Sunday, 31 August 2025

Well? Well? Well? (Glåugust)

 

  1. Birch Hill Well

Birch Hill is named for the trees which totally cover it. The old well sits at the head of the hill, and is made of white stone. Two lovers were thrown down here by a jealous spouse and the mob she’d whipped up. Ever since then, the ghosts of the pair lurk about the place, this lonely moonlit haunt. They offer help to anyone in matters of the heart or forbidden things. Into the well, cast a token of sincere love, or a poem of the same - between now and the next new moon, you shall contract the help of the two ghosts, who will act to solve your conundra (by any means necessary). The Goldsmith, the first ghost, is delicate, persuasive, empathic and wise, and appears alive unless under direct sunlight. The second, the Farmhand, did a stint in hell, reeks of brimstone, has iron fingers, and is terribly strong. 


  1. Sewn Street Well

The magistrates tried to have the well covered over, but ever and anon do citizens with beaked tools and agendas come to uncover her. Here sleeps the spirit of the spring ‘round which the city was founded. In her mineralled waters lie a fond love of the local people, which does not extend to their high-hatted rulers in the equestrian class. Ask for sweet water, purification, or to sense a lie. To call her, shed into the well a drop of blood, a tear, or a lock of hair, drawn from a local scion. But know this - despite all her wisdom, the old spirit is blind, and cannot tell if such a thing is willingly given. 


  1. Wormbore Well 

Left behind by the passage of a giant worm. Hypnotic secretions leak into the water from the worm’s nest, bored into the soil far below.  Wishing here will have little effect, though the doped-up, dazed-out people living in the town that’s sprung about it will insist otherwise fervently. 


Monday, 25 August 2025

Fossil Anarch (Class: Cōs, or Relic Paladin)



You are a living relic. It is possible you are the only member of your instinctual and dreamt-of order left on the continent. More advanced technologies are available to you, used by the people around you - but you are a living relic. You have been competed out of the ecosystem of Law by huscarls and holy warriors. But the spirits and the beasts remember you - and so the things in the dark, which fear your order yet…


You represent the most primal form of Law, the first thing to separate itself from the original Chaos - the Law of the tool and the circle of firelight. Flint is your symbol, and the darkness of the night is what you guard against.



THE CŌS

+1 to Hit and +1 Save per Template. 

Starting Skill: 1) Tracking 2) Sharpening 3) Leatherworking 4) Butchering 5) Stonecarving 6) Weather Prediction

Starting Equipment: Hand-made hide clothing, bullroarer, heavy cloak, four pieces of Relic Kit (no shoes). 

A - Lay on Hands, Questing, Favour 

B - Mount

C - Circle of Firelight, +1 Attack per Turn 

D - Smite 



Lay on Hands

Your hands are hard like flint, and your fingers cut like daggers. Your hands together are a +[templates] medium weapon - when you have nothing in your hands, you are considered to be using the weapon in two hands. 


You can sharpen edged weapons with your bare hands over the course of a minute, causing them to deal maximum damage on their next attack. You can start small fires by snapping your fingers or striking your hands together. 



Questing

When you act to defend humanity from darkness and chaos, gain a Questing Die (1d6), which may be rolled and added to damage, attack, and skill rolls, as well as to reduce damage from an incoming attack. You can use up to [templates] QD at once.

When you roll a 6 on the QD, it is depleted and removed permanently. If you conclusively fail to defend those you set out to protect, all QD you currently possess are depleted. In complete darkness, your QD instead deplete on a roll of 5-6.



Favour

Animals are never hostile to you unless you make them so. Creatures of Law, ancient spirits, very old ghosts, genius loci and various kinds of kami and fay will presume you to be a friend, ally and righteous sort. 



Mount

You gain a mighty spirit-steed, who wanders from the cosmic wilderness. These spirits have chosen forms that represent - if not literally - the ancient friendships between humanity and beasts. Choose between a giant wolf, a giant mouflon, a giant junglefowl or a giant eohippus. 


It can understand all of your languages, and follow instructions, but cannot talk. It is perfectly loyal but is still a spirit with a will of its own. It will permit no one other than you to ride it, though it can and will permit a single passenger, so long as you are present. 


If your Mount is slain, you must perform a noonday ritual - make a burnt offering of an animal you hunted yourself, with the same or more HD as it had, upon a bonfire big enough to contain your Mount, and throw in some part of the Mount’s body - dried blood, a feather, fur, hide. It will be revived over the course of 1d6 days, rising from the ashes once completely reformed. 


