Saturday, August 22, 2026

This Bloody, Broken Land of Mine

The recent hexcrawl posted by Phlox inspired by Renaissance Italy and Sweetwater County, Wyoming reminded me of the experimental random map procedure for generating a politically divided region that I've had in my drafts for some time. Here it is, along with an example including names inspired by the region of western Minnesota I was staying in while I was working on it.


Broken Region Procedure
A region historically, religiously, and culturally united, but woefully, ruinously, hoplessly divided. Focused on building the setting for the political drama of a setting.

1.    Write a list of the 10 most important dynasties of the region. 
2.    Invent the name for two sides of a bitter feud. At first these sides coalesced around a real political or religious controversy, but now they are merely the twin faces of a violent cycle.
3.    Take 5d4, 6d6, 4d8, 4d10, 2d12, and 2d20.
4.    Open a shoebox or board game lid. Place a hexgrid inside. Gather up your dice in a cup, roll them into the box.
5.    Pick up any dice that landed out of the box or off the paper. Toss them back in one by one, aiming at groups of dice
6.    Note the results and positions of the dice on the paper. If dice are touching, combine.

Each number is a city or town. Multiply the numbers by 10,000 to determine population.

7.    Draw coastlines, rivers, roads, and other terrain as feels appropriate.
8.    All cities of sufficient strength will necessarily seek to invade or coerce at least a few of their neighbors to establish strategic depth. The largest city brings the two nearest independent cities under their hegemony. Continue assigning cities two at a time, going down the list of independent cities from most populous to least populous. If adding a city would make the population of the hegemon’s empire exceed their own, the hegemon stops expanding and that city will not submit to hegemony (their civic virtue has been consummated by defeating aggression)
9.    Compare the ones place of each number to your list of 10 families. This family rules this city. The families assigned even numbers are on one side of the feud, while families assigned odd numbers are on the other.
10.    For each city, roll thrice on the Iapheia d86 Volatile City-State Government table. All three systems coexist uncomfortably. The first might be the Ancient form of government, the second a long overdue attempt to Reform the problems with the original constitution, and the third could be an Emergency government recently and hastily formed to confront a crisis that the new government had been too corrupt and incompetent to face. 
11.    Rationalize.

Some notes:
-Cities are not easy to maintain, there must be some reason people are willing to pack together. Usually it's some combination of a ready supply of water and good trade routes, but plenty of cities are in places for unusual reasons (defensive ground, the whim of a rich founder, settled by invaders to keep an eye on a local settlement, etc)
-Every family "belongs" to one side of the bitter feud. It will be an essential raison d'etre to some, and a fashion statement to others. Switching sides of affecting occasional neutrality are likely in the mix.
-Shifty's Volatile City-State Government generator is for a setting reminiscent of the post WWI era, when the Old World had died and the New World has yet to be born. For this reason, some entries may need adaptation or be totally inappropriate. When this happens, or whenever you feel like, substitute the result with some form of monarchy or otherwise feudal government. This injects some of the "Old World" back into the results.



Example Region: Slaetin

In this bloody, broken land of Slaetin, most power is held by the…

  1. 1.Paters

  2. 2.Umbaer

  3. 3.Numdin, Isanderist faction leader

  4. 4.Faepaters

  5. 5.Lilden, playing both sides

  6. 6.Olbecbaer, currently minor players

  7. 7.Silbend

  8. 8.Kar, currently minor players

  9. 9.Dimus, currently minor players

  10. 10.Lildaer, Localist faction leader

Slaetin was once conquered by aristocrats from the kingdom of Alroma. When the Alromish king died and was succeeded by his son, Isander, most Slaetain cities took the opportunity to rebel from Islander’s distant hand. It became common for rebels and opportunists to appeal to the (nominal) regal authority to justify their causes, knowledgeable that in any case their loyalty to the Alromish throne would never really be put to the test. Now a century later, the country is divided by the feud between the Isanderista and the Localist factions, propelled by a thirst for vengeance for the atrocities committed by both sides.

