Saturday, 28 February 2026

Barking Alien Challenge day28: Wrap up and what did I miss & what next




























Well, it got me writing again, so it's been good. 
Possibly some chores to do now.

I suspect some of the content of daily events was overlapping a bit. 
I didnt ever get onto mythic creation stuff but it was good to consolidate data and make lots of connections and trade details Id not had before.
And I did manage to slip in other content.
I might do trade tables for non humans too.

Probably rhe best sources ive done on my still nameless setting (campaigns named for region but not the world). My Shadelport PDF book which is easy to get and my Auldwood book which is limited and as i experimented with AI i plan to re do all the items I made with AI and then make public. If I ever publish any books again. It was in part my goal to do 12 dungeon zone books. I did versions of about half those projects. 

I am working on an update to my homebrew now, but the last few versions were not completed. Ive rewritten my Character classes. I have ideas for others but you know, making a new class has effects on all the other classes balance-wise (as i dont use xp).  

My current list:
Adept - unarmoured martial artists
Druid - magic-oriented nature clergy
Mage - arcane book guys
Minstrel - singing bard guys 
Priest - magic-oriented holy clergy
Rover - fighting-oriented nature fighting guys
Sorcerer - natural spell casters with bloodpact link to planar powers
Templar
 - fighting-oriented holy fighting guys
Vagabond - theiving guys

Warrior - soldier guys

Possibilities
Automaton - formerly robot - trying to make a genre-neutral version has been harder

Mystic - have allied spirit and interact with spirits, reskin as shaman, psion, exorcist, medeum in my setting, and I managed to use to make something like a dnd warlock in one class

Mutant - this has been used in the world for years

Specialist - based on theif and skill-based, but instead of stabbing, you get +4 on a skill and use the damage die multiplier with other effects like reducing cost, time or getting extra turns with a vehichle. A better name is welcome, i considered Guilder. Could do a healer, mechanic or pilot subtype. 
Would be common in the setting but SF version would work fine to. 

Require more work or too hard
Alchemist -  so there was a Dragon Magazine alchemist i quite liked, and i could write up a list of potions like spells. They would be like a wizard or more like my specialist class like the all the alchemy skills I partly wrote up once. This version alchemist would be more like a theif and use guns. Maybe I could do both once I have my alchemist spells or skills revised.    

Witch - in my world, a witch is an illegal spell user most frequently but most are sorcerers. Cast a spell on a local or their property thats witchcraft and a crime. Years ago i did a version who could cast spells until they failed a roll and several other games have done this. 

Next
If I finish that, I might then work on a setting book again.
I might start with something less ambitious, like Goat Quest.
I'd consider selling everything too, as I dont think I can do things the way I want.
There is one book I'm obligated to finish, maybe two.
I did buy a bunch of art, and it's been unused.

I've considered utube but I really hate googles advertising, which sucks (one of your 50k words used in a month was wrong isnt very helpful). They have also censored me from talking about fantasy demons as if the topic had any reality.  It might suit Patreon better than what im doing but Id probably need 3 channels for some non rpg stuff.

Having some ageing dramas and my brain feels like I've gone back to my 20s brain in some ways but with less energy, poorer eyesight and not perpetually horny. So feel I have limited time and energy to be creative. Just blogging what comes to my mind is fine/ Its better when for something Im running but Im years ahead of my play needs, really. I do get inspired by new stuff stil. The only things im waiting for or collecting since all my KS games came in last year are a few mutant epoch books, anything by monkeyblood, a few DCC comps, gods of forbidden north vol3 and Cthulhu things Ive missed despite my loss of interest in the fandom. Nothing 5th ed interested me in a while and I dont really want more subclasses (except all wizards and more priest domains). Id rather they do hardbacks expanding, say martial classes or deities book or a wizard book like 2nd ed brown books. 

Hoping to run Chagrinspire & Auldwwod in 2026
Been working on a DnD5 setting starting as an island mini domain in the sea of dead and can fold into my regular setting if players are regular. I thought my regular game would be off Jan and it turns out it has been quite active. Others are working but always a struggle to keep times as planned. Started playing OSE online again. I will try running something online this year.

Big thanks to Barking Alien for starting this and Tim who I saw doing it on FB and thanks for following this month.

Thursday, 26 February 2026

Barking Alien Challenge day27: Anecdotes?






































Doh, I possibly did campaign anecdotes in the last post. 
2nd to last day in the challenge, and I lasted longer than some others.
Also Ive blogged about many sessions over 14 years here.

I'm definitely getting a bit dumber with age and finding that reading gets a bit worse. I mostly read gaming stuff, non-fiction and comics. Ive had the same few unfinished novels by bed for a few years. I think short story comps do a bit better with me. It's a shame as I have thousands of books. I might need to sit through them and enjoy my records and cds at the same time, rather than just hoard stuff unused.

I should probably re-read some of those game posts. 

So here's to future anecdotes for a while yet.

-------------------------------------

So I don't completely waste this space, and your eyes here are some background tables for some stuff I'm doing. Also, some notes on the Domain 
generated by D&D5 Ravenloft setting book (not the adventure - no Straad here). Im giving the official tables a go. I thought i was gonna ditch the 2014 dmg but it has loads of useful stuff.

These are meant to be suggestions or quick ideas. Im feeling more and more mechanics as part of character gen that enforce a narrow idea of roleplaying with mechanics is a bit much. Also as older games are more EXTREME! People start weak, and your arc happens through play and success. So tables of fluff are just that. But If you want to make a game out of making random elements work do that its fun. Before I could read, I used to look through my parents' reference books on history and tell myself stories because they were there.

I often let players make me d100 rolls and tell players sometimes what table I'm rolling and let them make the roll. Planet Psychon was a game of making random stuff work.

Bleak Island is a working title of my D&D5 game. 
Possibly it's a mini domain of Ravenloft.
There will be elements like Grim Hollow, which I've enjoyed.

Players encouraged to declare what crime made fate bring them here or what near-death experience they were thay saved from if innocent.

