Monday, November 9, 2026

[SPM] Tyrants of Thaumaturgy

Introducing a new section on this blog called "Settings-Post-Mortem"; a look at various TTRPG games I have created, ran, or conceptualized beyond the beginning stages. While this will look at the ideas and inspirations behind these settings (as best I can remember them after the better part of a decade) it will also focus a lot on why they died or I lost interest in them over time. Naturally people change their tastes, but I've never really introspectively looked at why specific settings die off in interest for me where as some seem so much longer lasting. Naturally, this series will be a bit masturbatory but hopefully you can learn from these mistakes, enjoy the journey, or garner some ideas from the better bits.

For the first installment, let's take a look at my very own baby's first heartbreaker overly-ambitious shitbrew; Tyrants of Thaumaturgy!

LOTHOS (Leader of the House of Swine) 
Art @Anonymous
Premise
The basic concept behind ToT was to figure out and combine my favorite aspect of each TTRPG I greedily devoured during this time period; the magic systems. Having spent an entire weekend entranced by Unknown Armies, reading the entire core rulebook pdf front to back, I was heavily inspired by its mechanics and decided to use these as my baseline. During this time I was also very invested in the new undercurrent of the TTRPG space; the mudcore, more edgy and realistic type of worldbuilding. This stood directly against the common fantasy paradigm of D&D and 5e; of the pauldroncore and whacky made up races. Instead, I would make my settings humans only with magic users not balanced with other roles; but superior and above them. I think back to this somewhat embarrassed; and I believe my current automatic reaction of eye-rolling towards humans-only worldbuilding projects with an emphasis on low fantasy and low-magic-realism and the like stems directly from second hand embarrassment over my superiority complex over my first setting & game.

The setting was distinctly medieval Europe with a magical twist. Magic users were more powerful then normal people, the "mundanes", and ruled over them and fought amongst themselves for power and influence. I even had an explanation of where the magic came from (and a planned meta-plot, just like UA) and it was divided into the three categories of Mind, Body, and Soul which loosely stemmed from an expanded Unknown Armies cosmology. The main gimmick was that everything followed the Unknown Armies magical paradigm of magic strength; Minor, Significant, and Major (which I may have renamed to "Grand" so it used a different letter for shortening purposes and sounded more epic). This also included your characters. Balance wasn't really a concern here, moreso setting immersion and intrigue in the various systems. For example, a standard "Wizard" would be of "Significant" magical potency. This meant they could learn as many spells as they wanted, and command a few magical foci, but would learn slowly and would have a hard time inventing their own spells. Where as a "Wizard" category magic-user of "Minor" potency, would more be like a savant; capable of only learning one spell of normal strength or several spells but permanently unable to grow their abilities. Not just characters but items or NPCs too, and if I ever got to encounter or dungeon design I'd probably keep the formula for those as well. This concept stretched over the whole game and was one of the more interesting aspects to the game as it meant the single ruleset could be used for street level campaigns to the highest cosmic level adventures. It also had the advantage of making certain interactions between very disparate effects or conflicts go a little easier by having a "tiebreaker". Like if you cast a magic spell that pushes someone back versus a person wearing armor that cannot be moved; what happens? Well, if one effect is Significant and the other is Minor, the Significant one wins.

Part of the setting's concept was the "magic supremacy" baked into its core, hence the name, but I specifically remember really enjoying the idea of being able to gain (or lose) magic in one way or another. It wasn't like you had to be born with magic or else you're a shitty serf; it was possible to gain magical power but it was rare and difficult. Exposure to magical artifacts, interacting with magical creatures, or perhaps being blessed by a higher level magician could grant you magic. I liked the idea of you being able to do so through hard work, perhaps as a sort of juvenile "safety net" for imagining myself in this setting so I wouldn't be stuck as a mundane if I ended up there somehow. This was before Isekai was widely known or popularized so good on me for being proactive.

The most interesting part of the system in my opinion was the magic system and how it sought to combine all the magic systems that I knew about at the time into one overarching system; which I think it actually succeeded at doing. Basically, it brought every magic system into set categories based on the mystic foundation of their power source, while combining the fluff and mechanics of my many favorite magic systems into distinct classes. It was imagined that every PC in this game would be a Wizard (unless you intentionally wanted to play a mundane, which you could if you wanted similar to Ars Magica's Companions), so your biggest choice at character creation is what kind of magic user you wanted to be.

Characters & Campaign
Loosely, these magic users were grouped by what part of them their magic came from. Possessors for example have magic coming directly from their body, where as Adepts have their magic come from a combination of their Mind & Spirit; thoughts and emotion. It should also be noted that each category of magic-user has zero relation to what kind of magical effects or spells they can actually cast; this is what overarching flavor you want your magic to be like; not what it actually does.

Wizards are the stereotypical D&D style Wizard. However, I also wanted to include a few elements of Harry Potter; and as such I cleverly combined the two archetypes together. The result is the Wizard; arcane spellcasters who memorize magic spells and incantations to cast spells. However, they can only cast spells through Foci; wands, staves, orbs, amulets, etc. which influenced how strong your spells were and how flexible you could be casting them. Spells were less vancian and more Harry Potter, but memory and forgetting spells on fumbled rolls was a mechanic. On top of this; Wizards also had to worry about the raw magical energy in an area, since they had no "source" of it (they're pure mind with no spiritual access to magic AND it doesn't come from their body!) so out of all the classes they felt the most restrictive and limited. I kind of liked this though since their ability to spam spells without any real limitation set them apart. I envisioned these being similar to Merlin from Sword in the Stone or your average Harry Potter wizard; waving a wand with lots of small but helpful spells.

Minor Wizards were savants, able to cast one or two spells or a larger number of spells at a weaker power level. They had less control over their foci. Significant Wizards were standard casters. Major/Grand Wizards had a great deal of intelligence and could combine formulae of magic inside their head; able to modify spells on the fly which is normally impossible. They could also cast spells at maximum power but forget them right after ala a Vancian caster and could draw out the most of their Foci.

Magi meanwhile are directly ripped from the Magical mechanics of Ars Magica. I really liked their position on the diagram as their magic was the combination of Mind + Body, meaning they had no "spiritual" aspect. Because of this, it made sense to keep the drawbacks of the "gift" in Ars Magica, meaning they had an aura that made other people and animals uncomfortable around them unless used to it or specially trained. Their magic was also directly taken from Ars Magica's hermetic system of Arts & Forms. Because of how fundamental and flexible their magic was, this felt like a fair trade off. Advancement as this form of magic-user required gaining individual skill in the arts and forms, so mechanically you had to specialize a bit to be any good at anything, but the flexibility was its main benefit.

Minor Magi were hedge mages or just called lesser magi. I liked the idea of them being limited to either one form but all the arts; like a nature-focused hedge mage who could use heal animals, perceive animal emotions, transform animals, sicken or destroy animals or command animals; but couldn't do anything to the either elements under this system. OR they could manipulate all the forms but only have one art, like a Creo-focused mage who could conjure/heal/restore any element but couldn't do any divination or Perdo spells. The aura around their "gift" was weakest and could mostly interact and live with mundanes. Standard Magi were Mages and belonged to the mystic Order (of Hermes?), and could use all the Arts & Forms but had to practice to get good with them. Finally, Grand Magi were the peak of this magical tradition and were simply more powerful but used the same system. I don't remember if I had the idea at the time to give them additional arts/forms (such as letting them manipulate Space & Time as with using the MAGE spheres) to expand their possibilities but it sounds interesting while writing this. The taint of Grand Magi was also much stronger, meaning they pretty much always had to live alone in a castle or tower very separated from civilization.

