sickness (to consume and dispel), An excess of sunlight (to consume). 

His Kingdom, Lhieg:  An itchingly hot, rocky mud plain. A land of temples and holy men. A land of theives and muggers. All people are honest here, even the criminals - a mugger may kill you for your gold, but he would not lie to you to get it. Worship of the sun permeates every activity and habit. The hot muddy temple towns of Lheig are host to great festivals of wrestling and pugilism - bare chested grappling a form of worship to the holy sun. Crab meat is both staple and delicacy, the only livestock of the mud plain. 

(Fill the _ with letter of choice!) 
Suggested naming conventions for places: _orlie, _org, _orl, Goh_
Suggested naming conventions for people: _eg, _ig, Lho_, Hor_


Overland Stocker:

Environment 

  1. Mudflat 
  2. Sand dunes 
  3. Mud pools 
  4. Rocky and muddy plain 
  5. Rocky hills 
  6. Rocky plain 

Stocking 

  1. Town 
  2. Dungeon 
  3. Great beast 
  4. Group of beasts 
  5. Npc 
  6. Group of Npc’s
  7. Building 
  8. Resource 
  9. Treasure 
  10. Strangeness 
Town population 

  1. Less than ten 
  2. Tens
  3. About a hundred 
  4. Hundreds 
  5. About a thousand
  6. Thousands 
Town economy 
  1. Starved and empty 
  2. Failing and slowing 
  3. Booming and growing 
  4. Opulent and excessive 
Tame location room stocking 
  1. Empty 
  2. Expected npc 
  3. Unexpected npc 
  4. Group of expected npc’s 
  5. Group of unexpected npc’s
  6. Unexpected beast 
  7. Small supply of a resource 
  8. Abundance of a resource 
  9. Treasure 
  10. Strangeness 
Dangerous place room stocking
  1. Empty 
  2. Expected npc/beast 
  3. Unexpected npc/beast 
  4. Group of expected npc’s/beasts 
  5. Group of unexpected npc’s/beasts 
  6. Great beast 
  7. Unexpected great beast 
  8. Small supply of a resource 
  9. Treasure 
  10. Strangeness 

Simple Mapper: 

Room Size
  1. Tiny
  2. Small
  3. Medium
  4. Big 
  5. Oddly big (roll two shapes and combine) 
  6. Huge 
Room Shape
  1. Square 
  2. Rectangle 
  3. Triangle 
  4. Circle 
  5. Half Circle 
  6. Cross  
Number of Doors, roll a d6 but only Huge rooms have more than four doors. 

Door Type
  1. Open
  2. Open
  3. Open
  4. Locked 
  5. Open and trapped
  6. Locked and trapped 

Generic "power level" table:
  1. Severely weak 
  2. Very weak 
  3. Weak 
  4. Somewhat weak 
  5. Somewhat strong 
  6. Strong 
  7. Very strong 
  8. Severely strong 
  9. Awesomely strong 
  10. Impossibly strong

Universal "thing" generator:

"Thing - thing - descriptor - descriptor"

Thing Table
  1. Temple 
  2. Crab 
  3. Statue 
  4. Column 
  5. Thief
  6. Mugger 
  7. Looter 
  8. Wrestler 
  9. Priest 
  10. King 
  11. Armour smith 
  12. Lock picker
  13. Pick pocketer 
  14. Vine growth 
  15. Robe 
  16. Pilgrim 
  17. Crayfish 
  18. Mudfish 
  19. Clam
  20. Snail 
  21. Bear 
  22. Worm
  23. Cave
  24. Tree
  25. Idol 
  26. Boulder 
  27. Knife 
  28. Vambrace 
  29. Tunic 
  30. Gauntlets 
Descriptor
  1. Mud
  2. Rock 
  3. Heat
  4. Searing  
  5. Sickness
  6. Blinding light 
  7. Ruins 
  8. Shadows 
  9. Purple vine
  10. Columns
  11. Dark stone 
  12. Muscles 
  13. Sun 
  14. Crab shell 
  15. Crab pincer
  16. Plague 
  17. Flame 
  18. Stairs 
  19. Decay 
  20. Rot 
  21. Shimmer 
  22. Glint 
  23. Holy 
  24. Cleansed 
  25. Healing
  26. Cursing 
  27. Worship
  28. Blessing
  29. Underground 
  30. Solar
  31. Glowing 
  32. Slime 
  33. Brass
  34. Prayer 
  35. Hymn  
  36. Magic eating
  37. Magic cleansing 
  38. Burning 
  39. Radiation 
  40. Cosmic 
  41. Spikes 
  42. Blades 
  43. Sunlight 
  44. Bright 
  45. Colossal 
  46. Sand
  47. Marble 
  48. Claw
  49. Boiling
  50. Black pustules 
  51. Contortion 
  52. Armored 
  53. Grappling
  54. Disintegration 
  55. Gold flecked 
  56. Simple 
  57. Bronze
  58. Gold 
  59. Blunt 
  60. Blinding 
  61. Spheroid 
  62. Crawling 
  63. Banishing 
  64. Climbing 
  65. Heavy 
  66. Pragmatic 
  67. Bulky 
  68. Boils 
  69. Sweat 
  70. Tumours 
  71. Yellow
  72. Purple 
  73. Slippers 
  74. Marble 
  75. Ore 
  76. Strong 
  77. Indomitable 
  78. Unstoppable 
  79. Unthinking 
  80. Crab claw 
Thing desire table 
  1. Get to a great height to hunt or worship 
  2. Clean things that have become befouled to make them glint like the sun
  3. Overcome adversary using the sun 
  4. Open things in search of holy sunlight 
  5. Devour things that glint like holy sunlight 
  6. Worship the sun 
  7. Steal items that reflect the glory of the sun 
  8. Smash and destroy foul items that do not reflect the glory of the sun 
  9. Building a tower-like thing to bask in the glory of the sun 
  10. Topple too high structures (physical or otherwise) that do not reflect the glory of the sun
Automated Lhieg Thing Generator: 






