As per here: https://nothicseye.blogspot.com/2025/07/g-l-u-g-u-s-t-2-0-2-5.html
Courtesy of Gokun: https://spiceomancy.blogspot.com/
D6 | This oasis's sand |
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1 | is piezoluminescent crystal - whitish, with footprints left in it glowing. |
2 | is green, olivine, comprised of lava flows which eroded nearby. |
3 | is a brilliant pink, formed from an ancient coral reef which thrived in a prior eon when the region was a sea. |
4 | is a vivid orange, worn out from similarly-orange limestone deposits in the area. |
5 | is a deep red thanks to its iron content. |
6 | is a shimmering black due to its mafic origin. |
D6 | This oasis's water |
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1 | is muddy, home to mites, worms, and brine shrimp - it needs to be filtered before it can be comfortably consumed by humans. |
2 | is clear as fine glass - sometimes appearing to not really be there at all. |
3 | is chartreuse and lively, full of flitting fishlets and wavering seagrass. |
4 | is dark as night, and goes way, way down. |
5 | is tinged scarlet with algae, and bitter on the tongue. |
6 | is turbulent, constantly spritzing from pores in the earth - toothsome bivalves clamp away at the nutritious detritus thus stirred up, and are pried in turn by strong-beaked ibises. |
D6 | This oasis has |
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1 | a ring of stelae carved by inhuman hands - even through the wearing of time, their claw-marks are still visible. |
2 | a grove of fig trees growing on its shore - some of the fruit hosting deadly fig-wasps. |
3 | the ruins of a caravanaserai eroding beside it - the walls still good for shelter against the wind, but who knows what else might be sharing them. |
4 | the fossilized hulk of an ancient war-ship lying just beneath its surface. |
5 | a pair of hump-like hills marking its northern end. |
6 | a little island in the middle of it, with a giant palm tree on it - & that palm tree has a tower carved up in a spiral through its bark, up to its canopy, where a reclusive wizard dwells in a hut made from a giant coconut. |
D6 | This oasis is known |
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1 | to be haunted by the ghosts of a pair of runaway lovers who committed a lovers' suicide in its waters. |
2 | from a popular folk-song which uses it as an erotic symbol. |
3 | as a sanctuary where enemies must not spill each other's blood. |
4 | as the site of the last stand of a group of pagans. |
5 | as a remnant of a once-larger and more hospitable body of water. |
6 | as a key point along a once-prosperous trade route - shifting political and environmental factors made another way more lucrative. |
D6 | A hazard of this oasis |
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1 | is a canny old crocodile who extorts passers-by in exchange for not eating them. |
2 | is a pack of jackalweres that use the place as a hideout when the heat gets to be too much elsewhere. |
3 | is a huge enemy crab hibernating beneath its waters - sufficient agitation will wake it to a rage. |
4 | is a clutch of sea-urchins, but they're more like oasis-urchins, and also they can fly around and shoot their envenomed spines like arrows. |
5 | is a half-buried brazen lamp, the vacation home of a very lazy and nearly-senile genie - he will fulfill anything vaguely worded like a wish spoken within earshot in a half-assed, possibly hazardous, manner. |
6 | is the idol of a thankfully-destroyed cult half-buried nearby - its malign power infects the dreams of those who sleep nearby. |
D6 | This oasis is frequented |
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1 | by a clan of giant snail-riding slowmads, whose passage through time is as slow as the pace of their mounts, making them long-lived and tougher than stone. |
2 | by strands of pilgrims on their way to a holy site. |
3 | by a circle of politically-problematic poets and philosophers who use it as an inspirational retreat. |
4 | by warrior-renunciates who gather here to test their martial and theological attainments against each other. |
5 | by a wealthy and eccentric camel merchant who comes here to get away from his nagging wife. |
6 | only by those who bear a special sort of compass which holds water drawn from the oasis - it is enchanted such that no one else can find it. |
D6 | These grimlocks are |
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1 | religious ascetics, who retreat into the dark and imbibe entheogenic concoctions to transcend the world of appearances. |
