Tuesday, 3 February 2026

Barking Alien Challenge day4: Is there a map?




Maps? yes i have maps
This is the empire of the monster kings before humanity.

The gnomes of chagrinspire repeated this in part but just took what they want with airships and ironclad ships only a thousand years ago




After the monster kings were killed by revolting barbarian and orc slaves there was an age of necromancy when humans stole forbidden lore of the past. There  was an elemental heresy also, but less succesful. 

Then humans rebuilt civilisation in the ruins of the elder horrors,
This campagn had players arive in logs after a great flood wiped out remnants of the old world.
They found a tribe, saved people, hunted, explored and eventually visited remnants of civilisations and saved them. Guys reached 20th Lv.


So a few thousand years later the Age of Exilon
We got to about 16 and I was dreming up CHagrinspire.
Ive run a few babylonian cthulhu RQ3 campaigns for over 12 years worth
this was my first overt fantasy version 



Exile Island Wilderness was made in 2012 for a campaign where i wrote my own retroclone from memory when sick. That was EMO and the start of this blog. Id played RQ3 and TSR marvel super heroes for 20 years before that. 



The second Empire, which wasted away fighting the construction of chagrinspire. 
As arcane technology advanced, Chagrinspire forces in airships plundered the world and took tributes, while the sailing ships overloaded with priests of the imperial church couldn't compete.


Simple hexcrawl map at start - feel free to use



When i lived in a game club and ninja dojo nightclub warhouse we played for years here.
Over years in game time the 3rd empire tried to recolonise briefly.

Nobody ever went to bloodsand beach despide my detailed post on it.
Players saw and smelled the whaling and sealing operations of the 99% man town of rejects from Shadelport (which they say is the worst city in the world) 



When I made lots of 3fold dungeon zines this is where I set them
Its the north east of continant and Chagrinspire just a bit off map to west
I plan to return here




These were part of a stratography based design theory i used a while with geomorphs and found online maps till players were sick of them and wanted to go shopping and sailing.

























Part of Anglerslund, where players arrive in a zine series I did for a year

Plenty more out there and my Flickr account too

Monday, 2 February 2026

Barking Alien Challenge day3: Where the heck are we? + reviews reconsidered



Where the Heck Are We?
The main playable areas of my campaign

Exile Island & Shadelport.
The land is crawling with criminals, dungeons and monsters.
It was once capitol of the global monster empire in the age of darkness.
After the fall of the second empire a thousand years ago pirates ocupied the ruined eldritch cit and built a global maritime trade empire that the third empire ended up reliant on. Until the pirates and all the kingdoms of the empire revolted against the mad emperor of the continant ending the third empire. Outside this vast city and its giant bridges and mutant and goblin and orc ghettos, their are many small villages that make food for the city. Farmers are protected by law and lightly taxed. Bloodsand Beach is a whaling and seal-hunting town of slaughter with a mostly male population. The smell keeps most people away.

The empire a few times colonised a southern island but always ended up isolated and backward. The empire sent convict labour here and many fleeing the empire came here. They say there are secret tunnels connecting the island to the imperial continent you can walk. The straits on the surface seem close but weather, rocks, dangerous islands and seamonsters make the closest point the most deadly. Their is a great swamp spoken of as if it was a self-aware evil being. Their are multiple forests wildly different and haunted by faerie folk and human ruins. The northern wilds have tribal folk, tiny dwarf kingdoms, giants and a elf region. Humans and elves were enemies, but now it is forbidden to kill elves or unicorns. People from all over the world can be found here because of the maritime endeavours. The city has the worlds biggest magic university and thousands of holy shrines.

Forbidden Island (also monster island)
Their is a small port used by traders and a viking outpost used by modern visitors. The rest is a volcanic tropical jungle with ruins of the monster empire. The biggest volcano is a dragonsparn pit connected to Hell and the lair of Tiamat. Many thunderlizards, reptilian peoples and caniibal cultist tribes.

The Straits: Scarford Reef and Anglerslund
Scarford reef is a dangerous, rough region with some large islands with inhabitants. Some more modern village folk, just isolated but their is a millenia old amazon citadel and one Island full of older Islander folk holtile to civilisation.Under the reef is a vast network of caves and below that a cavern land covered in mountains and sealed by the gods. Great ancient citadels and strange landscapes in this cavern have made it a famous regiou of the underland. Anglersland is a strange island kept isolated by the hungry god lampgulp, an idiotic anglerfish who swallows ships. Visitors say the land is full of madmen and cultists.

Auldwood
The north east corner of the continant. The south is aforested rich kingdom recovering from the civil war with the empire. Tho hilly northern lands were almost abandoned and depopulated and now adventurers and settlers are returning. Sour Hill was a city mostly abandoned and locals always need help to drive out monster squatters in ruins. Under the city are far older tunnels form the age of stone and bone. The western auldwood up until the wastes of Chagrinspire are forest full of knightly manours and villages. These all grew isolated and those trying to return it to the kingdoms control note many estates are cursed, haunted or elfstuck with madness. 

Chagrinspire
The great waste around an 18km high tower built by gnomes a thousand years ago to destroy all creation. A thousand years ago a terrible war accelerated technology and wasted most of the worlds lives. The wastes around the tower are full of monsters, mutants and undead soldiers still fighting. Very few get into the tower or the great gnome city below.

B9 solo play
This adventure didnt have so much magic loot. At least it has more adventures. Has a  master encounter table which is handy. 
We all got rabies last time from rats and had to blow thousands on cure disease spells but traded some +1 maces. We had our Templar and Rover reach 3rd level, sorcerer lv2, young wolf 1HD, student templar and a kobold with a +1 sling.

The clearing of castle caldwell
A bunch of monsters who dont really get along living in a castle. At least they ignored hearing fights mostly. Another humanoid massacre but not as bad as the previous castle raid. Lots of mostly empty rooms with petty loot. We immediately used out knock spell to go to the next scenario but we could have rest. 
Our kobold tried to convince kobolds to join us and it failed and we killed them all. 

Dungeon of Terror
This wasn't too bad, but a sneaky doppelganger was exposed by detect evil when they met someone. Wights were nasty, but a whole party throwing their best at it worked. 

The abduction of Princess Sylvia
So your supposed to walk in and a wizard lv 3 with a second-level spell has made a 30hp owlbear illusion. Its not really how I want illusions to work and it seemed a bit gross. Our silent rover saw an owlbear and shot it and it didn't respond as the wizard couldn't see this happen and react. Suspicious party went around it, killing lots of orcs and robbing them. The pinned the wizard in his spyhole and recruited a goblin follower who squealed on the wizard. 

The Great Escape
Players love loss of autonomy and losing all their stuff. So calculated AC and checked unarmed damage and had to fight out of a cell. First room checked had a store room leading to the monsters treasure. The next room was a few guards and armoury where we got stuff back. So for an escape resource challenge, it annoys players then nakes non of this matter. Lots of empty rooms or a few people in their rooms easy to kill. 

The Sanctuary of Elwyn the Ardent
This temple has a spiralling passage so one way railroad. It describes altars you can barley move you could sell and redescribes them several times which one description would do. So more monsters and you hear a maniac cackle as things hurt party. The monsters escalate - orcs, a wood golem, rock staue shooting lava (almost killed templar), then a black dragon. The templars follower was liquified and others badly injured but kobold and goblin stayed well behind. It was a nasty fight but the beat it unconciois then chained it up and gagged it. Almost a TPK. That dissolved student templar had a fortune of magic gear too. A nasty ambush by 2 shadows and 2 gargoyles was a bit of a pain but the shadows barley lasted but drained the spell slinger a bit, but hey its a dump stat for him. The crazy boss didnt last long and had lots of loot. This was a railroad meatgrinder.