D12 
Players Arrive by Sea...
1 Floating on the wreckage of a ship, unconscious and saved by fisherfolk
2 Came through the misty sea by raft
3 Came through the misty sea on a boat, surviving the ship sinking
4 Awoke wet on the beach, feeling fuzzy and confused, surprised your alive
5 Found on a ship at sea by fishermen with most of the crew dead, they considered leaving you
6 Pirates threw you into the sea where you were clutching a barrel and after days you came ashore
7 You dont remember mush but some fishy humanoid carried you ashore
8 Cultist threw you into the sea as a sacrifice to the mists
9 Jumped off a boat with cannibal mariners who started to fight to over who eat first
10 Swallowed by a great sea beast, you somehow survived inside it before escaping
11 Aquatic faerie folk took you, and years later, you came ashore, having escaped the underwater faerie realm of changeling fish folk, sea grass spirits, sea elves and sea dragons
12 A sea hag found you and brought you ashore. She may send you messages

d12 Why was I at sea?
1 Important trade mission for a merchant house (what was so desperate a reason?)
2 On a mission for your guild (mercenary, craft or crime guild?)
3 Fleeeing a terrible war to a sanctuary, possibly to meet your clan
4 Travelled on a short ship trip to sea to get some work across a dangerous strait
5 Caught by a pressgang to work on a ship against your will
6 Captured by pirates to sell to slavery
7 Stranded on an island and had to build a raft, have not seen anyone a while
8 Disguised yourself as a religious pilgrim vessel to escape corrupt nobles
9 Accused of a crime and escaped prison (did you?)
10 Hunted by a dangerous cult and had to flee
11 Hunted by a supernatural being who hates water 
12 Dragged on a boat as a prisoner and was being taken to a famous island prison

I started with a map of a village with catacombs and a mysterious wasteland with orcs who basically allow only a few traders a year to pass. Villagers know there is a town and some other hard-to-reach villagers.

Four other villages on the island all isolated but the central town and the domain lords palace. One worship Lampgulp the angler fish goddess. One snake people tainted community (i might add some ruins like around Gunderholfen). Another has a werewolf problem. The central town is obsessed with The Hunt. The damned lord or the domain of the Baroness Chrysopasia Draco who is obsessed with hunting and trophy taking. Dangerous monsters are bred under the town and released so people can hunt creatures whenever they want. Hunts are called for trials to see who is innocent (hunt the accused or make them hunt a creature). In weddings, the newlyweds are hunted by their families to see who they will live with. There is a weekly hunt all the locals talk about and special monthly hunting events.

Everyone here carries hunting knives and can skin a beast. Criticising the hunt gets you hunted by a mob, like a hue and cry in a market might do in other lands. Anything I can think of for a hunting-obsessed town, I will use. Kids playing Snape Hunter, gingerbread huntsman cookies, hunters' pies, hunters' wine, hunters' cheese, anything really its their one brand on everything here. Locals all discuss recent hunts and gossip about hunters.

The locals say the Baroness is the no1 hunter, but if you criticise her, you get hunted next. They will cheer her, then worry if they did it right and smile nervously. As long as some other person or beast is hunted, everything is fine. If you dont like hunting, villagers or your family will chase you with sticks to beat the cowardliness out of you.

The Baroness is a beauty, but when she is angered, poison vapours come from her alabaster skin. She can't be close to anyone for long, and her lovers and companions die. If she sees you and desires to hunt hou she can observe you with her crystal ball and spy on targets a while. She likes to know the pasts and habits of her prey so she can taunt them better. She might keep this up for months and use adventurers for sport. She might try to seduce her targets for extra thrill. If she is "killed" improperly, she transforms into a death dragon. Knowing her secrets gets you hunted too, but there may be were ravens or a hag who knows. She has for years hunted a white heart and snake hybrid she calls her questing beast. It always evades her and is tied to her curse.

There will be a troll bridge where an old troll wants background stories, and if boring, will eat you. A were-raven will help them a bit with notes or appear as an old, robed human offering wheezing advice. A swamp with giant frogs and a hag. The sea can link to Ravenloft's sea of sorrow, or maybe Anglerslund (from my zine series a few years ago). Locals fear a wild hunter who roams the woods and mountains and who helps beasts and leads hunters to mischief. Wild druids also interfere in hunts and claim there is a proper way to hunt for nececity not for pleasure.

d12 Hunting Mishaps
Local customs, lucky charms and rituals help avoid these mishaps
1 Thorns and brambles block the route
2 Dangerous slope or ravine or gulley with loose rubble
3 An old hunting trap turns up
4 Colide with another hunt, which is often tense or dangerous
5 Encounter another unexpected beast 
6 See the Baroness, please, please just pass us without contact
7 Encounter orcs who are utterly hostile and hunt and eat humans for sport
8 A werewolf hunts the hunters
9 Undead hunter who died on a hunt resents living hunters
10 The questing beast
11 Some druids sabotage hunts, remove traps and may aid the hunted with healing and spells
12 The wild huntsman injures a hunter to help a beast escape

I'm considering if you die in Ravenloft and are evil or tainted, you get reborn in Ravenloft, but innocent souls can escape. Wicked and innocent are drawn into Ravenloft to replace them. Sometimes people think they have been saved from some tragedy by being brought into Ravenloft.

Wednesday, 25 February 2026

Barking Alien Challenge day26: Drama!





















What dramatic events have happened from the Campaign?

I was famous for sandbox games and giving players enough rope to hang themselves. I ran a Arkham county cthulhu game for years and will do it again while a recent rulebook said dont do it. There are 4+ sourcebooks detailing areas and characters and over a hundred scenatios and some well researched amazing fill ins and minor details that can be used in scenarios. A newspaper is a good thing to present in games like this or my superhero games.

Our 80s games we had two long D&D games, one started as BX and other sets never came out so we went the ad&d hybrid thing. And the basic stuff must be for beginners or babies - we were suckered by older gamers and marketing and Gygax. The first over 3 years *country kids have fewer choices of anything to do so weekly sleepovers are a thing. I used the BX known world from the map in x1 for a while.

This was the first version of Exile Island. Possibly it was late in my Dawn age and lots of high-level guys ended up gods in later games. The second big campaign was a bunch of non-standard humanoids who shared a huge base and were into conquest and messing with nations. At some point, players opened Cthulhu's Tomb, ushering an age of black magic and apocalypse.

So then I used RQ2 until about 2012 when i started this blog. The first version had characters trying to thward gods of evil by hopping to different nations and driving away some monster species serving each evil god. Went very well. The next major campaign was kind of where the Holy Land is and probably was early 2nd Empire. One great adventure characters stole dragon eggs wizards wanted to give them superpowers. While crossing the river Dragons came so party ate the eggs and got away. Anytime they went to that river dragons attacked them. In a later campaign in the same land they played their descendants who were also cursed by the same river. 

Multi-generation games are great. Pendragon and RQ3 probably had me running games with yearly turns, including hiding all winter and getting married while in the north.  RQ requires trainingng taking time so 3 months or a year off is worth it. I like time jumps that show player domains grow.

When I started this blog 2012 as friends in a bookshop wanted to play RPGs and I wrote my first homebrew bs elfmaids & octopi retroclone. I started Exile Island, and It was used for several years at the Game club I lived above a few years in Sydney. I made Exile Island, a revised version of my first island continent game. I thought I knew game club drama nut turns out I was wrong. I can still learn more about presenting games in public vs home games with ppl youve played with 30 years.