2 | the fallen survivors of an apocalyptic future wherein the surface of the world became uninhabitable, flung to the past in a desperate escape from extinction. |
3 | an ancient hominid offshoot evolved for a subterranean existence. |
4 | the escaped slaves of a dwarven civilization. |
5 | the children of a defeated aristocracy who were fed mutagenic herbs and sealed into caves. |
6 | the descendants of a party of adventurers and their hirelings who became lost in the underworld. |
D6 | These grimlocks have |
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1 | milk-white skin that bruises when exposed to the light of the sun, even faint reflected moonlight, to a plum-dark purple. |
2 | huge, cloudy-grey eyes, which have the unpleasant tendency to pop out of their skulls when they get old. |
3 | had their pinkie fingers and toes develop into hooked claws to assist with climbing and clambering. |
4 | creepily-elongating limbs and nails, telescoping out of their joints and beds. |
5 | profuse cutaneous horns. |
6 | cartilaginous ridges like the inside of an ear all over their bodies. |
D6 | These grimlocks compensate for their blindness |
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1 | with clicking echolocation, tongues snapping like little whips. |
2 | with long, aye-aye-like fingers they tap rapidly against the ground to produce and pick up vibrations. |
3 | with metallic whiskers that detect electromagnetic fields from the earth and other living things. |
4 | with a psychic pirate-proprioception, picking up the position and orientation of nearby life-forms in relation to their own body. |
5 | with snuffling stereoscopic nostrils that can pick up bloodhound-subtle scent-signals in the air. |
6 | with pinpoint hearing. |
D6 | These grimlocks' technology |
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1 | is eccentric, unintuitive in what it can and can't do - they claim to have been given it by people from "the undermost". |
2 | is based on selectively-bred and -grafted organisms. |
3 | is nearly entirely immaterial - they instead have techniques to train their minds and bodies to fill the niches physical technology otherwise would. |
4 | would be considered cutting-edge on the surface - though lack of resources and personnel prevent mass production - each of their items is a unique and irreplaceable marvel. |
5 | is generally primitive, though not for lack of technical knowledge - stone and fungi and so on are simply the best and cheapest fit for their day-to-day needs given common underground resources. |
6 | is more advanced than the surface world's - looted from sunken ruins, or perhaps retained from some fallen history. |
D6 | These grimlocks live |
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1 | in a hollow like the inside of a vase, clamber-holds and shelter-hooks cut into its sides, ranging out to hunt the rangy beasts of the outlying areas. |
2 | on the shore of a cavernous slime-lake, the radiotrophic bacteria suffusing it glowing in the dark, zoogleal vermiforms drawn up and butchered painstakingly like pufferfish to remove their deadliest parts. |
3 | semi-nomadically, herding sardinical, blind, amphibious, sucker-climbing fish from pool to dank cave pool. |
4 | in a tectonically-active region, around a pillar of piezoluminescent crystal that emits blinding light due to tectonic pressure, growing black crops in its radiance. |
5 | on a polyporous ziggurat of chronovorous fungus, their lost time deemed a good trade-off for their non-starving lives. |
6 | inside the gargantuan, semi-fossilized carcass of a lobotomized demi-god sustained by their worship of it. |
D6 | These grimlocks are threatened |
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1 | by a 4-dimensional geometroid which inflicts strange vivisections and mutations on them, and can skip across expanses of solid stone like a rock across a pond. |
2 | by a being of living light, an elemental which they cannot perceive yet which feeds off their attention, their fear and their anger. |
3 | by a The Little Mermaid-type situation, wherein one among their number has made a deal with a devil to pursue their love with a surface-dweller - and now it's developing in a Needful Things-esque scenario as the devil comes to others in their ranks to offer them deals too. |
4 | by a drow who's seduced their leader, and aims to have the strongest among them taken as battle-thralls to the arena. |
5 | by a dwarf-hold using their home as a dumping ground for industrial waste. |
