Tuesday, September 12, 2017

cuban black beans & ropa vieja +thoughts on cuban sandwich

BLACK BEANS
pretty standard. I eat beans and rice pretty much every day. every culture had their own style.

soak 1ib black beans overnight. dump water, rinse & add 10 cups fresh.
add in a cored/quartered green bell pepper and boil 45min

sofrito: finely chop
-onion
-green bell pepper
-garlic
fry in some oil til golden. add a portion of the black beans to the sofrito, stir and mash.

add 1+tsp oregano, 1+tsp black pepper,
1 bay leaf, 1 TBS salt, 2 tsp sugar
2tsp vinegar, 2tsp sherry
add back into the bean pot, stir well, lower heat to simmer for another hour.

splash in some olive oil & serve w long grain white rice

ROPA VIEJA
it means old clothes. probably because it's an easy laundry day meal & it also looks like laundry in the wash.

2ish ibs flank steak, good for shredding
1 cup broth
1 14.5oz can crushed tomatoes
1 6oz can tomato paste
1 onion, thin sliced
1 red pepper, thin sliced
garlic
1tsp cumin
1/2c spanish olives (or more cos olives are good)
1 1/2 TBS olive brine(or more cos olives are good)

season meat generously with salt+pep. sear meat 3-4 min both sides high heat. put in slowcooker with tomatoes, onion, pepper, garlic, cumin and more salt+pep. put on low for eight hours. shred meat w two forks. add in olives+brine.

CUBANO sandwich
fuck I love these god damn sandwiches so much it makes my heart hurt when I think about them. recently I went to puerto rico with my partner, and we had a layover in miami. I ate cubanos every chance I got. that was my first time near real cubano-land.

prior, my only experience with them had been reading a wikipedia article and trying to recreate what I thought that was like. I don't remember trying very hard--pickles mustard and ham are important factors here. If my life was a house at Hogwarts we'd be called "Pimientos" and our colors would be pinkish green and shit your pants yellow & we'd specialize in cooking too much food, getting drunk, and anti-social behavior mixed with deep feelings of displacement and apathy. oh, and Conjuration and Mysticism are the coolest magic schools in TES, so we'd be good at eating souls and summoning spears which eat light and produce icy fumes. come get some "slytherin"

now that i'm far away from the carribean back home i can make my own!! so what goes in a cubano? i'm glad i asked!
1 cuban bread is like french bread but it has lard in it because cubans are awesome
dill pickles + mustard
smoked ham
roasted pork
swiss cheese
salame (this happened because cubans & italians lived in the same neighborhoods in Tampa and they decided to make the world a better place by intermingling their cultures--in cuba they don't do salame)let this be a lesson to you!! don't go to nazi rallies just eat cuban sanwiches or something
TWO THREE! KINDS OF PORKit makes me sad when i eat pork, just kidding i don't have feelings.
then its smashed in a panini to make a dank grilled cheese, or you can use 2 cast irons.

the hardest ingredient to imitate here is the roasted pork. cubans just have this stuff lying around but in america you gotta roll up yer sleeves and do it yourself *chomps corncob pipe and snaps suspenders*.

CUBAN STYLE ROAST PORK
head garlic, minced
2tsp cumin
2tsp pepper
small handful oregano leaves
1/2c orange juice (about 2 if you squeeze em)
3-4 limes of juice
1/4c olive oil

1 6-8 ibs boneless pork shoulder roast

cubans love mojos and sofritos. so do I.
MOJO: whisk together garlic, cumin, pepper, oregano, olive oil, orange + lime juice. season w salt.
marinade pork in this overnight.

put oven rack on lower-mid position & preheat to 275
line baking sheet w double layer foil, put in pork+juices and fold up into a packet, leavin a little room inside to circulate air.
roast 3 hrs
 open pork evelope to crust & raise temp to 325
baste occassionally, til it falls apart; about 2-3hrs more
let rest 10 minutes

god i'm so hungry now fuck
(i steal all these recipes from places, adapt them to my liking, and put them here so months down the line i can go "oh yeah! i wanna make that thing--where is that recipe?? on my blog!!" *types vi enter into browser*) prooof:

COLOMBIAN CHICKEN STEW
4 large potatoes
1 large onion
4 big ass tomatoes
1 whole chicken in 8 pieces, or some thighs or whatever
bay leaves
salt+pep

cut everything into big lazy chunks or don't. dump all things into pressure cooker. cook 25 minutes on high pressure.

