Thursday, January 28, 2021

A simple desire so possibly complex to fulfill (In Nomine)

May all the gods bless Ferny, Jaina Bee, Darius, Dave, and Keeper for their support of my RPG efforts!  They, like all of my patrons who help me out with at least $10 a month, saw this post a week early!  Would you like to do the same?  You can help me out here!  


Essie W. “Candi” Clark, one of Mama Peche’s submissives


Candi isn’t the center of Mama Peche’s attention, and she’s okay with that.  She was never much burdened with dreams of true love when it came to her relationship with, well, with anyone actually.  Besides, she can get all the attention she needs when she wants from anyone nearby.  Weirdly, Mama Peche finds their relationship relaxing and refreshing for exactly this reason.  Candi asks for nearly nothing, so she is where Mama Peche goes to relax and wind down.


The Atlanta bus driver enjoys trading her intelligence away in exchange for sexual objectification.  Many of her fellow bimbofication fetishists engage in this as a kind of erotic role-play, preserving the rest of their personality to be enjoyed later.  Candi is not one of them; she is a lifestyle bimbo who has had a battery of plastic surgeries on Mama Peche’s infernal dime.  Now, she looks like a walking sex-fantasy of a Barbie and has never been more aroused.


Candi is on the hunt at the convention.  Mama agreed to host a gangbang larger than any Candi’s taken before, using certain hypnotic technques (actually demonic powers, of course) to rid her of what scraps of brainpower still linger inside her skull so that she can be used until she passes out and then some more.  Every warm and Dominant body Candi encounters (of any and all genders) will be sized up for their capacity to join in, and quickly propositioned if they seem acceptable.  Mama Peche will not be happy if her relaxing, low-stakes gangbang gets crashed by someone working on the other side.


Corporeal 2  //  Strength 4  Agility 4  //  8 Mind Hits
Ethereal 1  //  Intelligence 1  Precision 3  //  1 Mind Hit
Celestial 2  //  Will 3  Perception 5  //  6 Soul Hits

Status:  2
Charisma:  1 (general), 2 (restricted: plastic is fantastic!)

Skills:  Area Knowledge (Atlanta/3), Artistry (Makeup/3), Driving/3, Knowledge (Public Transit/3, Beauty/4, Fashion/3), Seduction/3, Swimming/1

Sunday, January 24, 2021

Love as Free as Thunder: My Take on the Aasimar (Dungeons & Dragons 5th edition)

Thanks be unto my patrons Dave, Ferny, Jaina B, Keeper, Darius, and Casey!  It is their generosity which keeps me going.  If you like what I write, please become my patron.  You may not think a dollar a month is terribly much, but I promise you it means the world to me and allows me to build and maintain these efforts.

This entry comes from my sensual psychedelic D&D campaign setting, originally written for Pathfinder, 1st edition.  Unfortunately, naming products like this are my worst onomastic skill ~ if you have any inspirations for a name for the setting (the equivalent of Forgotten Realms, Eberron, Dragonlance, Ravenloft, Planescape, Spelljammer, . . . .)

The story of the Asimar begins in the distant land of Presterjho.  A dawn-god came to lay with the king there, fathering a warrior-child who journeyed to the shores of the Hemeya Sea to fight a legendary war.  They staggered away, miles across the surface of the land with a wound in their side weeping red and rosy stains into their robes.  Coming to one of the Dragon Cities, they finally crumpled, the slack exhaustion of their muscles allowing the flow of their blood to land in the dusty soil.  It mixed there with a compassionate prostitute's tears.  The two fluids fructified each other and gestated in the womb of the earth.  Some time later, Beloved Imye was born on that very spot.

Pursued by the templars of the Dragon King who ruled that city, Imye fled to the east, only to be imprisoned by one of the queens who ruled the hives of Marwish.  There it was that eight angels came to the world to follow him: Ialpirgah, Ibahipuran, Ihehvdethaibah, Melfibah, Mozod, Nosilebo, Ouza, and Zablis.  And follow they did, for many years, through many lands and innumerable storied adventures.  Their wanderings eventually led them to the land that would become Natsiyaasim, inhabited at that time by humans akin to those of Orvad to the west, Mathog to the northeast, and (seemingly) the Mirrorwood to the east.  These humans owed their fealty to the halflings of the Holbytlan Empire.

The angelic host came to them there, seeking to recall those of their number who had forsaken the Heavens for love of Imye.  They threatened to get the gods involved, if the eight would not abandon the one whose footsteps they kissed.  Imye used Melfibah's blade to slice his palm, repudiating the bloodlessness of the Heavens, and each of the Companions lifted bloody lips from kissing the wound to show their agreement.  Ibhaipuran revealed the fell secrets he knew, that he had shared with the others, of the weaknesses of the gods, and the angels fled in surrender.  That was the founding day of Natsiyaasim.

Of the nine, all but Melfibah took lovers among the humans surrounding them, giving rise to a new half-angelic race.  Those are the Asimar detailed here, who have risen to equal, and at times even exceed, the Holbytlan Empire which once exerted its dominion over these lands.  Natsiyaasim now has holdings far across the sea to the west, in much of the continent to the south, and even on the far side of the continent to the east. 

The inspiration for the Asimar naturally comes primarily from angelic lore, both D&D and real-world, but it also draws very heavily on the Terre d'Ange of the Kushiel's Legacy series, though Norse mythology shows up as a secondary inspiration (fun fact: Snorri Snorlson describes Thor as the child of Memnon's son, the Ethiopian who was the last to fall in the Trojan War, making Thor half-black).  The Unforgiven who serve Ialpirgah additionally draw on the French Foreign Legion for inspiration, and the Twin Arts of Zablis on the twin Elders Laik and Alik from the old Magic: the Gathering novel Ashes of the Sun (one of my favorite books). The Asimar language mixes elements of French, Sumerian, Enochian (by way of the Celestial tongue), and even a tiny bit of Romani.

Prominent Asimar Houses

Linyaiglemorm.  The House of the Dead Eagle: scions of Ialpirgah and ruling house of Ialpach
Linyeichlasem. The House of Drunkenness: scions of Mozod
Linyeicoursem. The House of Court: scions of Imye that therefore don't use Asimar stats.
Linyeikayitsim. The House of Summer: scions of Mozod and ruling house of Lamozdas
Linyeilenvem. The House of the Other Side: scions of Nosilebo and ruling house of Nosileborre
Linyeimainyarm. The House of Grace: scions of Ihehvdethaibah
Linyeimerelyom. The House of the Mother: scions of Zablis and ruling house of Zablande
Linyeimorhbam.
The House of the Wolf: scions of Ihehvdethaibah and ruling house of Ihehvdetheth
Linyeiperijum. The House of Closeness: scions of Ibahipuran and ruling house of Baifale
Linyeirevem. The House of Dreams: scions of Ibahipuran
Linyeirocailim. The House of Stone: scions of Ibahipuran
Linyeisharzaim. The House of the City: scions of Ihehvdethaibah
Linyeitrevalyom. The House of Work: scions of Ouza and ruling house of Ouzale
Linyeiverreum. The House of Locks: scions of Ibahipuran

Quick Reference Guide to Places Mentioned

Brobdingnag.  The last refuge for almost all of giantkind in Aoqina (the trolls have a land specific to them on the mainland).  Inspired by Shakespeare and fairy tales.  Roughly geographically equivalent to England.
Dilmun.  The marshy delta of two great rivers, full of reeds, where the mortal races are said to have been created.  It is now inhabited by the rhonians, long-legged birds who excel in diplomacy and the arts and are served by the toadlike rhoode.  (Both are from the 3rd edition book Mythic Races).  Roughly geographically equivalent to southern Iraq.
ge-Sathar.  Heaven of concealment, insight, and labyrinths.
ge-Tzach.  Heaven of eternity, patience, passion, and leadership.
ge-Vur.  Heaven of judgment, limitation, awe, and fire.
Hemeya Sea.  Once a range of mountains inhabited by minotaurs that was sunk by the gods.  Now, it's a vast sea densely populated by islands, inspired by the Odyssey, Star Wars, the Iliad, Star Trek, and Sinbad.  Roughly geographically equivalent to Turkey and the Black Sea.
Marwish.  A wide savannah of a land inhabited by a hive race resembling ants (mostly).  Roughly geographically equivalent to Iran.
Mathog.  An anarchic land where those who threaten the realm's existence or simply go too far with their freedoms are policed by vigilantes.  Roughly geographically equivalent to the Low Countries.
The Mirrorwood.  This broad forest is widely thought to be an anarchic land of foresters and rustic types that like their privacy.  In truth, many (even most) of these woodsy folk are therianthropes of various types who have forged an alliance to covertly rule the forest.  Roughly geographically equivalent to Germany.
Natsiyaasim.  The home of the Asimar, consisting of the provinces of Baifale, Ialpach, Ihehvdetheth, Lamozdas, Nosileborre, Ouzale, and Zabande (whose capitol is Laikalik).  The kingdom's capitol is Prisiimyem ("the City of Imye"), and its westernmost point is known as Begrosom, "The Promontory of Reeds", while Begswezorm ("The Promontory of the Sisters") is so close to Brobdingnag that the latter's white cliffs can be seen.  One of the country's most major rivers is the Fluvnosilebom.  Roughly geographically equivalent to France.
Orvad.  Widely thought of as the home of the human race, the people of this realm built their culture on the idea that, if they are the obedient parts of gnolls magically split off, true freedom can only be had by choosing whom you obey.  Mercenaries and lawyers who prize excellence, everything about them is negotiating and fulfilling service contracts.  Roughly geographically equivalent to the Iberian Peninsula.
Presterjho.  Here, the primary religion centers around worshipping angels, inspired by In Nomine.  Roughly geographically equivalent to Ethiopia.
Taweret.  Having overthrown those who enslaved them and split into at least three subraces (the giff, the giffyanki, and the giffzerai), the giff who rule this land built a religion around taking the trophies of those they hunt.  Roughly geographically equivalent to Egypt.
Zildahab.  A nation of merchants who pursue the strange and esoteric magics of money, inspired by Zilargo from Eberron and plutomancy/plutophagy from Unknown Armies.