After rolling for the map, we see that the Isanderista faction is in an apparently stronger position (we rolled way more odd numbers than even numbers). As a result, the Isanderistas will probably end up being more divided as disputes arise on how to distribute the advantages of past successes and the urgency of confronting a strong foe dissipates. In contrast, the Localists will be eager to work together to avoid their mutual slaughter. The Olbecbaer and Dimus, Localist families who do not currently control any cities, have likely been disenfranchised in recent generations and will want to stir the pot wherever they can.

Following the good advice of evocative worldbuilding, I’ve fleshed out the most important places with the full procedure and stopped when it started to feel tiresome. In contrast to the procedure above, in this example I had each hegemon take over one city at a time in step 8 instead of two. This resulted in a more fragmented region, but I think slightly less fragmentation might be more generally desirable (hence the change to procedure).



Rio Cervidae (130,000)

Beware the Trophy!

Ruler: Lady Gnarbor Numdin

Faction: Isanderista

State: Cervidaen Republic

Governing Bodies

-Ancient. Representative Plutocracy (A nominal republic where votes are for sale)

-Reform. Fifth Estate Tripartisan Entente (Power is mostly controlled by two main parties, but printers have the ability to sway public opinion, serving as kingmakers.

-Emergency. Corporate State (Rule by a powerful corporation)

Description: Rio Cervidae is the sparkling gem of Slaetin, a cosmopolitan city that performs brisk commerce throughout the sea, and with excellent land trade routes to Carborro to the West. From her bustling streets, the now aged Gnarbor Numdin has led his city to greatness, smashing the Localists and placing family members in command of key towns throughout the country. She was able to accomplish this by coopting the normally fractious government of Rio Cervidae, establishing a mercantile consortium to buy out the independent printing presses that had become so central to civic life. Taking advantage of concerns of a coup, Gnarbor rallied the government to chase out the Kar family, neatly filling the vacuum they left behind. Despite her success, there are tremendous risks to any of her kin who might hope to succeed her. Local nobles, accustomed to consultation, have been sidelined and many whisper they conspire to bring back the Kars. There is some talk of new printers setting up shop and circulating treasonous pamphlets. And who can sustain the rate of expansion necessary to keep the consortium happy?


Ricovilla (110,000)

None Better!

Ruler: Signor Petyr Paters

Faction: Isanderista

State: Association of Ricovilla

Governing Bodies

-Ancient. Hyperagorism (an-cap)

-Reform. Microfeudalism (individual wards are run by rulers with hereditary vassals)

-Emergency. Syndicalism (All power held by trade unions)

Description: A rich land beside an abundant and picturesque lake. Known as a lawless place, a conspiracy by a dedicated group of rich drinking buddies attempted to take over the city. While many grumbled at this, it was not confronted in a serious way until The War of the Sebekan League, when the cabal’s declaration of support for Sebeka led to a Pircasan army marching on Ricovilla. So hated was the cabal that none turned out to defend them, and in the end it was the city’s powerful guilds that organized a successful resistance to the invasion. Although “Lord Miguel Faepater” is still nominally the head of government, Signor Petyr Paters has the ear of the Guilders and calls most of the shots in town.


Pircasa (100,000)

Liberty!

Ruler: First Citizen Laerin Lildaer

Faction: Localists

State: Serene Republic of Pircasa

Governing Bodies

-Ancient. Multi-Camarel Republic

-Reform. Timocracy (Rule by the propertied)

-Emergency. Philosopher-Tyranny

Description: After increasing frustration at the gridlock typical of the Pircasan system, many of Pircasa’s elites agreed to simply meet in private before public votes, hold a ballot amongst themselves, then force through legislation unopposed. This went well for them until an overconfident and poorly run campaign led to disastrous defeat in the war of the Sebekan League. Seizing on a groundswell of anger, Laerin Lildaer challenged the oligarchs and led a slate of lowborn candidates to successful election. Having established herself as the only independently powerful member of the government, she built herself a cult of personality strong enough to halt any attempt to remove her. Facing pressure from the ascendent Isanderistas, it remains unclear how long that may last.