Particular antics in that world included a halfling bard, an angel changeling, a unicorn changeling, some octopi, some giants and many others. Players would spend 1in4 sessions in Shadelport and used to by murderhouses and haunted houses cheap and cleanse them then sell them. One player built a zombie rowing galley. Several had pubs. One had a bard school and shagged a lady dragon, daughter of a sea god. There was a time an angry mob came after a blood druid murder of a tavern keeper (a secret policeman he discovered after the murder). He had to bribe them away with pornographic dark elf furniture from Svartheim. Was an adventurer who got blackmailed into the secret police. Another tried to fight the mysterious drug cartels of the west and he ended up helping the Baron get a cut and helped legalise the drug trade. Now wizards could huff elder brain warping drugs without shame. There was party who started a monster orphanage and a boardinghouse and workhouse for widows of monsters the party killed. One player married an orc and she sadly died. He wanted to marry the orc side kick of another player who sold the she orc and was extremely mean about the deal. He went on to get married and be turned into an orc. Then he found out his lifespan statisticly wan now lower. At one point he considered resurrecting his old wife. He also married a number of inbred kobold princesses who were idiots since hatching. 

I started running more weird one-offs and Planet Psychon.

I was running short campagns when i came over a few weeks to adelaide and when I got back to Adelaide I started running Marvel a while (since 84 campagn). Then We ended up playing Call of Cthulhu and then back to my Homebrew campagn. Also my Broken Hill post apoc which might just be a big region of Planet Psychon. 

We played my Stone age era and my Bronze age parts of my setting for years before Chagrinspire. This campagn let me have fantasy and ruined dieselpunk mixed which came up a few times on Planet Psychon and players didnt want to leave the weird hexes and ruined skyscraper citadels. Players fighting the slavers and killing the empire and ending the continental civil war resolved stuff in my game back to 2012. Multiple other campagns didnt get around to killing the Emperor. 

Season 4 of Chagrinspire will have more espionage, domain power, lunar travel and golem mech battles.

Then I'm running Auldwood.

I'm running weekly D&D and still hoping to get a regular weekly group a while for D&D5/24. Possibly, I might shove this on my Islands in between the continent and Exile Island or make a Ravenloft mini campaign. Or maybe a Ravenloft domain based on Anglerlund from my zine series (keeping them separate and related).

All of my major island campaigns are based on Sicily maps.

Met more interesting players Ive met and used the D&D adventure I posted earlier this month again and this time they killed a fish folk, traded with goblins and started to kill a fish cult in a cursed fishing village.

Local oldschool con scene emerged here, but my style is a bit older, and Ive seen OSR dramas these people are unaware of. Mostly it's been nice, but did meet a dnd gone woke and rape is natural in RPG settings, jerk. Mostly, it's considering the same games by ppl who were driven away years ago as viable and unaware of scene drama. Meanwhile, several trans friends died, and I'm definitely in the "they dont deserve extra unwanted BS camp. Lost a few friends and family to right-wing racist popularism the last year. Its fine. Had a few friends my age who have cognitive decline, which also seems to also encourage racism in ppl who never did before. I am lucky to have lots of friends in gaming, arts, band scenes and more to keep my brain ticking. Thankyou to everybody who has been along for the ride and kept reading this far.

Tuesday, 24 February 2026

Barking Alien Challenge day25: Shopping Adventures






































Ive been spending more hobby money on froggery and collecting UK comics. Partly for the art, the time warp nostalgia and finding strange forgotten brit superheroes who lasted decades in multiple books. Strongman was very wild in Smash! He is a muscular guy in a sort of Flash Gordon outfit with a pistol holster on his back. He zaps enemies with his gravity pistol, then beats them to a pulp while they can't move.

Challenge is winding up this week, and I'm glad I did it, and I'm relieved it's over. Getting into a writing habit is good. I am playing about 3-4 games a week at the moment, and more d&d5/24. Met gamers my age for Cthulhu, which was interesting.

Not lots of gaming books I want currently, as all my KS books came in last year. Im probably getting Grim Hollow players' book and a few Goodman Games tomes of adventure as i see them on sale. Maybe some old-school essentials. I am finding the brevity of descriptions in some people's hands works and still has flavour. Other people write stuff that is as fun to read as computer code. The Goodman Games I think, vary a bit but are imaginative. Some books have better descriptions than others or are better organised. A few found it harder to read. I still think there could be a middle road between OSE and DCC.

--------------------------------

In-game, other than price lists, what I've posted in this series and the link page I did early on with shopping as an activity. Maybe a d100 shopping table for carousing in markets. Ive been meaning to add an extra page on my campaign price lists. 

I would recommend that wilderness travel, exploring a base community, and a dungeon are kinda core oldschool tropes, but I think shopping in a big city is an adventure also. It's not just talking to shopkeepers and haggling over the price of a wig. 
 Spending time in a city is dangerous. Shopping is an adventure because while shopping, you may get leads to magic items, adventure gossip or jobs. You can have run-ins with crime, the law or barfights. The sewers are a giant dungeon, too. A rooftop chase is a different challenge for adventurers. Spells used on people can cause problems in public, and you can get accused of witchcraft. Cults are always up for urban adventure, also. 

Shopping takes time to look around, especially for quality or rare goods. Selling dungeon loot can be a part of this. Getting your next job or claiming a reward takes time. A session of city adventure was about 1in4 sessions in many of my games.

People you meet could offer jobs, gossip, sales of special items and rivalry.

d12 Village Visits
1 Find a bargain or rural produce
2 Terrible price or scarcity on needed item
3 Goldrush prices as food and metal goods cost more
4 Seasonal goods at a good price
5 Market flooded in dungeon rubbish
6 Meet criminals (bandits/thieves)
Meet travellers (merchants/mercenaries)
8 Meet adventurers
9 Meet some local drunks
10 Meet the village idiot
11 Meet an old storyteller or gossip
12 Meet a local spell user

d12 Village Trouble
1 Bandit or robber
2 Livestock accident
3 Farmer injured or in trouble
4 Rural bullies
5 Peasant who hates adventurers
6 Barbarian or humanoid raiders
 Uppity mayor dislikes armed strangers
8 Haunting
9 Noble jerk
10 Local witch or druid resents adventurers
11 Inquisitor visits seeking unlawful spell casters
12 Minor spirit or faerie trouble

d12 Town Visits
1 Market shortage with high prices
2 Market surplus with low prices
3 Meet some drunks
4 Meet a gang boss
5 Meet a guildsman
6 Meet merchants
7 Meet homeless urchins
8 Meet entertainers (bards, jesters, carnies)
9 Meet mercenaries or adventurers
10 Meet cult members
11 Meet a noble
12 Meet a spell caster

d12 Town Trouble
1 Pick pocket
2 Gang of robbers
3 Murder mystery
4 Fire
5 Riot
6 Criminal guild
7 Charletan offers investment
8 Dangerous cult
9 Haunting 
10 Things from the sewers
11 Romance goes wrong
12
 Shapeshifters