Possessors are probably the least obvious by name. This type of magic user is just someone who "possessed" a magic power innately stemming from their body; essentially a way to superpowers in the setting. This was based loosely on the Wild Talents RPG but was a useful catch-all to people who just had "weird" magic powers like free teleportation at all times, animorph style touching creatures to turning into copies of them whenever you want, and Devil-Fruit like powers from One Piece. I remember thinking Devil Fruits were a really interesting way to explain this category of magic user. The main gimmick is that these magic users had the freest and most powerful abilities; they could be used infinitely as instead of using mana it may just tire out the user; but with the restriction that these abilities can never be changed or new ones can't be learned. You just have "one" power, but it was highly flexible and could be trained to become stronger.

The Possessor categories of Minor, Significant, and Grand were less categorical and purely based on the power you had. I liked the idea of someone with a bunch of different small powers still being Significant, since collectively it added up to a Significant level of power even if it was a grab-bag of smaller abilities like "immune to poison" and "can breathe underwater". Minor Possessors would be street level supers or those sort of "useless" superpowers you sometimes see in comedies, Significant would be regular Superheros like a Spiderman or Nightcrawler, and Grand Possessors would be omega-level mutants or the Flash or otherwise overpowered superheros. I also had the concept that more flexible powers would be of a higher power level; since naturally it meant more flexible and broad powers would be stronger.

Adepts existed at the cross between Mind + Spirits, which meant their magic was intensely personal to them as a combination of their mind and personal obsession. Naturally, these are directly stolen from Unknown Armies. As part of that UA lore, Adepts were unique in that they were the only type of magic user on this list who could actually generate their own magical charges; which similar to Unknown Armies could be used for rituals or magical crafting. They had some of the flexibility of a Wizard; being able to invent their own spells; but had to work within a narrow framework of their obsession and paradox. (If you don't know what an Adept is; imaging a crazy person who believes that rats are God's chosen and most divine animal. They can learn a bunch of rat based spells and gain "charges" by feeding rats (minor) or living as a rat for weeks at a time (Significant), usually with a Major/Grand charge being something very rare or impossible, like finding a living rat king and serving it in this example. But every Adept has a taboo; so in this case killing a rat or treating a smaller being callously or something like that; and when you violate your taboo you lose all charges.) Similar to UA, these Adepts were "balanced" by their taboo and simply being weird and obsessive with something normal people may not care about, that felt like enough of a drawback for this type of magic.

Adept power levels were very simple as it was the maximum cap of charges you could accomplish. Minor Adepts essentially belonged to a minor magical school; only capable of generating minor charges. Significant Adepts were standard Adept casters, capable of generating Minor & Significant charges. This is where the lore broke a bit for me, because I liked the idea of Significant Adepts still being able to create a Major charge if they worked hard enough; so maybe Major Adepts were simply adepts with an especially strong school OR were immune to taboo in some way; making them formidable opponents.

Sorcerers were one of the magic user types I was most proud of. Essentially, it was a combination of both D&D's Sorcerer lore of being people born with magic (which is a huge nitpick I have with it but w/e) BUT also with the combination of the powers from Don't Rest Your Head. This combination may sound strange at first but ended up being one of my favorites along the list. Essentially, you had magic as part of your innate being, but your Soul but also your Body, which meant your mind was the most sacrificed/least important part of your magic. To fit with this, this magic user was unique in that they could basically cast as powerful spells as they wanted even as a novice, but with intense consequences. I remember reading Last Gasp Grimoire at the time and thinking how cool the spell cataclysm/spellburn system was; you can cast a number of spells per day safely, but any more then that and you have to start rolling on spell failure tables with negative effects that could harm you, summon aggressive monsters, cause mutations, or other random effects (usually bad). Underneath ToT's system, Sorcerers had the greatest strength from day one of having their magic; but most of their training and rolls would be to avoid the consequences. As part of their lore, most Sorcerers had a magical bloodline and like DRYH they would kinda turn into whatever their bloodline was as their magic took over, meaning a Sorcerer with a dragon ancestor would gain dragon-like mutations if they pushed their powers too far, or create wild and uncontrolled dragon fire everywhere after failing to control a spell, and so on. The eventual fate for Sorcerers who can't control their magic is to become a monster; fusing with their nightmare/bloodline creature and becoming an NPC hunted by other mages for their valuable body parts or to stop their rampage. I remember being unsure on what the actual purview of their magic should be; probably just related to their bloodline form (unicorn ancestor; has healing and purifying magic but if you fail a roll you'll grow a big ass horn?) and/or the nightmare concepts found in DRYH.

Minor Sorcerers had only a trace of their ancestry, and as such could only conjure minor effects but usually only had a slight "tell" of their inhuman ancestry and would only rarely mutate. Significant Sorcerers had a strong power level but also high risk if they cast unsafely. Grand Sorcerers were by far the most dangerous; having access to the most power but also highest risk of transforming immediately if they pushed it. If this pattern isn't obvious by now; most Grand/Major level casters were just the normal ones but juiced up, but sometimes they instead got to ignore the drawbacks of their magic where as other times they exemplified them. I wasn't sure on this and it wasn't consistent; I just picked whatever sounded good at the time.

Vessels are a magic type encompassing pure Spirit or Soul. Essentially, these are a combination of UA's Avatars (people who embody archetypes from the collective unconscious of humanity and gain abilities by fulfilling their roles), along with D&D Clerics and Warlocks. Their name stems from the fact that they are merely a vessel for greater magical forces; in this case archetypes or supernatural powers beyond themselves. Similar to Avatars; these magic users usually had more passive or specific abilities tied to their archetypes, and had less control over them, but moreso just had them all the time as they embodied the supernatural or spiritual force, acting like passive benefits or an unseen hand. Out of all the magic users on this list, I had the least in mind for mechanics on how they'd actually work, probably a combination of Possessor-like powers but with Adept-like restrictions on behavior, with a bit more flexibility. I remember thinking they would be by far the most social out of all the magic types; able to live among and command mundanes the best, probably due to their purely spiritual source of power and having no Mind or Body magic to separate them from the masses. Since you were tapping directly into the symbols of the average person, your magic equipment and "spells" were simpler, just requiring a change into costume. One issue I had when designing the avatars in this game was that the setting was not based on the real world; so I specifically remember not knowing exactly what kind of cultural icons you'd be able to embody in this fictional world. Of course now that I'm older Avatars are more based on Jungian archetypes and other ideas from psychology; less based on concrete figures in your worldbuilding.

Minor Vessels could only access a portion of their avatar essence, but embodied it less. Significant Vessels had a full range of Avatar powers, and Major/Grand Vessels were filled with the essence innately, requiring the least symbols or specific behavior to channel it. I wasn't sure how I was going to combine D&D style patrons or clerical powers into this concept as well, but I never got that far in design.

The final center of the graph was named Works and was special. Essentially, this embodied all of the skills, knowledge, and general magical crafting that anyone could learn. Even mundanes could do it! I distinctly remember not just wanting a generalist overview for this as well; but I was going to include everything. Alchemy, Artifice, Divination, Ritual Magick, Summoning (which I wanted to include as a distinct skill I think), Magic Tattoos, Gemcraft, Magic Glyphs/Wards/Symbology, Meditation/Body Control and so on. Because this type of magic existed outside of the normal spectrum (or a combination of all three) the magical energy wasn't coming from the user but instead from the materials, actions, or relationships when these acts of magic were taking place. I did remember thinking for balance reasons that if you had a magical school, like you were also a Wizard or Adept, you would be restricted to a power level lower then your own; so a Significant level Wizard would only be able to do Minor level Alchemy (to prevent one person from trying to learn everything) But if you specialized in this type of magic you could have a normal amount of power level; so a Major/Grand level Ritual Magick user was essentially a force to be reckoned with even if they didn't exist on the normal power scale. Those who had a Significant or higher level in this field of magic were considered another type of spellcaster or magic-user, just focused on the crafting element.

As with the other types of magic user; Works power levels mostly focus on what kind of effects are possible, and would be different for every crafting system. Minor Alchemists could make basic oils and medicines, Significant could make healing potions and transforming potions, and Grand Alchemists could make permanent effects in potions or new true forms of life through manipulation of sacred Azoth, etc.