Denahua (70,000)

Free is the Spirit of the Land!

Ruler: Governor Phryco Silbend

Faction: Isanderista

State: Cervidaen Republic

Governing Bodies

-Ancient. Rule of Beauty (Artists rule, aesthetics and politics are tightly linked)

-Reform. Tripartisan Entente Republic (Two major parties, and a smaller kingmaker party)

-Emergency. One-and-a-Half Party System (two parties, one of which has a deeply entrenched majority)

Description: Though the days when poetry was the required form for addresses before the Senate are long gone, many still long for them. Following a deep economic slump due to the cratering price of olive oil, the Denahuana decided that they must become more practical, adopting a more typical republican style. Several years ago, the Denahuan Senate chose to shelter the Kar family as they fled proscription in Rio Cervidae. But in doing so they underestimated the wroth of the typically non-confrontational city, which promptly invaded them, and set up an occupation government under the Silbend family. Widely hated, Phryco Silbend knows it is only the threat of Cervidaen military force that preserves his rule.


Vinino (70,000)

Drown, ye blackguards!

Ruler: Serene Doge Sagittio Silbend

Faction: Isanderista

State: Vinini Republic

Governing Bodies

-Ancient. Representative Plutocracy

-Reform. Multi-camaral 

-Emergency. Bureaucratic Mire

Description: Traditionally a republic run by the bald bribery of her loftiest citizens, Vinino suffered one too many family feud that bloodied her streets. Attempting to set aside their differences, the great dynasties formalized rules meant to end political violence. But after an eruption of bloodshed threatened civil war, a mob seized the reins of power. Eager barristers took the chance to write what they reverently call “The Perfect Constitution”, whose subarticles and addendums will finally, they say, make corruption of the state impossible. The bloodthirsty mob waits for the hew and cry of the barristers to alert them to any fresh violation so that they can finally eat the rich.


With the help of a genius engineer, the Vinini divided the mighty Veraenus river, and as a result the land beyond the city floods for half the year, making a siege essentially impossible. Tthe Vinini maintain a forceful navy and consider themselves outsiders to the wider politics of Slaetin.


Acontilado (50,000)

In Honor, Unrestrained!

Ruler: First Citizen Numbos Lilden

Faction: Isanderista

State: Republic of Acontilado

Governing Bodies

-Ancient. Necrocracy

-Reform. Timocracy (rule by the propertied)

-Emergency. Pseudo-Revolution

Description: Vacillating wildly between Rio Cervidae and Vinino, trying to win bribes from both and constantly risking their anger. Formerly this was carefully done.


Molino d’Paris (50,000)

Isander and vim!

Ruler: Governor Yrza Lilden

Faction: Isanderista

State: Vinini Republic

Description: Despite local friction, the family bonds between Molino d'Paris and Acontilado have defused local conflict. The city was given as payment to Yrza Lilden for his work as an accomplished condottiero.

Sebeka (50,000)

Fear and fear not, Sebeka comes!

Ruler: Count Antonio Lilden

Faction: Isanderista

State: County of Arlos

Description: An ancient city swollen with a pride that dwarfs its merit. Often quarreling with its neighbors, Sebeka was decimated during the War of the Sebekan League.


Coladenutria (50,000)

Plenty unbounded!

Ruler: Prefect Gnarbor Lilden

Faction: Isanderista

State: Serene Republic of Pircasa

Description: They hate, hate, hate their overlord, Pircasa, having been badly punished when they rebelled during the War of the Sebekan League.



Clarisa (40,000)

Bald truth!