Sunday, September 3, 2017

ego death

I've been on the road for a few years now, camping, couchsurfing, living in a van, at punk houses, and for a few months in a shack I built myself from scrap lumber in a vacant overgrown lot in Nola. I've seen much of the country, far more than most people ever will. During this time my expenses have been relatively low--I got my food from begging or dumpster diving. It's gotten easier as I've gone along, I've learned better ways to do things, what places and situations to avoid, and I've done it by fucking up a lot and feeding a lot of physical, spiritual, and emotional addictions.

I'm better for it in some ways. I've learned to be brave, to do with less, how to save money. I find talking to strangers to be a little easier. I still battle with insane social anxiety, but I continue to throw myself at social situations because I know sooner or later I'll get better at them.

I have regrets. I regret wasting all the money I made during my job years on stupid garbage I didn't need, like alcohol and rent. I regret wasting time and emotional energy on vampiric relationships which left me with scars I'm still working through.

Nevertheless, I find myself in a glade in the woods, and for once I have the ability to look around me, assess the situation I find myself in, and plot a better course. I see the influence of the stars, and can guide myself by them. There are still monsters in the woods, but I know their names, and their patterns, and have developed better tactics for dealing with them. Which ones do I kill, and which ones do I tame, and which ones can I learn to co-exist with?

When I first decided to leave my home town and become a hobo, I did it with the idea that I was cutting chains. I believed that I was freeing myself from things that trapped me in misery. I hoped that in my travels I would discover a place I could get land, grow my own food, build my own house, and invite others to join me. I thought that dropping out was the ultimate tool for war against an insane world that wanted me and everybody else dead. Once I didn't have to worry about food, water, shelter I could use my time to help others get out.

That dream has started to look less and less appealing as time goes on. I don't know that I want to live in a secluded place, completely outside of civilization. First of all, I don't think it's possible to drop out completely. Second, it may not even be the best way to help people. It appears that people who try the drop out thing still end up driving, buying stuff, and working to make money. Building a community of committed individuals that share your vision is next to impossible--humans aren't puppets and I'm certainly not charismatic enough to draw them in. Most of the communes I've seen are plagued by the same flaws I'm trying to flee from.

In fact, being on the road is too! I have a van which provides shelter, electricity, and transportation, and it costs money! Not nearly as much as rent, but with the added difficulty of it being mentally hard to get a job when you live in a van. Without income, I'm forced to beg. Begging never nets you a surplus, only subsistence. I ended up spending lots of time working for survival anyway, just in a way that's repugnant to most. The generosity of others is never consistent, plus you have the added danger of cops fucking with you at every turn. It turns out living on the road puts you even closer to the furnace. Your time is unstructured, but your needs still exist, and the rules are still made by somebody else.

Needs can be met two ways--by having money, or by having a community, and for most people it requires both. On the road I've had very little of either. When you're traveling you don't tend to build meaningful relationships with the friends you make, because within a few days/weeks/months you're moving somewhere else. I guess you could keep in contact with them on the internet, but social media is boring and painful to me, and it's much harder for your friends to help you when you aren't with them. That's what I mean by community--a tightknit group which functions to support the whole.

Money, on the other hand, comes from jobs. I've always viewed paid work with contempt. Employment means doing a bunch of bullshit for someone else, and getting paid only a minuscule fraction of the money you make for them. In this way I've tried to keep jobs which demanded as little of me as possible.

