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Category Archives: Setting
Magic Monday – The nuclear option
Bane-Spell (Secret Word of the Destroyer) The Secret Word can only be taught to those who make a pledge to the Destroyer (a member of The Five). This may take the form of a taboo they must obey, a ritual … Continue reading
Magic Monday – An enchantment to evade entropy
Sign of the Maintainer The Maintainer is one of a quintumvirate of deities worshiped in the Slakiv heartlands: the Shaper, the Destroyer, the Corrupter, the Renewer, and the Maintainer. The Five are believed to be personifications of the natural processes … Continue reading
Posted in Rules, Setting
Tagged charm, Magic Monday, Maintainer, preservation, Sign, The Five
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Magic Monday – Moving Monday, Travel Tuesday
(My apologies for the late post! We’ve spent the last couple of days moving to a new residence – only about a hundred miles away, which is relatively close by American standards, but still a complex undertaking – and I … Continue reading
Magic Monday – And that’s how you get a rabbit out of a hat!
Spirit Call Spirit-calling is a magical tradition widely practiced in the Clanlands to the east of the Sianin Mountains. It requires substantial indoctrination before it can be practiced properly. When a would-be conjurer’s training is complete, a sponsor must perform … Continue reading
“Children of an Elder God” campaign core
I was just reading one of Necropraxis’ posts, and there I encountered the phrase “flexible, classless character progression system.” It caught my attention, and after mulling over the concept for a while I was suddenly struck by a (tangential) idea … Continue reading
Posted in Rules, Setting, World-Building
Tagged Children of an Elder God, legendary entities, RPG
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Magic Monday – Bannme’s Song
Bannme’s Song Not all magicians consider this to be a spell of any sort. Some consider it a tool for meditation; others, a mere mundane poem long divorced from its historical origins. It is said that anyone capable of dream-travel … Continue reading
Posted in Setting
Tagged Bannme, City of Glass, Doom of Namil, GM tool, Magic Monday
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Magic Monday – Physical magic – A need for speed
Zhoghaikhan Hahd The Zhoghaikhan Hahd is the most famous technique used by the elite bodyguards of the Fells to protect the throne. Like the Bakihandu Hahd, it requires a round spent focusing and gathering energy. At the start of the … Continue reading
Magic Monday – Introduction to physical magic
Bakihandu Hahd Hahd techniques are a series of martial physical magics: Physical magic allows the practitioner to harness magical energy internally, affecting their own body, rather than in the more common external applications. The Hahdet were created by the royal family of the … Continue reading
Magic Monday – And now for a multi-function air mobility spell
Today’s spell, specifically its ability to shift dramatically in functionality depending on the amount of skill and energy invested in it, was inspired by this post at The Dragon’s Flagon. Ride the Wind This spell depends on the caster being … Continue reading
Posted in Rules, Setting
Tagged flight, levitation, Magic Monday, variable spell, walk on air, wind spirits
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Magic Monday – Sign of Thanh
(As seen in this story) Sign of Thanh This Sign is a glowing rune, drawn on any surface or even in the air. It remains in place for as long as its caster concentrates, visible even in darkness and potent … Continue reading