Ruler:  Baron Yaemor Faepaters

Faction: Localists

State: Association of Ricovilla

Description: A surprisingly well-preserved holdout of the pre-invasion religion of Slaetin.



Berta (30,000)

See our smile!

Ruler: King Delegor Numdin

Faction: Isanderista

State: Baergan Confederacy

Description: Remote and peopled by a hardy folk.


Saqueano (30,000)

In victory the eagle flies!

Ruler: Prince Numdino Numdin

Faction: Isanderista

State: Saquenan Prefecture

Description: Granted to a vile condottiero, unspeakable crimes are heaped on the people. Implicitly protected by Rio Cervidae.


Abigarrada (30,000)

Girded!

Ruler: Baroness Salvardora Numdin

Faction: Isanderista

State: County of Arlos

Description: Baroness Salvadora Numdin is close friends with Count Antonio Lilden. The city and the surroundig environs are exceptionally well fortified and extract a stiff fee for any merchants or armies that seek to pass through.


Grapas (30,000)

We hold fast!

Ruler: President Aesidor Numdin

Faction: Isanderists

State: Numdinar Confederacy

Description: Exceptionally cordial. They would be a model republic if the actively engaged populace would stop casting votes based on the hottness of the candidates.


Aldrico (20,000)

Never have we born ignominy!

Ruler: Baron Baerum Umbaer

Faction: Localists

State: Saquenan Prefecture

Description: The town feels caught in the middle, and is desperately engaged in the "we're just a little guy" strategy of seeming to be such a cute little spot that no one wants to destroy them. They owe homage to a monster of a man.


Randallo (20,000)

Here flows the blood of Randallo!

Ruler: King Gnaeo Umbaer

Faction: Localists

State: Huevo Confederacy

Description: Claims to be the rightful capital of this entire country. Randallo contains the ancient plaza where chiefs of old would meet to pick a chief in a time of war.


Upsala (20,000)

Don’t mess with us, buddy!

Ruler: Governor Rodrigo Umbaer

Faction: Localists

State: Numdinar Confederacy

Description: Actually settled by foreigners from the east, Upsala was originally intended as a trading post that would open new markets. But after the government that sent the settlers collapsed, they made the fateful decision to make the best of it. A harried and paranoid people, insidious cults fester beneath the surface.


Nisswa (10,000)

God loves this country!

Ruler: Duke Petyr Paters the Foreigner

Faction: Isanderists

State: Baergan Confederacy

Description: A mining town.



Castel Riplano (10,000)

Faultless!

Ruler: Duke Gnaeus Paters

Faction: Isanderista

State: Huevo Confederacy

Description: A mighty fortress built to protect a gold mine that has long since been totally stripped.


San Nimblo (10,000)

Devoted!

Ruler: Elora Paters

Faction: Isanderista

State: Republic of Acontilado

Description: Given to the church to administer. A dedicated center of peace and parley.


Curva del Aguila (10,000)

A pleasant place to be!

Ruler: Prelate Lelthin Paters

Faction: Isanderista

State: Oxbow Theocracy

Description: Another religious preserve, set aside for contemplation.




Monday, August 17, 2026

GLoG Class: Invoker

An MD-less wizard. Might also be called a Trickster, Illusionist, Liar, or Teller of Tales.


A: Magic Words, Seeming

B: Familiar

C: Singer

D: Becoming


Magic Words: People positively inclined towards you, including those rolling 8+ on a reaction roll, believe plausible things you tell them, even if far-fetched . If shown proof that you have misled them, they save or disbelieve the evidence before their eyes.


Seeming: You may place Seemings, illusions that beguile the senses, altering the appearance of something to resemble something broadly similar. For example, a person could appear as a dog, a broadsword as a staff, or a sack of coins as stone beads on a chord. If given a reason to do so, viewers can save to disbelieve and break the Seeming. Seemings appear imperfectly in reflections, so mirrors, standing water, echoes, and so forth might reveal the illusion. You may have [templates] Seemings active at once, plus one on yourself for free. Gain a fatigue for each Seeming after the third you create in a day.