Monday, 23 February 2026

Barking Alien Challenge day24: Imports




























d12 Imports of the Northern Continent
1 Food
2 Metal goods
3 Linen cloth
4 Rope
5 Fashion
6 Luxury craft
7 Artworks
8 Livestock
9 Blankets
10 Wine
11 Crossbows
12 Guns

d12 Imports of the Southern Continent
1 Livestock
2 Wood
3 Iron & copper
4 Paper
5 Hardwood
6 Ivory
7 Narcotics
8 Beet sugar
9 Honey & mead
10 Nuts & Berries
11 Wool
12 Herbs

d12 Imports of the Mysterious West
1 Gems & Jewellery
2 Gold & silver
3 Iron & copper
4 Slaves
5 Hebs 
6 Fish 
7 Wine
8 Dye
9 Horn
10 Glass
11 Pearl & coral
12 Religious relics & icons

d12 Imports of the Warring East*
1 Livestock 
2 Grain
3 Iron
4 Wine & mead
5 Fur
6 Herbs
7 Ceramics
8 Narcotics
9 Dried fruit 
10 Cheese
11 Horses
12 Alchemy ingredients

d12 Imports of the Northern Lands
1 Metal goods
2 Wood goods
3 Livestock
4 Labourers & slaves
5 Boats
6 Building materials
7 Wool & blankets
8 Fuel
9 Mercenaries
10 Horses
11 Barley
12 Wine

d12 Imports of the South Continent
1 Iron
2 Amber & ivory
3 Gems & jewellery 
4 Pearls & coral
5 Cattle 
6 Slaves
7 Fish
8 Ink
9 Glass
10 Linen cloth
11 Horses
12 Pearls & coral

d12 Imports of the Islands
1 Livestock
2 Iron tools
3 Nets
4 Pottery
5 Wood
6 Flint
7 Ochre
8 Sailcloth
9 Bottles
10 Spices
11 Barley
12 Horses

d12 Wasteland Imports 
1 Iron tools
2 Weapons
3 Armour
4 Wheat & Barley
5 Beer & Wine
6 Livestock
7 Wheels
8 Pottery
9 Bronze & Tin
12 Honey

d12 Auldwood Imports
1 Fruit & vegetables
2 Beer
3 Gems
4 Crystal
5 Narcotics
6 Exotic wood
7 Salt
8 Wheat & Barley
9 Ancient books
10 Amber, pearls, ivory 
11 Dye
12 Alchemy ingredients

d12 Chagrinspire Imports
1 Vegetables
2 Beer, wine
3 Livestock
4 Wheat & Barley
5 Mining tools
6 Wagons
7 Wood
8 Building supplies
9 Hay & straw
10 Labourers 
11 Mercenaries
12 Slaves

Sunday, 22 February 2026

Barking Alien Challenge day23 Exports



Barking Alien Challenge day23+24: Imports & Exports
I did like the Mystara maps with global trade usable as a game aid and a game.

I imagine this would be handy for treasure, especially in a maritime setting.
Imports tommorrow.

This starts with the regions of the continant then the less detailed regions beyond. Goods from these lands are more exotic and tend to be luxury. 

d12 Common Exports of the Northern Continent
1 Wood goods
2 Fur & hide
3 Iron goods
4 Wheat & barley
Cured pork & pigs
6 Bows & Bowstaves
7 Coal & rock oil
Pine Nuts & hazelnuts
9 Pickled Vegetables
10 Dried Mushrooms
11 Sheep & goats for wool & dairy
12 Fish, dried or smoked

d12 Fancy Exports of the Northern Continent
1 Armour 
2 Weapons
3 Gems & semiprecious stones
4 Amber
5 Honey & Mead
6 Tapestries
7 Alchemist spirits (distilled grog/lamp fuel)
8 Scented soap
Walrus or whale Ivory
10 Troll bones
11 Magical block of slow-melting ice
12 Dried Mermaid in a display case

d12 Common Exports of the Southern Continent
1 Dried Beans
2 Sea biscuits
3 Olive oil
4 Wine & Vinegar
5 Fish sauce
6 Dairy & Beef
7 Dried Fruit
8 Spicy sausages 
9 Tin
10 Salt
11 Linen cloth & clothes
12 Salted Fish

d12 Fancy Exports of the Southern Continent
1 Gold and silver
2 Vintage wines
3 Horses
4 Safron & Silphium 
5 Religious relics & icons
6 Felt hats
7 Artisanal leather goods
8 Jewellery
9 Crossbows
10 Dye
11 Aromatic oil
12 Holy Water

d12 Exports of the Mysterious West
Ceramics
2 Spices
3 Ivory
4 Narcotics
5 Paper
6 Poison
7 Medicine
8 Insence
9 Exotic fruits
10 Exotic birds & apes 
11 Dragon bones
12 Gunpowder & fireworks  

d12 Exports of the Warring East*
Blackpowder, guns
2 Quality steel
3 Arms & armour
4 Ships
5 Alchemist spirits (distilled grog)
6 Exotic tribal idols
7 Exotic birds & lizards
8 Clocks
9 Tools
10 Books
11 Mercenaries
12 Silver & gold

*Shadeloport has similar trade and lots of influence over the warring colonies of the West
The western colonies are a small region of the west, mostly its jungles, dinosaurs, ruins and cults like Forbidden Island

d12 Exports of the Northern Lands
1 Whale and walrus ivory
2 Obsidian
3 Amber 
4 Furs
5 Wood
6 Stone idols
7 Seashells
8 Ochre
Semiprecious stones
10 Honey
11 Giant animals
12 Prehuman artefacts

d12 Exports of the South Continent
1 Salt
2 Dye
3 Wheat & barley
4 Dried Fruits
5 Copper, bronze and brass
6 Silver & gold
7 Wine
8 Rock oil
9 Narcotics
10 Mumified humans & animals*
11 Ancient relics
12 Potions