Mechanics & Lore
Mechanically, ToT was a an Unknown Armies clone in the same way your average fantasy heartbreaker is just D&D with a few of the serial numbers filed off. In my case, it was even more mechanically derivative. The stats and mechanics were the same; roll under d100 percentile rolls with stats and skills. Skills were categorized under stats and were limited by them. I used the same stats of Body, Agility, Mind, and Soul with a lot of internal debate if I was going to have a "Luck" stat. At the time, I didn't know how D&D worked even at a basic level, so my introduction to the hobby set this expectation for me moreso then D&D did. Even now I think I prefer roping Strength + Constitution into one stat, just for the sake of realism and simulation and the like, but I could easily see an alternate universe where this game just had the D&D stats.

Additionally, I really liked the "Cherries" system from UA, in which you get a special bonus or effect if you roll successful doubles (ie; roll a 66 under your skill of 70); which was relegated to your Obsession skill. Flip-Flops (ie; turning a 71 into a 17) were also a feature of Obsession skills in UA, which my game kept. Similarly to UA, your "obsession" skill could be anything but was usually your magick skill, but only Adepts were forced to keep it as their Obsession given the in-universe lore source for their power came from their obsession with their Adept School.

Because of the many different magic classes; skills were all slightly different. I think this was one of the least well-thought out parts of the game. I think I made it so Wizards had every magic spell they learned as a separate skill, Mages could have their Arts & Forms as skills, but Adept schools would just have one skill related to their magic, possessors probably just had one as well, or it was instead stemming from their specific ability score. I think this likely would have been one of the biggest problems going forward given the extreme difference in rates of progression or point-buy limitations of this kind of system. Even though balance wasn't a concern; I did have some mechanics to help support this. Like you got +1% to any skill any time you failed it, but Wizards in particular got +1% to skills for succeeding them and +3% for failure up to a certain amount; this made learning spells really easy for them but since spells were very specific and limited I didn't see it as being an issue. The Wizard spell list included a mix of D&D spells from the SRD sourced online, adapted Harry Potter spells, and some original ones. My favorite original spell was called "Etheomo" and was described as a curse that drew your body heat to your skin; causing burns all over your body and hypothermia internally, making it very hard to treat since trying to cool you your skin with cold water would just freeze you more, but trying to warm you up wouldn't help your burns, etc. One of my friends at the time thought it was a very brutal and scary curse and thought it was like a magical war crime, which made me remember this fondly.

Despite not being present in the rules; I very much wanted the game to be balanced at least conceptually. Like each magic using class was meant to be equally present in the world, and equally strong in different ways. Like Wizards had the most specific and narrowed focus of spells, and could only memorize and use a certain number at a time compared to the more free-form nature of the other classes, but they could actually make up new ones and basically do anything, where as other more powerful or spontaneous magic users were limited to their specific field. Weirdly I remember being hung up on the idea of wanting all magic users to be equal in number, maybe even with a rule in the game to limit the party to one magic user per type, but I don't know why.

The cosmology was also interesting. It was taken directly from Unknown Armies, but naturally built upon an expanded to adopt this new magic-rich setting. I even had the idea of a metaplot that this world was the "new world" created by the invisible clergy of our own world/timeline. One of my absolute favorite parts of UA was the kind of reverse cosmic horror it had going for it; all of reality, magic, and meaning came from humans. There is nothing beyond humans, so all the horrible shit in the world and all its problems are caused and imagined by humans.

On top of the more mundane medieval-fantasy backdrop, there was an otherworld of many other dimensions and places. This was a combination of my own ideas, UA concepts, WoD concepts, and internet fiction stuff all mixed together to create a very complex cosmology. (For being a setting where humans matter everywhere there sure are a lot of unnatural realms!) I also roughly mapped the cosmology map to the three main domains of Mind/Body/Soul as the magic using classes, which I was quite proud of. The image even had some minor gameplay/mechanics implied within it; realms with thicker outlines were harder to get out of or move into.

I think most of these realms are self-explanatory. However I'll give special mention to a few; the Supernal Realm was just taken directly from MAGE (I don't remember which edition had that lore), and we also had Arcadia and the Hedge taken from Changeling, Gauntlet from Wraith, and Umbra/spirit realm from werewolf. I do not at all remember what the "Shadow Lands" was about. Giant Country was a unique one; essentially it was the idea of a kind of supernatural realm where everything is big. It's where giants and dragons and tall-tales come from; a bit like a more physical version of a fae-realm but focused specifically on things "big". The Awakened Masters were not a Jojo reference (though several people did reference that when they saw it at the time) and it was moreso the idea of a realm where Kung-Fu style Immortal superpeople went; either as a final reward for ascension or as a way to keep them from living among and controlling regular humanity. It was kind of meant to be like the "Level 20 Ascension Super-Afterlife" you get to go to for physical/power characters as opposed to the Stratosphere (where ascended Avatars go and live among the collective unconscious of humanity) and the Supernal Realms being sort of like the ascension super-afterlife for the most powerful mages, wizards, and other mind-focused spellcasters who keep the universe running in its barest levels. I also very specifically kept the UA lore of demons being dead people obsessed with something so much they couldn't pass on beyond the veil, but yet also had a "Daemonic Realm" so I'm not sure how that works. I also remember not wanting to say what happens beyond the veil because I thought it was too "arrogant" to confirm the destination of people's souls in a fictional world. I guess my real world beliefs at the time seeped into this work, which is surprising given I feel like I really haven't changed at all in 10 years. Guess this is a reminder that your own memory isn't as good as you want it to be.

Now to completely pivot; what mechanics did I really like? My absolute favorite at the time and now again looking back was the magical foci creation rules for Wizards. They were (needlessly) complex but basically allowed you to design any kind of wand you wanted with rules for basically any kind of wood, metal, stone, glass, or other material, as well as rules for its magical core and topper on the end. Going off of Harry Potter wandlore; these were all meant to customize and modify your Wizard's magical implement, as every type of material or magic essence would change how the wand functioned. For example, Ash wands were better for dark magic, giving +10% to your roles with damaging hexes or spells, but would give a -10% to healing or protective magic. 

It was very transferable as well; so for example if you wanted to make a magic orb as a focus you would just pick the material and core, with those influencing the spellcraft. I remember being proud of how many foci I added, since it wasn't just wands and staves but included magic orbs, amulets/talismans, rings, spellbooks, cloaks/clothing, and possibly more I'm forgetting. Each one also had a role; Orbs were the best at casting long-term and sustained spells over time but were bad at targeting and had slower spellcasting. Rings were great for protective spells and illusions on yourself but you could only cast spells on things you can touch. Staves were like wands but with less finesse and precision, instead, more raw power. The really nice thing about it was you could just imagine or generate any kind of wizard focus you want, or even look at some from popular fictional characters and cross-reference the list of ingredients and materials to see exactly what kind of stats they would have. Iron dueling wands topped with rubies would be incredible for fire magic used in war, but a silver talisman with an amber gem with a unicorn horn magical core inside would function totally differently and could be an incredibly powerful magical defense and counter-spelling focus.

I intentionally made wands the best and most convenient though on purpose to cement their place in the fiction as the most common and useful Wizard tool. I wanted to create a system where a Wizard player might carry multiple wands/foci with them for different situations, which felt very immersive and fitting with the worldbuilding, and these powerful benefits these Foci had were supposed to also make up for the fact Wizard characters had to "make up" for all the skill points they had to spend to learn individual skills where as other magic classes could just spend skillpoints on their overall magic power or adept school and so on. Once again, it wasn't really mathematically balanced on a spreadsheet or anything like that, but it felt about right.