Familiar: You break off a chunk of your soul and bind a daimon to it. Anyone may do as much, but by this point your voice is strong enough to command it and be obeyed. At first, familiars are inky black, one foot high, and as fragile as a flower. However, they may imitate the form, and gain the power of, anything you sacrifice to them. If not an on errand, familiars like to skulk about their masters. Familiars can fly, teleport great distances, are nearly immortal and, if empowered by a powerful sacrifice (such as a bear, ox, or dragon) are fearsome combatants. But they never work for free. Their masters must sacrifice something they hold dear to the familiar to gain their aid, the more dearly held for ever greater aid. Gold is a good sacrifice, but these are goblin market rules. The color of your hair, your name, and your memories of your mother’s face are all valid sacrifices.


Singer: You may “sing” in a magic tongue, chanting hidden languages in order to communicate with inanimate objects.


Becoming: If someone saves to disbelieve one of your Seemings and fails, it becomes fully functional as though it were real until you dispel it or someone else disbelieves it.

Wednesday, July 15, 2026

Monastic Politics

There are many monastic orders, big and small. These are the four largest and most influential.


Clementines (Black). An old, declining order well-connected to powerful Church institutions in Greater Deseret. They run the Witchfinders, which seek out and expose heretics and punish witches. Relatedly, they maintain vaults where arcane dangers too difficult to destroy are guarded. Technically, they are on Crusade against the vampire-nation of Vim. They have a massive warship, Bulwark, and maintain even now a fortress in eastern Deseret that has never been breached by the invader. Named for Saint Clement, whose head was bisected by a headsman’s axe. As a demonstration of humility, Brothers Black shave the sides of their heads, leaving mohawks.


Etruscans (Ochre). A mature order competing to become the most influential. The scholarly order, whose brothers and sisters busy themselves with finding, maintaining, and copying old written works. Although all monastic orders vow to be poor, Etruscans are the most stringent about their oaths. Well known for organizing group prayers for worthy causes. Every Etruscan monastery prays in perpetuity for at least one hope for the world or noble person. They sponsor a knightly order, the Knights of the Sainted Etruscans. The knightly and monastic order are named for the sainted Etruscans, who came to faith, collectively performed miracles, and as a group were martyred by drowning. As a demonstration of humility, Brothers Ochre shave the top of their heads into tonsures.


Horabites (Brown). A mature order competing to become the most influential. The preaching order, whose brothers and sisters are bound as itinerant ministers, spreading the word and bolstering the faith. Maintains a Bank of the Faithful to lend to worthy causes with limited usury. They believe it is important to do common, humble work like brewing and masonry. As a result, they are well-known for the quality of their beer and for helping to build most major church projects in the last thirty years. They have a fleet of missionary merchant ships spread across the seven seas. As a demonstration of humility, Brothers Brown shave their hair into polka-dot patterns.


Margaretites (Blue). A new order known for the incorruptible zeal of it’s members. Distributes charity in places too dangerous or corrupt for the official channels to do so. They guard relics, many of which they have liberated from those who stole them years ago. They are deeply critical of the wider Church body, which they correctly denounce for it’s hypocrisy, corruption, and debauchery. They are on the verge of being outlawed by the authorities for being explicitly anti-invader.


Friday, June 5, 2026

The Western Canon as Spellbooks

I recently finished The Bookseller of Florence by Ross King. A fascinating book, it relays major historical events of Italy in the fifteenth century, describes the process of creating manuscripts in the pre- and immediately post-printing world, and details the process of how Greek and Latin classics began to be rediscovered and proliferated by Humanist scholars. It's gotten me thinking about the fine details of bookmaking in the pre-standardized world of individual scribes and illuminators. Presented here is a list of works from the Western Canon as spellbooks, The Odyssey broken up into 9 parts as well as 11 other works, as well as rules for a hypothetical game based on wizards-scribes hunting down ancient manuscripts and learning dead languages to sidestep the corrupted translations of previous censorious or undiligent copyists. That being said, there's no reason you couldn't use a similar format for learning spells from, say, the Confucian Canon, or by reading your favorite poems, or by watching Anime.

