Wednesday, April 8, 2026

Bad Drafts Rising

Friend of the blog dan throneofsalt said this:

 

And it made sense to me. So here we are:

D6 Paper Tigers

Special thanks to friend of the blog purplecthulhu for inspiring this (sub-)post.
 

1. There is a monastery out towards the western edge of the known world, where it is taught that the primordial substance of the cosmos is poison. God, they say, creates the world with every inhalation - drawing the primordial poison within Himself, creating the space for life - and then destroys it when He must exhale. The visible body of God is the mountains which hold in the Valesea, that great bank of toxic fog on which balloon-ships ply their trades, and the monks' wind-magics assist God in letting the world live a little longer by buffeting the Valesea back down His throat.

That's all to say that these monks take breath and breathing very seriously. It is the central metaphor through which they understand the cosmos. If they were to come into contact with the noble monkeys of Owua Temple they would either get along very well - or else they wouldn't.

They also keep cats, for the company and to shave brush-tips from their fur.

Because the monks' breath is potent, their words have more power than words usually do. Because the cats breath the same air as the monks, their purrs and hisses and meows and yowls have more power than these sounds usually do.

The monks' words and the cats' cat-sounds echo and mingle, and these minglings tear the vellum pages from books left open, wrapping the pages around themselves into shapes with the litheness of the cats and the greatness of the monks' self-regard - they come to resemble tigers.

These page-torn tigers stalk the deserted galleries, the cliff-side hermitages, the winding pilgrim-paths, tearing the breath from the lungs and blood and muscle of those they pounce upon. The monks consider this a sort of collective punishment for leaving books unattended.

2. Once upon a time there was a tiger who lived happily in the forest with her mate, eating men and deer.
 
Then a prince came to that forest on a hunt, and slew her mate, and took his pelt.

That tiger wept over the flayed carcass of her mate, and swore that she would avenge his death on the prince many times over.
 
A day came after that when the prince came across a beautiful woman - he was smitten at first sight and was soon wed to her.

The prince and the woman enjoyed many happy years together, and had several children, all of whom grew up happy and strong.

One night, as the woman was stroking the pelt of her mate, she decided she had held her rage back long enough. She shed the human skin she had worn for so many years, and roared for her children to do the same. Together they ate the prince alive, and most of the way succeeded.

Seeing this happen, the servants of the prince rescued him and sealed the tigers within his manor, setting it alight as they fled.

Many years again after that a hornet-queen would make her nest among the charred timbers of that manor, to enjoy her generations. Then winter came, long and cold, and the queen despaired at the deaths of her children, far more sweeping than she could have anticipated or imagined.

The burnt bones of the tiger felt a tigerish sort of unpity for the other mother losing her children. Her blackened skeleton still bore heat within it - of the fire, of her hatred for the prince - and so she bid the hornet-queen to nest among her ribs, and spread papery hive-stuff where skin and tendon used to lie.

Together the two childless mothers rose, and ran from the ruins, full of venom, full of flame. The hornet-queen would have new children, glowing like cinders, flying sorties from the empty eyes of the tiger. The tiger would be dead no longer, with new flesh of paper, and hornets crawling through her veins, able to hunt the new children of that prince who'd survived her revenge, and their children, and their children after them. She had been dead for many years after all.

3. The noble winds who are lords of the middle air keep paper kites for hunting and other amusements (the paper made by menial tornadoes who tear up the trees and pulp them) - and sometimes also for war, when they skirmish with the King of Birds over where the boundary between middle and lower air lies.
 
Each polytomy (a pseudo-kinship group of winds of complimentary compositions which is entirely intuitive to atmospheric beings and totally opaque to the animal) of noble winds has its own distinctive kites - they are made in the shape of lower predators.
 
The polytomy which flies tiger kites is especially cruel to humans, because they believe themselves to be former humans, ascended to the heavens with the aid of a dragon. For sport they pluck people up from among their companions, and see how their catches arc and twist as they fall to their deaths.
 
Some of this polytomy's catches are never seen to come down - the sane surmise that the noble winds have dropped them somewhere distant and more entertaining, but occultists and other such mind-freaks believe that by some esoteric contest the noble winds have allowed these people to replace one of their ranks.

4. The caterpillars of monarch butterflies feed on milkweeds, taking those plants' toxins into themselves.
 
In an essentially similar fashion, the caterpillars of the martikhoras butterfly feed on tigers, thereby taking those beasts' ferocity into themselves. They accomplish this by being adorable to and playful with gibbons, who let them hitch a ride when the apes go to fuck with tigers for fun - the caterpillar uses the gibbons' distraction to take its nips from the tiger.
 
The caterpillar does not retain this stolen tigerish ferocity into adulthood - it sheds it into the papery casket of its cocoon. The butterfly emerges beautiful and harmless, and the cocoon becomes a hollow, whispering thing in the image of a tiger. Killing a martikhoras butterfly marks you indelibly, and their cocoons will seek you out wherever you hide.

5. Back in the days of the ever-living, murder was an intricate, extravagant art - one could not kill with mere blades or bludgeons.
 
The Zooetrope is a relic of those days. It is a paper lantern, and, of course, a zoetrope, though an unusual one - rather than display an animated image through the contours of its own rotation, it projected this animated image by way of a shadow puppet. This puppet, of course, resembled a tiger.
 
This projected tiger killed not by rending the flesh, but rather the shadow, bypassing any armours, wards, and suchlike its target might bear. The Zooetrope was an unwieldy weapon, requiring a performer to manually spin it while it did its work - and its tiger-puppet did not discriminate, so the performer had to keep the thing lit and spinning while evading an immortal-killing projected shadow as well.

6. The politics among the harem of the Drowned Emperor were vicious, because his interest in ruling was far outstripped by both his lust and his obsession with death and its magics - and so there was much power to be seized, and many competitors for it.

Though none would, in the end, inherit, the harem vied subtly yet violently to place their children in the Emperor's favour - often by having more favoured children murdered.

The preferred tool for these murders became the paper-screen tigers - painted assassin-beasts which could slide along walls, under doors, through cracks, hide in tapestries, and suchlike. Against these killers the best defense found was the creation of paper doll substitutes for hunted children, imbued with stillborn souls.

Though they began as simply predators and prey, the struggle between tigers and dolls evolved into its own intrigues. Rules and courtesies were formalized, feuds and alliances formed, lines were crossed and blurred with interfolding.
 
When the Empire fell, flooded by the rivers of the underworld, the tigers and dolls could no longer be told from the other - and it did not help that they were huddled together atop arks made of the sodden bodies of their dead.
 
The slough that was once the borderlands of the Empire is home to their descendants yet - they retained the craft of making themselves, and work as hunters, midwives, and more.

Devils from the Stars

Loosely inspired by the above.

John W. Campbell Jr. once established the following criteria for an ultimate weapon:

1. It must absolutely wipe out all opposition.

2. It should be of such nature that no resistance to it is possible.

3. It must be such that the opposition cannot turn it against the original wielder.

4. It must annihilate all opposition, yet must not harm friends.

5. It should not damage any useful or constructive forces.

6. It should be of a catalytic nature, self-propagating, such that, once loosed, even the destruction of the original source cannot defeat it.

7. It will render all present weapons inoperative.

8. Its power should be such that no power in the Universe can stand against it.

9. Its effect should not depend on surprise, so that even pre-erected defenses cannot defeat it.

10. It should cost very little to use.

11. The field where it has once been used should be permanently uninhabitable by the opposition, but freely accessible to friends.