Asimar Traits

Your Asimar character gains the following racial traits.
Ability Score Increase.  Your Charisma score increases by 2.
Age.  Asimar mature at the same rate as humans, but they can live up to 160 years.  As descendants of the god-eating maggot race of dwarfs (dwarfin sailors interbred with the fish-tailed rabbits of the Hemeya Sea to give rise to the gnomes, who bred with trolls to birth gnolls, who split off the human race in a magical ritual, some of whom greeted the Companions of Imye with inviting beds), there is a 1-in-16 chance that any Asimar who dies of old age doesn't die at all.  Instead, they metamorphose into the adult form of the dwarf: a byakhee from Sandy Petersen's Cthulhu Mythos.
Size.  Asimar have the same range of height and weight as humans.
Speed.  Your base walking speed is 30 feet.
Darkvision.  Blessed with a radiant soul, your vision can easily cut through the darkness.  You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.  You can't discern color in darkness, only shades of grey.
Celestial Resistance.  You have resistance to necrotic damage and radiant damage.
Healing Hands.  As an action, you can touch a creature and cause it to regain a number of hit points equal to your level.  Once you use this trait, you can't use it again until you finish a long rest.
Languages.  You can speak, read, and write Asimar and Celestial.
Subrace.  Seven subraces of Asimar exist: Asimarialpirgahm, Asimaribahipuranim, Asimarihehvdethaibahm, Asimarmozodim, Asimarnosilebom, Asimarouzam, Asimarzablisim. Choose one of them for your character.

 

Asimarialpirgahm

    The Companions of Imye included among their number a hammer archon battle master fighter by the name of Ialpirgah ("God-Flames").  Ialpirgah, holding a flaming sword, is said to have commanded the forces that expelled Atba and Hepat from Dilmunin the primordial times.  Known for being martial, he left the Heaven known as ge-Vur to follow Imye and founded both Natsiyaasim's first armies and the territory Ialpach along the border with the Mirrorwood in the northeast of Natsiyaasim.   

    His priests, priestesses, and priestixes wear dark green vestments and carry a sword. The province of Ialpach simply uses Ialpirgah's symbol as its own: a flaming sword.  The Aiglemormar are among his most prominent scions, though they tend to be overshadowed by the Unforgiven.  This order of warriors was founded by Asimar who believed themselves to have lost their honor decades ago when they let the therianthropes of the Mirrorwood in through the mountain passes.  Nowadays, any warrior who seeks redemption may join the Unforgiven in hopes of regaining Ialpirgah's favor.  Foreigners who do so may petition for Asimar citizenship after three years of service or after being wounded (called "Asimar by spilled blood"); however, the Unforgiven owe their allegiance not to the Asimar crown, but to the Unforgiven itself.  Many among the Unforgiven take levels as paladins taking an oath of redemption, regardless of their primary skillset.  The Sentinel feat is also common among devotees of Ialpirgah.

Ability Score Increase.  Your Constitution score increases by 1.
Risk Taker.  You know the resistance cantrip.  Charisma is your spellcasting ability for it.
God-Flames.  Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing whatever weapon you are wielding (or your fist, claws, tail, etc., if you aren't wielding a weapon) to burst into green flames, which cause you no harm.  Thin, sweet-smelling smoke snakes skyward from the smoldering jade your eyes have now become.  If you have a free hand, a cup containing within it more flames appears in that hand; if not, the cup appears floating above your head.
    Your transformation lasts for 1 minute or until you end it with a bonus action.  During it, the flames shed bright light in a 20-foot radius and dim light for an additional 20 feet, and every one of your successful attacks wth a now-flaming weapon deals extra fire damage equal to half your level (rounded up).  In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage with an attack or a spell.  The extra radiant damage equals your level.
    Once you use this trait, you can't use it again until you finish a long rest.

Asimaribahipuranim

    Ibahipuran ("The Gods Shall Not See") valued knowledge most out of all Imye's Companions, teaching that all knowledge ~ no matter what sort ~ is worth having.  He was a lillend, after all, who chronicled and collected lore among the souls of the dead to preserve it against the ravages of the demon known as Mhroyegi the Martyr.  The wizard in the order of scribes was infamous for being arrogant in this fight, just for cleverness's sake.  One of the most famous stories about him involves his doubt that the other Companions of Imye would have the resolve to forswear the Heavens, leaving him alone to pay the penalty for so great a sin.  Thus, the Companions agreed to bind themselves together with a sacred and magickally mighty oath to love and deem the world they walked in all its flaws and troubles above the Heavens which had once been their home, whereupon Ibahipuran revealed what he knew of the weaknesses of the gods, allowing them to preserve their liberty when the host of angels came to recall them back to the Heavens.  

    The orthography of the Asimar language was Ibahipuran's greatest gift to the Asimar, even moreso than their scientific and sagely knowledge, and he founded the province of Baifale in the southwest of Natsiyaasim, bordering Orvad.  Ibahipuran's two sons Ohyah and Hahyah famously defeated a powerful leviathan which threatened Baifale, using not the strength of their arms but the clever and inventive powers of their understanding.  They are known for the excess of their boasting about this feat, souring its glory.

    Ibahipuran's lineage has found much greatness in Asimar history, particularly among his scions the Revemar, the Verreumar, and the Rocailimar.  His priests, priestesses, and priestixes wear gray robes, and many temples feature mechanical statues of him.

Ability Score Increase.  Your Intelligence score increases by 1.
Polymath.  You know the guidance cantrip.  Charisma is your spellcasting ability for it.
Radiant Knowledge.  Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing all of your hair to disappear as glowing arcane sigils begin orbiting your head.  Your eyes become the vertically-pupiled eyes of a serpent.
    Your transformation lasts for 1 minute or until you end it with a bonus action.  During it, the sigils around your head shed bright light in a 10-foot radius and dim light for an additional 10 feet, you can understand, speak, read, and write in all languages simultaneously, and you gain proficiency in all tool kits and Intelligence ability checks.  In addition, choose one artificer spell of a level up to one-quarter your level (rounded down); you may cast this spell as an artificer once during your transformation without using a spell slot.  Finally, once on each of your turns, you can deal extra radiant damage to one target when you deal damage with an attack or a spell.  The extra radiant damage equals your level.
    Once you use this trait, you can't use it again until you finish a long rest.

Asimarihehvdethaibahm

    Ihehvdethaibah ("The Fixed Stars") served as a presiding punisher-angel of the Hells before he became one of Imye's Companions.  He understood the chastisement he gave his subjects with his whip made of fire was an act of love, and his subjects came to love him for purging their sins from them.  It is said they received his pain as balm.  When the sinners in his care were offered a chance to repent, they in turn taught him a lesson by refusing, out of love for Ihehvdethaibah.  The pain itself was valuable, he learned, in and of its own, quite apart from any goal or result.  He chose to join Imye because he felt that Imye understood what he did, while Imye's father was displeased with Ihehvdethaibah for preventing souls from passing to Heaven from Hell.  Imye, on the other hand, said "Love as thou wilt."

    His symbol is a rod and flail, and Ihehvdetheth along the north coast is the province of Natsiyaasim that he founded.  Among the houses which bear his lineage, none is more famous than the Sharzaimar.  Ihehvdethaibah's priests, priestesses, and priestixes wear bronze masks and black robes, completely concealing their identities.  Atoners, masochists, and endurers are typically flogged before the altar by a priest and have their wounds cleansed with salt water.  Statues of Ihehvdethaibah are frequently bronze and depict him with crossed arms, holding the rod and flail.  Tidragoram and Tibalchirm in the Pillow Court both have temples of Ihehvdethaibah as well as temples of Nosilebo.  There is a temple of Ihehvdethaibah located on the Begrosom.

Ability Score Increase.  Your Strength score increases by 1.
Visions of Judgment.  You know the mind sliver cantrip.  Charisma is your spellcasting ability for it.
Radiant Torture.  Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your skin to become a burnished metallic bronze, gleaming and polished.  Your face becomes featureless, with only the vaguest suggestions of eyes and a mouth.
    Your transformation lasts for 1 minute or until you end it with a bonus action.  During it, any being to whom you cause damage or pain must succeed on a Charisma saving throw (DC 8 + your proficiency bonus + your Charisma modifier) or become either charmed by or fightened of you until the end of your next turn.  Which effect they face is a matter of their conscious or unconscious disposition, and as such is determined by the GM or player playing them.  In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage with an attack or a spell.  The extra radiant damage equals your level.
    Once you use this trait, you can't use it again until you finish a long rest.

Asimarmozodim

    Hailing from the Heaven known as ge-Tzach and associated in Asimar astrology with the planet Frodit, Mozod ("Joy of the Gods"), often called the Good Steward or the Star of Love, was the muldnal druid in the circle of the land among the Companion of Imye who taught the Asimar about growing crops and animal husbandry.  Once, Imye offered him an acorn.  Blowing on it, Mozod caused the oak within to sprout, right there on that holy palm.  The Companions planted this sapling together in the center of what would become Prisiimyem.

    Mozod founded the agriculturally fertile Lamozdas province.  A lingering scent of apples which grows stronger with emotion marks his scions, such as the houses of the Kayitsimar (including Ghislaikayitsim, the Royal Commander) and of the Chlasemar.  Emotion can also color the scent (anger resulting in the harshness of burnt apples, for example, or contentment giving off the homey smell of fresh apple pie).  Priests of Mozod wear brown robes tied with a rope belt.

Ability Score Increase.  Your Constitution score increases by 1.
Plant Whisperer.  You know the druidcraft cantrip.  Charisma is your spellcasting ability for it.
Radiant Earth.  Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing fruit to hang from your hair and your skin to grow supple and soft bark.  Your ears become those of some sort of animal, and your hands and feet resemble those of one, as well.  Among all the Asimar, the Asimarmozodim have the most individual transformations, as the plants and animals at hand vary among and between transformations.
    Your transformation lasts for 1 minute or until you end it with a bonus action.  During it, you benefit from the effects of the speak with animals and speak with plants spells, and, once on each of your turns, you can deal extra radiant damage to one target when you deal damage with an attack or a spell.  The extra radiant damage equals your level.
    Once you use this trait, you can't use it again until you finish a long rest.