*used for fertiliser, fuel, paint, alchemy, and medicine. Yes, it's dangerous and unhealthy

d12 Exports of the Islands
1 Fish
2 Dye
3 Stone idols
4 Hardwood goods
5 Shells
6 Pearls
7 Obsidian
8 Seaweed
9 Scented woods
10 Perfume
11 Coral
12 Prehuman relics

d12 Wasteland Exports
1 Mercenaries
2 Horses
3 Cattle
4 Fur
5 Flint
6 Venison
7 Bison
8 Herbs
Horn
10 Giant animals 
11 Monster body parts
12 Composite bows

d12 Auldwood Exports
1 Wood
2 Fur
3 Herbs
4 Fruit, nuts & acorns
5 Captured beasts
6 Jewellery
7 Superior linen cloth
8 Slaves (goblinoid, kold, human, orc)  
9 Halfling crafts & foods
10 Dwarf metal goods
11 Elf luxury goods
12 Prehuman relics

d12 Chagrinspire Exports*
1 Guns
2 Scrap metal
3 Slavery
4 Machine parts
5 Tools
6 Ancient texts & art
Giant bugs
8 Mushrooms 
9 Slavery (currently in decline due to adventurers)
10 Gunpowder
11 Alchemist ingredients
12 Magic items, potions & scrolls
*Items from the ruins and wastes and the underland 

Saturday, 21 February 2026

Barking Alien Challenge day22: Flora & Fauna? + Quick Thoughts of D&D Fumbles




























Oh this is a good one...

Nature and Arcane spells make the most monsters but divine magic can summon creatures.

This is catagories id use in a beastiary

Abhuman are large, muscular humanoid hybrids. Some types very ancient related to spirits and planar beings meeting in the dawn times. More recent ones are made with a torturous ritual spell that joins a creature and a human into a single hulking humanoid. Most know them as beast folk but also human barbarians, orc barbarians, elemental hybrids and flora based humanoids exist also and other strange types. 

Beasts include the animals we know and hear of wild in other lands. Normal animals are mortal and if die well are reborn in the mortal world. Magic can make giant, hybrid, mutant or sentient beasts. They can also restore long-lost species like the prehistoric megabeasts and thunder lizards. Beast include worms (armoured and unarmoured), bugs, arachnids, fish, amphibians, reptiles, birds and mammals. Magic beasts are unnatural chimeric hybrids with the abilities of their components. Beast folk are abhumans related to humans and beasts. In the dawn age they were made to protect beasts and were related to nature spirits. Beastlings are smaller human beast folk, less famous for barbaric warfare, instead live humbly in the wilds or with demihumans. Some modern ones were made from the leftovers from creating an abhuman. The oldest ones are ancient but shy allies of nature. 

Chimaera is a hybrid of 3 or more species. These creatures 
eventually breed formless protoplasmic horrors

Constructs are artificial beings crafted and brought to artificial life with magic and rituals. Includes beings made of meat or protoplasm, like shoggoths or alchemical humanoids. Some of the most perfect pseudobiological androids are a type of abhuman.

Demihumans include elves, dwarves, gnomes, halflings, changelings and goblinoids. They all share some ancestry and are human-like, but all have pointy ears

Eldritch creatures drawn from the horrible, hungry void of the outer darkness who crave souls and matter to feast on. It includes the elder prehuman gods who served them. They draw from elder arcane powers dwelling before creation, life or the elements. They may have destroyed other cycles of reality. They often draw on the negaverse and use its power to make themselves undying and enslave those they kill

Elementals in purest forms are just elemental matter drawn from pure elemntal worlds. There are hybrid elemental flora and fauna on the elemental planes like we have plants and animals in our world. Certain types of beast types are more likley to be found on certain elemental worlds. There are also hybrid elemental worlds. These are all leftovers from creation of the mortal world and universe before time.

Faerie creatures are the non-mortal inhabitants of the faerielands, which has annexed the former giant and troll worlds. They are sensitive to planar portals to the mortal or faerie world and shun cold iron. 

Flora includes slime, mould, lichen, algae, plants, fungus and brainless growing things. Magic can create sentient, giant, mobile, mutant, hybrid or humanoid versions with magic.

Giants include huge humanoids but also a property of other enlarged creatures.

Humanoid
 any creature that has basic body plan of a human. Wings and tails are borderline cases.

Hybrid are mostly unnatural crossbreed descended from the dawn age or by magic in more times between to species or life types. 

Mutants are tainted by magic, elements or other planes. They have wildly altered body structures and sometimes spirits. Mutants risk devolving into chimeric or shoggoth horrors 

Planar creatures from the alignment realms beyond the mortal plane althogh they are all linked. The lower planes of hell and the underworld are below the mortal world and the roots of the world tree pierce them and dragons gnaw on the roots. The upper branches reach the gardens of Arcadia and the divine fields around the celestial mountain of heaven and its seven cities. Fragments of creation and the previous universes drift between heavens and hells and these motes are demon worlds ruled by demon monarchs, each of whom believes they are gods. These beings exist in a hierarchy from spirits to footsoldiers or nobility. Planes are connected to specific elements and will have positive or negative powers depending on their alignment.

Spirits are non-corporeal beings, but many can create bodies to interact with the world. Others can't interact with mortals but can spy on them or communicate. Those who dwell near the mortal worlds dwell in the ether world. Those who travel between planes dwell in the astral plane. It is risky for weak spirits on the astral plane. Living things may be associated with spirits, but places of natural beauty, stones, artworks, statues, buildings or dungeons can all form spirits over time. Powerful planar beings may command many spirits, and some spirits bully others or have a local pecking order. Spirits are a good source of information. All these spirits draw from the positive plane of life, but not from base matter or elements.

Thought creatures are beings of thought related to the matter of illusions and phantoms. Creatures from here can be powerful or just illusions or shadows. 
Nightmare Realms draw power from the negative plane and Dream Domain from the positive plane for their substance. Only the most powerful can cause harm on the mortal world but they might invade dreams.

Troll on a finishing note were more common than demihumans once, and kindred to nature spirits but the creation of the troll type we know today ended all the other species. The surviving trolls are violent and insane cancerous clones. Small trollings still live in barns or behind stoves in some wild or rural places. Trollborn versions of beasts and creatures may be small or huge, some have tusks, large bellies, ravenous apetites and unatural healing. Trolls were wise with magic once but humans know little of their ways.