Excerpt from Homer's Odyssey


20 Spellbooks of the Western Canon

Underlined entries are spells learned on studying the work. Italics are fantastic abilities gained. Studying a work grants all the benefits at that quality as well as all benefits of lesser qualities.

The Odyssey is a work by the Greek Homer, detailing the turbulent return of Odysseus to his native land of Ithaca. To have it entire, instead of in fragments, is the dream of many a sorcerer. Here are several common fragments, arranged in an order familiar to us.

  1. The Dispatch of Pallas. There is grumbling among the Gods of the poor treatment Odysseus has received. Athena is sent to aid his son Telemachus and events are set in motion for the eventual return of the King of Ithaca.

    • Exemplary: Iron Heart Surge (ignore fetters or impediments)

    • Great: Clear Mind (give an additional save against an ongoing effect)

    • Mouldering: gives information on a land beyond the African desert, “Ethiopia”

  2. The Plight of Telemachus. A three book set detailing how Telemachus and Penelope are pressed hard by a flock of outrageous suitors. Details how Telemachus, at the advice of Athena, visits his father’s war buddies and begins to search for him.

    • Exemplary: Recognize deities disguised as mortals.

    • Good: details what sacrifices should be made to the Gods for a safe journey by sea.

    • Poor: Bestow Token (those who accept valuable gifts from you cannot betray your hospitality).

  3. The Return to Humanity. A four book set. Released from the captivity of Calypso, Odysseus makes his way back to civilization, entreating with a kingdom of gifted sailors for aid.

    • Exemplary: If skilled in smithing, you are able to make web thin metal fibers as strong as steel chains.

    • Great: Invisibility

    • Decent: Imperial Garb (be treated as though you wore impressive finery, even if you don’t have a stitch on)

    • Mouldering: Scarf of Ino (become immune to drowning)

  4. The Shepherd’s Outrage. A book detailing Odysseus’ raid on Ismarus, the island of the Lotus-Eaters, and the harrowing account of Polyphemus capturing the man of strife.

    • Exemplary: Entrancing Morsel (As Dominate Person, but must be consumed).

    • Great: Man to Sheep

    • Decent: Reveals the weakness of Cyclopes. Their eyes are protected by an impenetrable membrane, but a sturdy blow to the back of the head will cause the eye to pop out.

    • Mouldering: Make Potable Potent

  5. The Book of Circe. A two book set, highly sought. Details the magical aid granted by Aeolus, the predation of the Laestrygonians, and the encounter with Circe. With some help from Hermes, Odysseus defeats the sorceress who advises him to voyage to the Underworld. He does so, learns many terrible things, returns for more advice from Circe, then departs.

    • Exemplary: Baleful Polymorph, Protection From Magic

    • Great: Sleep, Speak With Dead

    • Decent: Call Wind

    • Mouldering: Sense Hostile Intent

  6. The Vengeance of Helios. A single volume in which Odysseus contends with the sirens, passes by Scylla, and lands on the island of Thrinacia. His treasonous men eat the sacred cattle of Helios, leading to their deaths and the shipwrecking of Odysseus in Calypso’s isle.

    • Exemplary: Sprout Appendage, Terror

    • Great: Enrage/Becalm Waters

    • Decent: Deafness

  7. Return to Ithaca. A four book set. Odysseus is returned to Ithaca. Hiding amongst the most loyal of his slaves, Athena reunites him with Telemachus. Together they plot the downfall of the suitors.