Asimarnosilebom

    The Bright Lady Nosilebo ("Pleasant Deliverer") is the most important Companion of Imye to the culture of Natsiyaasim.  A procyal bard in the college of glamour symbolized as a dove, she is worshiped by the Asimar as the deity of sexuality, desire, and dreams.  This association begins long before Imye's birth, as Nosilebo is said to have seduced the first mortal man, Atba, as he wandered the world after being cast out from Dilmun.  Upon her departure, she became one of four wives of the archangel Shomron, and bore him a child who would grow to become the demon prince Asmodai.  She came back to the world along with the other Companions when Imye was imprisoned in Marwish; her offering herself to the antfolk queen in exchange for Imye's freedom changed the course of that nation's destiny forever, bringing both sex and broader individuality to that hive race.  Each house of the Pillow Court has a different interpretation of why she offered herself so, but all know why she continued to lay with strangers in the plutomantic state of Zildahab, seducing them through her play of the cymbals.  Imye simply needed to eat.

    The temple to Nosilebo in Prisiimyem is a small building of white marble, surrounded by gardens.  Inside is a statue of Nosilebo, who stands with her arms open in welcome.  Doves are sacred to Nosilebo and may be brought as offerings.  They are released in the temple and fly out through an opening in the roof.  The doves roosting on the temple grounds remain unharmed.  Each house of the Pillow Court has its own temple to Nosilebo.  Initiation into Nosilebo's service as a prostitute , either independent or in service to one of the houses of the Pillow Court, is performed by a priest of Nosilebo and involves anointing with oil, eating a honey cake, drinking wine, and releasing a dove.

    The province of Nosileborre was founded by Nosilebo, and Asimar prostitutes all make a pilgrimage once in their lifetime to the shrine dedicated to her where Fluvnosilebom springs from beneath the earth. Her priests, priestesses, and priestixes wear scarlet robes.  Training as a priest or priestess requires one year of service where the acolyte is forbidden to turn anyone away who comes to them out of true longing.  Nosilebo blesses the acolyte with desire for each patron.  After this, they are free to take lovers and patrons as they wish.  One of Nosilebo's children, her daughter Maranosilebom whose father was a convicted murderer, is the most famous masochist in the history of Natsiyaasim, but the Lenvemar are among Nosilebo's most prominent scions.

Ability Score Increase.  Your Wisdom score increases by 1.
Boudoir Blessing.  You know the prestidigitation cantrip.  Charisma is your spellcasting ability for it.
Radiant Beauty.  Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing your skin to glow softly from within with the elegant silvery light of the moon or the intimate warm light of a candle.  Your hair becomes fuller and longer, your clothes are replaced with something grand and elegant (though of an analogous style), and your teeth gleam along with the your eyes.  Flower petals seem to drip from your crown and your extremities, and romantic music swells in the ears of all those nearby.
    Your transformation lasts for 1 minute or until you end it with a bonus action.  During it, you know the desires of everyone within 30 feet of you; treat this as the detect thoughts spell, limited to desires and without the need to choose an individual to focus upon.  In addition, you shed bright light within 5 feet and dim light 5 feet beyond that and gain proficiency in all Charisma ability checks.  Finally, once on each of your turns, you can deal extra radiant damage to one target when you deal damage with an attack or a spell.  The extra radiant damage equals your level.
    Once you use this trait, you can't use it again until you finish a long rest.

Asimarouzam

    Among all of Imye's Companions, the noviere druid in the circle of stars Ouza ("the Mightiest") was infamous for the excess of his pride, considering himself superior to mortals both earthly and ascended.  He it was who gave the Asimar their forbidden knowledge of navigating all the world's seas by means of the heavenly arcana, making them the wisest of peoples in the world.  Ruler of the angels of justice, an emblem of beauty, and patron angel of Taweret, he has a constellation of his own in Asimar astrology that resembles the crane, his sacred bird.  Begswezorm contains a stone cube called the Bus amid three holy trees considered to be sacred to Ouza where gifts are offered to him and sacrifices made to seek his favour.  One common gift offered on behalf of the sick is a golden image of the stricken individual.  There was once a statue of him there with a sword hanging from its neck, but it was destroyed by giantish invaders years ago, despite the heroic efforts of the always-nude wailing oracle-priestess who once protected it.  Asimar not only pray to Ouza for direction, they often do so in hopes of being protected by him, including in war-cries.  Instead of shrines, Asimar often keep devotional gardens to honor him.

    He founded the province of Ouzale on Natsiyaasim's northern coast, and the Trevalyomar are his most famous scions.  Ouza's priests, priestesses, and priestixes wear saffron tunics and crimson cloaks fastened with bronze broaches that match the bronze masks of Ouza's face, proud and beautiful in its disdain, that they wear.  In this way, they sublimate their individual pride before Ouza's.  Statues of Ouza depict him hanging from one foot, head down, one eye shut and the other open, holding one hand open, palm upward to the sky, with the other holding a sextant; incense is commonly burned beneath its head or in its open hand (depending on the size of the statue) as a form of worship.  The temple of Ouza in Prisiimyem has a highly polished copper dome whose glinting in the sunlight can be seen from many parts of the city.

Ability Score Increase.  Your Dexterity score increases by 1.
Little North Star.  You know the light cantrip.  Charisma is your spellcasting ability for it.
A Creature of the Starred Sea.  Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing youreyes to glimmer and two luminous, incorporeal wings seemingly made of stars to coalesce upon your back.
    Your transformation lasts for 1 minute or until you end it with a bonus action.  During it, you can walk on the surface of the water as if it is solid ground (though you are still affected by its motion, of course) and gain a fly speed of 15 feet.  You can switch between treating water as a solid and as a liquid as a bonus action; if you are submerged and switch to treating it as a solid, you float at the depth at which you did so and can climb to the surface at any time, usually as if on a staircase.  In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage with an attack or a spell.  The extra radiant damage equals your level.
    Once you use this trait, you can't use it again until you finish a long rest.

Asimarzablisim

The raelis among Imye's Companions, gentle Zablis ("Both") was a Life cleric who left the Heaven of ge-Sathar to teach the Asimar the Twin Arts of healing and distraction that people long for in their hearts.  Herbs and care heal the sick and the wounded, while stories and music distract them from the knowledge that healing will one day fail and help the hale and the hearty prepare for the truth that they will die anon.  It should be noted that Zablis taught that histories and fantasies, prattlings and parables, religious visions and utter lies ~ all are written in the same book to be told from memory and changed as they are told.  Thus are they improved.  Different ears hear a different tale.  This and other teachings of hers form the core of the practices of the travelling, alms-begging storytellers known as the Mendicants, though her fondness for sailor boys is almost as famous.  It is quite common for Asimar in need to make offerings in her churches to ask for healing.

As a blessing to the descendants of her and the other Companions of Imye, Zablis has given those Asimar with wombs the ability to choose when they are able to bear children.  The gates of their wombs are closed and unable to conceive until such time as they light a candle and say a prayer to Zablis.  Once done (often as part of the Asimar wedding ceremony, but not always), however, it cannot be taken back.

Many of the best best healers and chirurgeons come from the province she founded, Zabande.  Her symbol is of two fish swimming in opposite directions, which the house of Merelyomar (rulers of Zabande) has adopted as their symbol as an expression of the love they bear for their ancestress.  The head of the Merelyomar, called the Lady of Laikalik, is for this reason always female or feminine.  Zablisim priests, priestesses, and priestixes wear sea-blue robes.

Ability Score Increase.  Your Wisdom score increases by 1.
Life Saver.  You know the spare the dying cantrip.  Charisma is your spellcasting ability for it. 
Radiant Rescue.  Starting at 3rd level, you can use your action to unleash the divine energy within yourself, causing time to seem to stop as your hair (and others') seems to float as if underwater.  Your eyes begin to glow, and tinkling slow music quietly accompanies a murmuring voice from nowhere.  It whispers fairy tales.
    Your transformation lasts for 1 minute or until you end it with a bonus action.  During it, all creatures within 10 feet of you are warded as if by the sanctuary spell, and you may use your Healing Hands an additional number of times equal to your proficiency bonus.  In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage with an attack or a spell.  The extra radiant damage equals your level.
    Once you use this trait, you can't use it again until you finish a long rest.


Monday, January 18, 2021

The Cormyrian-Barovian Feast of the Seven Fishes (Dungeons & Dragons)

Evenfeast Sju Lengwon is a Cormyrian celebration of the Marsembian holiday known as the Breaking honoring Lathander with dishes of fish and other seafood.  Though the Breaking (source) isn't a religious holiday, the Evenfeast Sju Lengwon was innovated in the Year of the Winding Road (917 in the Dale-reckoning) as a local celebration of the Morninglord's slaying of Sammaster, the head of the Cult of the Dragon, the previous year. (source)  However, it never became much more than an excuse to have a large meal, most popular in Marsember and Suzail.  

 

Sadly, by the late 15th century, this celebration gained a racist and nativist taint as the Cult of the Dragon built itself a following in the Xiousing district of Marsember. (source)  The Cult leveraged the traditional Shou practice of dragon veneration to do so, and some Cormytes took this to mean that all Shou were Cultists.  Racist and nativist rhetoric proliferated during the meal, some of it becoming ceremonial and ritual, and Shou were often barred from the feast by those hosting it.  Xiousing was drowned in the Second Sundering, so this sharp element to the feast has begun to fade ~ not disappear, but fade into a background radiation, much like "Eeny Meeny Miney Moe" or "Call a s***e a s***e" (or "Ring Around the Rosy"'s plague connections) in the United States.