We had lots of treasure and suits of +1 plate by the end. More generous than what I would give people. Thousands in coinage and other loot. Everyone, even flunkies has magic items. Tht last black dragon was one of the worst fights but technically we captured it. The castle raid in B12 was pretty harsh trying to get breaks for healing while killing scores of humanoid swarms. It could have gone worse. A few times low level wizards cast sleep on party and could have caused TPK too. Mostly the followers and pets go down, leaving the strongest to kill the wizards. Lots of weird potions also. My characters ended up probably willing to retire with lots of loot. Was a good playest. My system probably did a bit more damage and were tougher and had more abilities but most of party were low-level flunkies. Rediculous magic armour and sheilds and rings or protection are really the reason the party survived and could keep going. All three of these playtest adventures B11 B12 B9 had lots of healing and we could progress without the module-imposed breaks in a few cases.

Satisfied my guys could run in old module with no adjustments, feel plenty of risk and have a few near TPKs and one permadeath follower. I think these adventures seemed a bit dumber than say B1 and B2. I can see they were instructional and they had to make more basic adventures but you can see the tone is aimed a bit younger and heading to the mid 80s era of sequences of 6-room dungeons. Empty rooms of clutter are time sinks and its ok to kill everything then search the place. Morale was a big decider too and saved us from TPKs and encounters. The plots were all very wordy for what was involved and im sure my murder hobos got bored and zoned out in these briefings. Point to the villains we can kill and profit from I say. If I ran these in a campagn I think it would ruin them with magic loot. As beginer game with impressive loot to excite maybe its forgivable.

If every 3rd Lv wizard can have a illusionary 30hp owlbear I think it would be a problem. One of the lair dungeon comps had a ruling for beholder power that made something normally a hazard turn into a lethal attack based on rule reading nobody would use. It doesnt come up too often this problem of problem rule stretching. I like the test that you shouldn't be able to get a better result than a higher level version of same spell.

Barking Alien Challenge day2: Your Guide + some reviews reconsidered




























Do you seek adventure and treasure?
A wizened old hairless gnome in travelling clothes buys you all some beers. He says he is Ozymandius Fledermus, a peddler between the Underland and the surface world who aquires unusual objects. He likes to meet adventurers in the area who might be able to help. He is happy to answer your questions about foreign lands or cities on his maps.

He also collects and evaluates gossip and suggests he can find common magic items for trade (two +1 magic items for a +1 item he can obtain. You can trade up other stuff when when you have more money and find better loot. Gems are in high demand as currency in the land down under. These items help him find adventurers when he needs them and sometimes he turns up in a dungeon with a stall or pushcart. Sometimes he has strange armoured guards or a pet owlbear or mimic.

Besides a offering a beer he will offer some free gossip and offer to trade more. 

He will offer them one of his cheap maps so you can see how good his products are. He will give some history of the target location, usually a dungeon or ruin. He sasy you may have everything you find he just wants one item. It is usually specific and weird. It may include, magic, documents in ancient text, artworks or non magic relics like ancient crowns he can use for leverage for some people needing some new history to justify some noble claims. Nothing is ever particularly evil.

The first map is free but bring me back this one item, please as a token
The second map is 100gp or a magic item for something more special

He has anti scrying and detection magic amulets and turns invisible at will

d12 Ozymandius' Free Map Destination
1 Ruined tower on an island
2 Crypt in the ancient graveyard of a forgotten people
3 Dungeon under a ruined castle in the wilderness
4 Ruined temple of the ancients with catacombs
5 Shipwreck near the coast with an unplundered treasure
6 Caverns in a mountain with art left by prehistoric cults
7 Sinkhole under a grassy plain into a great cavern teeming with life
8 Abandoned isolated castle said to be haunted 
9 Crumbling mansion at the centre of an overgrown, creepy estate
10 Gloomy castle on storm-ravaged and fog-shrouded mountain
11 Underground complex of a lost civilisation
12 Ruins of a town or village mysteriously abandoned before modern memory

d12 Ozymandius' Fetch Quests
1 Ancient books in an unknown language wrapped in oilskin in a chest
2 Strange set of weird keys (set may be broken up)
3 Glowing glass orb with swirling, hungry, petty godling of the outer void. If broken as a shadow or wraith or other appropriate undead
4 Pipe carved from black unicorn horn that improves the duration of visions of magic drugs
5 Ornate Bronze Golem head, inactive but magic
6 Crystal sphere, like a lever from some strange magic machine
7 Rare potion in a jade bottle like black resin, dont drink it, whatever you do
8 Artwork depicting a famous location but indicating a tunnel entrance that is unknown to people of today 
9 Obsidian rod, with fine detailed images of serpent folk wizards using the rod to open a door
10 Mysterious skull with occult symbols and gem eyes
11 A silver mirror with arcane symbols in the frame
12 Black iron cauldron with the old gods depicted

Players trying to hijack these possible adventure leads dont seem to stop Ozymandias from dealing with a party. He might send them on a further mission with a relic once brought to him. Will pay in silver ingots, gems or magic items. He might appear where players are up to some breach of the deal, showing he kinda knew or wanted them to do stuff for him. As long as he gets some apparently useless mcguffin he is satisfied and may reward initiative to heroes who "find" stuff he haddnt even told them to yet.  

Besides getting objects for schemes and gathering information, he might offer more violent adventurers' bounties or hitjobs. The more pay the less questions. He might offer some rotters' rewards to tempt good adventurers like  and or a werewolf or something.

d12 Ozymandius' Bounties on Offer
Cyril the Boy Strangling Maniac living area and strangling 1st born sons
2 Basil the Baby Eating Bastard used to be subtle but now has got more brazen
3 Kaylarg Vortis, leader of a murderous bandit who killed several nobles
4 Katie the Cannibal Cook moves from place to place and gets caught out serving human meat
5 Mourna Klaug takes money to adopt children and then drowns them and flees
6 Rupert the Rebel, a bandit robbing tax collectors and the rich while encouraging rebellion 
7 Princess Marion, leader of the rebels and descendant of a murdered dynasty
8 Klara Ethultan, a witch who defies guilds by providing affordable medicine
9 Morbert Winkerton, traitor for money has been living as a robber baron with gang in a gruberhole
10 Bordran Dallok, a rubber barroon and demon worshiper operating from a ruined castle
11 Gillian Berherk, grave robber and necromancer, murders to keep her youth
12 Elhanna Bilgefork, murdered a nobleman she served and has evaded capture

These people have in some way crossed gnomes but these missions serve as a guide as to wht adventurers will do. Bounties usually higher if alive so they can have bloody public executions. 

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

Woke up in middle of night realising id not posted in time.
Possibly I over did it.

I have been playtesting my new character class designs solo using B11 B12 & B9 (in order). I was not really into them and had on my to sell pile for years. But I found solo stuff works ok with lots of simple adventures. Im also finding solo with a party works better Lv1-4 with some followers. As book keeping gets more complex Id say a single character and some followers works better for 5th plus. I started from zero level with a Templar and a rover with a temple initiate and a young wolf. 