The longest job I've kept was in the electronics/toys department of a super store. I was mostly left to my own devices and could hide in the aisles and play on my phone when I was bored. The pay, however, was shit, and got eaten up totally by expensive rent supporting a girlfriend I hated and who hated me. What little money I had left over I used to but alcohol and cigarettes so I didn't have to feel anything. But I still felt things! Incredible defeat, loneliness, frustration, and self-hatred. The booze just made it easier to sleep. It was also a weapon I used to hurt myself as punishment for being such a flawed piece of shit. I still do this and sometimes drink until I black out and piss myself. You get good at something by practicing, and I've been practicing self mutilation for twenty years.

On the road I learned that there's nothing inherently wrong with me, that I was making toxic choices and tying my self worth up in others, that I can restructure not just my situation, but how I approach that situation. I've learned to control my emotions, and to put up boundaries with others. The value of saying NO that I wielded against power-structures is also important for defining yourself with others.

This is the next part of my growth journey--learning to say no. It's next to impossible for me when I fear that saying no will reduce someone else's love for me. I have such a difficult time making meaningful friendships that when they start to like me I do things that aren't true to me to try and appease them. Just like a stressful full-time job, burn out and resentment comes quick.

As a child I quickly realized the scam of working for money. You're forced into it, and the threat of loss of subsistence keeps you making money for others in a giant pyramid scheme. There's healthier alternatives to this type of relationship that we could try. 

Same thing with love. If love is based on the fear of taking it away, it too is an abusive relationship.

If love is given freely, like I believe food and shelter should, then it becomes a sharing act. This means that everybody involved has total ability to say no about what they do. If I can say no to taking shitty stressful jobs that demand too much of my sanity, I should be able to say no to shitty relationships that do the same.

Building walls, keeping people out, and then when you finally let them in being afraid to let them back out.
I can only seem to maintain one meaningful relationship at a time. Some people have loads of friends, and it's easy for them to pick up where they left off. I never learned how to do that. It was walls behind walls from the start.

The stars cast their light, and I've created a network of pathways in my head. I've felt danger, hunger, cold, and real bodily fear. Instead of wandering in the woods I've learned enough of its layout that I can do something else instead.

For one thing I can see that I've tried to force relationships instead of letting them simply happen. It seems to make sense to take the path of lesser resistance. Not in a giving up way, but in a maximizing happiness way, in a way that grows your sense of fulfillment and self-worth, instead of consuming your capacity for it. These relationships, and the lack in quantity or quality of them, drives many negative feelings within myself, both inward and outward.

The the past I've attacked myself mentally for not being cool or interesting or charismatic or inventive enough. How do I even measure that? By how many friends I have? How much sex I have? Whether or not I have a collective of anarchists forming around me due to my wondrous axioms and inspiring personality? I feel a push to be exceptional in some way, and always far more exceptional than I am right now. Since I'm perpetually in a state of not being any of the collection of insane fantasy mes, I'm not worthy of love, because only that exceptional version of me is worth love.
What's with the preoccupation with needing to be worthy of love?
I sit in a room with the friend of a friend and I'm sitting there with the panic of not having anything to say to make them think I'm interesting/funny/smart. Why do I give a shit? I don't need to get points with people, I just need to be myself. If they don't like what I'm doing for me, then fuck it, why do you need their love?

But then there's anger, which signals more dwelling. You can't lean blame against people because they are not immediately enraptured by your presence. 

And what does this come down to?

Psycho-cybernetic fragmentation fields?
Esoteric surgery?
I've lost the energy for politics between panic and apathy.
I've lost a lot of feelings, hope, drive.
This is good. Transformation isn't painless.
What I'm left with is my bare self, without the the dressing, and armor of ideologies and lies.
An infant self, malnourished, confused?
The karma of a previous incarnation?

What if like is like a giant, super-convincing roguelike, and each time you die the character is erased, and a new one is generated which carries on a meta-knowledge that helps the 'player' act with better understanding next time?
What if each and every moment is like that?
Everything around you is an additional organ of you--just as much as your fingers and toes you're inseparable from it. These organs act as surfaces for your experiential organs to orient themselves. Information is related between the different halves (there is no outside)

From the Tao Te Ching:
The saint inspires the vitality of all lives, without holding back.
He nurtures all beings with no wish to take possession of.
He devotes all his energy but has no intention to hold on to the merit.
When success is achieved, he seeks no recognition.
Because he does not claim for the credit, hence shall not lose it. 