 

Perhaps thankfully, Ravenloft's Evenfeast Sju Lengwon avoided much of this saddening development.  Hell, it reversed many of them, becoming a marker of Faerûnian outlanders and the culture they practiced and spread.  Despite Kartakass's Cormyte origins and Gondegal's presence in Falkovnia and Darkon, the Evenfeast Sju Lengwon is most popular in Barovia itself.  It came into that legendary realm with Brother Martyn Pelkar the Mad, who in 475 in the Barovian calendar founded the cult of the Morninglord in Ravenloft after being saved from Count Strahd's fangs by a gold elf vampire.  In need of the hope offered by Brother Martyn's preachings and the image of the ice breaking in spring, the feast serves a much more important role for this interplanar immigrant population, and has spread to native Ravenlofters, as well.


The day before the Breaking is a vigil day, imitating the ever-watchful eyes of the ship crews hoping to be the first into the port of Marsember, and a day of fasting to remember all of the previous winter's austerities.  The identification of the feast with baccala (a cold platter of dried salt burslake, aggressively flavored cheese, and radishes) comes from that same memorial desire.  The fast is then broken at evenfeast with the Evenfeast Sju Lengwon, with the symbolism of seafood in the feast honoring the return of sea-trade. No sage can tell how the number seven entered into the feast's celebrations (one popular, if tenuous, guess is that it represents the four drops of blood Lathander shed and the three green dragons Sammaster was visiting), nor is there a definitive list of seven fishes that make up the meal.

 

The meal's components may include some combination of shaeling (minnow), bluefin (tuna), sheelie (bass), navalar (catfish), baccala, burslake (trout), eels, silverfin (whitefish), octopus, shrimp, sorn (salmon), and oysters. The menu may also include blynndur (a crusty bread with fireseared herbs and greens baked in, used as a bowl), vegetables, baked goods and wine or tsuika (Barovian plum brandy).  Common dishes include:

  1. Baccala (source, though it goes unnamed there; I stole a real Italian food's name)
  2. Blentra's oysters and wild rice in mushroom soup, which uses a cup of crushed salted burslake as one of its many ingredients (source)
  3. Blynndur in prostitutes' sauce (garlic, shaeling, olive oil, chopped chili peppers, olives, capers, diced tomatoes, oregano, salt, and Malatra pepper, topped with parsley)
  4. Blynndur with minnow, oyster, or bluefin sauce
  5. Calishite emerald eyes (small green fish, squid, snails, and mussels, all chopped together, hotly spiced, and pickled) (source)
  6. Carp stuffed with buckwheat and mushrooms
  7. Cod fish balls in tomato sauce
  8. Coryphaena (dolphinfish)
  9. Deep fried burslake
  10. Deep fried fish/shrimp
  11. Deep fried scallops
  12. Fried navalar
  13. Octopus salad
  14. Oyster talyth (source)
  15. Sea snail salad
  16. Shrimp cocktail
  17. Smoked sorn
  18. Snail-and-eel soup, Sharptooth lizardfolk-style (source)
  19. Silverfin
  20. Sole baked in sour cream sauce
  21. Stuffed-baked oysters
  22. Vallakian baked burslake (seared and baked in sour cream sauce atop boiled potatoes, onions, and mushrooms)
The meal is often finished off with a dessert of snowbread with a wide hole cut out down its length, which is then filled with a wide variety of sweet fillings based on soft whey cheese. 

 

When consumed on Toril, the Evenfeast Sju Lengwon is little more than a nice, big meal.  However, in the Mists of Ravenloft, it opens the tiniest portal for the salvatory power of Lathander to fill one's soul with the warm rosy glow of dawn.  Anyone with a soul who's consumed all seven dishes gains advantage on the first initiative check they make during the next day (the Breaking) when opposing a vampire who isn't Jander Sunstar or of his vampiric lineage.  It's a very minor benefit, but everything helps in the Mists.  Eating all seven dishes additionally has a 1% chance of giving someone a soul who lacks one.

Thursday, January 14, 2021

The least science-fictional part of this is the idea that a magazine could spawn a religion (Traveller)

This post brought to you by my wonderful and amazing patrons Casey, Dave, Jaina, Ferny, Darius, and Keeper.  It is through their generosity that I can put so much effort and thought into writing this blog.  If you would like to help make this happen, please contribute to my Patreon.  In return, you'll get to see all my posts a week early!


Science fiction, particularly space-oriented science fiction like Traveller, does not often treat religion well.  Either religion goes ignored, or exists only to be argued against (glares at the New Atheists), or is played up for wackiness.  Even moreso if the religion in question isn't some realworld religion like Islam.  This is unsatisfying to me, as a member of several fringe religions (where are the Thelemites in the United Federation of Planets?) and as someone quite fascinated by UFO religions and other attempts to religiously understand new scientific concepts.  I'm also quite intrigued both by the seeming incoherence of the future to the present and by the interplay of old and new in the fringe religions of space.


However, my own space opera setting for Traveller puts quite a bit more attention on religion.  It was a Unitarian-turned-Spiritualist who discovered (or was instructed by the spirits how to build) the Electric Messiah.  The Electric Messiah (which is powered by sex,) in turn, is the only mechanism able to harness the Casey Jones Effect, the results of an old train engineer managing to transition completely into the noosphere.  Apotheosis, in other words.


The background religion of the galaxy, then, is Spiritualist in nature, all seances and channeling.  Spiritualism, of course, is one of those fascinating religious processing science (in this case, the telegraph, with Spiritualism's child Theosophy focusing on evolution.)  In this fecund mix, the Spirit Associations ~ such as the Association of Electrizers that gave John Murray Spear the New Motive Power ~ loom large.  But many other ways of approaching the divine and the holy litter these starry skies.


A Pocketful of Positivist Miracles and Psychical Research
H6463-4D

  • God View:  Rational Atheism.  A rejection of the existence of a Supreme Being on the basis of science, logic, or reasoning.
  • Spiritual Aim:  Worshipers will be received into paradise when they die.
  • Devotion Required:  Daily.
  • Organization Structure:  Loose hierarchy with most decisions on the regional level.
  • Liturgical Formality:  Services are conducted in a "holy tongue" few worshipers can understand.
  • Missionary Fervor:  Active among a limited number of sophonts.
  • Number of Adherents:  51,863,606,959,219 sophonts
    • 263 (0.00000000000507%) Wrecking Ballers
    • 175 (0.00000000000337%) Morgan-Beavisians
    • 56 (0.00000000000108%) Beyonders
    • 36 (0.00000000000069%) Hausulings
    • 4 (0.00000000000008%) Nomians

A Pocketful of Positivist Miracles and Psychical Research is a widely published magazine billed as "a solemn out-pouring in public of the nobler feelings of Humanity and its descendants, inspiring them with larger and more comprehensive thoughts towards a beautiful system of morality with Love as a principle, Order as the basis, and Progress as the goal, veiled in allegory and illustrated by symbols."  It has become both the expression and center of a burgeoning religious movement.  Members stretch the whole breadth of human territory, both imperial and not, and beyond to the polities of the parahuman species and even into the interstellar states of the Greys and Pleiadians.  The viewpoint espoused by the magazine rejects introspective and intuitive knowledge, in favor of knowledge built up by direct and personal experience by one's own senses of natural phenomena, their properties, and their relations.  Also suspicious is putting much, if any, weight on the experiences reported by others, for both deceit and the Derridan process of the reflection of meaning are inevitable.  

A complete system of belief and ritual has grown up in and around the magazine and the writings contained within, with liturgy and sacraments, a dual priesthood (of editorial priests and the teacher-priests who write the contents of the magazine) and pontiffal council.  Subscriberism (the common shorthand to refer to the movement as a whole) embraces determinism, detachment, scientific objectivism, and social commentary, proposing that spiritual literature should be like controlled experiments in which the characters function as the phenomena being experienced.  When humans with their creations confront the world of nature, the illusion of gods is revealed and the universe's indifference realized.  When they are not confronting the natural cosmos, the extraordinary and excessive features in human nature are influenced by the social environment in the forms of a class structure based on slavery, social change, and heredity (all large, cliodynamical forces according to Subscriberist thought, beyond any individual's control) which inevitably and horribly isolates certain individuals.

Organized around the public veneration of Humanity and its descendants, Subscriberism relies on associations in its general language use, hoping that by doing so they can create sensory experiences, rather than relate their flawed interpretations of their experiences.  Many of these associations revolve around the story of the legendary architect Hiram Abiff and his artistry in building an ancient Temple during which construction he is said to have died.  Despite a general mistrust of anything which cannot be perceived with the individual's senses, this religion without a metaphysics or a theology generally agrees that some sort of afterlife exists.  They call this principle the conservation of the observer; because one cannot perceive any situation in which they are not perceiving, the existence of such situations is less certain than the existence of situations in which one is perceiving.  Certainty is simply a synonym for reality (as seen with an analog analysis), and so being unable to perceive is less real than eternal perception, otherwise known as the afterlife.  However, because said afterlife cannot be perceived by the living or communicated by the dead, it is rarely described in the magazine, at least with any detail.  The metaphor of the Temple Hiram Abiff Built is often leveraged on the relatively rare occasion that a Contributing Author feels the need to discuss the afterlife.  Though it is the relationship of Hiram to the temple that is most important, many Subscribers imagine that the Temple Hiram Abiff Built is a "place" which places no restrictions on the ability to experience, allowing one to experience anything they wish and have new and surprising experiences without any effort or obstacle.  In other words, a Subscriber paradise.

Didactic stories in A Pocketful of Positivist Miracles and Psychical Research and Subscriber attention in general are centered on people's mental life, such as impressions, feelings, sensations, and emotions, without trying to interpret them.  In a perhaps surprising twist given its veneration of Humanity and descendants as a whole, the magazine's teachings tend to focus on a particular person's perception of events and subjective point of view of reality rather than generalizing, for the same reason. The most important people's perceptions to relate are those that lie outside the norm, on the blurred edges of reality, when viewed without romantic idealization or dramatization.  Stylistically, Contributing Authors select few details to convey the sense impressions left by an incident or scene.  Both in their art and their thought, Subscribers strive to represent all that they experience truthfully, without artificiality and avoiding artistic conventions such as embellishment or interpretation, as well as implausible, exotic, and supernatural elements.  They build everything around third-person objective reality and focus on everyday, quotidian activities and life.  As such, the Subscriber approach inherently implies a belief that such reality (or truth) is ontologically independent of man's conceptual schemes, linguistic practices, and beliefs, and thus can be known (or knowable) to the individual observer.