Undead are either reanimated material corpses or a corrupted portion of the spirit of a formerly living being. Corporeal Dead include skeletons, ghouls, zombies, wights, mummies, vampires, and liches. Spirits of the dead include phantoms, shades, spectres, ghosts, wraiths and more. They are attuned to the negative energy plane for sustenance. They lurk in the ethereal plane, manifesting in the mortal world as intangible beings with strange powers. Often bound to a place or object in the mortal world. Some have spiritual parasites that use part of a soul to make a mockery of the living person; they might also occupy a new corpse and pretend to be the former living or change a corpse to their former living one in appearance. Some freewilled undead have traumatic deaths and unfinished business, and may remain until resolved. Even if not evil, they draw power from the negaverse with their sorrow and bitterness. Positive spirits may return from the afterlife to help the living but this is at the request of a deity. Non-evil undead are easier to put to rest. Evil undead crave flesh and souls and blood and love wicked deeds against the living. Simple undead do as commanded and mostly have no intent, just use some dark animus to animate them. Weakest spooks and phantoms may be just repeating loops that fade over time. Poltergeists are barely aware but excited by emotions like angeror violence. Some phantasms with purpose are more likely to interact with the world or people and may have a tool or a weapon or touch the world. Even a good soul might have their corpse arise while the main part of them is in heaven. A body might arise to send off graverobbers or ghouls. It is powered by negative energy and strong emotions but has only the part of the original person who was good. Such an undead would be seen as righteous and would probably return to sleep. If an item was stolen, it might cause trouble until returned. There are spirits that become linked to objects or artworks or trees or places and may desire revenge or be in love with a living person, they dont all have to be hard, evil. Possibly just bending riles of the dead, drawing negative power and hoping to draw a mortal into love under false pretences that can only have a bad outcome.
  
d12 Basic Form
1-4 Beast
5-6 Flora
7-10 Humanoid (humans, demihumans, abhumans)
11-12 Spirits (includes spirits of the dead)

d20 Modifiers
1 Chimera
2 Construct
3 Eldritch
4-7 Elemental 
8-10 Faerie
11-12 Giant
13-14 Hybrid
15-17 Mutant
18 Planar
19 Thought
20 Troll
Undead
------------------

Fumbles in D&D

They dont really work dont do it.

If you want gritty combat play runequest.

If you want wild combat and magic fumbles, play DCC - it makes more sense if every roll can cause wild stuff. If fighters get more attacks, they get more risk of silly accidents not less.

Basicly fumbles are more unlikely than 5%, but for martial characters this is unfair and punishing

What I would do If I did it
>Make a fumble on a 1 for weapons you have no proficiency in or improvised
or
>You can only fumble once in a round, maximum
or
>Martial classes dont roll fumbles ever 

and

>Dropped Weapons are the most common kind of fumble is just to drop your weapon so you can use an action to pick it up or use shield bash and unarmed attacks or draw another weapon, which feels reasonably fun (exotic weird stuff is far more unlikely)
>Fragile Weapons might break if fails a save or be damaged if it makes it, bump damage dice to the next lower type and -1 hit if the item saves. You might increase the fumble chance to break on a damaged weapon by one cumulative each damage. Weapons that are stone, bone, sinew and wood are one type. Crude iron or old metal weapons might also suffer this effect and might start to be damaged, but can be repaired. A bowstring or sling might also break.
>Blackpowder Weapons for non-professionals can explode. This destroys or damages the gun and causes a d4 damage to the user. For a pro gunner, this is a dud charge or jam needing a repair to fire. 
>Articulated Weapons can harm yourself or others (flails, nunchucks, nets, chains, whip). It is very unlikley and they are extra dangerous. Also, it might fling it away or break it (perhaps the head flies off). d4 1=drop at your feet 2=fling it away 2d4 yards + STR bonus 3=hit ally or yourselfor ally 4=break and bit flies off as if thrown (random d12 direction)
>Splash Weapons (thrown grenades, incendiaries, holy water and acid) I roll a d12 compass for where a miss lands and off by half of short range. I also let people attack an area which has a lower AC than targeting a person moving.  

Possibly, this is too serious and sucks all the fun away
Enemies dropping weapons is ok
A spell to change fumble odds would be cool, like 1-4 on a d20 as a curse
Defective weapons might fumble more 1-1 on a d20 (loose grip or break)
Cursed items might increase fumbles but stll have + to hit
Longterm curse spell makes all attack rolls fumple on a one would be ok and good on fighters

Thursday, 19 February 2026

Barking Alien Challenge day21: Organisations + Movements



d12 Organisations
1 The Temple of Light - a collection of light, solar and fire divinities united into one church. Some worship all the gods, angels and saints 
as a pantheon but others have a favourite deity. Protar the warrior lord of light who hunts the evil dead and brings light to the needy, is currently at the forefront of popularity more than his father the solar emperor of heaven. The Templars of light are the most famous dedicated order of the church because they travel and proselytise as pilgrims around the central continent. The images of the pantheon include them in the seven celestial cities of heaven in the sky and sometimes fighting the evil darkness or the birth of protar and his mother

2 The Earth Temple - a collection of earth gods, nature divinities and faerie spirits worshipped as a pantheon by many peoples, especially rural and wilderness people. Many of their priests are in fact Druids. They often act as intermediaries with elves, beastfolk, gobins and other prehuman. Rover agents of the church are all over the frontier, watching for hidden ancient evils. Some of their gods are not human gods and much older. In places the church of light persecute them as backward. The images of the panthoen they are often hybrid animals or flora often feasting from the cauldron of life and death in the gardens of arcadia

3 The Sky Temple - a collection of air gods, weather divinities and wielders of death. A pantheon of grim nature gods who rule the lower and middle air below heaven but also access the underworld and made the hells to punish and imprison those they killed. They are most favoured with the north wastes, warrior barbarian peoples of any wastelands. All kinds of disembodied spirits can be part of the pantheon, including ancestor spirits. These spirits flow from the underworld to the heavens and the mortal world to be reborn again. The skyfather herds all the spirits of life and death. His wife is a horrendous witch and the children are grim and warlike. They are portrayed at war or feasting in a great hall where the fearless spirits dwell

4 The Sea Temple - a collection of sea, water, lunar and darkness deities spirits of the stars and night sea who sail through the darkness beyond the sky in their crystal palaces. Most interactions involve marine spirits and creatures of the underwater fairieland. This religion is used by sea traders and helps to negotiate dealings with the peoples of the sea and the laws of the briny deep. Many sea gods seem part fish or sea serpent or turn into sea beasts. They are often portrayed leading sea creatures or feasting under the sea with attending servants. The study of the sky is for navigations and religion is for traders and travellers.