6 | by a sickness they contracted from a surface-dweller they found and nursed back to health. |
D20 | This apprentice has learned a cantrip |
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1 | to shoot off their fingernails, dealing damage as throwing daggers. The nails take as long to regrow as they normally would. |
2 | to make fireflies burst in a flash of heat and light. |
3 | to store items beneath their belly-button, so long as they don't store so much that this crowds out their organs. |
4 | to see the sicknesses within people through their circled fingers. |
5 | to double the length of their legs. |
6 | to make a tree grow with fruit that have their seeds as a shell on the outside of them - thereby protecting them from many pests. |
7 | to move fat tissue around their body. |
8 | which makes veins in marble bleed. |
9 | to make precious metals mildly magnetic. |
10 | to make a sheep attempt to shear itself. |
11 | to make nearby locks jangle. |
12 | to make clocks run backwards. |
13 | to make paint dry instantly. |
14 | to tap someone on the shoulder from a distance. |
15 | to make rugs and carpets inch about like caterpillars. |
16 | to create an illusion of bird poop. |
17 | to animate dust bunnies as worthless servitors. |
18 | to prevent beer from going flat. |
19 | to manifest a spoon made of phantasmal force. |
20 | which cracks the lenses of spectacles. |
D20 | This apprentice’s personality |
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1 | is that of a flexible striver, willing to adopt any view if it advances their position. |
2 | is that of an anxious people-pleaser. |
3 | is sort of a reptilian mirror of whatever attitudes others take towards them. |
4 | is impulsive and ambitious, leaping from one scheme to get big to the next. |
5 | is laid-back yet spiteful, a feather pillow with a poisoned needle hidden in it. |
6 | is studious and anti-social, seeing others as objects to be used or obstacles to be removed. |
7 | is that of a slimy schmoozer - though they do have an honest interest & talent in singing. |
8 | is stiffly formal and imposingly-hierarchical. |
9 | is quiet, intense, focused around their dream of becoming an arch-wizard. |
10 | is that of a hit dog, loyal to a select few and ready to snap in an instant. |
11 | is that of a sneering, tasteless elitist who is boundlessly generous to those they see as peers. |
12 | is that of an old soul, jaded well beyond their years. |
13 | is that of a clumsy, blabbering nerd. |
14 | is that of a joker and clown, prone to melancholy when not laughing or being laughed at. |
15 | is rotely virtuous, going through the motions while blank inside. |
16 | is acquisitive and inquisitive, greedy for all things material and immaterial. |
17 | is exceedingly normal, averaged-out and agreeable in about all ways. |
18 | is aloof and observant, sometimes compassionate. |
19 | has been deliberately based by them on a character from their favourite novel. |
20 | is that of a hysterical, compulsive liar with a persecution complex. |
D20 | This apprentice's master |
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1 | is learned and powerful, widely respected in occult circles, yet increasingly senile - so far only the apprentice is really aware of this. |
2 | is a deadly fop whose single-minded pursuit of fashion and luxury shouldn't be confused for softness or incompetence. |
3 | is a despised plagiarist and fabulist. |
4 | is a hardened veteran war-wizard still bitter about being pushed out of the political sphere after retiring from the battlefield. |
5 | is a former adventurer, sagacious with forgotten lore and traumatized by their own maiming and the loss of their companions in the darkness below the world. |
6 | puts on the front of a kindly elder, but is in actuality a serial killer fascinated by the transformation of human flesh by lethal magic. |
7 | once aspired to be an evil overlord, leading an army of the undead to conquer the world, but gave up that dark dream after finding religion - following the merciful wolf-saint Amartza. |
8 | is the black sheep of an old and storied aristocratic family of wizards with a library that's accumulated centuries of spells and secrets. |
9 | is like a rotting peach - their ego bloated and easily injured, their retribution quick and nasty. |
10 | is a drunkard, living in reminiscence of past glories. |
11 | has been hollowed out into a meat-puppet by a tsochari - an extra-terrestrial invader conspiring to spread the worship of the Nine-Tongued Worm & open the way to more of their kind. |