Interpretation of the empirical evidence of one's own senses is sadly necessary for any conclusions or decisions to be made therefrom, and so the magazine is yet replete with fictionalized accounts of various contributors' experiences, particularly intense, exciting, or rare ones.  The best of these strive to leverage child-friendly prose of the adventure writing and detective mystery story genres (and its accompanying art) to demonstrate the habits of thought for which the readers of the magazine strive, the interrogation of and limitation to the evidence of the senses and the avoidance of putting undue weight on one's interpretations of the things they sense.

The hyper-individualistic beliefs and practices of this religion veer past the limitations of the scientific method.  Theory is an interpretation of sensory experience and, thus, less trustworthy.  The circular dependence of theory and observation is broken, and only observation reigns supreme.  In fact, all of history is broadly divided by Subscribers into three ages in the pages of the magazine.  The first, called the Theological Age, is one in which people don't experience things themselves, but receive experience from putative Gods and the much-less-putative authorities that claim to intercede before them. One's place in society is governed by their association with the divine presences and with the church, and the probative qualities of the senses go ignored.  Logic brings the Metaphysical Age thereafter, a whole age where individual interpretation of all the grand universe rules.  Senses are now and newly honored, but only in service to the imaginary models and theories that seek a single, if complex, answer to fit every question.  Universal rights become the focus of ethics in this time.  Finally the third age, the Scientific Age, comes.  Now the contradictions are resolved; the universe is divorced from itself, denied a false unitarianism.  Individual sensations can be savored, without the dulling veil of preconceived and abstract idea, and the conquests of the individual will become centered in all ethical questions.

All societies, human and nonhuman, must proceed through these three stages in linear procession, first the first and then the second, according to Subscriber belief.  Much as the physical world operates according to gravity and other absolute laws ~ the same experience being so precisely, if not perfectly, recreatable by setting up broadly similar conditions ~ so does society, according to A Pocketful of Positivist Miracles and Psychical Research.  In fact, the magazine has ranked the types of sensation according to each one's positivity, the level of detailed exactitude immediately available in each, and thus the surety of recreating any given individual sensation.  The positivity of each sensation and general type it has determined mathematically, making that abstract science the gauge by which priorities are determined.  In order of decreasing positivity, the hierachy, as presented in the magazine, is astronomical experience, physical experience, chemical experience, biological experience, and social experience.

Trinitarian in nature, A Pocketful of Positivist Miracles and Psychical Research generally reveres the New Supreme Great Being (Humanity and its descendants), the Grand Fétish (the Planets which give Humanity and its descendants their life), and the Grand Milieu (the Cosmos in which everything exists.)  The basic, local organisational unit of Subscriberism is the Publishing and Archival Lodge, often abbreviated PAL.  These private groups are supervised at the regional level (usually coterminous with county, or a subsector if the population of Subscribers is small enough) by an Omphalic PAL, or OPAL.  Subscribers organize themselves by degrees: Entered Apprentice, Fellow Reader, and Contributing Author.  It's common practice for Subscribers to precede their names with abbreviations for their degrees: E.A., F.R., and C.A.  The candidate of these three degrees is progressively brought to an empirical understanding of the meanings of common associations used by the writers in the magazine and entrusted with grips, signs, and words to signify to other Subscribers that they have been so initiated.  The ceremony for each degree is part allegorical morality play and part lecture.  In each of these ceremonies, the candidate must first take the new obligations of the degree (including those of secrecy and to support other Subscribers in need), and is then entrusted with the secret knowledge confined to their new rank.  

The PAL meets daily, just after the workday finishes, and conducts the usual formal business of any small organisation (approve minutes, elect new members, appoint officers and take their reports, consider correspondence, bills and annual accounts, organise social and charitable events, organise local publication of A Pocketful of Positivist Miracles and Psychical Research, managing their library of past issues, etc.).  In addition to such business, the meeting may perform a ceremony to confer a degree or elsewise receive a lecture, which is usually on some aspect of Subscriber history, philosophy, or ritual.  Ritual or teaching, this portion of the meeting is conducted in a language known as Metrical Lojban, a descendant of the logical language known as Gua\spi, itself a tonal descendant of Lojban (in turn a descendant of Loglan.)  The name of Metrical Lojban is a bit of a pun, as it uses the rhythm of its tones to focus its grammar and syntax on a very mathematical and bare description of observed reality within the confines of the logic built into it.  Few Subscribers understand this language, of course, but it is considered both the most precise and the most concise with which to express Subscriber ideas nonetheless.  At the conclusion of the meeting, the PAL holds what they call a festive board (a formal dinner, sometimes involving toasting and song.)

Most PALs host occasional social functions of some sort, allowing members, their partners, and non-Subscriber guests to meet openly.  Often coupled with these events is the discharge of every Subscriber's and PAL's collective obligation to contribute to charity.  This occurs at many levels, including in annual dues, subscriptions, fundraising events, PALs and OPALs.  Subscribers and their charities contribute for the relief of need in many fields, such as education, health, and old age.

Editorial priests produce the magazine itself, which is seen as a form of collective prayer.  They are seen as interstellar ambassadors of altruism, arbitrating in industrial and political disputes, while the teacher-priests are charged with writing articles for the magazine and directing public opinion.  Both of these orders strive to be scholars, physicians, poets, and artists.  Indeed all the arts, including dancing and singing, are practiced by them, like the bards of ancient societies.  This requires long training, so training generally begins from the age of twenty-eight, studying in Subscriber schools.  After seven years, the priest generally announces whether they are to be among the editors or the teachers; they then spend another seven years serving in an apprentice position as a proofreader, commentarian, and secretary for those who have chosen the teacher path and a ritualist for those aimed at the position of an editorial priest.  Only then, at the age of forty-two at the youngest, can they become a full priest.  They earn no money from the magazine, and are barred from holding offices outside the priesthood.  In this way their influence is purely spiritual and moral.  

A Pocketful of Positivist Miracles and Psychical Research generally posits that "feminine values" represent the triumph of non-sentimentality, disillusioned objective understanding, and moral force; various writers published regularly in the magazine attempt to define and further these virtues for the readership.  Both editorial priests and teacher-priests are thus required to be married to at least one feminine partner, regardless of their own gender, in order to attain full priesthood because of the ennobling influence of womanhood.

A series of degrees above that of Contributing Author exist beyond the level of the OPAL for editorial priests, leading in a hierarchy up another thirty degrees to the eventual top of the Subscriber hierarchy, the 33rd-degree Subscribers holding the title of Editor-in-Chief.  They gather in bodies known as Commissioning Omphallic Publishing and Archival Lodges (or COPALs.)  Although the Editorial Board (made up of all of the Editors-in-Chief) functions as the pontiffal authority for A Pocketful of Positivist Miracles and Psychical Research, that authority is greatly limited both officially and effectively by the hyper-individualistic philosophies of the publication's readers and writers.  Most Subscribers treat any proclamation, decision, or missive from an authority higher up than their regional OPAL as something only marginally more important than a curiosity.  Contributing Authors may also extend their mastery of Subscriber philosophies by taking further degrees outside of this hierarchy, in groups that may or may not be affiliated with their PAL or OPAL; these extended degrees are generally recognized by other Subscribers whether or not approved by their own OPAL or that of the advanced degree-holder.

Almost all officers of a PAL are elected or appointed annually.  Every PAL has an Installed Master, two Wardens, a treasurer and a secretary.   Subscriber ceremonies are guarded by a sixth officer known as the "Tyler" (who may or may not be a priest of either type) outside the door with a drawn sword to keep out unqualified intruders.  The Tyler is necessarily senior, because at the door they may hear ceremonies limited to the highest degrees, and, thus, a less affluent elderly Subscriber is often offered the office to relieve their need for Subscriber company, refreshments, and/or fees, without having to pay a subscription.  In fact, Tylers may be paid to secure the privacy of Subscriber ritual!  They take minor parts at the door of all meetings and ceremonies.  

As stated, there is formal instruction as to the duties of a Subscriber, but on the whole, Subscribers are left to explore the ideas of the magazine in the manner they find most satisfying.  Some will simply enjoy the dramatics, or the management and administration of the PAL, while others will explore the history, ritual and symbolism of the craft, and yet others will focus their involvement on their PAL's social side, perhaps in association with other PALs, while still others will concentrate on the PAL's charitable functions.  