    • Exemplary: Petrify

    • Decent: Glibness

    • Mouldering: Wretched Garb  (be treated as though you appear as a contemptible, pitiful wretch, even if you wear kingly attire)

  8. Odysseus the Beggar. A four book set in which Odysseus sizes up the ingrates who plunder his household, plot against his son, and attempt to seduce his wife. Signs abound of the divine retribution coming for the suitors.

    • Exemplary: Become literate in Scars

    • Great: Hideous Laughter

    • Decent: Vigilance of Argus (suffer no ill effects from refraining from rest)

    • Mouldering: Become proficient in thrown improvised weapons

  9. Zeus, Avenger of Outrages. Another four book set. Penelope proposes a contest, with the winner taking her hand in marriage. None of the suitors can manage it, at which point Odysseus wins the challenge and reveals himself. Springing a cunning trap, all the suitors are slain, along with slaves of the household held to have been disloyal. Athena directly intervenes to prevent a cycle of violence by the aggrieved families of the suitors.

    • Exemplar: Iron Hail (Within a duration, whenever you slay a foe with a bow, you may take another shot)

    • Great: +1 damage when using a bow and arrow

    • Mouldering: Compulsive Deceit (Target must lie for the duration of the spell)

  10. The Alexandrian Commentary. A unique work, written in Ancient Greek on a papyrus scroll, now badly worn. It mostly consists of excerpts from the Iliad describing the combats of Hector and the rage of Achilles. Brilliant commentary is written in the margins.

    • Obsession of Makedon. By obsessing over the task at hand and consulting the Alexandrian Commentary, the sorcerer may use an army to quickly and successfully assault a defended city at the instant cost of 1d6 years of their natural lifespan. 

  11. On Oratory. Latin, written by Cicero, this work is a treatise in how to give a persuasive speech.

    • Exemplary: Dominate Person

    • Great: +4 Wisdom

    • Decent: Incite/Calm Mob

    • Mouldering: serves as a basic legal education.

  12. On Architecture. A ten part Latin series by Vitruvius, a practical guide to city planning and building.

    • Exemplary: Speak With Columns, Fountains, and Engraving

    • Great: construct siege engines and other contraptions in half the time 

    • Decent: When you personally oversee a building project, -25% cost.

  13. On the Nature of Things. A three part effort by Lucretius to convert scientific and ethical understanding into Latin verse.

    • Exemplary: Become immune to fear. Move beyond anxiety.

    • Great: Remove Free Will (target must test morale to act contrary to shouted instructions)

    • Decent: Strengthen eye beams. Vision occurs through atomic particles fired from the eyes, which then bounce back. You have learned to control the strength of these beams. At maximum intensity, they deal 1d6 damage against anything you focus on.

    • Mouldering: Pierce Atomic Void (Matter is mostly empty space. Move through “solid” objects)

  14. The Almagest. A 13 part series written by Ptolemy in Latin, though manuscripts have been translated into Arabic and Greek.

    • Exemplary: gain a perfect sense of time 

    • Great: Eclipse (Light sources within 60 ft no longer give off light).

    • Decent: Retrograde Motion (Target saves or retraces their steps)

    • Mouldering: Geocentrism (A piece of earth touched by the sorcerer becomes immovable)

  15. On the Usefulness of the Parts of the Body. A 17 part Latin series by Galen. It details his theory that every organ is perfectly designed for a certain function. Evidence is based on vivisection and empirical observation.

    • Exemplary: Exorcise Disease

    • Great: Cure Wounds

    • Decent: by prodding at your pressure points, you may render your limbs insensate for an hour.

  16. Timaeus. Plato’s work describing one “likely” possibility for how the world was created. It details a benevolent creator “the Demiurge” building space out of the four classical elements. It also includes an Atlantis tale.