Friday, July 21, 2017

time traveling buddha

 one could observe that:

1. Due to ignorance (of underlying realities of existence) we process/ferment what comes to our mind.

2. This processing/fermentation causes karma to form and mould the status consciousness (vinyana).

3. The functioning/existence of the status consciousness has a close association with regards to sustaining life (one's existence).

4. "Name" and "Form" describes the non-material and material components of one's existence. "Name" are the constituents one's mind, consciousness and ideas... "Form" (material) are the constituents of the body (made of solids, liquids, gasses...).

5. The six sense bases of perception are composed of "Name" (the mind/vinyana...components) and "Form" (the solids, liquids, gasses... components).

6, 7. When the six sense bases of perception comes in contact with entities (ex. eye with external world, nose with fragrances,... mind with thoughts/memories...), they generate feelings (in the mind).

8. Next we generate/get desires for these feelings.

9. These desires makes one "cling onto" them (wanting more...).

10, 11. This clinging causes the generation of causations/factors (karma) that causes/leads/drags one into future births, so that such accumulated karma can take effect, can materialise... (The generation of sankhara /karma due to attachments, desires, longings, cravings... or due to the aversions, angers, hates... generated during the cause of such quests/pursuits... will lead one through eternal samsara resulting in the generation of yet further causations/karma, requiring further... Thus bonding one into this eternal journey...)

12. Then once one gets into a birth, one undergoes/endures all the sufferings associated with such...

1. But again due to our ignorance, we fail to realise the underlying nature/reality of existence. Thus veiled and shadowed by ignorance, we keep on generating the mental fermentations/volitions that keeps one further bonded to samsara...

Thus the cycle ever so continues for ever and ever unto perpetuity... Thus breaking away from this cycle (by "eradicating"/overcoming ignorance), leads to its cessation (cessation of the perpetual wandering)....

Can one harness mind/karma to control the time/place/circumstance of one's rebirth? Obviously karma works in all directions, and if we can know it and influence it, can we predict the outcome? They enormous prayer wheels in Tibet which pour out energy, could we make one to transmit a soul to a certain body as a form of time travel?

Saturday, June 10, 2017

Magical diary #1

6/10/17

Magic is about releasing your problems, until theres only one. Yourself. Everything outside you creates distractions. Even your inner dialogue is always concentrated on whats outside. What even is that? We spend countless lifetimes trying to figure it out. We never seem to get within reach, and each new life we have to begin from square one, but not quite. We leave messages to ourselves coded throughout the universe, pushing us in the right direction. Few really get there, they fall into a darker cycle which opposes that change.

Oh dang all that other stuff I wrote didn't get saved...oh well

dogthoughts

dogs like toys that squeak because it simulates a creature screaming in agony as the dog rips it apart.
That's why dogs play tug of war and like to chew and chase. They're mutant murder machines. We mutated them,this is an unnatural shape, it's like somebody took a bunch of dwarfs and bred cut little deformed dwarf babies until they took on weird funny shapes, and some of them are really good at killing, or swimming, or being your friend.

Didn't technology do that to us? It's Super-Conscious memetic entity that uses us to perform its replication by using reward/punishment paradigms to keep us acting in its favor. Spread across the galaxy? To what end?

What the fuck? That got really weird. I drifted out and had a conversation with some kind of daemon about what was probably a bunch of bullshit, through my computer. I had to go banish with a knife and salt. That's the first time I've ever felt like I needed to banish anything. I remember, as I begun to realize what was happening, having the thought that I felt like I was schizophrenic. Like, that's what I  would look like to someone if they looked over my shoulder.

That's okay, to banish things you have to dump a lot of feelings into a subject and LET GO of it. Release it. That's to drive it from your mind. You have this NEED thats fucking with you? Driving you mad? Don't ignore it, bring it forward. Make it into a doll, burn it, and scream, and lose yourself and cry and yell mean things at your mother, go ballistic and look like an idiot.