He concludes that the only possible weapon which fits the criteria is friendship.

Dogs are now man's best friend, but would we call the transformation of wolves into dogs ‘friendship’? Would the wolf, seeing a pug dying of Pug Dog Encephalitis? There’s another possibility for Campbell’s ultimate weapon: domestication.

If their name for themselves (or at least the part of themselves tasked with domestication projects) were expressed as air vibrations pronounceable with human organs, it might sound like “baatezu”. They are devils from the stars, and they want to possess our souls.

We’re the lightest blip on their radar, given 99.999%+ odds of wiping ourselves out millions of years before we begin to pose a credible threat to them by cogitation-engines wider than the sky, that in opaque digestion gulp starlight and excrete predictive simulations stretching to the end of the Stelliferous Era. Nevertheless, they maintain some presence here. What might be encountered on this little blue marble is not even a finger of their force. If you peeled off the slightest microscopic sliver of skin from the tip of that finger, zoomed in on that sliver with the most powerful instruments available, extracted one mitochondrion from one cell of it, and carved off a fraction of a nucleobase from that mitochondrion’s genetic code, you would have a more accurate picture of the scale of their operation here.

They are underfunded. They are undermanned. What technology and forms they’re allowed are primitive enough that they can be manufactured locally, and won’t cause worry if they fall into enemy hands. With one authorized request they could scour life from this planet down to the last hydrothermal vent in an instant. They are the overseers and enforcers of the human domestication experiment, or else visions of what they hope to make humanity into: show-dogs, hunters, guardians, sniffers.

D6 +1 Swords

This (sub-)post is a goof. Just thought I'd warn you in advance.

1. The +1 Sword of +1 Sword: When held in one hand, another sword miraculously appears in the other. This additional sword lasts only as long as the first is held.

2. The +1 Sword of +1: It gives its wielder +1. Not to anything in particular. Just +1.

3. The Plus One Sword: Its wielder is allowed by cosmic law to bring a guest with them to any event they're invited to.

4. The +1 Sword of +1 Sword of +1 Sword of...: Gains +1 to hit and damage each round it is wielded. Eventually, it cannot be swung without hitting something, and likely bisecting it. Eventually, it cannot be moved at all without cutting everything. The +1s never go away.

5. The +1 Sword: Gives you another one of everything on your body - fingers, nose, etc.

6. The Sword of Pelus Wan: This sword belongs to the knave Pelus Wan. He really wants it back.

A Verdant Wasteland, An Invisible Flame

"Know, O modern Man, that between the years when the sands buried Irem and the years of the rise of the sons of Narmer, there was an Age undreamed of, when a glowing kingdom lay spread across the Sahara like a green blanket beneath the stars ... Hither came the Acheuleans, the Richat-raisers, seaweed-eaters, fungus-communers, stone blades in hand, warriors, scientists, slayers of the cet-men, with gigantic triumphs and gigantic hubris, to leave ruins that would be an enigma for all the generations to come..."

Four Cursed Treasures

1. The Elongated Doll 

A doll with a painted porcelain face and a ruffled dress. Its neck and limbs are twice as long as normal human proportions. A child's teeth have been planted in its gaping mouth.

You can take ownership of the doll by feeding it a drop of your blood. Thereafter if you are wounded you can transfer the wound to the doll, which appears on its body as a crack, stain, or similar flaw. Each time you transfer a wound to the doll there is an x-in-20 chance that the doll comes to life, expands to roughly human size, and begins stalking you with murderous intent, with x being the total amount of HP in damage you've transferred to the doll.

Stat the living doll as a bugbear.

2. The Imperious Crown

Forged from heavy black iron. A pair of dragons coil around its temple, their teeth clamped on the other's throat. It's rimmed with spikes that dangle rubies on thin chains like drops of blood.

While wearing the crown you can override the will of anyone who is sworn to serve you (hirelings, retainers, etc.). They will follow your orders without regard for their own well-being, but the suppression renders them dull and lacking in initiative until they spend a few months out of your company.

If you are ordered about, made to bow, or otherwise show deference to someone else while wearing the crown, you must visit a greater humiliation upon that someone within the week or the crown stops working for you forever and everyone you used its power on will be bound to serve them instead of you. You will relive the moment in your dreams with increasing intensity every night of that week.

3. The Parting Edge


A once-straight razor, now bent crooked. Its handle is bruise-blue demonbone.

While useless as a conventional weapon, the true use of the Parting Edge is as an abstract weapon. When swung between a creature and something it owns, that ownership is severed. This severance is total. If someone's ownership of their house is severed, they will lose not only legal ownership but also knowledge of its layout, any keys, etc. Severing the ownership of a swordsman over his sword will also cut away his skill with it. Magical ownership can also be severed: of a summoner and their summoned servitors, of a dryad and her tree, of a lich and its phylactery, and so on.

Each swing of the Parting Edge comes with a cost: the user must sacrifice a personal connection of their own, something on the scale of a sibling, a dear friend, membership in a sacred order, and the like. A person, organization, or so on who the user has sacrificed a connection to will become at best ambivalent towards them, with no possibility of improving the relationship thereafter. If they don't offer a connection up the Edge will take their most treasured one.

4. Zlavazenye

A greatsword wrapped in five shades of blue velvet ribbons. Each ribbon is sewn with a different phrase in gold thread. Unwrapping a ribbon grants the sword +1 to hit and to damage, though each ribbon comes with its own condition of use and penalty if not met.

The cornflower ribbon bears the phrase "In defense of the innocent". If unwrapped without its condition being met, this ribbon will wrap itself tightly around your head. It can be shifted slightly with some effort, so that it either blinds you or deafens you, but if torn off entirely will take with it one of your eyes and one of your ears.

The azure ribbon bears the phrase "Against outnumbering foes" . If unwrapped without its condition being met, your off-hand will shrivel into a bleached, chalky thing of gnarled, mingled flesh-bone.

The cerulean ribbon bears the phrase "To overthrow a tyrant" . If unwrapped without its condition being met, the ribbon will immolate itself with a blue fire which destroys all your possessions and worldly wealth save for Zlavazenye.

The lapis lazuli ribbon bears the phrase "On holy ground". If unwrapped without its condition being met, a second mouth grows upon your stomach which will regurgitate any food you consume which was not gifted to you by a stranger. Also, if you lie it will blurt out the truth.

The navy ribbon bears the phrase "To smite the inhuman". If unwrapped without its condition being met, great horns will sprout from your head, weighing you down into a perpetual hunch and preventing you from running.

If all five ribbons are unwrapped then the wielder will be utterly annihilated - body and soul - and the angel whose body is Zlavazenye will be freed to end the world as it was once commanded to.

The Isle of Exiled Kings

Nothing here stands against the blasting winds that was not built up by the hands of mankind. The grasses lie flat against the heath, the sheep kneel as they nibble on them, the shepherds squat in trenches below them, or in the wind-shadows of the graves and cleits. Even these dwarfs of architecture seem to brush against the limit of what the wind is willing to tolerate. Towers have been attempted, but they are swiftly toppled. No lighthouse lasts long enough to lead ships in to safe harbour.

The ships must come regardless. There is a convention, old enough to have attained a near-natural force of continuity, that kings in exile must be sent here. Many die by accident or "accident" along the way, but enough make it that there is a sustained population of former monarchs on the Isle.