Testing & Actual Play
For ToT I ran two one shots with two different small playgroups, and a solo session with one player while experimenting with the rules. Because of the improv nature of the game system (as it never anywhere near finished), this was more to get the "vibes" of the rules and setting down and simply to "have fun", especially given at the time I had a surplus of free time and nearby friends possible to play in person. Both of these things seem to become more and more scarce as time goes on...

Both session were ran more like a mystery investigation game then a high fantasy wizard simulator. The first featured an old man who spoke very slowly and guarded a bridge, claiming to be an evil bridge troll who would eat anyone who tried to cross without paying his toll. Actually, the man was once a troll but had his mind swapped with an evil wizard who wanted to posses the trolls huge strong body for himself. This was also meant to hint at the nature of magic; as the wizard would be fully capable of still casting spells in the trolls body since it was his mind, and not his body or spirit, that supplied his magic. Meanwhile, the players who picked an Adept and Mage I believe, were more grounded to their forms. I couldn't think of a way to explain why an Adept wouldn't be able to get away with this trick, especially since it would depend on their school, in the same way a Wizard would but we never got the reveal. The other session I remember was the solo session where the player ended up getting trapped in a mansion with a little boy who kept making the doors he entered lead back into the building no matter where he went; the little boy being a young sorcerer with kitsune blood who could teach the character something about bloodline magic. The player seemed to enjoy this solo session a lot more then the group session, but this was more due to the horror/psychological focus of it over the shitty mystery with no combat or interesting roleplay. 

Why it Died
Out of all the games & worldbuilding projects I've created, this one has the most obvious and immediate cause of death. During its creation I spent several months working on it in between school and home life, I wasn't working at the time and had little else to do, and so I frantically produced probably 400 total pages in two documents on my laptop. The idea of creating seven total playbooks, one for each of the magic types in addition to core rules, was daunting but my ambition was such that I could accomplish it if I put my mind to it. This was actually true at first, as I completed the core rules, the entire Wizard book, as well as most of the Mage book and wasn't quite burnt out yet, though my production slowed. Soon after though, my laptop's hard-drive died and of course I had made no backups. I don't remember if I F'd the disk of the laptop to get it working again which cleared the files or it simply was thrown into the trash but the books were lost to time. This killed all momentum on the project and I had no interest in starting over, so I simply moved on to different things.

What lesson was learned here? I think this one is obvious. Don't go out as your first project trying to make something huge and ambitious without playtesting or having a group interested! I didn't learn that lesson, but I do backup files now at the very least. 

Wednesday, November 4, 2026

Behemoth Siege Engine Generator

All Behemoth Siege Engines begin with;
  • 10 HD
  • Armor as Plate (16)
  • Morale of X (Never Flees)
  • Always fails Initiative 
  • Save or Die if you are in front of it as it moves or pushed underneath it
  • Speed of a Zombie (Or one square/zone per round)
  • Requires a round to rotate it 90 degree 
  • Is Giant and a Construct/Structure. Takes one or zero damage from regular attacks or spells, receives half damage from fire, sound, or giant weapons/attacks.
  • Three Attacks as Crossbow (1d8 w/ +2 to Hit vs Armor) to anyone who gets close, attacks every other round. Cannot shoot at those within touching distance of the base.
  • Cannot be stopped or moved off course. Crushes through bodies or wood barricades without slowing down, slows to half speed in mud or over earthworks, cannot destroy stone fortifications on its own but can break open a defended wall in three rounds.
  • Alignment of Neutral Evil (or None) 

Engine's Siege-Weapon - Roll d12
[1]
 Catapult (Boulder at 2d10 that deal 50% to adjacent targets) Moves to effective angles.
[2] Ballista (Deals 3d10 with  +2 To Hit Fliers) Meant to take down dragons and griffons.
[3] Great Horn (Besieging units have +1 Morale) Blown to rally their forces.
[4] Hooks (Increased speed, moves while besieging) Grapple hooks pull down walls, topple towers.
[5] Flamethrower (As Dragon breath weapon, Resistant to Fire) All consuming flame.
[6] Explosion (-2 HD and AC) If it reaches your walls, don't expect anything left after the boom.
[7] Sorcery (Casts one powerful Spell) Magic to blow down walls or crush spirits.
[8] Weapon Platform (Crossbows attack every Round) Provides covering fire.
[9] Cloud Ladders (Creates advantageous terrain) Creates and supports long platforms and scaffolds over enemy fortifications, towers, and other siege weapons. Catwalks of warfare.
[10] Blade Launcher (Cone of 1d8+1 spinning blades; large enough to hit a formation of troops) Launches powerful blades meant to slice thru entire enemy units. Antipersonnel weapon.
[11] Trench (Leaves behind difficult terrain where it moves) No weapon; meant to undermine and sap enemy fortifications and turns up the soil, leaving a trench for soldiers to move up.
[12] Battering Ram (Breaks open gates in two rounds) Roll a Random Animal to determine the ram head design. Motifs of this animal are in the engine's armor plates or troops.

Engine's Devious Construction - Roll d8
[1] Stonework (+1 AC) Like a fortification that moves.
[2] Towering (+1 HD, increased range of all abilities) Skyscraper of death.
[3] Jettied (Units at the base are pelted with 1d6 dropped stones) Wider towards the top.
[4] Grisly Trophies (Enemy morale checks at -1) Break the defender's will to fight.
[5] Trojan (Additional elite soldiers inside) Shaped like a statue or monument.
[6] Mechanical Joint (Can rotate unrestricted) Entire top can twist or pivot. Greater mobility at the cost of an obvious weakpoint- a magic sword stuck in the gear will stop it.
[7] Booster (Can move at running speed for one round) Sudden blast of fire from the back or the crack of a whip and it moves with feral speed. Tramples foes like a frightened beast.
[8] Giant Creature Bones (Animals must make morale check to approach) Its grinding gears sound vaguely like screams.

Engine's Driver - Roll d8
[1] Magic (Gets +1 saves or resistance to spells) Propelled forward by an unseen enchantment.
[2] Beasts (Alignment to Neutral) Beasts walk in a circle endlessly to power the grindstone.
[3] Clockwork (Continues to move one round after destruction) Great flywheels keep pace.
[4] Monster (Troll or Giant within) If you slay the monster the engine will no longer move.
[5] Great Bellows (Puts out fires or blasts away arrows once per round) Great air-sacs within push it along as its bellows is pumped. Piercing weapons can puncture the bags and leave it breathless.
[6] Wheels (Saves to get out of the way at -2) Giant crushing wheels, but cutting the rope axle will stop the siege engine from turning again.
[7] Many-Feet (Behemoth now has Morale) Slaves or soldiers push it along the ground. Caltrops placed in front of the machine will slow it for a round, but not stop it.
[8] Strandbeest (-2 to HD, no fire resistance, moves over obstacles at normal speed) Powered by the wind and air. No easy way to stop it, but it is a fragile and delicate thing.

Engine's Occupants - Roll d10
[1] Mercenaries (Extra Crossbow attack and all Crossbows attack at +2) Colorful banners
[2] Undead (Behemoth can be Turned to stop it for one round) Tireless operators.
[3] Animals (Deafens, you have -2 to Hit when near) Howling and snarling in chains.
[4] Gelatinous Cube (Surprise attack) Trapped stair drops it on your head.
[5] Unseen Servants (Disadvantage to Hit) Too dark inside? Or are they simply not there?
[6] Weakened Soldiers (-1 HD & Morale, +50% numbers) Injured and sick stored here, like a mobile infirmary doubling as guards for the war machine.
[7] Sneaky (-2 to Hit with ranged weapons from outside the Engine) Come out from hidden flaps and within the wheelwell; pitch black within the bowels of the engine. Maybe goblins. 
[8] Wild (Crossbows replaced with Blowdarts 1d4 save or be paralyzed) Have no idea how the great machine works; they may worship it as a primal thing of destruction and power. Probably goblins.
[9] Wizard (2+1 HD Wizard & Servant) The Sorcerer responsible for the machine. Helped out by his short and deformed, but unnaturally strong henchmen who can only say its own name.
[10] Living Machine (Reflect attacks at 50% damage taken from within) Seems empty until a support splinters towards you, walls buckle back at the intruders, bags of sand raise and swing as though a kraken's tentacles trying to force you out. It's alive!