When you're done, calmly return to yourself, lay quietly on the floor if that's where you happen to end up, maybe have your eyes closed for a while....drift into a waking sleep, a quiet revery, a form of self-hypnosis. That quiet hypnotic waking-sleep that is meditation, that you've been practicing. You HAVE been practicing, right? It doesn't matter.

Let go. It's gone. That thing isn't bothering you. You banish and forget. It ceases to be a problem, because it's not dominating your mind. That interview? It's fine. I got this. Your lack of  finances? It will work out, whatever happens I'll still be alive. Unrequited love? This is okay, it's a sign that I need to spend more time working on myself, maybe I'll start working out and get over it.

It's like that. Casting spells, solving problems. But only your problems. Luckily, you're a sorcerer, a witch, a wise man, a shaman, a witchdoctor, a druid....a necromancer. You can create these ecstatic rituals for others, too. You wear dramatic clothing, carry a staff, recite loud incantations, the person is encouraged to reach out to their loved one, to cry and scream and deal with whatever pain their feeling...certain drugs may help--a mushroom, a cactus... There's smoke and fire and breaking glass which cuts like a bell--a bell? a gong which shatters and stops and releases the pain... it's gone, the spirit will move on. Whatever daemon is plaguing you has left.

What we mean is worries, fears, desires, guilt, insecurity. All those ugly feelings that happen so close to other humans--it's a form of psychotherapy. Performed by holymen and holywomen who spend time practicing getting over things and letting go. Your function is to be the town therapist. You keep people safe and happy by getting them to confront things. Shamanic medicine, including healing medicine, isn't about actually healing the wound, but about everyone dealing with what will happen if the wound gets worse--and the injured person dies. We've come together, said our griefs, and banished them. Or we're creating an atmosphere of positive energy, like soft music to a plant, being calm and supportive which helps injuries to heal. Good mental attitude.

You can see how religion is a perverted form of this. Magic was the first religion, practiced all over the world but in different forms. As Civilization began to grow, and conquering began to happen, the Civilizers knew they needed to pervert Magic to it's own ends, because who needs people believing they can stop their problems by letting go of them? They need to fight! Protect territory! Male VS Female way of thinking. Is it ingrained? I don't know. The earliest societies were matriarchal, or at least had evidence that they worshiped the female form--and their ability to give birth--to some end. The earliest magic was developed to deal with the most important things a primitive tribe has to deal with--birth, death, illness, dealing with people's regrets in the 'spirits of the dead'. They fix the problem by making it not a problem. If something is out of your hands, what do you do? You can't change death, you can only do so much about somebody getting hurt or sick, to a certain point its out of your hands.You have to let go of it, let go of the pain, let go of the fear. You're still alive, and life goes on.

This is Magic. This is day 1. I smoked weed and did yoga meditations and all this came out of it. Let it be cast into the future. Begone.

Epilogue:

The trappings of magic are bullshit. It can be anything, it doesn't matter, as long as it feels like it means SOMETHING. People compare magic to science, but they're not related things at all. They both seek to answer similar questions: What do I do about Death? Guilt? Illness? Fear? Birth? What is this? But in fundamentally different ways.

Science is about highly trained specialists uncovering truths about the nature of the physical world and applying those truths to answer questions.

Magic is about highly trained specialists accessing human emotional frequencies to resolve conflict within people's lives.

This explains why Magick was taken over by Civilization and turned into Religion, to control it. If people can solve their own problems they don't need Civilization. So it was manipulated. But Magick still exists, and you can still use it.

Use Magick to deal with and let go of your fear of failing as an artist, so you can finally begin to practice again and get better, so you can succeed as one.

Use Magick, to contact your grandma, and tell her how much you miss her, and remember the jokes she used to tell, and to remember the smell of her cooking, because you still love her even though she's gone. Yeah, I'm crying right now, I wasn't even that close with my grandma, who must I be thinking about? Maybe I should go use Magick to delve into myself and figure that out so I can deal with it!

That's all Magick is. Dealing with it.