B11 Kings Festival
After 12 pages recapping game basics and detailed backstories for class types. Its a simple 2 Lv Dungeon we managed to beat in one run and recruited a kobold. Chameleon was bad. It helps you rescue clerics in the dungeon for healing and 2nd Lv undead. Good magic treasure - +1 dagger, mace, sheild & sword. Potions and scrolls helped us finish. The kobold impressed by his treasure share stuck around and threw rocks and dragged wounded back. Both main characters had some healing. I think the dungeon is an ok one and makes more sense than I thought before. The back story was pretty unimportany and long winded. My moron characters yawned and asked where to start killing orcs and evil clerics.

I realised the point of lots of humanoid species in D&D is to provide factions. It is built in.

I fixed a class ability for rangers from needing a spell action to as part of combat action as it proved to nerf the character quite a bit. The templar burned his resources more easily.

B12 Queens Festival
This has more episodes, less waffle, handy monster stat roster in back which I may try to emulate. You start entering a magic basement a 21 room affair. There is a +1 crossbow, 
Phase stingers were a pain but not too dangerous. The green slime is one of the worst. I miss that they dont move in modern game but dont miss their non hp based damage system and fatal first aid options. A gargoyle was a pain. The evil party was fun and had mace +1, sheild +1, detect magic wand, sword +1+2vs wizards and scroll with knock x2. So we had more magic weapons than members. A rust monster was able to be locked away.

Next we hexcrawled a few days to find a evil outpost. We hired a sorcerer so he could use some knock scrolls. This adventure is a meatgrinder of 1hd humanoids vs my now 2nd level templar and rover, their kobold, slightly bigger wolf and zero level student. The odds are you will get lots of monsters swarming the party defending a doorway. We killed leaders and bullied rest to flee a few times and got some orcs to even help. Oldschool morale helps all this. We rolled a barrel of burning oil into the gnolls room and let them flee as most gutless monsters. This could easily be a TPK and not for 1st Lv. The spell caster hireling used sleep well. There is a +1 chain, sheild, sword on one boss and ring of protection +1. The lower level was harsh too with more big monsters like an ogre and owlbear. You can trick the owlbear and lock it away. A bad guy has +1 plate, +1+2 vs lycanthropes 2-handed sword and a hunting chameleon. Got a staff of healing too. There is also a crystal ball, +2 weapons (dagger, longsword and shortsword not being used by baddies). The boss lady had +2 chaotic sword that commands 40hd of goblinoids ho are immune to sleep and charm that might have unbalanced her mind. We smashed this item. She also had plate +1 and sheild. Her cleric has a +2 staff. This was quite hard and I felt we had a silly amount of wealth and magic armour and weapons. Our kobold ended up with magic weapons even. The student with 4 hp and zero level ended up in plate +1 with magic sheild and sword. I guess villains often higher level but the party ended up with stuff id say was a bit better than 2nd Lv deserves.

Ill go through B9 next post...
  

Sunday, 1 February 2026

Barking Alien Challenge day1: Campain Overview + Languages



































Part 1 Campaign Introduction & Overview
So this is an introduction of the Elfmaids & Octopi main setting, where most of my fantasy work is based. There are remnants of my 80s d&d and 90s RQ settings in here. Exile Island I started in 2012 as a simple campaign area. Still many places players never visited and avoided for 13 years of play, like Bloodsand Beach. The continent was untouched for years until I built up several areas with 3fold flyer dungeons for Patreon. Scarford Reef was in Tenkars Black Isles Book (a free pdf), also, so I recycled it. Angerslund was from a zine I did for a year. Chagrinspire was the most recent campaign to change the world with a 18km high gigadungeon. Id conside using Gods of the Forbidden North in my north east. Yoon Suin for southern mysterious west. The Warring East is sorta gunpowder europe. Waerland is a kind of UK land that has superior magic to the mainland or the warring east. There are various places inspired by history but I dont make it too much a feature.

My continent and the world need a name still.

The World
The further from Exile Island and the Continent you go the less information is reliable. Many scholars think they are nonsense. Mostly, people meet mercenaries from the civilised eat and drug and spice traders from the mysterious west. Few people of the continent ever leave unless driven out or a colony fleet. Piracy requires bribes and cooperation to survive.

Exile Island was the home of most of the early years on the blog. It's a former capital of a prehuman civilisation based on slavery that covered the world in unnatural darkness. Now pirates over a thousand years have grown from a base in alien ruins to the vast city of Shadelport. Much of the island is wild and non-human but has ruins for the first and second empires and thousands of tombs, disaster bunkers and dungeons all over the island. Every few generations the empire returns and try to settle more convicts.

Forbidden Island (or monster island) next to Exile Island is a volcanic island covered in ruins of the monster empire of darkness. Huge thunderlizards and cannibal tribes occupy the island but adventurers try. The volcano leads to hell and the throne of the dragon queen.

Exile Island is also connected by tunnels under the strait between the continant but they are risky. Anglerland in the start, is guarded by the great idiot fish goddess Lampgulp. Scarford reef has terrible weather and rocks, but there are some islands you can trade with. Other islands are full of cannibal cultists and strange plants. Under Scarford reef in great caverns are great citadels of the prehuman age of darknessd other remnants. The gods dropped mountains on this place, which are now islands. The islands' pirates are the greatest naval power in the world, and most of the third empire just paid pirates to be their navy.

The great continent is famously the home of the Empire in its last three versions. They invaded many other lands, spreading the common trade language.  Currently, the continent is surrounded by kingdoms, former states of the Empire and the war with the mad emperor. The interior of the continent is inhabited by faerie, monsters and barbarians.


At the end of the first empire in the wilds between elfhaunted Auldwood and the barbarian wastes. Gnomes from the deep began construction underground of their great tower. By late the late second age the tower was visible from the second empire and a crusade was launched against the Chagrinspire. This vast gigacomplex had already been sending airships around the world to plunder colonies and had superior technology. In the war, the dying second-age humans copied much of the gnome magic and technology and became a real threat. The tower's purpose to unmake the universe was exposed and the world united and even heaven and hell came to the battlefield. By design, planar beings were killed and imprisoned by the gnomes and used to power their apocalypse engine. The war ended after millions dead and technolgy regresses. Since then, the battlefield is a wasteland but the tower at 18km high is visible from hundreds of miles away.

The third age finished with the mad emperor's death.

Kingdoms of the Continent
Mordnar - forested knightly kingdom, the northern Sour Hill region struggles to maintain civilisation

Lamnutainia - the former land of the Emperor now administered from Dormund the Holy Land. Its glory of 3000 years or rule is over and people are struggling to change

Dormund - the holy land mostly priestly orders of the gods of light and the heavens, now controls Lamnutainia to reform it into a viable kingdom free of corruption and cults

Kastria - a warm, sunny region where crusaders drove away barbarians and built castles everywhere. Ruled by knights and priestly orders who have developed local customs and styles

Aeostra - Kingdom who has reverted to the older gods related to nature and elements. Many local hidden and dangerous cults exist but the kingdom is more dtable than other lands would like. They have resisted their neighbours many times and now everyone prefers trade 

Tulan - Harsh kingdom menaced by trolls and giants in the mountains. Noble families are famous for being cruel, vain and despotic. 