Saturday, 7 January 2023

Horgorlie the Unstoppable and His Kingdom of Lhieg

I recently wrapped up a discord play by post game of Travail Saga. I decided (for reasons that make sense within the game world and its also because its cool) that each of the players remained in the game world and slowly turned into an imperial demon with their own kingdoms. Those demon kingdoms will be the campaign setting for the next discord play by post game (which will be a heavily dark souls inspired diceless game. See: https://lizardmandiaries.blogspot.com/2022/12/diceless-travail-saga.html ). Here is the first Horgorlie the Unstoppable! 

(Mid journey art) 


Horgorlie the Unstoppable: The holy sun crab god, a behemoth of man and chitin. His carapace has hardened to anointed bronze and the bronze has formed into the sharpest holy knife spines and razor claws. From a distance he glints and glows in all of glorious holy splendor. When nearby the world becomes darker as his chitin consumes the sunlight. 

He can blind, and curse, devour all magic. His body is ever growing and healing. He can expulse torrents of putrid disease miasma. His claws and spines can cut through the hardest of metals. No door can withstand him. No column can withstand him. 

From the crab mouths that cover his form come endless holy hymns, chanting in many sonorous voices. He only sings, he does not discourse with any being. He cannot be questioned. Only he knows his will and purpose. 

What summons Horgorlie: An excess of shadows, magic or sickness (to consume and dispel), An excess of sunlight (to consume). 


His Kingdom, Lhieg:  An itchingly hot, rocky mud plain. A land of temples and holy men. A land of theives and muggers. All people are honest here, even the criminals - a mugger may kill you for your gold, but he would not lie to you to get it. Worship of the sun permeates every activity and habit. The hot muddy temple towns of Lheig are host to great festivals of wrestling and pugilism - bare chested grappling a form of worship to the holy sun. Crab meat is both staple and delicacy, the only livestock of the mud plain. 

(Fill the _ with letter of choice!) 
Suggested naming conventions for places: _orlie, _org, _orl, Goh_
Suggested naming conventions for people: _eg, _ig, Lho_, Hor_



Random generators for The Kingdom of Lhieg. 
(These are what I will be using to run the game  - I hopefully will be putting them all out in a PDF text format in the future) 









































Tuesday, 3 January 2023

Automated Fantasy World Generators Mega Post

Here is the "spine" post, linking to all the Travail Saga generators I have put together! Should be useful for any one running a fantasy campaign! I am plannng on putting all these out in a pretty little HTML package in the near future - so get them before I charge you for them (don't worry they will just stay on the blog)! Also, some of the "click the buttons" version of the generators are at the bottom of the posts (sorry about that). 

Update: Get all of these generators (and more) in one pretty little package right here:  
https://www.drivethrurpg.com/product/423706/The-Travail-Saga-World-Creation-Toolkit 

Travail Saga Generators: 



 

Monday, 22 August 2022

The Deific Earth - A setting

Over in my discord channel ( https://discord.gg/NDrtRKs ), 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.

Map: 


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 Heavens...space 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!