To be a Subscriber...
  • Oppose all metaphysics, especially ontology and synthetic a priori propositions
  • Reject metaphysics not as wrong but as meaningless
  • See logic and even mathematics as expressing only tautologies that lay outside the realm of direct sensory experience and thus unable to provide meaning
  • Insist that language is thus limited in its ability to remain meaningful by futilely striving to be a mere reflection of facts
  • Understand science as a byproduct of sensory experience, a linguistic or numerical set of statements that are not to be trusted
  • Believe that sensory experience is nature and nature is sensory experience; and out of this duality, all theories and postulates are created, interpreted, and ultimately shown to be false
  • Believe that all theory and thought incorporate ideas that are discontinuous from the experience they claim as their object
  • Believe that one's senses produce specific experiences that are dissociated from the personality, thoughts, and social position of the investigator
  • Believe that sensory experience is predominantly transcultural
  • Believe that sensory experience is markedly cumulative
  • Insist that at least some of these statements are testable; that is, amenable to being verified, confirmed, or shown to be false by an individual's empirical observation of reality.  Understand that that observation is individual, and thus may differ.
  • Respect the Human Species, conceived as a continuous whole, including its unified past, the exponentially speciating present, and the uncertain future
  • Act altruistically, leading to generosity and selfless dedication to others
  • Seek to bring order to the chaos of society
  • Pursue progress as the consequence of industrial and technical breakthroughs for society
  • Espouse the twin principles of absolute liberty of conscience and human solidarity  
  • Above all work on the project of "rational reconstruction," in which ordinary-language concepts are gradually replaced by more precise equivalents in a standard language

The sacraments practiced by Subscribers total eleven, not all of which are experienced by every Subscriber, obviously:
  1. Introduction (when one is given a name and a sponsor purchases them a subscription to A Pocketful of Positivist Miracles and Psychical Research)
  2. Admission (marking one's education as complete)
  3. Initiation as Entered Apprentice
  4. Destination (in which a Subscriber announces their choice of career)
  5. Initiation as Fellow Reader
  6. Marriage
  7. Initiation as Contributing Author
  8. Installation as an Installed Master of the PAL (abbreviated I.M.), or as one of their appointed or elected officers.  This installation lasts a full year, at which point the I.M. is named a Past Master (P.M.) in the next Installation, with privileges in the PAL and OPAL.
  9. Retirement (performed upon reaching six standard decades of age)
  10. Separation (the removal of a Subscriber from the community, by their choice or the community's)
  11. Incorporation (celebrating someone's absorption into history; performed on the third anniversary of their death)
Denominations of Subscriberism
Several threads weave the complex and somewhat freewheeling tapestry of Subscriber thought.  None are exclusive of any of the others and, though individual Subscribers may primarily identify themselves with but a single one of these threads, in truth the vast majority of Subscribers incorporate elements of many.  The Bannermen are relatively unique among these denominations for their focus on incorporating elements of specific old Earthling cultures; specifically, Bannermen syncretize their ideas with those of the Indian subcontinent.  This focus is paired with an emphasis on writing for children and propagating Subscriber thought through those means.  Meanwhile, Steadmen put their emphasis on scientific and technical endeavours pursued in an idyllic atmosphere and related with a lyric tone that allows for greater use of allegory.

Pembertonian Subscribers are creatures of the finer things in life, dandies and frequenters of clubs from the exclusive to the tawdry, with a penchant for nigh-unbelievable heights of adventure and scientific criminology.  Harradens (sic), on the other hand, lean into the Subscriber preference for "feminine virtues" and work to manifest them in society by influencing its social scene and theater with their writings and performances.  They do, however, tend to reject militancy and exclusivity on the whole in this pursuit and that also of the advancement of non-men in situations that oppress them.  The alienation of the individual in the modern world haunts their works, and a slight romance bleeds into their beliefs thereby, with a focus on love for disagreeable men whose actions can only be seen as what they are by the Subscriber.  Their stories also show a marked tendency to end with tragic and meaningless deaths, such as by traffic accidents unrelated to the plot, emphasizing the fallibility of interpretation.

Both the Harradens and the Looneys place a special honor on the writings of Shakespeare, though that latter camp likes to claim that they were authored instead by a man they say was named de Vere (which they go on to claim means "from Truth".)  The Looneys see the process of writing as revealing an intimate, credible psychodrama to which principles of Subscriber empirical psychology can be applied, and insist that the value of the magazine is increased if it is read outside (however that is defined on a given planet.)  They have a marked tendency to become editorial priests for the magazine.  Glaspellites share the Harradens' focus on feminine virtues, and are known among Subscribers for their daring views on justice and morality, manifested in a willingness to make principled stands and political dissent, to engage in debate for fun, and to lampoon the upper classes.  Reluctant to seek publicity and tending to downplay their achievements, they believe that compassion, rooted in their interpretation of Subscriber ethics and given an especial prominence when directed at nonsophont species, is the path to being worthy inheritors of the land.

In many ways the hipsters of the Subscriber religion, Crane Style Subscribers are often attracted to stories of war, either fictional or journalistic.  Each throws away their name and refines an individual and distinctive dialect to seek a life full of vivid intensity, intellectual honesty (as much as a weak mental machinery will allow,) immediacy, and irony.  Themes of fear, spiritual crises, the disillusionment from the glory of war when faced with its realities, and social isolation proliferate throughout Crane Style thought; much is discussed of the degradation of youth as it moves from innocence to a being who has collected many experiences.  They vehemently reject sentimentality in their explorations of these themes, asserting that a story should be logical in its action and faithful to character. Truth to life itself is the only test, the greatest artists are the simplest, and simple because they are true.  Aloof, moody, skeptical, reserved, and rebellious (though friendly,) they tend to ignore mathematics and science in favor of history and linguistics, these studies only being eclipsed by a vigorous dedication to military-style drills and various sports descended from the old sport of baseball.  These physical pursuits tend to take priority over the action of the mind in Crane Style.  The moral prescriptions of others are deemed by Crane Style Subscribers to be even less worthy of attention than their interpretations of their sensory experiences; they love to deflate the hypocrisy they see surrounding them.  Looking at the universe with an honest and unsentimental eye, Crane Style Subscribers deem the human nature found in the slums to be open and plain, with nothing hidden.  Accordingly, they can often be found haunting the bars, brothels, and flophouses there.  Subscribers of this Style talk about three stances, or three ways of approaching the world:  the Red Stance (flexible, swift, abrupt and nervous), Open Boat Stance (supple majesty), and Monster Stance (closed, circumstantial, and normal in feeling).  They rapidly flow between these three stances, as needed in the moment.

Pearian Subscribers are explorers, driven to experience things that have never before been experienced by the people of their home culture.  They train to endure much and to survive in nearly any environment or situation.  Sharing these experiences is a virtue second only to gaining them, and in true Subscriber fashion, they seek to do so as directly as possible.  Underhanded methods such as theft and deceit are explicitly and openly allowed in pursuit of this second virtue.  If a new experience cannot be shared directly and without interpretation, Pearians strive to be as uninterpretative as possible, mastering surveying, technical-artistic, and mathematical techniques to describe things as specifically as they can.  They are also known for their mastery of the less-glamorous fields of quartermastery and supply chains and the like, all to help ensure their ability to range well beyond what is known to them and their people; their thirdmost important virtue, after all, is tenacity.  Many have accused Pearians of being primarily interested in accolades, celebrity, awards, and recognition.  For their part, Pearians mostly change the subject when these accusations come up.

Finally, Doylist Subscribers tend to focus their scientific studies on the life sciences ~ biology, botany, and medicine ~ and their political efforts on preventing the atomization of large polities.  In fact, great emphasis is placed among them on political engagement, usually in support of that position, as well as of military engagement, criminal appeal, and colonial reform.  Many can be found among numerous deliberative bodies across the galaxy.  They are also very concerned with the danger of becoming trapped in (by) their creations, so they are well-known for doing things like trying to kill off popular characters in stories.  Their curiosity has less of an explorers' edge, being concentrated upon mysteries and the unexplained; a puzzle of justice gone cold fascinates a Doylist far more than the promise of a distant and unseen planet.  To this end, Doylists also show a marked interest in history, sifting through time for unanswered questions.  Doylists are also more willing to consider questions outside of their experience, indulging in the occasional spot of speculation or fantasy as a means to sharpen their intellect by creating unbelievable mysteries to solve and meaningless questions to answer.  This school of Subscriber thought places great emphasis on vigorous sport; pugilism, team field sports, golf, billiards, and bodybuilding are common pastimes among Subscribers of this type.  They also tend to find great and joyous wisdom in architectural design.

Doylists are the Subscribers most sympathetic to the mainstream Spiritualist religions, happy to investigate paranormal and ghostly phenomena, which they collectively call "The New Revelation" or "The Vital Message."  This sympathy (which can extend to syncretism) extends also to various Christian and fairy religions, as well, and is a main cause for the occasional ridicule Doylists (and sometimes Subscribers as a whole) face.  Because A Pocketful of Positivist Miracles and Psychical Research rejects any evidence beyond that which is personally sensed by the individual, Doylists have been known to continue believing in some paranormal experience they've had, even after the perpetrator of the fraud, trick, or illusion takes great pains to impress upon them the truth of the experience's falsity.  Sometimes they are called "the Gullibles" as a result.

Subscriber Character Ideas
Prospective contributor to the magazine (adventurer/author):  Eager to become a Contributing Author, this Fellow Reader is treating their degree as if they were a journeyperson in a guild, travelling the galaxy hoping to have grand new adventures.  They hope to write the new experiences gained thereby into a series of articles they can submit to A Pocketful of Positivist Miracles and Psychical Research.  They are likely to get distracted by any sort of opportunity for a new and strange sensation, their eagerness conflicting with both more immediate concerns and other possible virtues.  They are also likely to skip sleeping so as to make time to agonize over each and every word choice in the interminable series of articles on which they are working.
Scientific sensualist:  One of the most intellectual species of Subscriber, this hedonist is out to enjoy all the varied pleasures of the galaxy for themself.  They subject their experiences to intense scrutiny so that they can wring every last bit of pleasure out of an experience.  Massages from them are moments in heaven stretching languorously between the very deliberate pressure of their hands.  Food cooked by them is unmatched in its delectability.  What they lose in novelty, they make up in intensity ~ though they do seek out new sensations, of course.  Practice only makes perfect if it occurs in a myriad of contexts.
Utopian technocrat:  If the social world operates on laws just like the physical world does, than its problems are solvable.  If viewed unflinchingly, without theory or sentimentality, and from below, that is.  Some Subscribers arrange to work in the administration or governance of settlements/polities of a variety of sizes and types.  From there, they grapple with perfecting society, chasing the dream of a just universe.
Anti-theoretical detective:  Subscribers who work in the criminalogical fields frustrate their co-workers to no end.  They simply refuse to come to conclusions or theorize about who might have committed the crime.  Instead, they merely log and describe the evidence they discover, every last, little, seemingly insignificant bit of it.  Lawyers love this care and effort, of course, as it builds completely unpenetrable cases that invariably win.  If they don't put the Subscriber detective on the stand, of course.