Your Mount has 10 Inventory Slots and the same amount of Hit Dice as you. It has 12AC, deals 1d6 damage when it attacks, and moves twice as quickly as the average person can run. 


It has extra features based on the choice of species you made. You may pick one additional feature for it at each of B, C, and D templates from the list particular to that template.


Mount Choices:

  • Wolf - Attack becomes a 1d10 damage bite. Can howl to summon 1d6 friendly wolves. 

  • Junglefowl - Two attacks per turn. Calls loudly at dawn. Glide 100’ horizontal per 10’ vertical.

  • Mouflon - Attack becomes a 2d4 damage ram. 14AC. Nimble climber. 

  • Eohippus - Soothing presence calms other animals. Under a sanctuary effect at all times.


Additional Features:

B: +2 AC, Rider and passenger are immune to cold, Blindsight 30’, Sense Chaos 30’. 

C: +2 AC, Eyes shed cones of firelight, Detect Magic 30’, Detect Metal 30’. 

D: Sense Assassins 60’, Invisibility (1hr/day), Speech, +1MD and two Spells. 



Circle of Firelight 

You can choose to radiate light like a bonfire. Those in the light you radiate are immune to fear, and can, with your permission, use your QD. 



Smite
When you snap your fingers to summon small fires, you can instead roll QD to summon lightning, fire’s truest form. You deal [sum]*2 damage with lightningbolts. Lightning ignites, deafens and frightens the unprepared. 



Relic Kit

  1. Stone-headed Spear - A medium spear which can nonetheless be thrown within 20’. 

  2. Gem-headed Spear - A heavy spear with stone spikes studding the shaft below the glittering gemstone point. Can strike the intangible. 

  3. Sling - A heavy ranged weapon. You are well-trained in its difficult usage. Delivers stones to distant targets with devastating force, but requires space to spin up. Due to being a leather strip and some cord, it is very compact, sharing a single inventory slot with 10 stone bullets. You start with 10 stone bullets, also. 

  4. 10 Meteoric Iron Sling-bullets - +1 to hit and damage, +3 vs. chthonic creatures, demons of darkness and creatures carrying plague. 1 slot. 

  5. Armour of River Reeds - As leather, blessed by a friendly river-spirit. The wearer cannot sink in freshwater. 1 Slot carried, 0 worn. 

  6. Thokcha - An amulet of meteoric iron which fell from the sky. Provides +1 Save, and resonates in sympathy when other things fall from the heavens in this or an adjacent hex. 

  7. Armour of Black Bark - As leather, blessed by the wise old spirit of the forest. The wearer is invisible in foliage and has protection from thorns. 1 slot carried, 0 worn. 

  8. Beehive - A whole-ass beehive in a woven skep. The bees, themselves being creatures of Law, will never sting you, and present honeycomb offerings to you as an ally of their cause. 

  9. Blowgun - A light ranged weapon. Delivers small darts which can be very easily coated with poison. Comes with a single dose of Lasketi Poison, see below. 

  10. 4 Doses of Lasketi Poison - Derived from rare flowers and roots, shown to you by the meadow-spirits. Those affected by this poison (it can be ingested or injected via dart, as above) are affected by 1d6 minutes of agony, feeling as though they are burning from the inside out. For 1d6 days after, their body is filled with a low-level burning ache. 

  11. Reaping Sickle - Hefty crescent-moon blade of shining bronze. A medium weapon. Deals +1d4 damage to plants and plant creatures. 

  12. Armour of Many Seashells - As chain, +2 Reaction with water elementals and aquatic beings. 2 slots carried, 1 worn. 

  13. Surly Wolf-dog - The animal has chosen you as its master. It has 1HD, a 1d6-damage bite, and a grumpy, aggressive mien, but it’s a softy deep-down. It can understand you perfectly and follows instruction competently. 

  14. Armour of Many Flowers - As unarmoured. +2 Reaction, destroyed if you are critically hit. Counts as plate against metaphysical, social or spiritual attacks. 

  15. Dugout Boat - Carved from a single hefty tree-trunk. This monoxylon is not the nimblest craft, but you are immune to becoming lost while paddling it, for the genius loci of lakes, waterways and coastlines recognise what it means, and keep you on the right path. 