4 The Death Temple - the forbidden arcane School of Necromancy and death god templars once ruled the central continent for an age, and some of their cities and lords have persisted since prehistory and writing. They stole forbidden lore from the prehuman lords of darkness and built a new age of stone and bone. Their kinds can be found in hiding and often aid each other. They have a low value on life and mercy. They operate in hiding and in recent years adopted a darkness god who is the sun's shadow, a vile betrayor who tries to kill the sun. This heresy infected the mad emperor, and he used the cult to hide his evil and destroy the empire. Their art often depicts features of the underworld or tormented lost souls
  
5 The Elemental Heracy - changed the pantheons to fit with their unitarian pantheon and arcane magic. They wanted all the elemental cults to unite to conquer the world. Once they did and went even over the seas. Many still do and where the older nature elemental gods are persecuted they often join this sect. They have kept some cults alive for millenium aften moving to many different cities of ver time and spreading. Wizards were involved in this and a later Arcane Empire in the Age of Exilon used the herecy for their empire 

6 The Dragon Temple - dragons have ruled some places long before humans and may be found all over the world and the inner world in every environment. The bigger they are the more they sleep but more likley to know magic or change form. As human or elf form they have influenced younger species and instigated dragon cults, schools of magic, cults and secret societies. Some dragons have fuedal domains even. The dragon temple has a pantheon of cosmic dragons like Tiamat and Nidhog. Dragons may rule as fuedal lord as mortals or openly as dragons. The dragon templars are an order that helps dragons for draconic lore some of the profit from managing dragon estates. Dragon riders were seen in the war of Chagrinspire a thousand years ago but they say great dragon swarming events are coming. Dragon cults and spell users are rejoicing

7 Slavers Guild - a global slavers guild in decline. As they thin out the greatest evil ones survive who trade humans to cults and monsters and frightening underland peoples. They used the secret underground highway of the old dwarves and trolls that even go under the sea. They have secret underground bases and recruit evil adventurers and thieves guild members. They move people they steal to the opposite side of the continent to disorientate them. Recent defeats has turned popular will and kingdoms against them as peace has broken out and the 30 year civil war over. Parts of the guild also had hijacked the empire systems so the end of the third empire was damaging also. They say they have secret island bases

8 Pirates Guild - they settled the ghastly elritch city on Exile Island, former capitol of the global seven monster kings empire of the age of darkness. Shadelport came to dominate the sea and shipbuilding and even crushed the Empire Navy. Ater they worked for the empire for gold. Now they rule the sea but they never harm islander peoples who have lives on the seas the longest and are related to marine deities. They also built a navigators guild and wizards guild, universities the greatest in the world some say. For 800 years the immortal Baron has ruled with his secret police and he rarely goes to sea. His only real rival is the Lotus Guild and maybe the raiders of the north. Pirates helped liberate the eastern colonies from the Empire and kept the south from reaching the continant. They have strict codes yet are anarchistic at times

9 Lotus Guild - the great global secret empire of the Underground Emperor of the Mysterious West. They grow the drugs on mountain plateaus. The underground city of the emperor isforbidden to outsiders. They say it was buried when the gods dropped mountains on the monster kings, ending their reign. They say he hears all the gossip in the world. He also commands the global assassins guild. He is ancient and immortal with unknown influence and power yet feared. Agents are born of his bloodline and some are rulers of kingdoms. They control coastal pirates of the west under their control with vice

10 Hellfire Temple - hell is always up to mischief in its overzealous, cruel hunts for the wicked and the damned. They especially tempt mortals with power for soul contracts. Devil cults serve the ambitions of hell and make money. Some open portals for two way exchange. But devils dont really like risking being on the mortal world so some hire gangs of demons so they can blame them for chaos. Many evil rulers and petty tyrants owe hell. Hell likes to instigate light vs darkness religions while taking over both sides. Chaos and demons cna be manipulated but must be wiped out and dragged to hell eventually. Hell is a bureacracy and many devils plead they are just doing their job. The heavens have intervened if hell is too unjust or deceptive. Whole orc and hobgoblin tribes have sworn to hell's service. Hell also offers wizard schools, tuition-free studies, and sorcerous blood pacts.    

11 Chaos Temple - these templars serve the primordials, chaos elementals from the raw stuff of the universe, unformed and ever changing. Many have mutations instead of spells they gain from their alien overlords from beyond. The eight pointed star is ever in conflict with the threat of eternal stasis from the arrow of law. Their numbers are growing wildly as they force captives into chaos pools to change them. Once mutated most feel they have no choice but to join. Demons like to encourage them to act out acts of cruelty to bring them over to their side. Mutants are hated mostly but Shadelport has a ghetto for them and many become pirates. Chaos warbands roam the wasteland seeking to erode civilisation and order. They tend to fight as a horde of individuals with poor teamwork

12 Alchemist Guild - world's premier dealer of medicine, drugs, herbs, fungus, incendiaries, gunpowder and performance enhancing potions (used by dirty murder hobos). They seek to reclaim the lore they knew when they long ago sided with CHagrinspire but as the gnomes cheated them they switched sides before the apocalypse war ended. Since then, they have controlled the use of guns, golems and potions across the continent. The greatest succes is the formula for alchemists' gruel which comes powdered or canned or in a sealed jar. The modern guild denies a direct link to the old guild at the same time wants the knowledge of the ancients and gnomes for the sake of power. Most gun makers are in this guild

d12 Movements
1 Reading and the Press - Shadelport has brought machines from the west, and now anyone can buy a 3-fold flyer or pamphlet. Posters and paper are more common, and people buy prints and calenders and popular books. The secret police dont like treason but are fine with common vice and corruption. Pirates have spread these around the world, and literacy is growing since the empire fell. Now, anyone can get any of the main religious texts or perhaps some blasphemy. In many lands these are all banned. Barbarians who hate books have heard of this but can't reach Exile Island by sea (or can they?). Coffee and teashops are centres of this new society for playwriters, bards, artists, philosophers and literary critics

2 Gourmet Travellers - posh toffs roam the countryside on foot, trying authentic, fancy local foodswhile admiring ancient ruins, avoiding bandits, visiting other tourist traps. Many hire guards, and it's not for commoners who will only ruin it. Some merchant-class travellers are doing it on the cheap now. There are scribes who will make all your bookings on a route and plan your holiday. The most outrageous gourmets write books and travel guides. Now eating dungeon monsters is all the rage so some of these idiots are going to dungeons they see on their travels for some dungeon meat only to become it

3 The Yellow Mask - posh toff decadents into poetry, arts, vice and depravity. Not dangerous to outsiders, but they do assimilate new bright young things, sorcerers and the rich, which troubles many. Their works are regarded as spiritually corrupting. They seem to have many cultists as members, but all come under the sway of the lords of the limelight, who are the prettiest and wittiest artists. Many flirt with cults to steal their best members. They prefer lotus dens and brothels to common tasteless vices. They love secrets, gossip and slander. Some pay their leaders to repair or destroy reputations. They seem to be found in all four corners of the world and the central continent. They wear yellow and often wear yellow flowers. Some just walk around with a sunflower. They say the members keep their beauty for a long time

4 Murder Hobos - just get some friends and weapons and attack some primative non humans and rob them blind. The longer they last the more despicable they become. Their may be near the so-called mega dungeon complex, whole filthy towns of murderous dungeon adventurers. Like gold rush towns if they were all pirates but worse. The less they care about the effects they cause the more deranged and hateful they are, They tae pride in dirty tricks and field operations of enemies who might have swallowed their treasure to hide it. Most people despise these killer troglodytes who are best driven away. You see old drunken ones wandering through the village, dont make eye contact with them