Even the sea sends its troublesome sovereigns here: sharks, whales, kraken, things with crowned heads and uncalloused skin. They don't last long on the beaches. Like the terrestrial kings they are buried with all the meager honours the isle can offer. Like the terrestrial kings they are unearthed when their flesh goes soft, to be spread on bread like cheeses.

Every encounter here is almost like a story with a moral about treating people right no matter how they might appear - the old man in rags was a king in disguise! The old men are kings, but the rags are no disguise. They wear what they're able to eke from the unforgiving land by their own efforts - wool, poorly woven, coarse burlap made from the roots of the Isle's grasses, which grow dense to clutch every grain of soil from the snatching wind, or else air-desiccated fish-leather for the poorest and smelliest of all.

They have nothing to give you, nothing they can promise, nothing except for what they remember from their time on the throne. Most are unused to negotiating, to asking and offering instead of taking. This can work in your favour: they may not be aware of the full value of their knowledge. This can work against you: they may not be reasonable in request and response.

D12 Therianthropomorphs

1. Koaloids: Simple creatures that aspire to nothing more than tending their eucalyptus groves and drinking a foul sort of beer brewed from fecal pap.

2. Aye-aye-kin: Fearfully misunderstood scraggly pariahs. Their long finger is a living wand (and it’s said that wands were originally derived from an aye-aye-kin’s finger) that casts a random spell bound to them at birth. Hidden in the hills and the forests are doors, the aye-aye-kins’ forgotten meeting places and treasure hoards, that can only be opened by the tap-tap-tapping of their magic finger.

3. Snailmen: Born the size of a normal snail, never stop growing throughout their lives, and their shells grow faster than their bodies do. The young life of a snailman is one of preparation, ensuring they have all they’ll ever need on hand once their shell grows beyond their ability to move. Some gather soil and seeds for cabbage farms sewn in their inner chambers, some become wealthy masters of a household made from themself, sending servants to be their hands in the world, and yet others become a one-snail brigand fortress taking tolls along a road.

4. Jellyfolk: Diaphanous dancers with venomous skirts. They spin and leap in time with the music that coils in the deep, inspired dervish-like by wisdom of the bitter waters. In the embrace of their trailing tentacles one can find ecstasy, in its oldest sense.

5. Cariboumen: Fierce and unsentimental warriors and mushroom-sages of the merciless north. Live in migratory school-herds that each practice and perfect their own style of martial arts, with techniques like Tine-Pierces-Heart and the Moon-Tossing Shoulder Throw. They hone these against each other, win prestige, and cull the weak and foolish in annual, deadly tournaments that attract fighters from the furthest reaches of the earth.

6. Man-o’-Warriors: Sail-backed, jelly-fleshed corsairs. They are their own ships, capable of merging and splitting from dinghies to dreadnoughts. Believe the surface of the ocean is their rightful domain alone, that those of the land, sea, and sky upon it are trespassers to be dealt with as they please.

7. Pongopeople: Shaggy orange cousins of humanity, exiles from a forest home destroyed by human greed. Reduced to a single tribe clinging to the edge of extinction, wandering the world to find a peaceful place they can plant the last seeds of long-gone trees.

8. Mothmen: Sometimes, when the moon loves a caterpillar back, it will metamorphose into a mothman rather than a mere moth. Mothmen see by the light of the soul, and so are attracted to great passions and suffering more than lanterns. Because of this ability they often find themselves in the employ of Heaven, logging virtues and vices so that angels have more time to listen for the shadow of an echo of the voice of God in the cosmic background radiation. A mothman born from the love of a blood moon is a predator much unlike the rest of its kind, driven to cause disasters and stoke the light of souls to sup through its hungry red eyes.

9. Coyotefolk: Possessed of an idiot savant inventiveness, given to wild tinkering and wilder lies. Half-decent shapeshifters that can wriggle out of their furry hides looking like anything they want, but their poorly-hidden laughter or too-wide toothy grins always give them away.

10. Potookin: Subtle and occulted folk, living reapers and watchers at the crossroads. They guard the borderlands of the living and the dead, tasked with making sure the inhabitants of both are in their proper place at the proper time. They scoop up ghosts in their wide, wide mouths, lead heists into Hades to rescue trapped mortals.

11. Pandapeople: A race of philosopher-kings, whose exceptional purity extends their lives across millennia. This purity comes paired with exacting prudishness, and an infuriating stoicism. Even the trees can’t remember the last time a pandaperson was born. Though they know many things, and can intuit the truth of many things they don’t, persuading a pandaperson to impart even the least bit of wisdom can be like pulling all your own hairs out one at a time. They refuse to take any action that might even indirectly lead to the loss of life, and eat only pieces of bamboo that can be taken without killing the whole plant.

12. Gullthings: Awful cacophonous pirates, shipwreckers, and thieves. Live along beaches and rocky shorelines in pebble-forts mortared with their own droppings. Covetous, gross, and cowardly more than truly cruel.

Hurshamit-Ur, Where Life Is Wagered

Between life and death there are many in-betweens: a death in pieces, necrotic toppling like an arch without a keystone; a death of the mind while the body lies catatonic; a death of the spirit which leaves only lurching flesh.

As with life and death, so too with the lands of the living and the lands of the dead.

On the nights of the new moon, when no light shines on the Bay of Shades save that of mourners' lanterns, a city appears in those waters darker than any wine. On those nights the desperate and the destitute row out, dead throats rip with raucous laughter, and hearts beating and still alike share the heights of elation and the horror of losing it all. For you see, the dead have no needs, yet they want, more than those who yet live know. They hunger, but do not starve. They tire, yet know no rest. Above all else, they want to be alive once more, to taste and fuck and feel the sun on their skin. In Hurshamit-Ur, they can win this.

The city's old, maybe the oldest that's been tread by human feet. When kings are buried in sumptuous tombs with all their treasures, it's because they know of what awaits in Hurshamit-Ur. They might lose all their wealth in a night, and scrounge for more until they fade away entirely, because in Hurshamit-Ur life itself can be wagered, more precious than any grave good.

The docks of the city reek of fresh, butchered meat. It's far too coveted to be allowed to rot. In the docks the little prizes can be lost and won. Beggars and ghouls squat on the stones and throw dice for nibbled-off fingers and fistfuls of silver. Cold-fleshed whores lean from bordello windows and offer a night you'll never forget for just a cup of blood. No one lingers at the docks except those who've already lost everything they're willing to give, and those who've learned to take advantage of newcomers.

Move inland, and you'll come to the gates. Garish jaws of red and black where throngs are vetted by demons in smiling gold masks. Are you in good health? Is your blood clean of disease? Do you have much of a life to return to? All these things will impact what you're worth. The demons watch, keep order, offer loans only the truly foolish would take, but never play.

At the center of the city is a tower. At the top of that tower lies Hurshamit, the once-god, master of this city which bears his name. Its existince and its power stem from his maiming so many eons ago. In his veiled, silken bed he awaits the gambler who brings such stakes that could cure his injury. The prize Hurshamit offers in return is his own divinity.

They Probably Want to Kill Each Other as Much as We Do; or: Some More Fantasy Peoples & Their Weapons

Once upon a time, Scrap Princess did this: http://monstermanualsewnfrompants.blogspot.com/2018/12/weapooning.html

& also this: https://monstermanualsewnfrompants.blogspot.com/2018/12/veins-of-earth-cultural-specific-murder.html

This is like that, but not.