  16. Antenna Sword - A light blade of arsenical bronze with a distinct design. If you hold the blade to your ear, it will occasionally pick up otherworldly messages with its antennae. 

  17. Armour of Turtle-Scutes - As plate. +1DR. Heavy and rattling. These blessed scutes were gathered from a hidden graveyard of giant turtles on an isolated island. The wearer cannot sink in saltwater, but is forbidden by judgy turtle-ghosts to run with their own legs. 4 slots carried, 2 worn. 

  18. Spirit-hide Armour - Made from the worked hide of a volunteering animal spirit. Feels warm alive, still has fur on it. Decorated with pieces of bone and amber. As chain, protects the wearer from XP-drain, doom, hauntings and curses. 2 Slots carried, 1 worn. 

  19. Sky Disk - Patinated bronze, gold, silver, and polished copper. Forms a hefty disk which is purported to be a map of Heaven. +2 Reaction with heavenly beings when brandished. Also could be used as a shield. 1 Slot. 

  20. A Curio! 

    1. Horned Headdress - Hide mask with roughly-cut eyeholes, along with a tightly-fitting headdress capped with spiralling horns. Said to represent the visage of an evil spirit. While wearing it, any fires that you started become blue-tinged moonflames, which burn cold and use water as fuel (treat water as lamp oil, in this situation), leaving wood (but not flesh) unharmed. They can only be extinguished by sand or soil. Any light shed by your class features, or by light sources you hold or touch, is moonlight. 1 slot carried, 0 worn. 

    2. Lightning-struck Branch - Blackened, burnt, glows dully with internal embers. Big enough to be used as a staff, or a medium bludgeon. This means you, yourself, shall never be struck by lightning, since it marks you as the appointed deputy of the storm, in his kingdom upon the earth. Don’t worry about battering people with the storm’s badge of office - he loves crudity. 1 Slot. 

    3. Pegasus-Skin Drum - Allegedly, anyway. Pale, downy. When struck, the sounds the drum makes contain an unaccountably resonant, harmonic tone. The undead hate the fuck out of the sounds this thing makes, and will charge into fire or obvious pit traps just for a chance to smash the drum to pieces. 

    4. Skeleton of an Unknown Animal - Whatever the hell it was, the skeleton seems to make no damn sense. It’s irritatingly difficult to try and puzzle out how all these fangs, ribs, vertebrae… is that a limb? What’s going on here? Whatever it was - it whispers, and will tell you tales from very ancient days, when you are alone in the dark with it. Stored loose in a large sack. 1 Slot. 

    5. Dream Boat - The first boat a human being ever imagined, given power by its newness. Used to come to the call of any servant of Law, but now only the relic paladins remember it. Spectral dugout canoe the size of a yacht, can be summoned in any lake or sea by hours of uninterrupted prayer, then by sleep - it will be there in the morning, having sailed out of your dreams. 

    6. Wasp-paper Tunic - Fragile, odd-smelling, full of live wasps. Not armour, destroyed if you are critically hit. Wasps, being creatures of Chaos, will sting you when they feel brave enough - as a tradeoff, when wearing this creaking shirt, you are immune to magical detection, invisible in darkness, and read as Chaotic when it’s to your benefit. 1 Slot carried, 0 slots worn. 



This isn’t for any particular setting.  The original inspiration for the class was the offhand mention of flint in deus ex parabola’s Pyromancer, but I don’t believe it’d fit in the UW. Maybe deus will tell me otherwise. 


This class is inspired by many GLOG paladins, but especially by Xenophon’s recent one, so this is part of that one’s bandwagon, I suppose. 


Saturday, 16 August 2025

Broken Glass and Rusty Nails (Cloak and Sword Setting: Inferie)

 While Manteu is obviously the heart of the Cloak-and-sword, off to the north and east of it is the Inferian Empire, or just Inferie for short, a sort of sendup of the Holy Roman Empire (very much in the vein of Voltaire’s assessment of it, naturally).


There’s an ongoing sort of metaplot situation, where large swathes of the country have fallen under the sway of a mysterious princely proto-industrialist called Konrad of Kohlestadt, who, declared Emperor of Inferie unanimously by the Electors, schemes to centralise his power, and sweep all of Inferie into an Absolutist monarchy under his central control. 


Here’s a map of Inferie - though, this is just my map, which I drew for fun, and if you dislike how much it sets down or lays out, I implore you - draw a competing map! With competing information! 