Valadran - a failed country run by robber barons, slavers and bandit warlords. Ocasionaly a king holds the land together a few years

Zorda - a misty, forbidden land ruled by wizards and draconic templars. There is a famous dragon-spawning pit here where dragons meet. Younger ones are sent around the world to nest and spread dragon kind. Dragons here own lands like nobility with human vassals who they protect. The nastier dragon cults have to hide


To the north is a vast frozen waste with steppes to higher frozen wastes where the simple wild people live among great beasts, giants and dragons. There is a great ruin of the age of darkness on the coast, colonies of sea raiders and nomads from east and west. 

The mysterious west connects to the north wastes by a great nomadic plain. There are feuding river kingdoms, many enthralled to the narcotics of the Secret Emperor from an underground city. These drugs have spread around the world and are used by sorcerers and wizards. Beyond a range of vast mountains, there are tropical rivers and jungles full of ancient, decadent cities. 

The brazen south is a vast desert wasteland with coastal cities and islands as the main civilisation. Many ruined civilisations and river valley cities of the ancients still exist. Further south their are fiery aurouaras and humans die from the heat, and fiery salamanders roam. Some say an efreet city is in the far south.

The warring west has north coastline city colonies of the Second Age Empire, who now all fight constantly with new borders drawn yearly. The Waerlund Islands off the coast have people who fraternised with elves and regard wizardry as important as knights. They have a famous magic university.

The more southern jungles are crawling with thunderlizards and cannibalistic cults. There are great savage empires that resist traders and plunderers so far. Few who go there ever return. Past these jungle and mountain kingsoms the land joins the southern desert wastes.

Islanders spread over the great seas long before other peoples did. To the north, they wear more furs and hunt whales. Some are nomaid over several islands so the land can regenerate. There are many strange and weird islands so pirates and adventurers like to use Islander sailors who know the seas better than anyone. Some have catamaran ships, enormous canoes and carve huge stone statues and structures. As people of the continent come to enslave or trick them, many are hostile and expect bribes to consider talking. Great armies of these sea barbarians have surprised coastal kingdoms. They often have sea cults and undersea allies. There is an underwater faerieland that may aid islanders vs civilised alien people. 

Ancient Times
Before the three versions of the empire, there was:

The Age of Exilon lasted several millennia and fell to an elemental heresy that triggered great floods and cataclysms.

The age of stone age sorcery, where humans recover from the destruction of civilisation and the various failed evil templars used dark magic of the prehumans. Barbarians destroyed multiple civilisations in fear they might become wizards. Dragon Templars withdrew rather than resisted and survived.

The 1st Elemental Unitarian Heracy (Elemental Templars unite the elements!). They highjacked ancient wizardry for power for a few centuries before the Horde crushed them.

Nectomancers ruled for centuries, humans who learned dark magic in the age of darkness. They lasted a millennium before barbarians (and everyone alive) destroyed them.

Barbarians ended the Elementalists and the Necromancers and swore to kill magicians and literacy. Barbarians and orcs revolted as slaves under the monster age of darkness.

The age of darkness where a false dark sun ruled the sky and seven monster kings ruled. They used many abhuman slaves and the final two species they made were humans and orcs who revolted. The old races returned and even beings of darkness turned on evils and the old gods returned.

Before was the mythic dawn age, where gods populated the world with life to populate creation.

And a vast timeless age before that, where elements of the universe formed, and hungry horrors of the void from past cosms gnawed on each other and themselves to exist.

Bonus Language Guide
s spoken w written

Common SW - language of trade used over the continent by late 2nd empire and through the 3rd empire with an alphabet. The continant has forgotten the middle era dialect of old common or Easter language when the world mobilised against Chagrinspire
Ancient SW - language of the 1st empire 

Exilonian SW - script found in ruins of the age of Exilon with cuneiform
Elan SW - older ancient version of Exilonian used by priests granted by the gods

Eastern SW - preserves a middle period common of the second empire and has a Gothic version of the alphabet, some extra grammar and some different character sounds. Some call it old common
Western SW - loosely separated into a northern system with thousands of logograms with strokes and a southern script, and an ancient pictogram glyph version, the others came from
Northern SW - common speech of northern nomads, wolf raiders and wild folk. They write with runes and mostly inscriptions on stone, bone, wood or metal items, not for personal use
Southern SW - common speech of cities and nomads of the south. The modern version uses a script but the ancient version uses hieroglyphs and has many parallels to Exilonian more through thousands of years of shared ideas rather than direct copying

Islander SW - many islanders have their own island dialects but they can share enough to trade and learn each other's style quickly. The bigger islands have books of bark and own glyphs possibly related tothe western ancient glyphs. Many smaller islands dont write 

Wildspeech S - used famously by the barbarians who live in the great wastes and their kin in the woodlands who shun literacy, gods and most magic. They tolerate druidry, tribal shamans and many non-humans who didn't side wth the age of darkness, necromancers or elementalism. The closest to writing is clan totems, tatoos counting wizards and monsters they kill.

Druidic SW - used by older nature religions, usually a series of nocked lines used for inscriptions or books of prayers rather than personal uses. Often found in woods and rural areas and has some words from faerie and elves, but made crude for loud-mouthed humans. The language of druidic magic often draws of faerie forces

Forbidden Tongue SW - used by the age of darkness and the monster king empires across the world. Still used by evil monster folk, evil priests and wizards. Many destroy any written signs they find. It has elements of demonic and diabolic language.

Dwarf SW all over mountains and underground use a more complex runic like northener
Elf SW all over woods and grasslands, many also speak faerie which is faster, high pitched and sing song with own alphabets for both
Gnome SW all over chagrinspire. the underland, the world tree and even sewers
Halfling SW tend to use the closest human writing system

Goblin SW - vary like humans from savage to civilised with many dialects. Has relations to elvish and faerie and some goblins still serve elves and speak those languages. Feral goblins may reject fey influence and loan words from chaotic speech or 

Orcish SW - influenced by the forbidden tongue and evil-aligned languages and even corrupted elvish. High versions have increasingly shunned their influences and sound more like common. Often use the written form of other local languages but high orcs have own runes.

Draconic SW - used by dragons with claw mark strokes, some say related to arcane magic
Reptilian SW - used by various lizard, snake and dinosaur folk
Amphibian SW - glyphs used by the first land-dwelling civilisation
Icthyian SW - language of ancient fish folk related to cuneiform languages of Exilon
Undersea SW - used by underwater faerie folk and many marine species
Underland SW - trade language of underground peoples

Planar & Alignment Language
Mostly used by church and planar beings, not mortals
Dialects of humans may have loan words from their religion, thus suggesting alignment to some experts
Diabolic SW - LE language of hells who punish the wicked by mandate of heaven
Demonic SW - CE language of demons of the abyssal shell worlds who devour other worlds like locusts and sometimes are hired by devils to catch wayward sould or other duties outside their strict rules. They live in thousands of fragments left over from creation each ruled by a demon noble
Daemonic SW - NE or E language of daeomons who worship gods of the outer void or oprate prisons for monsters and godlike beings
Angelic SW - LG language of the heavenly host and the celestial citadel, where the good may get to work in the eternal kingdom forever. They tend to be a bit strict.
Arcadian SW - CG language of the myriad of beings living in the world tree and the eternal fields and forests around the celestial city. There are even ruins of the celestial walls from long ago abandoned to chaotic nature. Many faerie and magic animal hybrids speak this  
Celestial SW- G or NG language of the heavens and star peoples 
Archonic SW LN or L language of pure law is also good for maths and automatons, but a bit rigid and hard to be expressive
Chaotic SW - C or CN language of the primorials and seems like nonsense syllables and gibberish glyphs. Spoke by the frog daimons of limbo and beings of the outer void. People using it often make mistakes often as dialects vary so wildly. Spelling also varies greatly and reading can be slow to be sure
Astral SW - B or N language of spirits, daimon and other beings swarming through the astral world between planes. Rarely is a mortal is born who can remember time here between incarnations and some words

Wednesday, 28 January 2026

Barking Alien Challenge





























https://barkingalien.blogspot.com/2026/01/barking-aliens-rpg-campaign-tour.html?