5 Guns! - Gunpowder appeared in the east over a thousand years ago with fire arrows, fire lances and then cannons. Muskets appeared much later. Guns spread to many lands late Second Empire as the world copied CHagrinspire to beat it in the apocalypse war. Nobody outside the grey gnomes can make the smokeless cartridge the deadliest and fastest guns used. Black powder is especially common in the warring colonies of the East. Various cast-iron grenades with fuses exist and are valuable for clearing monster holes. The Alchemists restricted the secrets of gunpowder and have limited the use of guns. Many hope to plunder guns of CHagrinspire to copy and mass produce like the ancients did but the gnomes seem to find that such users wind up dead. Dwarves use guns and resent humans for stealing their metal secrets. Elves and faerie hate guns, the noise and the smell. Some fire guns daily to keep faerie away or load guns with cold iron or silver if the elves send werewolves. The slavers and alchemists used to use minerals from the wastes of Chagrinspire but this has been disrupted by do gooders.

6 Golemcraft - Chagrinspire at tis peak in the age of wonder had golem wagons, taps, ovens, forges, iron boats, cannons and of course humanoids. Golem door knockers with faces can talk to visitors and can keep out pests. Various labour saving devices like a golem washing tub or saw or lathe or potters wheen are all possible. Golem craft has become popular again as golums are a good way to pass on wealth to your descendants that lasts forever. Golem mechanics and alchemists seek to recover ancient golem parts or manuals. Grey gnomes in the underland still use these too. Dwarves prefer dumber automatons like living staues (which are not really alive). Tribal people use bone, wood and vegetable matter more while civilised people use metal or other craft materials to last. Defending temples and wizard towers are the most popular versions. Many cathedral gargoyles are in fact guard golems based on the flesh and blood ones you mostly see in the wilds now. 

7 Cults - the collapse and coruption of the empire have esploded the number of demon cults offering power, revenge and freedom to be selfish and cruel. CUlts help make these traits seem normal and to seize power by infuence or force if needed. Demon power is on the rise and even hell is concerned with these pests from the abyss. Other planar beings like evil  elementals, daemon, daimon, primordials are possible but most are alien and abusive power grabs. Some cults are allied to a species of beast folk or monster. Dragon cults where villages sacrifice victims for prosperity have been reported. Demons are always the most common as every mid tier demon grabbed a fragment of shell orbiting the cosmos left from creation or from a previous cycle of life. There are great clouds of hundreds of these small planes where every demon boss can convince itself it is a god. Devil cults mighgt rat out demon cults to the law or might even become witcxh hunters

8 Pilgrimages - Now their is peace and choice that will last, people are exploring alternatives the the Church of Light that is maybe a bit more practical like the old nature gods or the civilised gods. As people explore religion and have some prosperity may go on group pilgramages lasting days or months. Popular pilgrimage paths are guarded by Templars. The wealthy stay at inns or church property. Church hostels and boarding houses operate on the biggrer routes. Adventurous pilgrims look for long forgotten shrines off the beaten path. Rich prefer ones near nice inns with good roads. Poor often travel with just begging bowls and prey the gods will provide on the way as a test. It has become the only way the poor see outside their village.

9 Flagelants - these men travel and put on religious shows where they display their piety with self-flagellation and ecstatic shrieking. After a show they camp, eat, drink wine and try recreational herbs. Often, these parties let them recruit youths to run away with them. Adventurers might be hired to bring the youths home and beat up the flagellants. With various whips and simple rope-linked sticks to huge two-handed war flails or chains with spiked balls. They are happy to fight and will start whipping themselves to start a frenzy. The mainstream churches dont really approve of them or understand the appeal. They tend to camp on village commons and steal vegetables and beg for supplies. Most people give them old vegetable scraps or pigslop to get rid of them. Adults find them a bit cringy

10 Witch Hunting - there are supernatural faerie and planar hags since before humans and these were often amiable to giving powers to old women or orphan girls they adopted. Although most witches are sorcerers in a legal sense it applies to the crime of casting a harmful spell on a citizen or their property (like a cow or a wife). Its all very well to charm a goblin but do it in a village and an angry mob might try and burn you. If they are unsure they will hire a witch hunter to help decide if the witch requires burning or drowning  or other tests. Mostly its used in rural villages or poorest slums and often its a scam to grab the land of old people without any defenders. Judges and sheriffs frown on mob vigilantes and may fine mob members for burning people without due process a silver coin!

11 Visual Arts More people see printed works of art and prosperity has a new class of people wanting to decorate their homes since the squalar of the 30 year civil war. Many people desire interesting metal goods an ceramics or carved wood with exotic foriegn designs. More common people argue about styles and the class they imply. Colour is back and peasants feel less like looking poor and boring to stay underneath attention of exploiters. Since the empire has fallen many lands are reverting to the rustic style and has more abstract figures and away from realism and logic. Possibly this is contact with barbarians on the new frontiers. The barbarian and folk style places everything on the same plane and lacks detail with simple sequential story telling and no perspective. In cities the empire style of the church of light has been the only art for many people and many now crave new styles. A more refined recent style features religious mythic scenes with increased detail but odd perspective designed to show everthing all at once. The refined new style has many large crowd and urban scenes depicting many events all in the same scene at once. Meanwhile the eastern colonies have increased realism. They paint nobility, hunting scenes, prize winning livestock and bowls of expencive imported fruits in bowls. Even if they paint godsmurals of gods in a palace they draw faces from local nobility. This new realism and art patronage portraits has been spreading. The mysterious west has more gestural and decorative designs over realism. The modern south lands shun depictions of humans or divity as a reaction of the ancient art on monumenst. (Note: The rustic simple style is like dark age europe and barbarians the empire style is middle medieval and the refined style is high medieval like Bosch and Brugel. The new realism is like renasciance or classical realism of the first empire)

12 Frontiers & Exploration - since the empire folded nations have stopped hemoraging their populations and economies, As a result prosperity has returned and people seek to expand and repopulate depleted areas. As frontiers come to life there is crime, monsters, dungeons, bandits and warlords to deal with. Many new adventurers are idealistic and want to help comunities and not just plunder for themselves or to get drunk. The new prosperity has some youths able to buy surplus vintage armour and armout from the civil war. Many people dont want to look like the empire style anymore so people are developing better weapons using better steel. More soldiers and adventurers are making their own style and mixing armour inmspired by the warring colonies of the east. More and more peoples are traveling long distance and seeing other lands.