Inferie is divided between creaking old cities built by the ancient Gothics, and the wildernesses, which are extensive, briarious and full of wolves, fairies, devils and witches. The symbol of Inferie is the bull, sometimes two-headed, and the crowns of the great are horned. 


Northeast of Inferia is the Sea of Amber, where trade ships come from faraway lands, and northwest is the cold and icy Pleionic Ocean, where navies battle and die. 


Lacking an internal sorcerous pedagogy, they send sorcerous scions to the Scholomance in Manteu, something many locals are defensive over. Here the national vegetable is the humble cabbage, we eat bread with too much butter, duelling is childish, and a man without practical skills is not fit to be part of society. 


Here are some places from Inferie. If I left something out, or didn’t describe it much, it’s an encouragement for you, yes you, to decide what happens there. 





The Empire is divided up into Circles, with one Elector each. 


The Pleionic Circle, which consists of Lichtel, Low Knifeland, the island of Frisland and the small chains known as the Vile Islands and Sodden Islands. Battered by the miserable Pleionic Ocean, most think of this region as damp and charmless, which is true, but the locals like it that way. Life is dominated by the Maalstrom, an immense whirlpool big enough to consume any ship, which many say runs right down to Hell, or to some lightless sea from before God made the earth. 


The Elector Pleione, who is also the Arch-Bannerbearer to the Emperor, is called Saintangel Zeelion. As a young man, he was a ship captain who tried to explore the farthest northern reaches of the world, but only found ice, torment and Grendelles. Now, he is a bristly old man with a terrible temper, sixteen squabbling sons, a hundred self-portraits and a great desire to die in the Maalstrom. He looks a bit like Andy Serkis. 


  • Lichtel - A long stretch of sodden coast, dotted with fishing towns, marshes, polders, canals, winding rivers, overspilling deltas, sandpits, roadside shrines and raised roadways. Isletary monasteries dot the deep fens, producing various curious and amusing bespoke alcohols. In Lichtel, people are always complaining about the weather but never bringing an umbrella, and when the rare hot Summer comes along, they flee it for the shady indoors. 


  • Isoler, where lies the great city of Nedde, (rich city-state of clothiers, windmills, and tolerant merchants) which controls the only safe shipping route past the Maalstrom. Isoler was raised from the sea by ancient wizardry. Isoler is an island of polders and black poplar forests. While in terms of ancient laws it is part of the Prince-Duchy of Lichtel, the Staadtholder of Nedde is in practice an independent ruler, and a very passionately anti-Konradic one, to the continual embarrassment of the Elector. 


  • Low Knifeland - Downriver half of the great Knifish stem-duchy. The Knifish are named such for their habit of always carrying one, and this is the second-worst place in Inferie to get into an argument. Their cities favour islands in their wide rivers, and they grow shoulder-high spelt. Fairies come here from across the sea, occasionally, for games of chance. The people are very superstitious, fear the evil eye, and are stereotyped as eager to duel over matters of romance. 


  • Randhaven - Melancholy city of fishermen and consumptive poets occupying the only good break in the intertidal coastal mudflats. Being poor in Randhaven is charming and heroically difficult, as opposed to miserable and bone-breaking as elsewhere. 


  • Frisland - This island is either lichenous crags or wet peatland barely above the sea. The people here devour a frightening amount of frightening seafood, hate mainlanders, and are cynical to the point of causing worry in the uninitiated. Sometimes overlaps with a fairytale island of flying water where the wrack grows up, like trees. The Frislanders are very suspicious of this island, whose natives call it Icaria, and they have often warred with them in the past. 


  • Severand - In this great old port, they invented the mechanical clock, leading to its other name, the Severandine Mechanism. They also invented the hellebrander bomb-ship, the petard, and rifling. It is often joked and rumoured in Kohlestadt that the famous dockside workshops are staffed nocturnally by columns of hardworking gnomes that surface from the marshy undergrowth of the Frislandic interior. Picture them walking in long lines, tools in hand and red caps worn jaunty. 

 

  • Seethen - Once part of Inferie, but overrun by witches and wolves. Now a jagged wilderness dotted with flooded ruins where there are absolutely no diverting social encounters to be had, unless you’re the type to spend time with a witch. A great old Grendelle called Hyldemoer lives deep in the island's elderwoods, teaching witches their arts and scowling at the sky. She’s older than the sea that surrounds her home, and twice as mean. 