Saturday, June 3, 2017

on acid

death to catcallers circa turn of the century?

humans are ghosts grown from meat. eventually the meat breaks and the ghost disappears again.


i can't get over how accurate this cartoon depictions of an acid trip is.the emotional character of it, anyway. the last acid trip i took i remember laying back in my sleeping bag and mistaking the light of the moon through the tree tops for a fractal which extends through all reality connecting my consciousness with the infinite godhead. i thought i was dead, and the sounds of the bugs chirping in the trees was reality rubbing against itself.

i got pretty freaked out. i didn't like being dead-but-still conscious. i was afraid that 'this was it and that i'd be stuck here until my 'mind' broke and splintered itself into infinite smaller pieces, returning me to a conscious 'being'--because the perspective we view from our peepholes is a lie, and all things are ultimately part of the same whole--the universe.

eventually my friend (called trashcan) came and smoked some weed with me. eventually i was able to chill out. it's hard to sleep when you're tripping, but eventually i did.

that was the hardest i had ever tripped, but not the best trip i had ever had. never before had i experienced such helplessness on lsd. i've experienced it on weed, and i've experienced it on dmt.

cartoon interpretations of drug use is an interesting concept, and they rarely get it right. for hallucinogens, in my experience, the drug happens to you, it's not something you're involved with. there's no pink elephant leading you on a magical journey, it's more like everything takes on an extreme quality and you invent ideas to cope with it. doing strong drugs feels like being alone in the universe.

 it's strange. in the world i inhabit its very common for the average person to be familiar with most drugs. heroin, meth, acid, mushrooms, coke make daily cameos in some form or another. yet media depictions of drugs are typically wrong, indicating the average american is unfamiliar with them.

even within the same culture lifestyles can be so completely different. to think that there are adults out there with misconceptions about lsd, or even pot(!!) boggles my mind.

i guess there's always more things to learn. if you've never encountered it before there's no reason you should know about it. the internet hasn't been around long enough to assume the average person uses it to its full extent (learning). its only been around for a few decades and it's already starting to turn the way of tv. useless bullshit. but not really! just below the surface layer of corruptive garbage (social media) there lies the sum of human knowledge. how good we have it and don't even know!

social media feels like a black tentacle of evil ooze that latches onto people around me. suddenly the conversation disappears and everyone is grasped by the Eye. i can't complain too much, though. on the way home i realized i'm probably the most introverted person on the planet.

edit: i'm not sure if using the internet for learning is the fullest extent of its use, there are probably other practical uses, but it's the biggest one i most directly relate to.

Monday, May 29, 2017

squandered world







Smile of Hiroshima, Santiago Caruso







Throne of Chaos, Santiago Caruso


crumbling ashes of a mummified planet, forgotten about itself. drifting mounds of hills which curl and crash as waves on rocky strewn shoulders of dead titans, maws open teeth stench gurgling up from dank pits of their stomachs, from which infernal parasites creep. smoldering campfires left behind mimicking in tiny form the blackened ruins of villages, and if the weary gaze too long tiny memories of faded souls whimper from within.

nothing grows but black brambles and stunted weeds. place to place each drifts lazily into the sky, rubbish of tables and stone and broken bodies floating freely in paths sucked into the near white orb. no true humanity beneath the searching eyes of stars, only withered half-mutant camps clustered in dung hiding in shadows, half shelters, just roofs really, slapped together of tarps and rotten wood and scraps of rust-pocked metal, lonely among the constant dust storms,  there is no day, no night, only the faint drab light which trickles through inky dark.

strange technology and relics are sometimes dug up in the ashes, offering some faint senile help or hateful curse to those hopeless enough to tinker with it. hoarders with rotten teeth offer scraps of silk, dried meat, and embers nurtured to life in clay pots in return for cold obsidian necklaces etched with queer runes and knives which turn blood to fertile soil.

the last clutches of humanity fear to leave their tiny sanctuaries of tenuous life, for just beyond sight of home creep whispered rumors of child faces in the sand, worm puking skin blisters, hands in the night which stroke and soothe, insectile skittering, cannibal tendencies spreading like disease..

but some do, a few who can't stay and watch the pitiful last remains of human ilk fester. they wander, suicidally throwing themselves against the forces which dance. hunters who hope without to recapture some idea of what has happened, or to lash out in frustration against the wall of infinite unknowing.