    • Exemplary: Ideal Form (restore a damaged creation)

    • Great: Wall of Fire, Wall of Water, Wall of Air, Wall of Earth

    • Decent: Untether Soul (Leave your body behind. Float around. Possess empty vessels)

  17. The Republic. Plato’s work describing the nature of justice through a utopian society. Theorizes the soul is made up of Reason, Spirit, and Desires.

    • Exemplary: Kallipolis (Targets must save or be effected. Fighter-types may only move and attack, Wizard-types may only cast spells and talk, Rogue-types may only move, hide, lie, and steal. Cleric-types are immune)

    • Great: Allegory of the Cave (Target becomes a shadowy, indistinct figure out of phase with their surroundings. 50% miss chance for attacks from or to the target. Physical disguises are seen through unerringly in this state)

    • Decent: Enflame Appetite. You may eat a slot of rations to heal one 1 hp.

  18. The Geography. An eight part text by Ptolemy inventing the latitude/longitude coordinate system and describing the location of ancient sites.

    • Exemplary: Gain a perfect spatial awareness.

    • Great: Learn the location of the True Tomb of Alexander.

    • Decent: in coded language, a treasure map!

    • Mouldering: Roiling Earth (Shake a plot of ground, making it difficult to cross)

  19. The Annals. A sixteen part history by Tacitus detailing the Julio-Claudian dynasty.

    • Exemplary: Gain immunity to charm and compulsion.

    • Great: Treasonable Remarks (alerts you when your servants betray you in word)

    • Decent: Scapegoat (deflect a harmful effect towards the target of your choice)

    • Mouldering: Beneficence (as mage armor)

  20. The Apology. A work by Plato detailing the defiant testimony by his title, Socrates, during his trial for corrupting the youth of Athens.

    • Exemplary: Faultless Soul, unless you attack first, foes take 1 point of Wisdom damage whenever they attack you.

    • Great: You learn how to satirize the mighty. Those who have been victimized by the great will give you free room and board.

    • Mouldering: The Gadfly That Wakes the Horse (as Charm Person. After the spell ends, they hate your guts

Scribe, Sorcerer, Sovereign

Sorcerers gain Magic Dice based on the value of their library, 1 die at 100 florins, 2 at 400, 3 at 800, etc.

Works have a “Manuscript Degeneracy”, or “MD”. When copying a work, roll 1-4 MD based on the quality of the scribe (better scribes roll fewer dice), +1 if translating,+1 if they are not fluent in the language in which the text is written. Taking twice as long to be careful gives -1 MD.

For each 4-6 rolled, the text gains a Corruption, added to any Corruptions from the text it is copied from. 

A work with 0 Corruptions is Exemplary, 1-5 Great, 6-10 Decent, 11-20 Poor, 21+ Mouldering.

Two copies of the same work can be “reconciled”, compared to remove Corruptions from the text. Obviously, this is impossible if one copy is descended from the other. Roll a number of d6s equal to the summed Corruptions. For each triple rolled, remove a Corruption from each by writing corrections in the margins or by keeping a journal of errata.


Script

Ancient Script - Only found in texts that have miraculously survived a millennium or more. +25% manuscript value, takes twice as long to study the work as once well known shorthand must be deciphered and classic references crossreferenced.

Carolingian Letters - Most ecclesiastical documents are written in this script, developed during the short Golden Age of Charlemagne’s reign. Beloved for its legibility. ”Clerical” holy texts are named for the Greek word for allotment, referencing how scribes were given a special allotment of ink and told to use it to preserve the most essential texts.

Modern Script - Also called “Gothic” text. Tall, towering letters which look all too alike. Considered to be a delightful way to ornament a work. +25% manuscript value, +1 MD when copying.

Humanist Script - Also called “Modern Antique” letters. A script intentionally developed by scholars for legibility. -1 MD when copying.


This Bloody, Broken Land of Mine

The recent hexcrawl posted by Phlox inspired by Renaissance Italy and Sweetwater County, Wyoming reminded me of the experimental random map ...