The Honest Circle, which consists of Verbrannt, High Knifeland, Kustern and Mittelfer. This is a land rich in resources, unchallenging to live in, and dominated by an old aristocracy who consider themselves noble warriors of righteousness (no matter who they actually serve). Much of the Circle is a great flat plain reaching out to the forests of Kustern, boxed in on all sides by mountains. 


The Honest Elector is the Arch-Steward to the Emperor. He is called Helmut von Marder, and he is a coward, a genius, painfully honest, callous to the point of stupidity, and in league with the Devil in exchange for his position. 


  • Verbrannt - Open pit mines, post-yards, walled factories, great gaols, poorhouses, feldmark, oatfields, oakwald and wide rivers. This is the heart of industry. They say ancient catacombs full of strange machines run under this region. It is also famous for armourers and mercenaries. The people here are famous for business, pride, education and scorn. 


  • High Knifeland  - Uprover half of the great Knifish stem-duchy. Grey moors, scouring rivers, white rapids, barley fields and firwald. Walled fortress-cities on sharp-sided hills, and a long history of stonemasonry and internecine conflict. Here, people are always crying out “it is imperative!” and plotting to kill the Elector, sometimes relatedly. This is the worst place in Inferie to get into an argument. Home of the Großmesser. Here the people tell tales of giants from the past, hated or perhaps beloved, and lie to outsiders when asked if all the giants are now dead. 


  • Roet - The city of the peasant blood festival. Only local aristocrats dare enter the guild city of Roet, and they are always polite when they do it. The popular children’s fable called the Werewolf Cobbler and the Traveller is set in Roet. 


  • Kustern - Home to an ancient paganism practiced in secret, and the darkest nights in Inferie (literally speaking, for the Moon is never seen here). The people keep huge fluffy dogs, and live in stout wooden houses. Hunting here is a great tradition, and a requirement for high status. Large regions of the mark are covered in relatively recent, extremely dense pine forests, grown by a cabal of industrious sorcerers in league with the Elector. 


  • Grief - This city in the north of Kustern got its name before the famous local lighthouse was built. The Widows’ Association here is unusually wealthy and powerful in city politics. 


  • Mittelfer - Quite unremarkable in terms of terrain, combining the least notable features of neighbouring Auðern and High Knifeland. The wheat field is the most common sight. The woods and brush of Mittelfer are bedevilled by a bandit, or some say a fairy prince, called the King of Rabbits. This King uses coneys as conspirators and plots against the Elector constantly, daily recruiting more malcontents to his cause. The people here are known for piety, large families and wanderlust. 


  • Gravel - The most boring city in the world, almost to the point of supernaturality. Square layout, square doors. Rumours of a raucous secretive nightlife not shown to outsiders are probably wishful thinking.  


  • Manonburg - The City of Art, a free city within High Knifeland but not a part of it. The most beautiful city in Inferie, despite the best efforts of the competing colleges of painters, sculptors, tapestry weavers, printers, engravers, fireworkers, braziers, goldsmiths and gemcutters, who strive to adorn Manonburg in gaudier and gaudier manners. Somehow, though, it all works. Art and music are like the arts of magic - their close cousins, even if by marriage. If you aren’t careful in Manonburg, you could be spirited away to a painted world, set upon by some perfect marmoreal debutante, or encounter a piece of jewellery so perfect everything else you own seems somewhat pathetic in its wake. 


The Westeben Circle, consists entirely of the huge princely state of the same name. Westeben is one great bowl valley, dipping deep down below the high mountains which ring it on all sides - except for the Windgap, a huge jagged crack in the northern mountain range that admits whirling storms all through winter and autumn. This is a land of emmer, strong lager, perfumers, cannon-makers and chamber music. 


The Western Elector (and Arch-Cupbearer) is a reluctant supporter of Emperor Konrad, by the name of Hans Hochwind. He is a famous horse-rider, famously moral, secretly gay, a crack shot, the most interesting man on earth, and constantly bedevilled by a crushing dose of imposter syndrome. 


  • Roarborg - Capital of Westeben, home of the Elector, ugly and charming much like a bulldog is. City of reliable people, so it is claimed, and famous for the stone it quarries to send around Inferie. 