Sunday, November 1, 2026

[Vagueposting] High Level Adventurer Aesthetics

3d Art @Wolfgang animation

This vaguepost brought to you by a specific D&D sloptuber video. Even though I think they're a bit like the "fast food" of DnD content, this type of content is enjoyable to me. Avantris, PunkeyDoodles, wolf gang animation, etc. Lots of very talented animators and artists make these, so I often find myself watching them when doomscrolling. But the specific video above got my attention.

First, that must be one bad ass commoner/peasant that they can solo kill an entire party of adventurers trying to steal their cheese wheels and sacks of 8 gold piece from a chest they keep in the corner of their one room peasant hut. But while amusing, the concept of this video wasn't what I wanted to vaguepost about. Instead, it was a later animation about the stronger and stronger adventurers coming to raid the peasant's home that he slowly builds into a dungeon to protect it.


This image really spoke to me for a specific reason. See, in D&D and adjacent media, we often use inspiration from real life mythology, legend, literature, and so on to infer what the fantasy or secondary world actually looks like. As in, we're playing in an imaginary space, but we still visually and conceptually imagine what's going on. Usually this is taken from our known sources of fantasy and sci-fi media; movies and games and books and the like. But when it comes to how our characters would look, specifically high level or progressed characters, I notice a really big disconnect here between how the secondary space or fantasy world would actually look instead of how we assume it would look in regards to "high level" adventurers. This youtube short really illustrates this point well.

On the left; we see a group of average or low level adventurers in their basic roles. Thief, Cleric, Fighter, Mage, etc. We are well used to this, as most of us have played a bunch of characters like this and are people we related to in our own real life. The blacksmith's son, the peasant-turned-mercenary, the wise-cracking city thief with a heart of gold. We can easily imagine these characters in our minds.

On the right we see a pair of very high level adventurers. I can look right at them and see a ton of implied detail; these characters are armed with extremely powerful magic items and/or skills they've acquired throughout their adventures. The one of the left has the angellic look, probably a very powerful cleric/wizard that can see in all directions, has unlimited flight with the seraphim wings on their back, magic holy fire, healing spells and magic roses which can probably control nature or charm, and a bunch of other stuff. The one of the right has a badass skull barbarian warrior thing going on; no doubt with +2 magic sword, invincible death knight armor, helmet which grants intimidation advantage, but also a magic staff with a hand which implies they can also do magic despite being martially minded as well, once again showing a high degree of progression. I also quite like it because the eclectic, almost clashing colors and aesthetics are very reminiscent of a high level adventurer carrying around a whole armory of rare and magical loot. It's got the high fantasy aesthetic down.

But notice a disconnect here. If I told you to imagine a pair of high level adventurers, would you be able to imagine something more like the image on the right, or would you think of something more like the image on the left?


"Canon" High Level Adventurers
When we try to apply D&D and fantasy-esque rules and concepts to traditional media and literature, we can select a certain group of characters and people to be those universes versions of "high level" characters. Something like a Conan, an Aragorn, a Kratos (REALLY high level), or a Dumbledore maybe. Characters who are the movers and shakers of their universes and we either see or know are highly experienced with many victories under their belts. We use these as our baseline in the secondary fantasy space to what a "high level" adventuring player-character might be like. But notice that, at least in terms of their aesthetics, they really don't have the same "look" and feel as a high level fantasy adventurer. They're too put together (given they're designed characters for literature or visual cohesion, not produced thru a long campaign), too well-crafted with a singular vision behind them. Even when thinking of their capabilities; you can usually point to one or two things they're really good at (usually fighting), a few elements of their background or special skills, and then one or two magic items or companions, but these really pale in comparison to even mid-level adventurers in a D&D style game who already have a whole suite of magic items, spells, and various other campaign-specific blessings or resources to them.

Like Conan is the prototypical Fighting-Man who follows a very by the books path of adventurer, conqueror, king (so named the system) exactly as a "name level" Fighter would in D&D. But when you imagine Conan, you don't imagine him with a bunch of bottomless bags or immovable rods or a bunch of spell effects or beneficial mutations or whatever; he basically only has the magic Atlantean sword and maybe that snake-girdle-belt thing that might give him resistance to magic from the People of the Black Circle story. D&D characters reaching the same level of Conan certainly do not share this sparseness; it's not just a lot of gold, fame, and stats with like one magic item. Elric has Stormbringer which might as well be the magic item in that universe, it's not the strength of the character specifically, it's about the scars and direct evidence of their many adventures. Something that TTRPGs excel in as players experience them one after another, but something that literature and movies and so forth really don't hit the same vibe. We KNOW Conan has had all these adventures, but you don't SEE them just by looking at him. Now obviously Conan is a bit more of a low-fantasy, grounded type of fantasy setting compared to what I'm talking about but you see what I'm saying?

The closest examples come from video games, given their closeness with TTRPGs. Like a high level character in Morrowind for example actually looks the part, with insane combinations of light, medium, and heavy armor layered with robes and glimmering with multiple magic shields and glowing effects where they almost pick their gear for fashion instead of stats since they're so far above the average challenge now. This is more the kind of thing I'm looking for if you want to portray a high level adventurer character as they would appear in universe- a character arc in a world based on progression and game mechanics fantasy at the end of its growth cycle.

Friday, July 31, 2026

The BIG Spell Table

Roll 1d100.

The BIG Spell Table
[1]
Not a spell- but a spell failure! This arcane formula is incomplete or intentionally flawed. Whatever you thought the spell might do; find the nearest corresponding School of Magic on this list and roll on its subtable. If not applicable, roll on the Spell Cataclysms table.

[2] Not a spell- but a method to acquire spells. Roll on the Cruel Executions for Magic Users table; slaying a magic user in a ritualized fashion with this method will grant you knowledge of one spell they knew in life.

If your magician can already suck out magical knowledge from dead people- then you learn a very Occult Spell from Silent Hill instead.

[3] This spell is stupid. Roll a d12 on the Idiotic spell table.

[4] Not a spell- but a Runebrand. This magic brand provides a small permanent bonus to anyone it is applied to, or a once per day cantrip-level magic effect for its wearer. Roll a 1d6 on the Witcher Runebrand Table for your brand. If you roll a 6, instead roll a d20 on the Random Discipline Table, which is tattoo representing that magical concept with a matching effect.

[5-6] Chaotic Burst! The spell caster must name a desired outcome or target of the spell; and the magic flies! Use the powers of Mana Points and their effects, with the number of Mana Points equal to the caster level. You cannot use the same effect twice in a single casting of the spell. Don't have Mana points? You'll have to use Hit-Points instead.

[7] You learn a spell that is quite amateurish, but charming. Roll a spell made by Your Apprentice.

[8-13] Mutation of a Classic Spell. Roll 1d6, then roll on its corresponding table.

  1. Knock
  2. Color Spray
  3. Sleep
  4. Hold Portal
  5. Comprehend Languages 
  6. Magic Missile (Same rules as magic missile; it just looks different.) 

[14] You learn the rituals and callings to perform a random Dark Pact.

[15] You learn how to cast magical curses. The next time you curse someone with your words, it can become a magic spell. Use the Freeform Curse Generator.

[16-18] Roll a Basic Starting Spell.

[19-24] Roll a Random Starting Spell.

[25] You learn a useful utility spell- roll on the Camp Spells Table.

[26-27] Instead of a spell, you gain a new face. The face appears on your chest; though it can be hidden under your clothes. Roll a 1d4 to determine where the face comes from, and what powers it grants you. If you already have a magical chest-face-spell; then just roll a Random Mutation.