I have been writing again and my 3 month character class revisio for my EMO rules is almost done. My new classes are performing well and massaging all my classes again to make all fit together. Im still considering a mystic class for mentalism spells that includes an allied spirit with various forms, ive considered an expert class - much like a theif but +4 to hit applied to a skill and dam multiplier is instead used for speed or use less materials. Medic and Pilot could work under this for my post apoc and sf games. Id like a alchemist or building type class but I feel it will take possibly years to finish.

I probably have to revise spells and skills shortly

Im going to put my campaign world through this challenge and try to incorporate more setting weirdness in my homebrew rule book. Im very happy with a class varient i made for sea going viking werewolves. I also figure if i can nod off dreaming about what characters could do its a good sign. I will also have sidebars and notes for using for SF and post apoc settings. This helped me remove some fidly stuff. Last draft was over 68 pages this one most classes fit on a spread - Priests and a few others have more because building priests has lots of uses in a setting and also explores gods.  

Ive been playtesting characters and followers through the Queen's Harvest and the King's Festival. Whatever modules. I was not a fan but very simple stuff works better for solo stuff and includes more tactical information to help noob DMs. We recruited lots of people on the way to just throw rocks, and it was quite handy. It felt quite risky but just survivable. NPCs with more spells and healing scrolls helped survive. With small dungeons, I assume the monsters would repopulate with allies and be on red alert or will flee so rest isnt an option for a day. I did not these adventures used monsters in way id not noted but is a thing in old games. The reason we have so many sentient humanoids sharing dungeons is they create factions for players to exploit. Not enough dungeon drama? Add another semtient species or a cult.

I named my setting years ago but too many other games have similar names, so I'm dropping that. Maybe ill misapropriate some word from 70s UK SFTV.  Azlantor,  Aranz, Kalemondrel, Ordel, Fabtasia or something with lots of Z's.

I've run distinctly different era campagns including Stone Age sorcery, Exilon desert city states, various games set in the 2nd and 3rd empire or Exile Island. Chagrinspire has been the most recent and because the tower plundered the globe im making maps of how main languages spread and when. 13 years of blogging fits in this setting. It has mythology, fantasy geology and cosmology and remnants of games I ran in the 90s and 80s still kicking. Chagrinspire is used as a reference for the main continent like Timbuctoo once was as a place of mystery.

The next campaign will probably be Auldwood in a recovering kingdom on the edge of the great woods. It will be full of fairy woods, knights and ghosts as civilisation returns to forgotten backwoods regions after a long war impoverishing the continent.

This project will help fill sidebars in my player's book.

Saturday, 24 January 2026

UNIT SPYFY Session






































TSR marvel based game going well

ive included a briefing our Referee richard wrote to recap what we did.
I'll comment after what happened

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

Previously on U.N.I.T.:
A strange formation of meteorites were shot down over the ocean, but the mysterious Professor X, UNIT's scientific adviser, believes one may have made it through the barrage and come down somewhere near the east Yorkshire coast.

Agents sent to the region all checked in with nothing to report, except the agent sent to Filey.
Tracking him to his B&B, they found he'd been missing for a few days, but he'd left a map behind with a local farm circled.

Tracking the missing agent to Airy Hill Farm, our heroes realise he was using the vantage point of a water tower on the property to spy on the nearby landscape. Evidence showed that the agent left in a hurry, dropping a birdwatching book with a Pontlin's catalogue concealed inside.
Our heroes think the agent may have seen a boat docking late at night at the Pontlin's Peir - likely to be a fishing boat owned and operated by a local smuggler. The boat was then sunk and all hands reported lost.

The local police had yet to dive and search the wreckage, but no bodies were recovered. Our agents dived ahead of the plod, and found no trace of the captain or crew.
There was evidence of an explosion from the cargo hold, but debris recovered showed an unusual blast residue unlike any conventional explosives. Material was burned but the charred segments had an unusual smooth sheen, like a molecule thin laquer.

It looks like the agent may have tried infiltrating Pontlins before failing to report in. Our heroes were unable to secure tickets as the camp was booked out.

Lady M used her contacts with the Ministry to get the team hired on as entertainers while she will make an appearance as famous model Maggie, doing a fashion show...

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

Our Team:

Holographic man with his mysterious alien ray gun and eye that can see through walls and makes illusions (dallas). Has a lady agent sidekick along

Lucky a former boy sidekick in war has contacts of his former pal and has had a life of adventure as a freelance adventurer. Has probability manipulation and lots more karma points. Lucky brought a young gang hoodlum but he seems to have hada good time mostly.

B Man a former astronaut stranded in orbit saved by alien bee people and now "I'm full of bees!" which he cries every battle. Bees are quite handy. Has been an FBI agent, a triple agent of HIVE a supervillain org, and is a bit like James Coburn in the in like flint movies. He has Polly Perkins a sidekick MI6 agent and she calls him Uncle and claims to be his niece. (me)

So we explored secret service tunnels and entered some buildings and did our acts as part of our cover and had poor results. Lucky atracted lots of staff women so 4 guys tried to beat him. He was doing ok but called help by secret radio we carry while two men held his arms and others ready to punch him. So I sent in some bees just did 1pt damage to the area, including lucky and scared some off while B Man attacked a man holding Lucky. The Holographic man sat back looking from above with his remote holographic vision and reporting on radio. I put 800 pounds of bees on the leader and the goons freaked and fled. Later I met the guy and had a go at him to rethink his life and he quite and moved to Hull.

I was trying to get ww2 plans of when canp used by army and contacted a base captain and was sure was something underground. Found a dead end but plumbing went through a sealed tunnel in the service passages. Lucky was keen on the boatyard and some smuggling lead. 

We got a note from a missing agent and went to meet him on a farm and found his car and a flickering glowing plastic sphere was flashing with the body of the agent (we think). It blew up unaturaly and B Man tried his new bee swarm form to fly up and grab a figure watching from a water tower. The man flopped and fell off tower and B man caught him. Body was being animated, It was all a trap. At least we knew it was no longer just common crime.

Were a bit exasperated until we finally investigated an act that took our audience and had opened a second theatre and cast. So we used our staff credentials to push behind scene and the costumed carny masked people blocked us. I got pushy and touched a mask and it seemed very secure. A woman Lucky made out with had joined cast and was not seen again. As the cast didnt mix with other holiday camp stuff.

So came back as close to watch staff go home and the Holographic man spied on them pack up. The big masked performers all stood and wnt limp but still standing. Another was by stage door like a guard. Holographic man and Lucky were by the stage door and i sent in bees blind as a distraction from the front windows. This broke into a very long fight where the masked figures shot lasers from their arms or arms became blade and could stretch, They were very resilian and we all got singed and had NPC lady M come. I got stunned 8 rounds so Polly Perkins who I called earlier, came with a shotgun. She gave it to Lucky who dragged B man away while Holographic man tried to burn the building down on top of the enemy. A passage opened to unknown service tunnels and more figures came. Penny took charge of B man and hid him in a bush. She spent 3 rounds trying to hijack a car hoping to ram with it. Unit soldiers and phosphorus grenades and gunfire appeared and helped. 