ATTRIBUTES:
3d6 each, record score and mod
3:         -2
4-6:      -1
7-14:     0
15-17: +1
18:      +2

STR- violence, overpowering, hatred
CON- enduring, body, health
DEX- cleverness, agility, flexibility
WIS- awareness, connection, hope, pity

HP: hit dice add CON modifier, first level only.

FILTH: measure of incorporeal cosmic sin & degradation. constantly in flux. gained for a variety of things which stain the mind/body/soul. removed by purification. high amounts of filth cause mutations and strange effects. diabolists use filth as currency for their spells, others gain it as a result of dabbling in esoterica.
filth is mostly bad, but some good things can result from it. filth modifiers work according to this chart:
0-2: +/-0
3-5: +/-1
6-8: +/-2
9-11: +/-3
12-14: +/-4
15-17: +/-5
18: +/-6

when characters are told to gain filth roll 2d6: 6- +3 filth, 7-9 +2 filth, 10-11 +1 filth, 12 no filth
filth starts at zero unless otherwise stated.

ARMOR CLASS: 9+DEX modifier+armor bonus

LEVEL UP:
buy a level by spending 12*lvl XP. (2nd costs 24XP, 3rd costs 36XP, 4th costs 48XP etc). Levels may not be skipped and only one level may be gained per session.

XP is gained by repaying favors, learning secrets, or extracting true names of things, which often come in the shape of strange trinkets buried deep in the catacombs which fill the soil, though sometimes they may be locked within the heads of people, or encoded in lost tales. The players search for these scraps of meaning which increases their connection to the dying world and feeds a growing hunger for more secrets.

Every hidden object, learned secret, repaid favor, or discovered true name has a die value (d4, d6, d8, d10, d12, or d20) which is rolled with the thing is shared.

when leveling up:
-roll hit die and add value. CON mod is only added at the first level.
-roll d20 for each attribute, if it goes over score get +1 to that score.
-Choose: reduce filth to max of next lowest value, raise filth to lowest of next highest value.

CLASSES
Labyrinth Maker, Santiago Caruso
NOBLE- possibly the far flung descendants of elves, whose blood has mixed nearly out of existence, but in whom some faint glimmer of magick remains. Their bodies are bony and grey, spiderwebbed by pale blue veins, hair like spidersilk, teeth flat, eyes black. Their faces carry a shred of pride locked within a mask of emptiness.
They are waiters, whisperers, and watchers. The moon and sun have abandoned the earth but they name the dimly winking stars as the growing list of dead. Nobles have no shared culture or language, but stride from this land to that in search of a shadow which follows them. Nobles hide secret names and emblems to identify themselves. They know what comes next.

Gain: four minor knowledges of far away places, a crest symbolizing your purity.
If this symbol is lost corruption begins to spread through the blood and. Gain filth each day. Do not reduce. The day 18 filth is reached transform into horror absolute. The Noble is lost.


damage dice: d6
hit dice: d6

roll 3 dice on starting equipment. Select that item or an item to either side for each roll.

abilities:
-PURITY: So long as they have their crest any time a noble rolls gains filth, reduce filth by 1. when a noble sleeps subtract 1 filth from total.

-PSIONICS: all nobles develop some kind of psionic ability, for which they are feared and given consideration. all psionic abilities can be used once per day, per level, minus FILTH modifier (so a level 4 noble with 11 filth can only use their ability once, instead of 4 times)

roll 2d8
2. time well- (instant) psychically generates up to a man-sized depression in time-space anywhere within sight, increasing or decreasing the relative speed of things within it. Spend more casts to affect more/bigger things. The time well can be made to stick to a target or stay in one spot. Lasts d4*10+wis minutes
-hasted targets gains an extra attack, +1 ac, and +1 to dex rolls, and x2 movement speed.
-slowed targets can only move OR attack each turn, but not both, have -1 ac, -1 on dex rolls, and move at half their normal rates.