  1. Roll a random face of the Many-Faced Man
  2. Roll a random surface from the Weird Monster Generator
  3. Roll a random face of a Hand-Face-Hand
  4. Roll a random Chaos Medallion Relief which also grants you a Medallion Power.

[28-32] You learn a first level spell. Roll 1d4, then roll on its corresponding table.

  1. Attack Spells
  2. Defense Spells
  3. Illusion Spells
  4. Summoning Spells

[33] You get some strong magic with some very glaring flaws. Roll 1d2 and then roll on the following table.

  1. Powerful Enhancements ended by Very Trivial Things
  2. Powerful Curses Countered by Very Common Things

[34-39] You learn a spell inspired by the bards. Roll 1d8 on the table below, then once again on whatever table you randomly selected.

  1. Hedge Wizard
  2. Green Colored Sun
  3. Adventures in the Upside Down
  4. El Bosco
  5. Moth Tower
  6. Mumble forth verses of subtle control with Purple Magic.
  7. Learn a random magic Song.
  8. Generate an Orc Song. It grants magical power- but only to things related to the song.

[40-43] You learn a Monster spell. Roll 1d4 to determine the origin, then on the relevant table to learn the spell.

  1. Goblin
  2. Gnoll
  3. Orc
  4. Instead of a spell, you become infused with Fairy Magic. Gain a Blessing of a Fairy Queen.

[44-45] You can condense magic energy into a Magical Skillgem. If socketed into an item, it grants its user a special power. Roll 1d3 to determine the color (Red, Green, Blue) and then a 1d12 to determine the exact power it grants.

[46-50] You learn one of the 36 Magic Spells.

[51] You learn a spell that is strangely interconnected to everything else. Roll on the Blog Spells Table.

[52-55] You learn a personalized spell. Roll 1d4 to determine who, and then roll on their spell table for the exact spell of theirs you steal.

  1. Anten the Murderer
  2. Walks-In-Emeralds
  3. Hotar of the Holy Vapors
  4. This spell acts as a Turn Undead; but turns something Weird instead.

[56] You learn a spell relating to arcane symbology. Roll a random Symbol Spell.

[57] You learn a Random Cleric Spell

[58] You learn a spell related to Exploring Dimensions

[59-63] You learn a Generic Enemy Spell. Perfectly generic, perfectly serviceable. You'd do well in the Monster Manual.

[64-71] You gain a spell of the rainbow. Roll 1d6 to determine a random color, then on the relevant table below.

  1. Red
  2. Blue
  3. Yellow
  4. Green
  5. Purple
  6. Orange

[72] You learn a spell relating to magical runes. Roll a random Rune Spell.

[73-75] You learn a chaotic, strange, or highly-random arcane formula. Roll 1d3.

  1. Weird Low-Level Spell 
  2. Altered Classic Spell
  3. Weird High-Level Spell

[76] You learn a spell used in war- roll on the Warfare Spells Table. 

[77-79] You learn a spell relating to nature spirits. Roll 1d4 and then roll on the relevant table below.

  1. Dryad Spells
  2. Satyr Spells
  3. Mermaid Spells
  4. Fae Ice-Queen

[80-81] You gain the ability to create, bind, or summon forth a creature. This creature is not a short-lived conjuration but is alive. Each one has a will of its own and must be sated or bound magically to serve. Roll a die to determine what Hit-Dice of monster you get; apprentice should only be rolling a 1d4, where as master wizards or archmages might roll a 1d8 or even 1d10.

  1. Unfortunately you are only able to summon a shitty Pest.
  2. Hearth Minion
  3. Malevolent Zombie Servant
  4. Trapestrod
  5. An Intruder
  6. The Unconquerable Ulazoo
  7. Angered Nature Spirit - Treat the "Why is it Angry" table as Bewitched. It will break free in 1d6 years of serving you.
  8. You revive a long dead Lich. The Lich will serve you, but has its own agenda and jealously guards its own Signature Spell.
  9. Big Scary Ass Demon
  10. Oh shit. You accidentally summoned an Elder God! Make a saving throw against magic to close the portal in time; if you succeed, you survive but your mind is burdened with Terrible Knowledge. If you fail; the elder god sucks you through into the void and you disappear forever. Alternatively if the proper ritual protections are prepared; you can summon one of these powerful beings as a supernatural patron instead.

[82] You peek into the primordial past from the shamans and spirit-callers of old; learning one of the First Magic Spells. For every year you spend sequestered in the wilderness living as a primitive; you can roll again on this table to learn another.

[83-87] You learn witchcraft. Roll a 1d6 to determine the origin of the Witch magic you are learning, and then roll again on the relevant table.

  1. Forest
  2. Sea 
  3. Swamp
  4. Mountain
  5. Squirrel
  6. Instead of a spell; you learn a method or two to Bewitch someone. Bewitching someone is like Charm Person, but better.

[88] You learn all the dark powers of an Anti-Sage. If you commit a deed of great evil, these spells count as though you are one caster level higher.

[89-94] You learn a potpourri spell. Who keeps inventing these?

  1. You conjure a basketful of some Magic Fruits.
  2. You can perform Star-Doctor Experiments; using your caster level as the die size.
  3. You speak a Magic Incantation. The spell does about what it sounds like it would.
  4. Lean a random spell of the Mindscape.
  5. Generate a Weird Spell.
  6. Learn the mystic ritual of the Kindlesoul 
  7. Upon casting this mysterious protection spell, you realize it does nothing until you die. 
  8. Learn the Spider Spell.
  9. Learn a ritual to become the Master of 23 Men
  10. You can stick a sword in a dead guy's face to make a Swordyface. 
  11. Learn a powerful Enchantment that can reach across the whole world! 
  12. Roll on the Trickster Special Ability table. This isn't a spell; you just have this ability now. 

[95] You learn a spell with no levels- Roll on the No-Level Spell Table. These can be prepared with any spell slot or use of any mystic resource of any level.

[96-97] You learn how to call forth powerful mystic weapons. Roll 1d4.

  1. You learn a Magical Weapon Summon-Spell
  2. Pick two weapons from the Celestial Armory and they both appear; one in each hand.
  3. You call forth one of the Almighty Astras. Roll 1d2 to determine which table you roll on. You can call forth the Astra for a number of rounds equal to your Caster Level +1.
  4. You need no weapons when your hands will suffice! Learn the basics of Gestural Combat- gain the first two and then two more random Proscribed Gestures. Increasing your Will and unlocking new gestures simply requires more Juice.

[98] You learn all the basic powers of a Sage. After you commit a deed of great good, you gain all the advanced powers too.

[99] You gain a powerful spell that grants you a Godly Power for a single day. When the spell ends, you fall unconscious and slip into a coma for one year to recover from such awesome powers in your mortal form. This doesn't happen if you're already a demigod.

[100] Instead of a spell, you get one Wish. No twists, no catch.

Monday, July 27, 2026

Makes Clowns a Race in your next Campaign

Original art @Ariel VH I think

There are a small set of character archetypes or "conditions" like vampirism or lycanthropy that can be attached to characters which keeps them human, but subtly different. Enough that they would still have "human" on their character sheet, but may have different abilities or a life that is significantly different from the other people in the same world. Much of these characters pathos comes from this separation they have with normal people; either a curse or blessing; and much time and energy is spent to examine them from their more human side or how they were before their change.

But you ever notice how nobody does this for clowns?

Superheros have alter-egos and their secret, civilian identities. Werewolves have their human form and the beast which they must keep in check. But clowns are just clowns. You notice how rarely we see clowns in media not in costume? We rarely examine their lives outside of when they are a clown. Even serious, scary clowns are only scary and serious because they are clowns. The only exceptions to this is the infamous Pagliacci and I guess Joker from Joker but not the Batman Joker who is a clown even in his off-time, where as Batman becomes Bruce Wayne. Just say it out loud to see what I mean; you can say Bob is a Human Fighter and he also got turned into a vampire. This is a sensible character concept. But if you say "Bob is a human fighter and he dressed like a clown" it wouldn't sound right. "Bob is a clown fighter" sounds better. Ergo, Clowns are a race.