Bman awoke and with others, went underground and battled more creatures and a vat of alien plastic protoplasm. It was another horrible fight and B man had to fight a area of plasticised children in masks but he also got shot and fell badly injured (but not dying). By the time polly game with a sterling SMG UNIT troops and other agents, throwing a dozen grenades at the vat creature, managed to win.

The army took over the holiday camp and B-man and others debriefed in his hospital room.

Was lots of fun. Was a 9 hour session part 2. 

We have built a karma pool and will continue a while before we get to final season of CHagrinspire. Im probably using Earthshaker module on them.

Wednesday, 21 January 2026

holy and nature miracles! - religious revisions for my next campagn



Some progress in my class design for 2026 for EMO

This took maybe 2 months of jiggling, but have new class write-ups going well, which are more space efficient. After Chagrinspire will be using these versions. These have made me consider boatloads of beast changeling sea rover vikings and other strange beginer options.

If you played with these miracles, what weird cultural side effects and player combos would people choose?

Suggestions welcome for buff/debuff or minmaxing tips
I was fiddling with a system to swap out holy power with a ritual from a pool rather than use any one you had access to, but they all share the same resource so felt the faster you burn uses the better.

Problem:
I want a fighting templar class of dualists and a more magic, less fighty priest to cover other ritual and specific cult priests.

Fix:
Made a satisfying class mix and did new spell tables 

New Problem:
What about Druids - they have always been sort of an earthly mirror of clerics so do they need the same treatment? Can we squeeze rangers in there too? Can rangers be much weirder?

Fix:
So more classes in works at the same time im reluctant to solve problems with.
Ive been reluctant to have rangers in the past and more reluctant to have a paladin when all clerics are martial anyway. So you can build a pladin from not just fighters in my games with my alighnment oaths but teamed up with my templar class you can build a very 1st ed paladin looking character.

Templar - less magic (like bx) and more hp and combat like AD&D cleric, usually dualists and deal with reversible spells more. Basically, a monastic war priesthood. Have one holy power at 1st  then another at 10th and 20th Lv but all draw from same pool of uses  per day equal to your level.


Priest - more magic spells and choices, some bonus spells for specific cults/gods, poor hp and combat choices. Holy power can be used once per level per day but the get a power choice from 1 5 9 13 17th levels. There include modern and older generations of gods of the divine natural forces of creation and younger gods of civilisation. They vary widely from place to place, especially with alignment.  

Rover - apparently homeless wilderness wanderers, hunters and scouts but actually the secret society martial arm of Druidic orders and leaders devoted to nature cults like a chieftain (and maybe other cults and witches). Maybe a bit like rangers or the brit comic Finn and the Order in Lone Wolf game book series not Tolkien. Use nature magic. May live alone or in wilderness and frontier monasteries. 
Have one holy power and a use per day (try and use d12s). Have one nature power at 1st  then another at 10th and 20th Lv but all draw from same pool of uses  per day equal to your level.

Druid - 
more magic spells and choices, some bonus spells for specific cults/gods, poor hp and combat choices. Nature powers can be used once per level per day but they get a power choice from 1 5 9 13 17th levels.

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

Holy and Nature Miracle Name Notes

Most have a pool of uses of one per level
Time is action rounds or ten minute turns or hours mostly
A ritual takes one hour to cast but if you have the ritual skill you can do it in one turn
Skills can improve shapeshifting abilities, improve your effective level for some uses, get extra uses and other meta magic abilities.

(Various) indicates you choose one of these types for the power to affect undead, spirits (non-corporeal beings), beasts, faeries, lycanthropes, elementals (one type), demons, devils, daemons, daimons, archons (law), angels, primordials (chaos), automatons, old ones, chimeric hybrids, mutants and more.  

(Alignment) indicates you must specify an alignment

(Element) indicates you must specify an element

d12 Templar & Priest Holy Miracles
1 Ceremony
2 Healing Ray
3 Heroic Action
4 Holy Ray
5 Holy Sight
6 Holy Strike
7 Purify
8 Resist (alignment) 
9 Resist (element)
10 Sacred Ally
11 Sanctify
12 Turn

d12 Rover & Druid Nature Miracles
1 Awareness
2 Beast Ally
3 Beast Form
4 Beast Speech
5 Berserk
6 Elemental Mastery
7 Faerie Steps
8
 Flora Form  
9 Hibernation
10 Hunters Gaze
11 Regenerate
12 Wild Walk

d12 Templar & Priest Holy Miracles

1 Ceremony
Touch Ritual, one use of holy power per ritual
Can perform various rituals often used in everyday life for church members. Most ceremonies require an hour to perform. These rituals are accessible to all who possess this power. Your level determines how many ceremonies a day you can perform them. Some cults have unique blessings.
 
>Marriage
Perform a wedding ceremony, the recipient couple know if the official partner is sick, gives birth, unfaithful or dies while on the same plane (evil people prefer a one-way link)
>Burial
Protects corpses from reanimation as undead, being recycled into golem parts or eaten by undead for food. Grave requires a holy symbol, a grave marker or a coin to be placed on the body
>Initiation 
Apply a ritual to one subject per level, providing recipients with +1 all saving throws. If applied to babies and children, it lasts until they become teenagers. Adult recipients must be willing initiates into the church, and abiding by its edicts and benefits will last a month
>Prosperity
Bless a medium or larger animal, an area of plants or small animals +1 all saving throws until a reproductive adult. Adult recipients are blessed for a month and can be cast again. Used by rural orders and neutrals
>Consecrate
Each religion can consecrate an altar or holy building for its community. 
Gives the regular inhabitants +1 temp hp inside or while defending the site. Some have other types, such as a ship and its crew, a wagon and its owners, a hearth and a family household, a barn and its animals or others. Some consecrate workshops that give users +1 on a specific craft skill. Members of the religion can see a consecrated area of their faith 

Healing Ray
1 range per level, as spell action, Instantd12 per use of holy power as magic action
Healing ray, you can use to heal d12 to a target in range once per level per day. You can use one or multiple uses at once to single or multiple targets in range but not yourself. Will cause holy damage to undead creatures instead

3 Heroic Action
Self, +1 bonus action per use of holy power at will once per round
Gain an extra action on top of your normal 
missile or melee action in combat. Can also be used to move, drink a potion or attack or provide first aid. Does not require a magic action to activate.

4 Holy Ray
1 range per level, as spell action, Instant, d12 per use of holy power as magic action
Shoot a d12 ray of Holy damage (or one other type, like an element, depending on the cult). Shoot
 a target in range once per level per day. Multiple bolts can be stacked or fired simultaneously at a single or multiple targets. Each target gets one Will save vs total damage, or the damage is halved. Positive, negative or elemental rays are possible depending on the god. 