12 | was once considered a prodigy, yet failed to live up to the expectations placed upon them, which they are in total denial of. |
13 | is a muscular and straightforward sort, bullrushing over any contestations. |
14 | is buoyantly youthful, never brought down for long by any set-back or tragedy. |
15 | is a suffocatingly-familiar, weepy softy. |
16 | suffered a sudden inversion of their personality - in fact they were murdered and replaced by their mirror-twin during an excursion through other planes. |
17 | is distractably obsessive, juggling several ground-breaking and extremely dangerous projects at once. |
18 | is whimsical & twee even in the face of atrocity - even when committing atrocities. |
19 | is a thug with the intelligence to sharply wield their brutality, with a big chip on their shoulder from climbing out of the gutter on a pile of betrayals and corpses. |
20 | is furiously bed-ridden - ailing due to inhaling the wrong spores. |
D20 | This apprentice's master has them |
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1 | blundering into a dangerous dungeon as a form of hazing. |
2 | tracking down another of their apprentices, who absconded with a grimoire and some valuables. |
3 | overseeing a crew commissioned to excavate an ancient ruin. |
4 | acting in a deniable capacity to trade with some diabolical sorts. |
5 | spying on a wizardly rival. |
6 | ghost-writing and delivering romantic poetry to a distant paramour. |
7 | recruiting an adventuring party for a delve to find the truth behind some bit of apocrypha. |
8 | kidnapping a peasant whose peculiar circumstances of birth make them a potent living spell component. |
9 | researching local cultic lore in the belief that it encodes a magical ritual. |
10 | counterfeiting a rival's books while inserting subtle and hazardous errors. |
11 | quizzing local artisans to suss out which has the skill to craft a suitable item for enchantment. |
12 | in the field fact-checking a bestiary that's made its way into their master's possession. |
13 | renewing treaties with regional elementals. |
14 | taking measurements of the region from various positions to prove its space is warped. |
15 | seeking out an exorcist to cleanse a haunted trinket that's made its way into their collection. |
16 | on a snipe hunt as punishment for some disappointment. |
17 | tracking down and retrieving a monster their master created before it can be traced back to them. |
18 | terrorizing rustics to keep them away from their master's abode. |
19 | testing an experimental new spell. |
20 | out foraging for delicacies for a feast. |
D20 | This apprentice is considering quitting their apprenticeship |
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1 | because their master has been regularly draining them of blood to use as a youth-regaining elixir. |
2 | because their older sibling has recently died, leaving them heir to their family's holdings. |
3 | because they've become infatuated with a local, and the terms of their service have them sworn to celibacy. |
4 | because they believe that their master plans to displace their soul and steal their body. |
5 | because they've found they prefer studying the history and theory of magic over learning how to actually work it. |
6 | because their master clearly favours another apprentice over them. |
7 | because a close encounter with a witch-hunting mob has put a great fear in them. |
8 | because they've heard rumours that a rival circle of wizards aims to take out their master to steal their books and artifacts. |
9 | because another wizard has given them a better offer. |
10 | because they stumbled across a golem in a storage closet with their exact likeness. |
11 | because they are now sure that their work has damned them to hell. |
12 | because they're burnt out and need a vacation. |
13 | because something they can never quite make out keeps whispering to them from the shadows. |
14 | because war has broken out and they wish to serve their country. |
15 | because the work and studying have proven too difficult for them. |
16 | because they've become possessed by wanderlust. |
17 | because their books were ruined by a sudden rainstorm and it would be very expensive to purchase replacements. |
18 | because a fortune teller suggested that if they don't it will lead to their doom. |
19 | because they've grown to hate their master due to personal differences. |
20 | because they've contracted a terminal illness and would prefer to spend the remainder of their days peacefully and among friends. |