Oozes

Most oozes are too stupid for weapons. Some are not. Beware the clever ooze.

Dumby Yummy: A simple weapon - something that seems tasty but on the inside isn't. Typically filled with a high concentration of sugar or salt to desiccate & rupture membranes, but there are more exotic payloads like a strong base to react with an ooze's acid or a catalyst for rapid vapourization.

Moldsurgent Spores: Derived from russet mold. Lodge in an ooze, and reprogram it to sprout off its mass as useless imbecile humanoids, like vegepygmies but worse, and more racist.

Burburbelly Quilt: Burburs - natural predators of oozes. Butcher 'em, use biomantic/alchemical means to keep their digestive tracts alive, weave the digestive tracts of several burburs together. Then throw this living quilt over your oozy enemies.

Membranoresonant Ripplethumper: It's like the T-rex footsteps in Jurassic Park but it's a giant metal rod slammed into the ground repeatedly by hydraulic engines you (an ooze) power by sliding through them. Tuned to the specific properties of your ooze-enemies' membranes to cause them to rupture and spill their precious fluids onto the vibrating ground. Probably only useful in ooze race wars. Goodamn Demoslimes, letting the white puddings into our big wet country...

Mirror Tube Gun: It's a corrugated metal tube lined with mirrors - you stick one end on the surface and the other end is like a shuttered lantern. You point it at green slimes or whatever other slimes are vulnerable to sunlight - even if you yourself are such a slime - and if it is daytime up above they will die.

Dragons

Hook Bolas: Big, heavy, made of metal - tears right through wing-membranes, wraps around bone so it's not easily removed. Get enough of these thrown at an enemy and they'll be grounded for you to pick off at your leisure.

Thermite Supplement: You sneak it into your enemy's food and hopefully it gets caught within their teeth. When they go to breath fire it'll ignite the thermite - they can withstand the heat of their own flames, but crank that up a couple thousand degrees and their face will melt off.

Coin Parasites: Not parasites of coins - parasites shaped like coins. Get 'em into your enemy's hoard and they'll suckle the blood out of your enemy's belly as they sleep. Not to kill, but to weaken, perhaps even infect with the rare disease that can survive within the fiery flesh of a dragon.

Skeletons

Against the living

Skin-suit: They make these out of your friends and family that they already got. Get their buddy to lace them up at the back. It's almost like you're killing them yourself this time! It's a psychological weapon.

Radial Rondel: Don't need marrow. Hollow out those dusty old bones, stick some blades in them. Flick of the wrist, snap of the leg, and they'll come sliding out to stab you in your face when you least expect it.

Ribhinged Crossbows: Splay out every rib in a skeleton's 'cage and string them up row upon row with tendons, bolt some tillers to your spine, and so on - you've got twelve not-so-great crossbows. Twelve not-so-great crossbows still makes you a one-skeleton volley.

Against each other

Skullbomb: It's their own skull. They don't need it to think, and don't need their eye-sockets to see, which is good because the fuse comes out one of them. Lots of shrapnel packed towards the front, hopefully it hits the other side more than their own. Is it a suicide attack if they're already dead?

Osedax Worms: Domesticated. Big. Terrestrial. Eat bones voraciously.

Extremely Bad Milk: Calcium - good for bones. Regular milk - contains calcium. Extremely bad milk - has something other than calcium, which is bad for bones. What it has is so other than calcium that it leaches out calcium from the bones it's poured on, weakening them to uselessness. May come from goblins.

Umber Hulks

More like umber hunks, am I right? We like to joke around here at Archons March On. These guys burrow, they're bugs, and their eyes are confusing. We probably don't want to fuck them.

Squirming Bell: Corkscrewed brass device as big as a keg. Not as heavy as you might expect. Within it are worms, chambers, tunnels, pins lining those tunnels, and membranes those pins will strike when pressed against. The worms within are sensitive to sound and changes in pressure (such as those produced by nearby digging), which will send them wriggling down particular tunnels, setting off particular pins. This in turn produces a shockwave which is tuned to liquefy and collapse the exact mix of stone and sediment the Bell is buried in. The worms will have to be replaced afterwards as they are also liquefied by the resonance.

Panoratos Helm: Full of mirrors. Lets them see all around themselves, and make anyone looking at them meet their Maddening Gaze.

Grit Aspergillum: Filled with grit - special grit, very bad grit. Flung in drifting clouds - clouds that drift away from the flinger. Gets caught in your spiracles, gets caught in the soft joints between the hard bits of your shell - suffocates you, wears them down.

Things That Made Me Not Want To [REDACTED] Myself & Others This Winter Season

I am a nice man, with happy feelings - all of the time.

But when the weather gets colder and the days get shorter, sometimes I need to practice Mindfulness, and Manifest Gratitude, to keep that pep in my step.

(Ah! But now the seasons are turning and the birds have returned their music to the air!

"But this humanity in God [...] is natural death. 'God Himself is dead,' it says in a Lutheran hymn, expressing an awareness that the human, the finite, the fragile, the weak, the negative are themselves a moment of the divine, that they are within God Himself, that finitude, negativity, otherness are not outside of God and do not, as otherness, hinder unity with God. Otherness, the negative, is known to be a moment of the divine nature itself. [D]eath itself is this negative, the furthest extreme to which humanity as natural existence is exposed; God Himself is [involved in] this."

"that is to say, My God, my God, why hast thou forsaken me?")

Music

Have been merely absorbing music by osmosis - a slow process - for a while. Decided to go out and get my own for a change. Some of what I would put as the better findings:

& some AI music courtesy of suno.com that I am too embarrassed to share - which makes this next one even funnier:

Laparotomy Soup

"Laparotomy" of course being another -otomy that begins with L, but out of respect to a dear friend I, semiurge, have changed it to a different word. I have been soaking deep in the Soup.

I'd call myself a man-child, but I'm no man, or child for that matter - I am a walking corpse too cowardly to finally lie down and die.

I had more written up for this, but I find it now unnecessary. If you know, you know - if you don't, perhaps the knowing is not for you.

The cozy glow of nostalgia draws us back down the rut of a beaten trail, but sometimes we reach it, brush that mirage away, and find what drew us back still glimmers like starlight in a vast and moonless night.

Posting My Old Drafts Into This Post

It feels GOOD to get them out. I'm not even working on most of them I'm just putting what I've already written here.

A Certain Youtuber

Again - if you know, you know.

Deep-watched his whole body of work recently. Wildly funny... even sometimes insightful. Kinda lost me by switching to making just awful vtuber stuff, but hasn't done that in a year - perhaps, if he kept up certain habits, he is dead.

I suspect that his then is similar to my now.

Saying "It Doesn't Matter" To Myself

I like to pretend I'm Owlman when I say it.

Youtube Poop

Of course you are no doubt aware of my famous series of investigative video essays, dear reader, and I intend to continue that series in the days to come, however finishing them has been like trying to complete a thousand-piece jigsaw puzzle with pieces the size and colour of cinderblocks, or trying to do your A's to B's to C's and all the way down to Z's but finding your A leads to G and back around to D and someone's misplaced the middle-third letters and split W into VV.

In the meanwhile I have found enjoyment in making shorter, less well-researched, and much less effortful videos - a sampling:

My Friends :^)

Friendship, laughter, and love are three of the few things that make the endless parade of indignities that is this life tolerable.