A Pocketful of Positivist Miracles and Psychical Research in the Scimecan System
The Scimecan system plays host to a total of eleven PALs (metacommentarial note ~ once I have created the other solar systems in the county, one of these might turn out to be the local OPAL):
A Pocketful of Positivist Miracles and Psychical Research lacks enough Subscribers on both Morgan-Beavis and Nomia lack the numbers to exert much of an influence on those planets.  Among the teeming masses of the former planet, the Subscribers mostly disappear into the metropolitan crowd.  Despite this, Tarrafal PAL provides Subscribers the greatest access to the ears of the contract nobility (and possible contracts themselves;) though the religion possesses more cultural gravity on another baronial world, the Baroness Hausu is not well-disposed to be friendly toward her subjects.  ODDPAL provides a similar function for Morgan-Beavisian Subscribers who wish access to the halls of corporate power.  All approaches to Subscriber thought are in exhibition here, ebbing and flowing into, over, and through each other, with no one way becoming trendy long enough to dominate the Subscriber scene on this world.

On the other hand, the nigh-singularity-tech world of Nomia plays host to a mere handful of Subscribers, giving surprise to many that it is possessed of a PAL while the nearby baronial planet of Hausu isn't.  The magazine notably fails to provide an explanation for this or the Trinity Church PAL's authority over the more numerous Hausuling Subscribers.  Baroness Geertruida Sachs barely tolerates the situation, though she is no more forthcoming than A Pocketful of Positivist Miracles and Psychical Research, limiting her resistance to courtly, legal, and legislative maneuvers to prevent this off-planet influence on her subjects.  The truth of the matter is that the Hausuling Subscribers make up the primary organizing force for the liberation and self-determination of the Hausulings.  These Harradens and Glaspellites are rebels against the Baroness, who finds her hands tied by the need to keep the situation on Hausu only vaguely known offworld.

The neo-feralist culture of the ice-planet Beyond Counting, where the Unionists' Guild maintains its primary Scimecan lyceum, rejects the stupefying abstractions of civilized, technological culture.  Many among them have thus found resonance with A Pocketful of Positivist Miracles and Psychical Research's insistence on the primacy of one's own sensory experiences.  Of course, literacy isn't exactly common among the Beyonders, but Friedel Kienzel-Tietze PAL gets around this minor obstacle by lavishly decorating their walls with pictorial translations of the magazine's contents and teaching a small group of Contributing Authors to read and then relate those contents with grand storytelling.  Harraden and Crane Style ways of understanding these presentations are popular, with their focus on social alienation, also a large part of the neo-feralist critique of city culture.  Between the two, Crane Style is the most popular, with its focus on stories involving the taking of risks which Beyonder culture also prizes.  The presence of the Unionist lyceum and discussions with the prospective Unionists studying there has also led to a strong undercurrent of Doylist Subscriberism incorporating bits of the Spiritualism of the Unionists' Guild.

Wrecking Ball was granted to the various parahuman species by special marquesal proclamation.  It serves as a diplomatic center and welcoming threshold to the Scimecan system as a whole for parahuman visitors, as well as any Greys, Pleiadians, other aliens, and even humans who wish to visit.  As such, it has found a surprising use for (and, accordingly, adherence to) the teachings of A Pocketful of Positivist Miracles and Psychical Research.  A dedicated resistance to the act of interpretation helps prevent intercultural blunders and promote listening to others describe the meaning of their ways rather than seeing them only through the filters constructed of one's own.  Promoting more Stedmen and Pembertonian approaches also helps in pacifying potential conflicts with idyll and pleasure.
 

There are a total of 355,791 sophonts residing in the Scimecan System.  Of those:

  • 217,954 (61%) claim no adherence to any one religion, or haven't decided on a religion
  • 91,338 (26%) list themselves as Spiritualists without any particular denomination
  • 29,953 (8.4%) are adherents of the Water-Candy Way
  • 2098 (0.59%) are adherents of Mujtama al-Khullaanin an-Nassin Tafsiiriyy (Interpretative Society of Friends of the Text)
  • 1726 (0.49%) list their religion as "other"
  • 897 (0.25%) follow the Reeths-Puffer Method
  • 574 (0.16%) describe themselves as Finnish Evolutionary Pagans
  • 534 (0.15%) subscribe to A Pocketful of Positivist Miracles and Psychical Research
  • 289 (0.081%) participate in the Aṣẹ-Ball Championships
  • 184 (0.052%) practice the Money Spider Technique for Exaltation as a Latter-Day Hero
  • 116 (0.033%) are adherents of Confession
  • 83 (0.023%) are adherents of Valovovanism
  • 30 (0.0084%) are adherents of the Bread and Roses Syndic of Mama Nature's Children
  • 8 (0.0022%) are adherents of Miresa
  • 3 (0.00084%) are adherents of the Unpurchased Sybilline Essays of One Jeremy Sharp, Policeman

The religious breakdowns of each of the inhabited planets in the system follows:

Hatfield, 261,606 sophonts

  • 167,428 (64%) non-religious/undecided
  • 70,635 (27%) undifferentiated Spiritualist
  • 21,713 (8.3%) the Water-Candy Way
  • 941 (0.36%) other
  • 889 (0.34%) Reeths-Pufferites

Wrecking Ball, 936 sophonts

  • 372 (40%) non-religious/undecided
  • 263 (28%) Subscribers to A Pocketful of Positivist Miracles and Psychical Research
  • 197 (21%) undifferentiated Spiritualist
  • 87 (9.3%) other
  • 17 (1.8%) Money Spiders

Nomia, 710 sophonts

  • 355 (50%) nonreligious/undecided
  • 341 (48%) undifferentiated Spiritualist
  • 6 (0.85%) Money Spiders
  • 4 (0.6%) Subscribers to A Pocketful of Positivist Miracles and Psychical Research
  • 4 (0.6%) other

Hausu, 381 sophonts

  • 201 (53%) nonreligious/undecided
  • 118 (31%) undifferentiated Spiritualist
  • 36 (9.4%) Subscribers to A Pocketful of Positivist Miracles and Psychical Research
  • 10 (2.62%) Ballers
  • 8 (2.1%) Reeths-Pufferites
  • 6 (1.6%) Money Spiders
  • 2 (0.52%) other

Sprinter's Commonwealth, 617 sophonts

  • 475 (77%) undifferentiated Spiritualist
  • 67 (11%) nonreligious/undecided
  • 66 (10.7%) Money Spiders
  • 8 (1.3%) other
  • 1 (0.17%) the Water-Candy Way

Morgan-Beavis, 83,208 sophonts

  • 59,077 (71%) nonreligious/undecided
  • 14,977 (18%) undifferentiated Spiritualist
  • 8239 (9.9%) the Water-Candy Way
  • 308 (0.37%) Khullaanin
  • 230 (0.276%) other
  • 175 (0.21%) Subscribers to A Pocketful of Positivist Miracles and Psychical Research
  • 116 (0.14%) Confessors
  • 83 (0.1%) Valovovans
  • 3 (0.004%) Sharpers

Goat's Rue, 171 sophonts

  • 145 (85%) undifferentiated Spiritualist
  • 20 (11.7%) nonreligious/undecided
  • 5 (2.92%) other
  • 1 (0.58%) Money Spiders

Robenhymer, 7459 sophonts

  • 4177 (56%) undifferentiated Spiritualist
  • 1790 (24%) Khullaanin
  • 574 (7.7%) Finnish Evolutionary Pagans
  • 432 (5.8%) other
  • 276 (3.7%) Ballers
  • 149 (2%) nonreligious/undecided
  • 30 (0.4%) Children
  • 23 (0.3%) Money Spiders
  • 8 (0.1%) Miresalai

Beyond Counting, 703 sophonts

  • 288 (41%) nonreligious/undecided
  • 274 (39%) undifferentiated Spiritualist
  • 65 (9.2%) Money Spiders
  • 56 (8%) Subscribers to A Pocketful of Positivist Miracles and Psychical Research
  • 17 (2.42%) other
  • 3 (0.43%) Ballers

    Sunday, January 10, 2021

    d100 Morrisonic bits from Doom Patrol: The Painting That Ate Paris in this hex (fantasy edition)

    Once again, I give my deepest thanks to my patrons Darius, Ferny, Jaina Bee, Dave, Casey, and Keeper.  In this new year, you are the foundation of my work.  If anyone reading this would like to give your intrepid author a belated holiday gift, please become a patron on my Patreon.  Whether you can give a dollar a month or five hundred, I appreciate it greatly!  As one of my religions says:  Haec est unde, haec est unde, haec est unde uita uenit.  Haec est, haec est, haec est uita uenit!  (This is whence, this is whence, this is whence life comes.  This is, this is, this is life coming!)


    I've yet to really run a true D&D (or Deadlands: Hell on Earth or Rifts or Traveller) hexcrawl, but I've been thinking of doing so lately.  My mind has been drawn to my as-yet-unnamed sensual psychedelic fantasy setting over the past month or so, and I am getting something of an itch to run a hexcrawl within it.  The blame for this recent obsession might be laid at the feet of Critical Role's travels through Eisilcross.


    A big part of hexcrawl play are the emergent stories that come from random encounter tables.  Matt Mercer's been using such tables excellently during this arc, epitomized by the sudden appearance of Avantika and the effect that had on his players.  That alone had a major effect on the generalized random encounter table below, spurring me to add the chance for random encounters that further the PCs' individual storylines.


    As for how likely encounters should be in each hex, that's really an aesthetic decision by the DM (obviously.)  I learned my favorite method of determining the size of one's hex from an RPG blogger/writer/developer who sadly turned out to be a hideous and horrible human being, so I won't be linking to the articles.  Figure out how far your PCs are likely to travel in one day, based on their most common method of travel (walking v. riding v. sailing v. flying v. . . .) and the terrain through which they are travelling.  Multiply that by the amount of time, in days, which should probably contain each encounter ~ that is, do you want the PCs to have one encounter a day (1), one every 30 minutes (0.02), one encounter a month (30), etc., and call this number x.  Then figure out how predictable you want encounters to be.  Do you want the PCs to have an encounter in every hex?  Then there's a 100% chance for one.  Maybe you want to be really random with your encounters, for whatever reason, so maybe there's a 10% chance.  Or a 50% chance or an 83% chance or whatever.  Call this percentage of an encounter y.  Multiply x by this percentage, and subtract it from x (that is:  x-xy) and the result is the size of your hex.