  • Domroschen - The city of roses, which lies on the edge of the fairytale land of Aifon. They say it’s easier here to fall in love than anywhere else in the world, but that might just be the strength of the local wine.  


The Towered Circle, which consists of Quarre, Aifon and the Bathmark. Rocky lands, torn by many wars, and dotted by towers. The people here have operated on the assumption that Manteu will invade tomorrow for about three hundred years, and it seems to have served them well. 


The Towered Elector (and Arch-Marshal) is a normal, ordinary human man called Gunther Schmerz, who was exiled from Aifon at age ten for being too mean (or so he says). He is a veteran of six real wars and two fairytale ones, has two metal hands and a ridiculous moustache, is hilariously dangerous, is hilariously evil when he’s drunk or hungry, has heels as hard as horn and a ten foot vertical leap. 


  • Quarre - Conquered from the landbound colonies of the sky-land of Magonia. Due to this, the weather in Quarre is always fucking mental, and rarely matches the season. The people are hardy and considered madly brave. This land of rushing rapids and great old craters is the home of the umbrella, the greenhouse and the ice-cellar. Below these rust-coloured hills where iron bleeds into the rivers, roads wind around thick-walled chapels home to famously humble priests. 


  • Felle - Largest, and by some measures only, city in Quarre. Atop the honey-coloured walls sit captured Magonian flying ships, inoperable by the locals, but proud trophies nonetheless. There are no pretty towers in the city, for all must be built ugly and strong like old giants against the weather. Three abbeys jostle for space and prestige within the city walls, and the rivalries of the red-robed Nobleians, the yellow-robed Barbarans, and the blue-robed Pluvians are legendary. 


  • Aifon - A fairytale land, with perfect white castles and beautiful rosy forests sunlight-dappled all year round. This is so even in winter, when Jack Frost and his lot compete to put the prettiest frost on the trees, and the smoothest and best-woven blankets of snow on the ground. Aifon is pretty in this way because of Frau Perchta, who is a Princess, and nothing else. She is not a fairy, not a Grendelle, not a demon, and no matter how many Kohlestadt corpses with degrees disagree, she is simply a fine, noble, upstanding woman of Inferian society. Every citizen of Aifon enjoys safe births, fine harvests, apple-cheeked innkeepers with frothing mugs, and the most loyal and slobber-free dogs on earth, but all of them know it all depends on Frau Perchta’s happiness. Thus, the people are famous for their loyalty and their striving. 


  • Bathmark - The famous hot-springs of this region are used for health spas by all the wealthy and influential people of Ganymed. Their healing properties are not exaggerated in any way, and the finest mineral vintages can even cure gunshot wounds. As such, the other feature of the Bathmark are castles of especially massive size, and the roads of this sweet valley are often torn by the hooves of foreign cavalry. The people of the Bathmark are famed for their shooting skills, their patience, and their robust constitution (even the water in the wells is good for you). 



The Callian Circle, which consists of Auðern, Kinland and the Glassmark. This is a very beautiful land of winding rivers, tall castles, mossy forests, sunny meadows, flowers upon flowers, glassmakers and lens-grinders. Here is the home of the Inferian opera. 


The Callian Elector (and Arch-Chamberlain) is called Albrecht von Kreide, an elderly, frail, snow-pale alchemist and scholar, the best-read man in Ganymed, who spends all his time with a book (he sleeps with one under his pillow, to make his dreams educated). They call him the Sage of Callia, though what he gathers all that knowledge for remains quite unclear. He is literally unable to put things in a short manner, and will be loquacious even and especially to his own detriment. 


  • Auðern - This is a land of mountains and clay valleys. They are deliberately reintroducing old Gothic influences, especially in their opera, which grows increasingly extravagant, grim and foreboding as the years go on. They have a strong alcohol culture here, and the people have a reputation for having proverbial hollow legs. Besides this, they are regarded by outsiders as well-read and often fat. 


  • Kinland - Red grass, red maples, and rolling forested hills. Deep cold pools in deep cold woods are home to all sorts of cruel nixies, and woodsmen go about with nails in their pockets to grasp painfully in their hand, the better to interrupt an enchanting song. In Kinland, the symbols of rule are the double-helix braid and the copper sun-disc, ancient pagan icons from a long-ago time. Marble statues of forgotten gods sink in the leafmold. The people of Kinland are regarded by outsiders as clannish, superstitious, industrious and short. 