Some Tea My Beautiful Fiancée Got Me For My Birthday

This is some bomb-ass Chinese shit. Got a tea-kettle too. I enjoy the ritual.

Editor's Note: The tea is too bomb-ass. The tea is bombing my ass. It has kept me awake for about 38(?) hours, and while I have been writing at a much faster pace than usual I was struggling to count how many hours were in a day 25 words ago.

Can You Practice These Methods In Your Own Life To Achieve A Better, Brighter Day To-day?

No. I am a cyst, a self-contained, self-sucking ouroboros full of pus & piss. Find your own rose in the cross.

The Joesky Tax?

Uhhhh, yeah, better make a U-turn bud!

Towards the Hoard of a Hundred Horrors: Aurumvoraxes

Glorious is the sumptuary beast, with golden coat and silver claws, porphyrous teeth and velvet maw. Intolerant too, gruesomely so, of those who ape its exquisiteness. Fortunately for most, such beasts will only mate with their perfect equals, and attack all others of their own kind on sight.

Munificent is the royal weasel, who bends to the whims of its prince. Of who it chooses to serve none can say - more often pauper than true prince - but the bond is beyond death. Beyond reason as well, for every whim no matter how small is enacted by the royal weasel.

Terrible is the mauler, who breaks the necks of dragons under the weight of its jaws. Terribler still when hungered, for when hunting it kills abundantly beyond the filling of its belly. Terriblest yet when its princess is harmed, for none but its princess may calm its rage.

By another name,

They are

Aurumvoraxes

HD: 7 AC: 16, plus immune to fire and poison ATK: 1d8/1d8 Claws, or Spine-Cruncher SAV: 11 MOV: As swift horse, plus 30' leap INT: As clever beast, or as its prince(ss) when given explicit commands ML: 9, 12 when its prince(ss) is unconscious by injury or dead
No. Appearing: 1

Spine-Cruncher: The aurumvorax clamps its jaws around its target's neck, or the closest equivalent. The target must save vs. death or die instantly as their neck is crushed, or their head severed entirely. If they succeed, they take 2d8 damage and dislodge the aurumvorax. Spine-Cruncher works on targets up to 14 HD.

Tuesday, April 7, 2026

Killer Copper Pieces: Mangraves

Brack-anchored predatory trees, the elegant arched spindles of their roots gathering scabrous silt. Their bark is alabaster, their leaves a delicate, sensual pink - but they are consummate vegetable shapeshifters, able to match their appearance to surrounding plant-life. The wary can still spot them by their accompaniment: carrion-beetles, corpse-nibbling fish, and suchlike - and of course they become obvious when their sucker-tipped roots rear up from the water.

They hunt by detecting animal heartbeats. In turn, they are hunted by the people who share their coastal environments for their rich crimson sap, which can be worked into the finest rubber and plastic, or made into gum that is chewed to promote vitality. These tree-hunters take drugs to depress their heartbeat, using pumps in their palms and heels to quicken their blood-flow and prevent themselves from passing out*. Paddling out in canoes like drunken crocodiles they may sneak up on the trees and tap their sap. It is still an enormously dangerous profession, due to the flailing of tapped trees' roots, complications from the pumps and the drugs, and the other dangers of the coast which those precautions render them vulnerable to.

The enormously wealthy sometimes keep these trees in their gardens, "taming" the things by feeding them so much blood they don't bother to attack or disguise themselves.

They are

Mangraves

HD: 6 AC: 14 ATK: 4 Sucker-Roots SAV: 10  MOV: N/A INT: Dumb animal ML: 12
No. Appearing: 1d3

Sucker-Roots: 2 of a mangrave's roots can reach 30', and the other 2 can reach 15'. A successful attack from a sucker-root represents it sticking to you - for every round thereafter you will take 1d6 damage automatically until it is severed or otherwise detached. Against anyone with a sucker-root stuck to them, a mangrave may also make a grapple action in addition to draining their blood - trip them, hold them underwater, drag them closer, etc. A sucker-root takes 6 damage to sever - only half this is taken by the mangrave itself.

Mangraves surprise on a 3-in-6 unless one is moving at half-speed. Conversely, a mangrave can never be surprised unless one has altered their heart-rate by drugs or some other means.

* When they're not on the drugs they can do this:

 
If you know, you know. 

Killer Copper Pieces: Enfolders

(Killer Copper Pieces = the ones that don't make the cut for the Hoard of a Hundred Horrors)
((The idea for enfolders came to me in a dream)) 

The stuff of the underworld, like radiation, can contaminate the bodies of those who eat of its creatures and breathe its fetid air. This contamination tends to concentrate in the skin, and so those who delve into the underworld tend to collect tattoos, scars, and piercings like iodine tablets - as much superstition as true abjuration.

Those unlucky ones in whom the contamination reaches a critical point will find their skins slacken and fuse to the surfaces of the underworld, taking on the properties of its stone and wood and suchlike, their shrivelled bodies beneath their stony yet disturbingly-pliable hides sustained in a miserable half-life by their root.

This transformation has a distinctive feeling, so enfolders tend to be found in two sorts of places - near entrances to the dungeon, the results of desperate, failed escapes, and near treasures worth risking a fate worse than death to acquire.

Sometimes referred to as Stuck Willies (and brickjackets and stonemoaners and etc.) - every dead and near-enough-to-dead adventurer in the world below is a Willy - regular corpses are Stiff Willies, sheet ghouls are Slick Willies, and so on and so forth.

They are

Enfolders

HD: 2 AC: 10, plus Brickjacketed ATK: Enfolding, Stonemoaning SAV: 12  MOV: As walking person - can't go beyond 30 feet of their root INT: As person after decades of solitary confinement ML: 10
No. Appearing: 1d6

Brickjacketed: Enfolders have 5 damage reduction against everything but picks, explosives, and whatever else could crack solid rock - unless the attack is targeting an opening in their skin. 

Enfolding: An enfolder will always grapple on a successful hit. Initially this grapple has a strength of 12 - this strength increases by 4 every round you remain grappled by the enfolder, as it envelopes you in its skin. After the grapple reaches 20 strength you begin suffocating.

Stonemoaning: Enfolders that spot a person will begin to moan hoarsely. Every round an enfolder is moaning there is a 2-in-6 chance of a wandering monster showing up to investigate. Enfolders cease moaning the moment they cannot see any people.

Monday, March 30, 2026

Towards the Hoard of a Hundred Horrors: Vargouilles

History is a bottomless well of blood, poisoned by grudges. From out of its depths rise the curses of hateful generations past and forgotten.

These living curses lurk among us - by day ordinary-seeming, unaware of their true nature, and by night their heads detach, warp and flitter, trailing the tubes of their entrails on gloomy missions, inflicting pain and panic. An arrow loosed eventually lands, and lies still. A curse is a weapon for no just war, for it flies night after night without ever stopping.

They are

Vargouilles

HD: 1 AC: 14 ATK: 1d6 bite, OR Kiss OR Shriek SAV: 8  MOV: Fly as bat INT: As human ML: 7
No. Appearing: 1d10

Kiss: A vargouille spreads its curse with a kiss. One kissed by a vargouille must save, or contract their curse - on the first round after contracting the curse, a thin pink line of raw flesh circles their neck. On the second round, the line weeps corrupted blood. From the third round on, if their head is not firmly secured to their neck by their hands, or bandages, or suchlike, then it flies off as a new vargouille. Vargouilles are reluctant to overpopulate - too large a population of vargouilles in a community is a beacon to the headless huntsmen. The curse of a vargouille's kiss may be lifted by the same means as any other curse.