5 Holy Sight
1 range per level, one round per level for one use of holy power as a magic action
Can see magic, sanctified ground and spirits or planar beings normally invisible to most people. Undead stand out by connection from their n
egative life force. You can see an object like a tree, artwork or weapon has a spirit inside. You can see if a person is possessed by a spirit. Especially beings watching from the ethereal or astral planes. You may be able to target them with some mental spells requiring perception of a target. Limited by walls, invisibility magic or illusions. If it is dark you can still see spirits in range as they seem luminous or wreathed in shadowy flames
>At 5th Level can
 detect magic
>At 9th Level can
 see living being auras
>At 13th Level can see invisible creatures
>At 17th Level can see through illusions

6 Holy Strike
Self, +1 hit and d6 damage next attack action per use of holy power
Make an attack with an approved chosen weapon of your religion. Each use adds +1 to hit and +d6 holy damage (or a type favoured by the god) per use. Activate a single use or multiple or all uses at once, stacking the effect. You can activate this power when attacking, then apply the plus to hit until your next successful attack action within your Lv in rounds. When you hit apply extra damage, then the effect ends. Magical plusses can help to hit magic creatures

7 Purify
Touch Ritualone use of holy power per ritual
The subject is anointed with holy water or blood
>1st Lv a use 
can purify food and water for a medium-sized creature for a week in a bushel or pack or jars for storage or transport per use. Multiple uses could purify a spring or well
>5th Lv a use has Lv chance on a d20 of curing a subject with a disease
>9th Lv a use has Lv chance on a d20 of removing a curse 
>13th Lv a use has Lv chance on a d20 of restoring a lost attribute or a d6 permanant HP drain
>17th Lv a use has Lv chance on a d20 of removing any charm or will attacking spell effect

8 Resist (alignment) 
Selfround per level per use of holy power as spell action
Always have protection from your opposite alignment enemies while holding or wearing a holy symbol. Gain +2 AC and save vs attacks from your opposite alignment. As long as you dont strike them first, they require a saving throw to attack you. Once you attack them, they are free to attack you back. Once saved or you attack, they dont need to roll again for the encounter but your AC is still improved

9 Resist (element)
Self, round per level per use of holy power as spell action
Always have protection from one element while holding or wearing a holy symbol. Gain +2 AC and save vs attacks from elemental beings or spells. Each element has its own properties.
>Air -2 damage per dice from air or lightning attacks
>Earth -2 damage per dice from falls or blunt attacks
>Fire -2 damage per dice from heat or fire attacks
>Water -2 damage per dice from water or cold attacks.  
 As long as you dont strike them first, elemental beins require a saving throw to attack you. Once you attack them, they are free to attack you back. Once saved or you attack, they dont need to roll again for the encounter, but your AC is still improved

10 Sacred Ally
One turn each use of holy power per as a spell action
Summon a divine spirit for aid. Each user chooses one of the following Types. HP are rolled each summoning and forms vary for different religions. When summoned, they appear within 3m of you if there is space for a large creature.  
>Guardian, summon a large warbeast (3 attacks) or humanoid (1 attack) 
1-4 Lv (AC+3 HD d4 per Lv Att 3 d4 d3x2 or Att 1 2d4 Mov 12)
5-8 Lv (AC+4 HD d6 per Lv Att 3 d6 d4x2 or Att 1 3d4 Mov 15)
9-12 Lv (AC+5 HD d8 per Lv Att 3 d8 d6x2 or Att 1 4d4 Mov 18) 
13-16 Lv (AC+6 HD d8 per Lv Att 3 d10 d8x2 or Att 1 5d5 Mov 21) 
17-20 Lv (AC+7 HD d8 per Lv Att 3 d12 d10x2 or Att 1 6d4 Mov 24)
>Mount, a large beast can carry the caller and a passenger or pack load (AC+4 HD Mov12+Lv)
1-4 Lv (AC+3 HD d4 per Lv Att 1 d4  Mov 18 or Swim 6 pick one)
5-8 Lv (AC+4 HD d6 per Lv Att 3 d4x2  Mov 21 or Swim 9 Climb 6 pick one)
9-12 Lv (AC+5 HD d8 per Lv Att 3 d4x3 Mov 24 or Swim 12 or Climb 12 pick two)
13-16 Lv (AC+6 HD d8 per Lv Att 3 d6x3 Mov 27 or Swim 18 or Climb 15 or Fly 12 pick two)
17-20 Lv (AC+7 HD d8 per Lv Att 3 d8x3 Mov 30 or Swim 25 or Climb 18 or Fly 18 Pick three)

11 Sanctify
Touch, ritual, 3x3x area, lasts one year, ritual per use of holy power 
Make a holy area sacred with a ritual. Often used to make shrines or over a longer time, a church or cemetary. Users may work together to create larger holy zones. You may neutralise a rival area by placing a sanctify on top, leaving the area devoid of magic and ready for a friendly holy area to be placed on top. Gods view sanctified zones as belonging to them, and they can be angered by actions in the area or damaging to the location. The sanctified area is marked by sticks, bricks or stones with a symbol on them placed in the corners and the application of a few drops of holy water or even holy symbols, which can be buried or built into a structure to protect them. Anyone involved in the creation of an area knows if it has been neutralised. If neglected, abandoned or lacks prayers, the site gets a saving throw each year or is neutralised. Any allied spirit in the area knows if enemy beings enter.

>Sacred Ground
Good and Lawful
Make the area unpleasant for undead, evil, lower planar beings, or non-allied spirits, requiring a saving throw each round or they take a d4 damage, causing most to flee. Evil beings may not be summoned or plane shift in the area and cannot heal or regenerate.
>Corrupt Ground
Evil or Chaos
Makes flora sickly and repels living fauna. Living do not heal naturally in the area. Each 3x3 area has a 1% cumulative chance per month of animating a corpse, attracting a lesser evil spirit or evil beings. Dead bugs, leaves, cobwebs, bones and other garbage might be attracted here also 
> Fecund Ground
Balanced or Neutral
Makes an area have +100% increased fertility, +1 save vs disease and improves natural healing by +1hp per day. It even slows the ageing of foodstuffs and stores by half. Outdoors, it rapidly grows moss, lichen, plants and fungus, which may attract animals. May be cast on sacred beds, barns, gardens, ponds or animal pens but they will need to be well attended to or attract vermin too. Crops and growth in area will be improved

12 Turn (Various)
1 range per level, Instantone use of holy power as spell action
You must specify what type of target the turn power effects, with turn undead being the default type. Weilders alignment defines the power turn type.

>Banish
Good or Lawful usually vs undead or lower planes beings
Used to banish and destroy evil supernatural beings
Once per lv per day, range 1 per level
If less HD than a user, then (various) a d12 will flee towards its lair if any for a round per Lv and will only combat to retaliate to attacks on them or if cornered
If equal HD or one better than one subject gets a will saving throw to resist
If level doubles targets' HD then they are disintegrated or banished to some netherworld
> Command
Chaos or Evil usually vs undead, devils or demons
Evil use this to control thralls in their subversive war on normalcy and goodness
If less HD than a user, then (various) a d12 will obey a one-word command (like the spell, plus you can gesture like point) that lasts a round per level (flee or attack)
If equal HD or one better than user, then one subject (various) gets a will saving throw to resist
If level doubles targets' HD then they are charmed for 24 hours
> Halt 
Balanced or Neutral usually vs beast, flora or one type of elementals or undead
Use to maintain balance or the status quo, avoid conflict or to ambush foes
If less HD than a user then (various) a d12 will stand peacefully for a round per level unless attacked
If equal HD or one better than user, then one subject gets a will saving throw to resist
If level doubles targets HD then they return to their plane or grave or lair or some place significant to it and rest there and the area for a day per level

d12 Rover & Druid Nature Miracles
1 Awareness
2 Beast Ally
3 Beast Form
4 Beast Speech
5 Berserk
6 Elemental Mastery
7 Faerie Steps
8
 Flora Form  
9 Hibernation
10 Hunters Gaze
11 Regenerate
12 Wild Walk

d12 Rover & Druid Nature Miracles

1 Awareness 
3 range per level, as spell action, one round per level per one use of holy power 
Nightvision, Thermal vision and +2 all survival, tracking or sense rolls (Balance, Listen, Scent, Search, Taste, Touch). At 10th Lv gain a sonar sense also