    Of course, like any algebraic equation, you can flip it around.  If you know how large you want your hexes to be, but not how likely you want the encounters to be, take that x you just figured out and subtract the hex size from it.  Divide the result by x again, and BAM you have a percentage chance!


    • 1-29:  Ecological random encounter (the subtables here are worthy of a whole post of their own)
    • 30-31:  Ecological random encounter from nearby territory, climate, or terrain
    • 32:  Ecological random encounter from somewhere far away
    • 33-58:  World-building random encounter (that is to say, an encounter that communicates or allows interaction with the cosmological, political, etc. aspects of the world; some of these change, but only occasionally as the currents of history flow)
      • Each hex would have its own subtable, without approximately one interesting location, NPC encounter, or other such thing per square mile; some events (such as encounters with the military or powerful NPC/monster, deific interventions, the mechanics of life & death, or things like processions of Elves leaving Middle-Earth) are likely to show up on several hexes
        • 2-mile hexes would have a d3 chart each
        • 3-mile hexes a d6 chart each
        • 4-mile hexes a d10 chart each
        • 5-mile hexes two d8 charts each (admittedly, at this point, the options get a little bit too large to be easily done for every hex)
        • 6-mile hexes two d12 charts each
        • 7-mile hexes three d10 charts each
        • 8-mile hexes four d10 charts each
    • 59-78:  Story-based random encounter (if you have 3 or 4 players, make a d12 chart with 4 or 3 story events that could happen anywhere anywhen for each; if you have 5, make it a d20 chart with 4 each; these will usually get replaced as they are rolled up)
    • 79-92:  And now for something completely different....
      • Currently, this chart of Morrisonic bits is the only subtable here; I plan to grow a garden of these
    • 93-100:  Roll twice.  This can cascade into many more rolls.


    Grant Morrison is one of my favorite comic book writers, with numerous amazing titles under his belt ~ The Invisibles, Arkham Asylum: A Serious House on Serious Earth, The Filth, Doom Patrol....  I was reading the one remaining trade paperback in my collection of that last title recently, so I threw this together.


    Part of what makes Grant's writing so perfect for this kind of thing ~ besides the fact that his writing is a major influence on my ideal of and preference for sensual psychedelic fantasy ~ is his baroque style.  Fed no doubt both by psychedelics and adaptations of William S. Burroughs's "cut-up technique" (and other things, most likely), Grant's books are filled to the brim with quick asides and mentions of things that spur the imagination into fresh and wild flights.  Often lasting for only a panel, or even less, these help build the sense of a truly weird and unknowable world whose dream-like rules only mimic sense, while allowing sensical stories to be told of the people who live in and by those rules.  In other words, they resonate strongly with the dice-driven bathos that is the very essence of RPG storytelling.


    d100 Morrisonic bits from Doom Patrol: The Painting That Ate Paris in this hex (fantasy edition)

    1. A brutal hero of the realm followed by a crowd of bards and visual artists
    2. An unbelievably powerful magic-user who is deathly afraid of dirt
    3. A glittering fog monster that absorbs people
    4. An abstract shadow of a man, half unseen, with a hole where his heart should be
    5. A house with a door that locks behind you and can only be unlocked by reciting a list of names
    6. A secret, sacred, sub-educational sanctum
    7. A sentient golem cannot dream and yet tries to map the Plane of Dream and its inhabitants by interviewing those who can
    8. A villain forgotten by history, now in hiding and very bored
    9. A bodysuit that inhibits both movement and hearing
    10. The White Room, a room whose perfectly smooth, spherical shape and uniform white color confer the illusion of limitless space
    11. A completely uneducated air genasi barbarian
    12. An army dedicated to the total absurdity of life, the gigantic hocus-pocus of existence, whose banners read "From this day on, Let unreason reign!"
    13. Two overly-educated opium addicts contemplating the infinite majesty of the gods' creation as they look upon the constellations trembling in the blue, immeasurable chambers of the central heavens
    14. A painting that can physically devour those who behold it containg an ancient and inhuman power with a nihilistic intelligence
    15. An enigmatic and sadistic Count who collects art
    16. An androgyne, entirely covered in bandages and floating in the air, contemplating a series of levitating Russian dolls
    17. Someone warns the PCs to beware of men who aren't there
    18. The yodelling skull of Tavistock
    19. A statue of a mythological mother-figure, rescued from a war-razed city, that bleeds sour milk every 28 days
    20. A spell to turn people into statues of glass
    21. A temple to the Listening Gods
    22. A spell that causes missiles to grow to enormous size once fired, causing their weight to pull them to the ground before they can strike
    23. The Colliding Bishop among the Sweating Windmills
    24. A portal to another plane that can be opened by means of any contradictory ideas or images
    25. The avatar of contradiction
    26. A race of people who gain simply unbelievable levels of strength when they're asleep; they all sleepwalk
    27. An infinite recursive demiplane
    28. A barbarian power that allows you to hit multiple people at once and send each of them into a different plane or demiplane
    29. Light falling like snow, like chamber music
    30. A multicolored polyphonic city
    31. The sound a key makes when hovering
    32. A surreal beach that disorients and makes it hard to concentrate
    33. The Negative Spirit
    34. A spell that puts you into an untouchable abstract state for as long as you can keep your thoughts non-referential and nonsensical
    35. A broken jar which has spilled the viscous fluid that once fed the brain contained within
    36. The Kingdom of No
    37. Beethoven birds squawking for food; they eat musical notes
    38. A totally humongous hoofprint
    39. And his name that seats on him is Extinction.  And Oblivion.  And he is trapped in a painting.
    40. A massive horse-riding knight rising out of the sea, as wide as the beach
    41. Villains having to save the heroes they defeated fair and square in order to fight something else
    42. The structure of a knights body in a scaffolding of steel bands, riding through the sky
    43. The empty cage of its heart
    44. A magical ritual powered by the embarrassment created by its performance
    45. The defeat of Oblivion by Senselessness
    46. A gun that shoots pigs instead of bullets
    47. A Horseman of the Apocalypse reduced to a child's rockinghorse
    48. A great hero of legend gone cataleptic, retreating into their mind where it's safe
    49. A spell to act as a psychic conduit allowing someone whose brain you're touching to travel into the personal mindscape demiplane of someone else you're touching normally
    50. A train with the infinity symbol for its engine number
    51. The Psychocosmic Subway Demiplane
    52. The Hangman's Beautiful Daughter
    53. The surgeon comes, walking on blades, spider-gloves twitching in light gone stale
    54. Someone named Baby Doll
    55. An army composed of the psychic projections of a single person's personality aspects
    56. A hulking knight with a heavy, thick helmet shaped like the head of a hammer
    57. The Suffocating Dark, the Screaming Dark
    58. An ogre who gains power from the childhood traumas of those it fights
    59. A spell to immediately destroy something in the instant you first admit to yourself that you hate it instead of loving it
    60. Fear the Sky, a group of assassins who ritually behead themselves, gaining a tiny planet as a replacement head
    61. The Friend of the Children, who is unseen and unheard but is present abroad or at home when children are happy and playing alone
    62. A golem or warforged experiencing the senses of touch and smell for the first time
    63. The papercut ritual that summons an oracular head, a metaphysical agony aunt
    64. Dermo-optical perception, the psychic power to see through one's skin
    65. The Antigod
    66. Pain surgeons gathering the dry skinflakes everyone sheds so they can sew them together with the old love letters people throw away when love turns sour.  The final product are the constructs known as dry bachelors.
    67. The skins of murder victims stretched across bone frames whose occult geometry imprisons their souls
    68. The Book of the Fifth Window
    69. Three masked halfling riders who can ride on any surface, regardless of what gravity says, and transform those they look at into blind, smoking shadows
    70. The psychic power to hear fear
    71. The needle children, who cannot be seen through glass
    72. The Cult of the Unwritten Book
    73. A drunk man raising his bottle to toast a fight
    74. A newborn baby born almost completely covered in tattooed words
    75. The Shroud on Stilts (one of the Minor Grotesques)
    76. A man with a wound that's slowly getting bigger, taking over his whole body; cultists use this wound as a portal to travel throughout the world and the planes
    77. A plague of bodiless mouths disagreeing violently with each other
    78. Windows of Warning
    79. The Little Sisters of Our Lady of the Razor
    80. Emu, we wail deviant for toy ego, lo!
    81. Guilty guilty children tear like paper and milk
    82. All the stars in the sky disappear
    83. An enormous blue-lashed bloodshot eye in a shattering sky
    84. Words disappear from books, books disappear from shelves, shelves disappear from libraries
    85. Doctor Mirabilis's Most Excellent and Unusual Puppet Theater
    86. Hoodman Blind and Hoodman Shame, who eat all the words on the tips of people's tongues and convert them into tame lightning
    87. The Spider Bridge
    88. The Cathedral of the Sacred Family
    89. Walls dripping with the tears of children
    90. Painted gods by whose power existence itself is brought to an end
    91. Someday these doomsday bells will ring and this ghost of a city will reveal itself to the world
    92. A whole cathedral of singing stone and choral architecture
    93. A city trapped in a snow globe
    94. A spell to create a temporary portal out of a smoke ring
    95. One artificer complaining about another artificer's shoddy work
    96. A series of doors ~ the Door of Boredom, the Door of Irritation, the Door of Panic, and the Door of Hallucination ~ leading to the Room Without Doors
    97. A warforged's body wanting independence from its mind
    98. An intelligent ape pushing a baby buggy containing a brain in a jar
    99. An enchanted revolutionary beret that can only be passed to someone who defeats the wearer in combat or strip chess
    100. Two brains in a jar talking to each other