Shriek: Those within 30 feet must save or take 1d6 non-lethal damage each round they don't spend hiding or fleeing for the next 1d6 rounds. Those who fall unconscious due to this damage have their hair turn white permanently. Those who make their save against a vargouille's scream are immune to all such screams for a day. Headless hunstmen are immune to this.

A vargouille can chew the head off a corpse to make that corpse its new host body. Both the vargouille and its new body will appear to be an ordinary human during the day, but one's appearance is not changed to match the other.

Should a vargouille pass over the Seal of Iphegor it will be flung down to earth and become unable to fly until it removes itself from the radius of the Seal - however the true form of the Seal of Iphegor has been lost for centuries, and countless counterfeits crowd grimoires.

The Headless Huntsmen

HD: 3 AC: 16 ATK: 1d8 longsword & Hanged Man's Rot grenades, or 1d6 bow & arrows, or 1d6 bident and net SAV: 9 MOV: As human, or as riding horse INT: As human ML: 10
No. Appearing: 2d4

Impatient, ruthless exterminators of the vargouilles. The horses they ride are fearless, but otherwise ordinary.

Their neck-stumps are plugged by plates of lead printed with worn runes. Their blood does not flow except at the moment of their deaths, when it is expelled in a flood. When they attempt to go about incognito, they will wear hoods or helmets supported by gourds or tubers underneath. They communicate through gesture, and are somehow able to see without eyes, hear without ears. Headless huntsmen possess no special sense to detect vargouilles, but know the signs of their presence in a community - pregnant women whose children have been gnawed from their wombs, pets left impaled on branches, feces smeared on window-sills, and suchlike.

Hanged Man's Rot: Save vs. CON when breathing it in miasmic form, or contract. A Hanged Man's Rot grenade has a 10-ft. radius. Where a serious infestation has been detected, the headless huntsmen will bring a copper cooking-wagon which can in time fill an entire hex with Hanged Man's Rot miasma.

The disease is an affliction of the cervical vertebrae and its nerves - at first only a stiffness in the extremities, then becoming apparent as a harsh, weeping rash around the neck when it advances - in the end it leaves its victims paralyzed and suffocating. Save or take 1d6 DEX damage each week, which cannot be recovered until Hanged Man's Rot is cured. A dose of cure to the sickness can be produced with 20 sp of rare herbs, the knowledge of a sage or equivalent figure, and a day's work.

A vargouille can contract Hanged Man's Rot from both miasma and victims of it they feed on, yet takes no DEX damage. Instead, their ability to control a host body is destroyed. To those afflicted with Hanged Man's Rot, a vargouille's kiss is simply fatal if their head detaches rather than accursed.

Thursday, March 26, 2026

D6x6 Bonkers Boots

Click the button below to get your boots:



Special thanks to Spwack for the generator generator here: https://meanderingbanter.blogspot.com/2018/10/automatic-list-to-html-translator-v2.html

D6These boots have the style
1of jodhpur boots.
2of cowboy boots.
3of go-go boots.
4of hessians.
5of poulaines.
6of jackboots.
D6These boots are made
1from the stitched soles of men who outran justice.
2from a wicker-like weaving of the spines of serpents.
3from a pair of hollowed camel-humps and the unplucked hide of an ostrich.
4from the manes, fangs, and leather of a pair of gay man-eating lions.
5of quicksilver miraculously woven into rippling cloth.
6from the contiguous carapaces of remarkably boot-shaped insects.
D6These boots are adorned
1with colourful ribbons like ballet shoes.
2with jingling golden bells.
3with feathery plumes down their backs.
4with bejewelled hobnails.
5with in-sewn stockings embroidered with calligraphic prayers to gods of movement and travel.
6with thin chains of tin and painted glass.
D6These boots let their wearer
1tread unharmed on water, lava, oozes, and all other at-least-mostly-fluids.
2dance any dance perfectly.
3kick with the force of a horse, and let any of their strikes against something marked by their boot-print - even something as light as a breath - hit it with the force of a horse's kick.
4leap vertically up to any height they can see - though they provide no protection on the way down.
5march forever without becoming exhausted, and at the moment of death set a location anywhere in the world for their boots to march their corpse to.
6click their heels together twice to return to the position they stood ten paces back.
D6These boots can be found
1with their last wearer's legs still sticking out of them - bone-in - in a dungeon.
2being modelled by an animate mannequin.
3in the collection of a leprechaun cobbler who is trying to figure out how to curse them, as he does all his wares.
4in the cottage of a giant, who uses them as thimbles.
5being worn by a senile wanderer with outlandish tales of far-flung lands.
6being worshiped by a colony of feral cats as their god.
D6If these boots don't fit
1you're shit outta luck.
2they can be resized by any wizard with knowledge of transmutation.
3they'll magically resize themselves.
4they'll Bed of Procrustes your feet to fit them.
5you can go on a quest on behalf of a god of footwear (or some similar domain) to have them miraculously reshaped.
6you can remake them by hand - but take care not to break their enchantment in the process.

Friday, February 27, 2026

Towards the Hoard of a Hundred Horrors: The Popopo

A tight-lipped smile, a bird's impassive eyes. White hair, white skin, and long, lithe limbs. Her beak stretches up and out of her throat, and there comes that awful sound - half song, half laugh: "Po-po-po" - easy to rhyme.

She is a lonely and envious creature. She takes other's children and makes them hers, brooding in darkling dungeons. In the west she is Mournful Dove. In the east she is the Capon's Cuckoo. In the north she is Winter-Come-Early. In the south she is the daughter of Night and Grief.

Yet across all corners of the world her call is the same - therefore, she is

The Popopo 

HD: 5 AC: 15 ATK: 1d6 peck and 1d6/1d6 claws + Raptorial Claim SAV: 10 MOV: As sprinting human, fly as pelican INT: As smart human ML: 7, 10 in defense of stolen children
No. Appearing: 1

The Popopo is strong enough to fly while carrying a single person. 

Raptorial Claim: An individual marked by the Popopo's claws becomes vulnerable to her magic. For each claw-mark upon them, the Popopo may inflict one of the following effects. Once per night the Popopo may also claw the exterior of a home, and thereby affect everyone inside it at once - and if she does so three nights in a row, on the third night all inhabitants automatically fail the first of their saves:

-Sleep: Save or fall into a deep sleep for 12 hours - if you receive a serious jolt you can save again.

-Glamour: Save or perceive the Popopo as an ordinary, if entrancing, woman - you understand her call as your own language. You can save again if someone not under the Popopo's spell points out what she truly is to you.

-Madness: Save or roll a 1d6 - on a 1-2 do nothing, on a 3-4 flee, on a 5-6 attack the nearest living thing. Save again each round.

Imperfect Scions

HD: 2 AC: 12 or as armour ATK: 1d4/1d4 claws + Swallow Whole or as weapon SAV: MOV: As human, fly as sparrow INT: As human ML: 7
No. Appearing: 1d2

Swallow Whole: Someone hit by both of an imperfect scion's claw attacks in one round must test vs. strength or be swallowed whole by it. They take 1 damage per round, and cannot escape until the thing is cut open.

Glamour: Imperfect as they may be, their glamour is more skillful than the Popopo's. It is always active, with no save possible against it, making them appear as normal people - until they swallow someone whole, or fly, or think they are alone.