2 Beast Ally
Self, one HD of animal linked per Lv, call once per use of holy power as spell action
You may call beast ally companions. You can split the total HD they have among various normal or giant animals. They are real animal friends so avoid abuse, harm or death. Giving your friends healing and food will keep them loyal.  At 5th Lv you can speak the beast languages of your current allied species. At 9th level, with a ritual, you may see through one beast ally's eyes for an hour per use within 1km per level. At 13th level you can speak to your beast allies with telepathy in 1km per level, at 17 level your mindlink to your beasts' range extends to anywhere on the mortal plane or 1km per level if both on some other plane. If you lose a beast ally, you can replace them with an hour ritual per HD. Surviving beast allies might leave if they feel unprotected, like followers, and appreciate good treatment like grooming and nice treats.

3 Beast Form
Self,
as spell action, one form change per use of holy power 
One specific species of animal form per level with up to HD or less = Lv, and one shape change per level per day so turning back to human requires one use also. May pick species you have seen for mobility, muscle or stealth uses.  HP dont change, and any unencumbering kit is included in the change (but not usable in the current form), the rest falls off. 

4 Beast Speech
Self, 
as spell action, communicates an hour per use of holy power
>1-4th Lv You can speak to one species of animal at a time per use
>5-8th Lv You can speak with all types of creatures from one of these groups:
amphibians, birds, fish, reptiles or mammals 
>9-12th You can speak to any vertebrate animal with bones
>13-16 Lv You can speak to any visible animal, including swarms or colonies
>17-20 Lv You can gossip with tiny creatures of the area as a divination ritual each use. Use them to sense enemies, find a lair, trail, herb, water, object or hazards over 1km outdoors (or 30 range indoors) incite birds, frogs and bugs to be silent or chirp loudly with a whisper

5 Berserk
Self, as spell action, one round per level, use of holy power 
>+2 hit and damage for duration, immune to fear and draw power from natures wrath
>You can't fall unconscious for the duration, even in negative hp while power on unless you die
>If no enemies in sight will charge and attack any moving or standing target the bigger the better (including allies). Allies may fake being dead. Turning off rage is a hard Will save
>Lv 5-8 roll a d4 rolls on one type of petty mutation every time you go berserk mutation
>Lv 9-12 roll d4 petty mutations and one major mutationswhen raging
>Lv 13-16 roll d4+1 petty mutations and two major mutations when raging
>17-20 roll d4+2 petty mutations and three major mutations when raging

6 Elemental Mastery
Self, as spell action, one round per level, use of holy power 
>Air Mastery
Lv1-4 -2 per dice of air or lightning damage
Lv 5-8 +2 save vs air magic or lightning
Lv 9-12 predict the weather for the next day or detect unnatural weather
Lv 13-16 immune to fall damage or lightning or asphyxiation (pick one)
Lv 17-20 immune to
 fall damage, lightning or asphyxiation 
>Earth Mastery
Lv1-4 -2 per dice of blunt damage, including falls and blunt unarmed
Lv 5-8 +2 save vs earth magic or petrification
Lv 9-12 always know your location on the earth
Lv 13-16 immune to petrification or poison or acid (pick one)
Lv 17-20 immune to petrification, poison and acid
>Fire Mastery
Lv1-4 -2 per dice of fire or heat damage
Lv 5-8 +2 save vs fire, heat or smoke
Lv 9-12 cast Ignite cantrip at will
Lv 13-16 immune to fire, heat and smoke 
Lv 17-20 immune to fire, heat and smoke

>Water Mastery
Lv1-4 -2 per dice of water, cold or ice damage
Lv 5-8 +2 save vs water magic or cold
Lv 9-12 +6 swim speed  
Lv 13-16 immune to cold or water or drowning (pick one)
Lv 17-20
 immune to cold, water and drowning


7 Faerie Steps
Self, as spell action or ritual per use of holy power 
> Lv 1-4 You can locate and find faerie gates and determine when they open with a ritual
> Lv 5-8 You can dimension door yourself 1 range per Lv 
as a spell action  
> Lv 9-12 You can dimension an additional person per use as a spell action 
> Lv 13-16 You can open a portal to Faeriland with a ritual with a mirror, water, stone circle, mushroom ring, flower ring, or a natural wood or stone arch or crack
> Lv 17-20 You can teleport anywhere on the mortal plane to a faerie portal you know

8 Flora Form 
Self, as spell action, one form change per use of holy power 
One specific species of plant, fungus, ooze, mould or slime form per level with up to HD or less = Lv. May pick species you have seen for various uses.  HP dont change, and any unencumbering kit is included in the change (but not usable in the current form), the rest falls off. All kinds of brainless growing life forms or colonies of them are possible. Your flora form always has a Move score of at least 1/3 their human speed, but can remain immobilised as a spy for months or years. Could live inside a monster's guts, grow fruit and other weird stuff in some forms.

9 Hibernation
Self, ritual, sleep per use
>Sleep under the earth or inside a tree, in water, requiring no food or water or air
>If attacked or forced awake, get a Will saving throw to react; otherwise, takes a round per year asleep to revive. Will be skinny and hungry when awake, but it's kind of time travel and why nature religion keeps returning. Why you get big turnouts at holy places big festivals. You awake with full hp unless woken early. Powerful users will carry fragments of old allies they can cast reincarnation on.
Lv1-4 month per use
Lv 5-8 year per use
Lv 9-12 decade per use
Lv 13-16 century per use
Lv 17-20 millenium per use


10 Hunters Gaze
One target per use of holy power 
>Tag one target in sight and gain +2 to hit and damage and +4 to track the target
>Target remains tagged until killed or you select a new target with another use of your holy power. You can choose to tag any one target you aim at on your attack action 
>At 10th Lv your allies get a +1 to hit the target
>At 20th Lv your allies get a +2 to hit the target

11 Regenerate
Self, always on
Up to the user if it leaves or erases scars
>Lv 1-4 Heal 1 hp per hour, remain spry in old age
>Lv 5-8 Heal 1 hp per ten-minute turn, live as long as oldest of species
>Lv 9-12 Immune to bleeding, regrow missing body parts in d4 days
>Lv 13-16 Heal 1hp per round, no longer age
>Lv 17-20
 Revives from death and dismemberment in a d4 days

12 Wild Walk
Self, as spell action, turn per use of holy power 
>Blend into natural environment, getting +4 sneak or hide and cannot be tracked, no terrain penalties to move in wilderness

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This will get updated tweets for a while before being part of a PDF with possibly a system for bard songs to. Id like to squeeze the bard into say runmaster. So please let me know in the comments if anything here sounds too open to abuse or recommend possible weirdness.

The prospect of prehistoric peoples just popping up from time to time who could possibly revive lost species with my nature spells, will help my world be more magical.