Art @Poco

They Come From Clowntown
Clowns come from the big circus. Maybe it's a special flying city (or better, a city on stilts) where it's always in the carnival season. Maybe it's from the magical traveling circus where orphaned children end up, never to be seen again as they join the performers as new clowns. Maybe they're fully formed from the dreams and nightmares of the people of other races, which is why clowns sometimes have pointed ears or short and fat like a dwarf. Maybe they are just made normally with some very behind-closed-doors clown sex. Regardless, clowns live separate from the other races in the world. Their existence is magical in nature, as they don't really eat food the way other races do, instead eating emotions and attention. They don't worship the normal Gods; they worship the Fake God. It's not a false God, it's very real, it's just simply not a very serious one.

Clowns are roughly divided into two categories or subraces. Light and Dark.

Light Clowns are all about laughter, jokes, and traditional gags and pranks. They're very kindhearted and are often the butt of the joke. They fill a very supportive role both in comedy and in a party dynamic.

Dark Clowns are a bit edgy. They like darker humor, schadenfreude, and getting the last laugh. They are much more independent of the clowning types are more likely to take the lead from others instead of helping.

In traditional clowning, you could think of a Light clown as being the Auguste and the Dark Clown as more of the Whiteface clown; but the types are somewhat independent from alignment or role in comedy. Just think of the Light Clown as being the traditional clown and the Dark Clown as more of a jester or "badass" clown. Dropsy is a Light Clown, Shaco is a Dark Clown. Ronald McDonald is a Light Clown, Jester from Gauntlet or Darkest Dungeon and all horror clowns are basically all Dark Clowns. The girl clown from trying to get it ate? 100% Dark Clown.

While the Light Clown & Dark Clown dichotomy is very important in their society, it isn't necessarily an inborn trait. Clowns can switch between being light or dark, with some even getting stuck in the middle as a Mime. Mimes are like neutral alignment clowns but they also literally can't talk until they "find their voice" again. Most people assume it's a new joke when the clown in the party starts doing charades and dropping the colors from their outfit but no they're actually having an existential crisis until they figure out if they're gonna go Light side or Dark side again.

Clowns mostly stay in the circus or dream realm. This is where their food is most abundant, and where they can get up to their antics with less resistance from the other races. But sometimes, clowns are ejected from the big top and forced to go out into the world. Usually this is because they're not funny (if you never found clowns funny, it's because the funny ones don't get banished), but sometimes it's because they seek ancient knowledge; like the punchline to a forgotten ancestral joke or the recipe to the sherbet cream pie; which leaves a perfect rainbow of colors on people splatted in the face by it instead of the plain white that clownkind has settled for in the many centuries since this knowledge was lost.

See the difference?
Playing as Clowns
Ability Scores-
 Increase either Dexterity or Charisma by +2
Size & Speed- Medium & As Human
Alignment- Can be Good or Evil, but almost always Chaotic.
Languages- Common, Gobbledygook (Used by clowns and lawyers exclusively)
Skill Proficiencies- Perform & Acrobatics
Abilities- All Clowns have a nigh-infinite number of tricks they can perform. These can effortlessly entertain children and the simple minded, and can also be used to trick people, but essentially work as the spell Prestidigitation. If it's for anything important, then they can do it three times per day.

Then, depending on the type of Clown, they get a second ability.

Light Clowns get the ability to Slapstick. Whenever they fail a skill check or take a tumble, they can reduce the amount of damage taken to one point of damage maximum. This can only be used for out of combat scenarios or relatively low-risk engagements, like getting hit over the head with a bottle in a bar fight. Alternatively, a Light Clown can willingly take an enemy's attack, automatically allowing the attack to succeed without a To-Hit roll, but reduces the damage taken as though every attack die rolled was a one. This is always accompanied by a Gag; like getting hit on the head with a hammer and the clown falls down with a clang, but reveals a small anvil hidden under their hat.

Dark Clowns get the ability of Prank. Whenever someone fails an attack roll or skill check nearby them, the Dark Clown can reveal it was a prank and they caused it; granting them advantage on their next attack against that target. For example, a goblin desperately tries to steal your lantern from your hip to put it out before their ambush but fails. The Dark Clown reveals a very long hankerchief chain tying it around their waist, then coils the cloth around both hands and starts choking the goblin out with the colorful garrote wire. If this rule is too unusable, then instead Dark Clowns can just use Perform rolls in place of Attack or Stealth rolls for sneak attacks.

Clowns naturally take up roles like Bards, Rogues, and Artificers. Few Gods tolerate Clown followers and worshippers, and the Fake God has very little interest in worship, and so few are Clerics or Paladins. Despite their love of physical comedy, they make absolutely terrible Monks.

Wednesday, July 22, 2026

Magic Sandal Generator

All pairs of Magic Sandals start with;

  • Two identical, mostly-indestructible shoes that fulfill all the function needed for basic footwear.
  • Count as "Magic" 
  • Advantage to rolls when dealing with slippery terrain, crossing over ground-based hazards without hurting yourself (like pools of acid or caltrops), and rolls to avoid getting caught in quicksand, slipping on grease, or in snares.
  • Deals 1d4+1 Magic Damage Kicks with a Hard Sole OR Grants +2 to Stealth Rolls with a Soft Sole 
  • +1 AC 

The Sole- Roll d12 (Odd is Hard Sole, Even is Soft Sole)
[1] Gold (+2 to Saving Throws & Reaction Checks) Ornate, fit for a King or High Priest.
[2] Reptile Leather (Waterwalking, +25% Running Speed) Stylish.
[3] Wood (Can walk on Fire, Kick Holes in Flame Walls) Thick sides painted with bold symbols.
[4] Bamboo (+1 To-Hit & AC) Made for a Samurai. Somehow, decently protective.
[5] Stone (Deals 1d6+1 Kick Damage, Deals 2d10 if you jump on someone's head) Loud footsteps. 
[6] Magic Leather (+2 to Max HP and +1 Strength Modifier) Supple, spartan, earthen tones.
[7] Green Copper (Standing still grants Unmovable, +1 Constitutions modifier) Patina surface of ancient metal which has been cast-forged into a foot-like shape. Weirdly comfortable.
[8] Straw (Encumbrance Limit +25%, Immunity to desert Heat) Made for long treks.
[9] Glass (Can walk on Light, Kick destroy Illusions) Can stand on glowing bands of light, magical auras, on a laser beam if you dodge it, and so on. This can include your own spells.
[10]Palm Leaves (+2 to rolls to climb trees, move thru underbrush, immune to Entangling Roots) Any amount of foliage can support your weight. Surprisingly tough yet very flexible.
[11] Bone (Grants +1 Caster Level when casting Necromancy Spells, Kick can Turn Undead, Charisma modifier -1 while worn) What creature had feet like this?!
[12] Rubber (1d2+1 Improvised Weapon, Causes Fear) Made of some artificial, strange-smelling material that won't be invented for many centuries. Despite its light weight and lack of sharpness, brandishing one as a weapon in your hand spreads fear into your enemies.