To sages and cunning-folk it is known that the Popopo is never satisfied with her brood. She will give them away to those with the rite to call her, shaping them into the caller's idea of a perfect child. Such stories never end well - the children become far less subservient when they mature.

Saturday, February 21, 2026

Towards the Hoard of a Hundred Horrors: Townfathers

Suppurating grub-hulks slumbering and snoring in the lightless deep - each a nation, the founder and the foundation.

They are nightmare to nightmares, and lords of men.

Communities thrive under their protection, but these in truth are larders. When the festival of awakening comes the price of protection is paid in full.

They are

Townfathers

HD: 12 AC: 12 ATK: 1d20 crush - can hit all targets within an enclosed space simultaneously SAV: 12  MOV: As very big caterpillar - can compress itself through openings a human could crawl through INT: As lazy, hungry chimpanzee ML: 6
No. Appearing: 1

The Rumbling: The infrasonic rumbling of a sleeping townfather keeps other monsters at bay. Within the hex a townfather is in you do not need to check for wandering monsters. Within a hex's distance of a townfather's resting place wandering monsters are only 1/4 as frequent as usual. In the hexes immediately beyond this range wandering monsters are only 1/2 as frequent. A sleeping townfather whose rest is disturbed must test morale to awaken.

The Dinner Bell Calls: An awakened townfather can tune the mood of its dependents, for ease of feeding or self-defense - inducing xenophobic aggression, apocalyptic terror, placid revelry, or whatever else. Not quite mind control, but close enough. Those within range of the Rumbling must save or be affected, and take a cumulative 1 point penalty to their save for every week spent exposed to the Rumbling. A sufficient shock (injury, bucket of cold water to the face, hurting someone they care about, etc.) gives another save to throw off the influence. 

A townfather exposed to sunlight takes 1d6 damage each round.

A sufficiently old and well-fed townfather becomes a living dungeon - impervious from the outside, one must delve within to slay it.

Founding Family

HD: 2 AC: As armour worn ATK: As weapon wielded, advantage on grappling SAV: 7 MOV: As human - can compress themselves through openings a human finger could fit through INT: As human ML: 6
No. Appearing: 1d4

Traitors, collaborators, bound by blood. Descendants of the first to find a townfather, first to accept its bargain. Handsome, overly-identical sorts - pins and needles in their joints and in the hidden corners of their faces hold them into human shape. A second heart in their chest pulses the milk of the townfather through their veins - pale, slow and thick as treacle. They hear it as a choir of angels, calling them ever-forward to their grand destiny (of pampering the creature and sating its appetite).
 
Within range of the Rumbling they are telepathic with each other.

Tuesday, February 17, 2026

Towards the Hoard of a Hundred Horrors: Couatls

Imagine that yesterday you were a human being, and today you are a worm - blind, deaf, mute, limbless, cast down into the dirt to wriggle about for morsels of shit.

That's a bit what it's like to be these guys, except that yesterday they were timeless and bodiless beings in a heaven of infinite wisdom and contemplation, and today they are winged serpents made of meat.

Why are they here? Are they on a mission? Is this a punishment? Is this the sacrifice they made to participate in the sensuous and temporal world? They don't quite know, their thoughts brushing against understandings too big to fit inside their new heads.

They read the stars and the guts of sacrifices for signs. These signs drive them to prophetic good and inhumanity.

They are

Couatls

HD: 9 AC: 15 ATK: 1d6 bite with Aging Venom and 1d12 tail swipe, plus The Stains of Time SAV: 12 MOV: As giant bird-snake INT: As smart alien ML: 8
No. Appearing: 1

Aging Venom: Save vs. poison - on a success you age 1d6 years, on a failure you age 2d6 years.

The Stains of Time: Once per round the couatl can use one ability from the following list. A couatl can only have one Stain of Time ability active at a time:

-Rewind - Heal any wound, disease, curse, or suchlike, but target loses all memories and XP gained since that thing was inflicted on them. Target can save to resist. A couatl cannot use this on themself.

-Stasis - Freeze a target in time for 1d4 rounds. Save to resist. The d4 is exploding, and each time it explodes its duration increases a step - from rounds to ten-minute turns to hours to days and so on.

-Desync - The image of the couatl moves ahead of its actual body. For 1d6 rounds the couatl is invisible while it sends forth an illusion of itself.

-Haste - The couatl can act twice on their turn. The strain causes them 2d6 damage. 

-Time Stop - The couatl stops time for everything else in the world for a subjective round. The couatl takes half their remaining HP as damage and must test morale to not go temporarily insane as the world of stopped time reminds them of their home. Attacks made by the couatl in stopped time automatically hit & deal maximum damage.

Monday, February 16, 2026

D8 Products from a Childhood

Fluff? On this blog? What can I say - I'm a fluffer: 

1. Osseo-Crunch: Originally "osseous composite digestible material no. 3", developed by the government of the United Kingdom in the 1930s in a public-private partnership with a consumer packaged goods company. It was meant to be an emergency ration additive in case Germany used biological warfare to attack the cow population of England & so on, and to provide a useful alternative disposal method for corpses.

As that worst-case scenario was never realized, its patent languished out of use for decades, until an American company purchased it in the 2010s. That company repurposed it for a breakfast cereal marketed towards demographics with higher levels of lactose intolerance, with the cereal's mascot Henry "Hahaha" Hyena promising that it's "the only cereal that doesn't need milk, because it's made of bones, and there's more than enough calcium in the bones!".

Osseo-Crunch tastes terrible, has a chalky texture, and only freaks eat cereal with water, so it didn't have a long production run. However, it is incredibly shelf-stable so you can still find it some places, and unopened boxes of it with real Henry "Hahaha" Hyena figurines inside have become something of a collector's item.

2. Camp Cambrian: A movie franchise, the premise of which is that a science camp where campers can learn about biology and the origins of life gets caught in a temporal anomaly, flinging groups of campers across wildly-accelerated stretches of time, during which their experiments evolved into whole ecosystems - some reminiscent of real periods in the Earth's history, some not so much - while the groups of campers have to learn to understand their new environments and their creatures and either find a way out or leave something behind to help the next group do so that'll last over the eons. For example, Camp Cambrian 2 ends with that movie's group planting the bones of their fallen comrades into conditions ideal for fossilization to spell out a message.

3. Croaka-Cola: Fun factoid - the original Croaka-Cola recipe included some hallucinogenic slime exuded by a species of toad. Croaka-Cola is a brand defined by meteoric rises and falls - its "Sippin' It Bayou-Style" campaign made the beverage an international hit, however a few years after its release of the alkekengi flavour in partnership with Cricket Murmur's catastrophic "low voices / heavy air" tour poisoned it for many.

4. Phobophobiatch Beer: Specially brewed to not cause "hangxiety" - the anxiety experienced during a hangover. It achieves this by reversing some of the usual brain chemistry of alcohol - rather than increasing levels of GABA and decreasing levels of glutamate, Phobophobiatch does the opposite. Drinking Phobophobiatch makes you scared, but during the hangover while the brain attempts to adjust its chemistry back to normal you experience calm and confidence.

It tastes terrible, but has seen some success among alcoholics who "zebra drink" it, alternating it with regular beers to even out the hangxiety, among horror buffs who get drunk on it to amp up already-scary experiences, and as a recommended part of some nootropic stacks - binged the night before an important day.