  • The Glassmark, symbolised by the Grail, is a land of ancient knighthood and extremely fine glassware. Where it hasn’t been adapted to human habitation, it’s basically just one massive flower-meadow from end to end, and once, ancient magic and fairy princes happened here. Now, they worry at the idea of whoever laid this garden coming back to see all the roads, wheat and castles they’ve scattered about it like darts. 




The Uncircled Lands each have a ruler who is not an Elector, and are each different in their own manner…

  • In Eucanea, they are Levolian in culture - they do not mix well with “Greater” Inferie, which they call the Northlands, or perhaps the Great Barbarism. This is a sunny land of painted hillsides, sucking bogs, huge inland lakes, boat races, fields of rice, shrines containing unusual and confusing relics, independent people, and riches rolling in from the Dragoman Empire. The sacred ship sigil is the symbol of the land and its capital, the floating canal-city of Lacuna, where they elect a Doge by a complex demos-kratios lottery, watched over always by a particularly mercantile and dissolute angel. The Doge’s identity is usually pseudonymous - the current one goes by “Prudence”, and is rumoured to be a vampire, a sorcerer, or a woman. 


  • Kravhem, an independent crown in the Empire. Land of old-fashioned heroism, broadsword assassinations, troubadours, political turmoil, outdated clothing and proto-proto-feminism. Rumours that the Kravech king is a disguised Grendelle with a live python for a penis are considered mostly dubious, especially when you’re hearing it from one of his scheming counts. Famous for mines which stretch forty miles under the earth and produce the strangest gemstones, plucked from the chthonic courts above Hell. Kravhem’s wars with gnomes and other earthen elementals were once notorious, but since the great titanomachy began, they have become unexpected allies. 


  • Helvetica, a comedic confederacy which resists Inferian politics in favour of their own bespoke inefficiencies. Towns here are steeply terraced, for there’s barely any flat land, and it's joked that they invented stairs before the road in Helvetica. This is a land of gigantic glaciers, alpine pastures, large goats, living storms, irrwurz, Magonian castles that occupy mountaintops, bands of barbegazi bandits, avalanches and expensive delicacies. 



Finally, there is Infernal Circle, which consists of every soot-stained factory, every witch’s hut, every burning pit, the Glasslands, every trackless wald, every dark temple, and every court of law. The Elector of this Circle, and Arch-Treasurer to the Emperor, is the Devil. 





Here’s a bonus - some especially Inferian Graces:

  1. Loud Boasting - Temporarily increase your status by [sum] for [sum] hours, immediately after or before a heroic feat. If you do it before, then fail to accomplish what you boasted of, lose [sum] status for the duration instead. 

  2. Noble Stoicism - Dodge [sum] Status damage. If you show any emotion within [sum] days to anyone, you take the deferred Status damage. 

  3. Memorable Barb - Make a stinging comment. For [sum] days, whenever the target thinks of a person, you spring to mind first, for better or ill. 

  4. Last Gasp - Can only be cast as you die, or as you convincingly appear to die. [sum] people are geased to carry out some kind of request, else they’re struck with terrible guilt (terrible guilt weighs about six pounds). If they ever see you alive and healthy again, the Grace ends immediately. 

  5. Dragomanic Manners - Can only be cast once you have met someone from the Dragoman Empire, or if you’ve read a book about the place. For [sum] hours, people will assume you are from the Dragoman Empire, and treat you accordingly. People who actually are from there react to this Grace with, at best, fury. 

  6. Pleionic Gloom - Make a comment which instills the morbs in [sum] listeners for [sum] hours. If you are from Frisland, double [sum], since you’ve had a life of practice. 

  7. Hop to It! - When ordered to do something by someone with higher Status, create a pool of [sum] points, which you can add to any rolls in service of that goal. The goal can only be selfish, tyrannical or in pursuit of romance. 

  8. Drink with Me! - Target saves with a [sum] penalty or feels compelled by social graces to join you in drinking at the nearest bierkeller, wine tasting, roadside inn or festival. The [sum] penalty is doubled when used by or against someone from Auðern. 

  9. Translate the Classics Like a Maniac - Requires a classic to be used. Produce a new vernacular translation so bizarre that you must save vs. being put in an asylum for [sum] months. The translation attracts the eye of a curious angel of art. You may choose to act with such linguistic passion that you risk being put away for [sum] years to instead guarantee the presence of such an angel.