The Straps - Roll d10 (Made of the same material for a Soft Sole Sandal)
[1] Thin (Running Speed increased by +50%, -1 AC) Digs into the flesh with fast movement.
[2] Gladiator (+1 to Saving Throws & Sandals can't be removed by anyone else) Secure.
[3] Magic Beads (Kick have +1 To-Hit and causes Save or Fall Prone) Rattles like a rainmaker.
[4] Silver (Grants extra Saving Throw or Immunity to Hold Person) Mystically breaks hypnosis and spells to keep one from moving. Could be lined with silver thread or actually pounded flat silver.
[5] Mesh (Immune to Arrow Pining and grants +1 AC vs Ranged Attacks) Makes it hard to see what way your foot is turned. Mule-style sandal with a thick strap. 
[6] Wand Loops
 (Can Store a wand parallel to the foot, activates stored spell upon Kick) Just remember, whatever spell comes from that wand will be cast point-blank...
[7] Toe-Ring (Can Swap with a Magic Ring to wear it on your toe, one per shoe) Sandal's straps converge around the big toe with a simple metal ring, giving the toe an air of importance.
[8] Knife Sheathes (Never surprised, +1 To-Hit on first attack) Can hold a medium sized dagger or throwing blade on one shoe. Also has a reservoir tip that keeps poison poured inside fresh.
[9] Complex (Grants +25% Magic Resistance) Complicated strap pattern wraps over the foot to create a mystic symbol. Need an Intelligence modifier of +1 or else you won't know how to take them off and need someone else to help you.
[10] Guillotines (Sandaled feet can detach from body and act independently) For the cost of one Hit-Point, you can tighten the straps to cut off your feet which can act separate from your body and walk around or kick. You cannot stand up or walk without aide while your feet or attached, and your body does not benefit from the magic of your sandals. Assume your feet have 10% of your maximum HP and cannot hear or see anything, but can make kick attacks, dodge and run as fast as you could while attached.

Accessory / Sandal Power / Extra - Roll d8
[1] Ankle Wings (Fly as fast as you can run) Classic for a reason.
[2] Shield Charm (Grants +4 AC for attacks against your legs) Cute & protective accessory.
[3] Mouse Hole (Can summon 1 Hit-Point Mouse which can pick basic locks) Will work for cheese.
[4] Heel Cymbals (Dispels one ongoing magic effect, takes a round) Click your heels for the chime.
[5] Spurs (Grant move speed bonuses to your mount & +1 Handle Animal checks) Riding gear.
[6] Toe Mirror (Reflects Slow or Hold Person Spells, Kicks can penetrate Shield spells) Useful for thieves to see under doors and to kick nerd Wizards. Also unbreakable, but easy to scratch.
[7] Gemstones (Can Store one spell up to 3rd Level, one per foot) Mystical reserves which have an internal glow when loaded with a spell. The gems hold great value on their own and could be pried off or used as spell-components.
[8] Sorcerous Depictions (Curses depicted enemy over time) Insole of canvas. If you draw someone you know on them, each time you take a step a tiny bit of magical damage is sent towards the victim; which they only feel as a subtle pressure. Each day does very little but with enough time or miles traveled will deal damage to their Charisma score as their face caves in or distorts as though trod upon over and over.

Wednesday, July 15, 2026

Endless Summer

This concept is named after the final chapter of Rockstar's Bully, which is the freedom chapter with no story missions where the player is allowed to explore the entire world and complete all of the side content they didn't finish during the main campaign. But I first felt it strongest during the post-game of Neversoft's GUN for the PS2, which was coincidentally the first "Cowboy GTA" before Rockstar made Red Dead Redemption.

In GUN, you have a linear story and mission structure. The map is segmented into a few zones, with story-specific areas locked off or built into the overworld. Along with this, the game has a few limited sandbox zones, mostly in the generic western one-street town where the player can gain a wanted level, and then a very limited number of side activities like hunting rare animals or bounty hunting missions out in the wider world. I remember feeling that this world was very vast despite the technological restraints, and how realistic it all felt despite how quaint it looks today. But the purpose of this post is not nostalgia-bait.

Near the beginning of the game there is a mission where you are battling in a fort. I don't remember exactly who you're fighting or why, but you can go back here after progressing, even during the post-game. This area is separated from the "main" mostly desert western setting, being a more green forested area with waterfalls. I remember playing the game after beating it, and traveling back here on my horse. Running back through the fort, I was put on a very linear path, the same as you ran through in the story sections, and found the entire area was extremely closed in an simple, like a piece of the linear level structure placed into this open world. You were never really intended to come back here. Similarly dotted around the map were the rare animal locations and bounty missions, which once you collected them and the rewards you could revisit them and find them empty, with nothing there. There's even a mysterious spiritual indian cave not to far from the main town, which serves no purpose except in a single story cutscene, but you can freely travel there whenever you wish once you have the ability to move about in the open world.

The vibe this game put off was incredible to me. It was a very specific feeling; the world is alive, but not by much. The great beasts of the land were slayed, the great wilds already plundered and looted, the important characters fading away or disappeared after their story cutscenes wrote them out. You can still "play" in it, but the facade becomes obvious as the seams come loose. But it's important to remember that this is only because you've already completed the main quest. Before that point, as long as a quest marker or mission pops up on your compass, anything could happen, any new area could open up. But once the main story has completed and its emotional arc is concluded, you're left with a world that feels strangely empty and forlorn.

What if a fantasy world could end up in this state?

Endless Summer
The dark lord has been defeated. The evil cult has been thwarted from summoning their dark God, and the portal that could allow it to enter our world is shut for good. The corruption that plagued the minds of all sorcerers and magic users has been banished as the astral parasite was removed, and society is freed from their influence. The great emotional and dramatic arc of the world has been completed. But then... nothing happens.

People still go about their daily lives, but something is different. New spells and technologies stop being invented. Monsters become more and more rare. All of the great relics and items that could constitute a great quest have been found already, and no new ones are discovered. Time has not stopped, but the meaningful progression of time seemingly has. There may still be conflict over resources and races and between religious orders and factions, but they all seem trite and unimportant, just repeats of more significant conflicts in the past. It's like the world has run out of "content".

In a (not live service) video game, this happens because of the limitations of the developers and eventually the memory of the disc or cartridge or other hardware. There is only so much "game" they can make or want to make. But in a secondary fantasy world space, the events of the world that we invent (either as historical background lore or as a campaign to be played within) are diegetic; they come from cause-effect relationships in the world, exactly as the real world and the endless churning wheel of time. But that doesn't necessarily have to be the case.

Perhaps the Gods have gotten bored of their creation, and went off to astral realms or higher realities to abandon this one. Perhaps the great apocalypse the heroes stopped was supposed to have happened, the heroes were supposed to have failed. Now the great weave of fate has run out of thread, and a great vitality and potentiality to everything has been sapped from the world itself, invisibly, leaving the world the same size, the same depth, but there is simply less in it.

This concept is distinct from a fantasy world having an "Age of Sail" or "Magic Industrialization" moment, as these are a great change which may kill a bit of the magic or fill in the corners of the map, but still lead to great story opportunities or  uncovering many mysteries. The Endless Summer is a bit more of an anti-mystery, and anti-quest. There are no more quests. The world has history, but it's the end of history. It's like an aged MMO where you see a bunch of epic level adventurers running around in glowing magma-forged gear shining with exotic mounts crowding the main town doing the same daily quests. No new players are joining the game.

What is the eventual fate of such a world? I do not know. Maybe the elves and dwarves and orcs and humans who have made a truce with each other decide to defeat the dark lord of undeath decide to break the truce, but their heart just isn't in it, and the next year they reinstate it for lack of things to fight over. Maybe the old bickering blood-feud between two families comes to a standstill as whenever some obscure relative is killed of one family, a new indistinguishable one appears from some far off corner; like they're appearing out of nowhere to keep things the same. Farmers fields seem more and more stable each passing year, raids from goblins are less effective, and adventurers clearing out their caves find the exact same artifacts as the last group from last year. It's as though things grinding to a halt, and the invisible machinery behind the scenes has begun to break down. The most existential and deadly of all fates that can befall a world is this one, as any attempt to escape it or change the course is stopped with incredible inertia as people become totally set in their ways, uncaring, keeping the same problems and the same solutions, as if ontologically worn out and trapped in a diorama. Like a demiurge's creation sealed in a glass case and glued down to preserve it in this one state forever. The sun is still bright and the grass still sways and the crickets chirp and all is peaceful in the summer sun but the peaceful summer day never ends.