5. The Misadventures of Harold Hickorytail: A series of books marketed towards children, illustrated with dreamy water-colours. The books were intended to give a child-friendly education on touchy topics such as adultery, divorce, split custody, parental alienation, and suchlike, all through the lens of the life of their titular protagonist, Harold Hickorytail - a very slutty mouse.

There was a bizarre and poorly-received movie adaption of the Misadventures of Harold Hickorytail that, after many producers stuck their fingers in its pie, was edited into a stop-motion slasher movie wherein the characters getting killed off were all mice, and the killer was a cat. The Harold Hickorytail movie is considered a "so bad it's good that it's so bad" product of the VOID lockdowns.

6. Laugh Caf Gigglepuffs: Branded product of the Laugh Caf comedy club - oven-baked cheesy puff-snacks injected with nitrous oxide, causing compulsive laughter in those who consume them. Like Croaka-Cola, the Laugh Caf had its own PR disaster related to Cricket Murmur - not through Gigglepuffs, but through the Laugh Caf Podcast. The podcast ran an interview with the survivor of a Cricket Murmur show that was decried as "insensitive" and "deeply irresponsible", with the interviewer at one point bringing out a 3D-printed figurine of a raincoat-clad Cricket Murmur member. Several sightings and disappearances have been linked to the interview episode, which has since been scrubbed from all official Laugh Caf Podcast viewing platforms.

7. Rou-Lad: "Pack it thick, pour it hot - Rou-Lad, it's for the boys" goes the now-infamous commercial. It's turkey roulade in a can. It's for the boys. What more do you really need to know.

8. Mane Man: A romantic sit-com revolving around the antics of a human man, Victor, and an anthropomorphic maned wolf woman named Jackson. Much of the comedy in the earlier seasons revolves around Victor ironically losing every bet and contest he ever enters into, and Jackson's crossdressing, which causes Victor to misunderstand Jackson's gender identity repeatedly and become confused about his own sexuality.

Friday, February 13, 2026

Towards the Hoard of a Hundred Horrors: Gwargotch

He is the Red Elephant, the Trumpet of the Apocalypse, He-Who-Tramples-Kings-Like-Grapes.

His legs are as the roots of mountains, his flanks are ochre cliffs. His trunk is the serpent that encircles the world, his eyes are setting suns. 

Evil winds and eaters of corpses and foul spirits attend him. His attendants have lulled him into luxurious stupour - he lends his ear to flattery, his mouth to delicacies, his attentions to tortures and indolent schemes. Yet his wrath and his power remain. He remains the beginning of the end of everything.

He is

Gwargotch

HD: 15 AC: 16, normal missiles cannot harm him ATK: 3d6 stomp and Fling or 2d6 tusk swipe (can hit all in melee range) or Trample, plus So Speaks Gwargotch SAV: 15 MOV: As giant elephant INT: As old and wise and vice-ridden man ML: 9
No. Appearing: 1, and only one

Fling: Gwargotch makes a grapple attempt against a target with his trunk, and if successful flings them to the horizon. If you are not incredibly tough and do not have a means of arresting or slowing your velocity, you will die.

Trample: All in the path of Gwargotch's stride must save or die. Riding a mount gives advantage on this save.

So Speaks Gwargotch: Every sentence that the Red Elephant speaks deals 1 damage to mortals within earshot, as their ears bleed and their ribs rattle their organs to jelly. Gwargotch speaks sparingly, as he prefers to kill by more entertaining means. Should he ever trumpet with full force it will signal the end of the world - something he also wants to avoid.

Towards the Hoard of a Hundred Horrors: Lava Children

Giggling lambent fetal grotesques, crawled out from the earth's molten aqua amnii. Creatures at perpetual play - and everything's a toy. Art confounds them, so they deface it.

Innocently pitiless, they crave novelties and covet precious metals and other glittering things.

Apart from humanity they play rough and tumble. Where we and them have made contact they play house, play doctor, play laws and temples and trade.

They are

Lava Children

HD: 3 AC: 10 plus Immune to Metal ATK: 1d4 burning slap, or 1d6 Burning Hug, or Shrappy-Clappy SAV: 7 MOV: as human INT: as frivolous dopamine chaser ML: 6
No. Appearing: 2d6

Immune to Metal: Metal does not interact with lava children. It is intangible to them, and they to it. 

Burning Hug: The touch of a lava child is hot enough to ignite flammable materials on contact - this applies to their burning slap as well. A burning hug attack requires a grapple check from the lava child - they have a strength of 12. Each additional lava child hugging you increases the effective strength you need to beat to escape by +2.

Shrappy-Clappy: A device with dozens of names, each dumber than the last. 1-in-6 chance that a "civilized" lava child will be wearing one - a harness that suspends cavitous metal within their bodies until it heats up and explodes. At the start of combat they will drop the metal within themselves, and 1d6 rounds later it will detonate for 2d6 damage in a 15 foot radius, save for half. Striking the lava child wearing the harness with metal at -2 to hit will knock the device out of their body and prevent its detonation.

Water deals damage to lava children as an equivalent amount of acid.

Thursday, February 12, 2026

Towards the Hoard of a Hundred Horrors: Carnlevares

Loping, leaping ambiguities in shape - clad in coats of woven straw, they go about sometimes on two feet, and sometimes on four - sometimes seeming ursine in form, sometimes leonine, or procyonid. They putrefy into stinking jelly immediately upon death - none living have seen their true appearance under their concealing coats.

In lands where these beasts are not known except by stories from afar and caricatures in bestiaries, costumes are made in imitation of their coats, and men wear them and go about from house to house, demanding meat and alcohol.

They carve their lairs out from clay and stone with their claws, and ferment the meat of their prey within, hibernating while the viands blossom into corruption. Their young are bold and indiscriminate in their feeding, their old become picky cowards who take only choice organs - and become named by their taste (Liver-Eater, Tongue-Biter, He-Who-Gnaws-Off-Buttocks). The decadent and depraved treasure their straw-wrapped packages of fermented meat, eating them with cloths covering their faces to hide themselves from the ghoul-curse of cannibalism in case the meat came from people.

They are

Carnlevares

Young:
HD: 3 AC: 12 ATK: Drop, or claw 1d3 and bite 1d6, plus Dream-Walker SAV: 8 MOV: Run and climb as bears INT: As dumb beast ML: 9
No. Appearing: 1d3

Old:
HD: 6 AC: 14 ATK: Drop, or claw 1d6 and bite 1d10, plus Dream-Walker  SAV: 10 MOV: Run and climb as bears INT: As clever beast ML: 5
No. Appearing: 1, or 1 and 1d3 young harried ahead of it to wear down prey

Drop: Carnlevares prefer to attack by dropping from a great height onto their prey. On a successful attack roll they deal all the fall damage they would have taken to their target - target can save for half. On a failed attack roll they take half the fall damage another creature would have taken - and can save to take none. A carnlevare can move horizontally half as far as they drop vertically. Anything a carnlevare climbs can support its weight. On a 3-in-6 chance per encounter, carnlevares have smelled you coming and have climbed any available heights to drop on you.

Dream-Walker: Those who sleep within the territory of a carnlevare gain no rest, and suffer terrible nightmares of being crushed by immense weight, of rotting in the dark. For young carnlevares this effect covers the hex their lair is in. For old carnlevares this effect covers the hex their lair is in and all neighbouring hexes. Any preventatives against nightmares also work against this effect.