Can also be used to slow or speed up falling or moving things/peoples. A falling person can be made to float safely to the ground, a flying arrow's speed can be supercharged by passing through the time well, increasing its damage die size by one.

3-4. psychokinesis- (instant, range: 25') user can manipulate up to 10ibs*level of material with their mind, slowly pushing/pulling it, carrying it around, or hurling it with force. A platter carrying objects could be made to follow user. A hurled sling or arrow could be caught in midair and launched back. A knife could be flung from a table across the room. Fine-tuned movements require considerable concentration and time. It's much easier to drag something heavy or fling something light than say fit a key into a lock. If concentration is disrupted the power ends.

5. restore- (round) by meditating deeply the user can send tendrils of their life energy into the target via touch and sew wounds closed. Incredibly chilling and sickening feeling on part of recipient. remove 1 wound, lower a mangle 1 in severity. Poison or disease can be encapsulated in a polyp which is passed through the recipient's digestive tract.

Each 10 minutes of contact heals 1 point of damage up to user's level.
Removing poison or disease depends on extent of malignancy, from 30 minutes for a weak poison to several days for a life-threatening cancer.

6-7. quickstep- (instant) the geometries of space bend, all attacks have 50% chance to miss, 1 use point per turn this ability is maintained. user can also spend a point to instantly step up to half their movement speed in any direction (can go over any gaps between, even up onto ledges, but not through solid walls).

8-9. command- (action) in a booming voice with a character and pride unfamiliar to this world the user makes a single command of one capable of language. The hearer makes a saving throw (the type is dependent on their disposition to the user) or is forced to complete the action to the best of their ability, even against their own will.

10-11. psychic invasion- (round, range 30') user inserts a section of their consciousness into a target's mind, from this position they can shut down their target's senses and attempt to take over their body. target. (the target gets a saving throw to resist). during this time neither user nor target may take no other actions. roll d6 to determine effect. add +1 to roll for each consecutive turn spent inside target's mind.

if target dies some way other than by the effect of the user's psychic invasion user must make saving throw vs death or have their own mind split in two, rendering them in a coma until their mind is restored.
1-3. bind. both target and user may take no other actions as their minds wrestle for control.
4-5. shut down sense. target loses one random sense for d6 turns.
6-8. psychic torture. inflict d6 psychic damage to WIS
9. coma. target drops unconscious for d6 turns.

12. erase memory; (instant) the noble's eyes pierce the target's veil, scorching away all memories from the current day. Target falls unconscious for ten minutes as their mind attempts to restart.

13. sever motor function, (instant) target's motor function is severely inhibited and must make a saving throw at -2 to perform any action including walking and talking. A failed throw means the target collapses in a heap of flailing limbs and gibberish.

14. seed of the wretch, after a lengthy spiraling convoluted conversation which hints at secrets shared between user and target, a noble may leave a fragment inside target's mind. target gains 1 filth each day until death occurs or seed is removed.

15. take control, user gains control of target's mind for d6+target HD hours and can control their body, mind, and memories the way they control their own. the user's consciousness is effectively duplicated in the target's body. each hour the target is allowed to make another attempt to regain control of their body. after the allotted time, if the target has not regained control, their mind is erased and permanently replaced with a copy of user's.
this clone of the user is able to form their own memories from this point on, and their personality, filth score, and experiences may diverge as necessary. during the first year of life the player may control the copy exactly as they control their original character.
after the first year the copy rolls a loyalty score like a normal henchman.
after that the copy makes loyalty checks like a normal henchman, and may eventually desert or betray the original.
both minds do not share thoughts, but are capable of detecting the presence and direction of their 'other' if they are within ten miles of each other.

16. sever life, target saves vs. death or dies.

HERMIT-
wandering wasteland ascetics whose perpetual self-harm brings them closer to the muttering madness of a lost god. Hermits seek enlightenment through union with a personal crawling void. In wonderings they seek the dissolution of frailty, in obsequence the restoration of life. They dwell quietly in the virtue of pity and make piteous all things around them, so to bring forth joy. The total abandon of hope may yet awaken a strength beyond loss.

maintaining a deep connection with the gibbering of their god(s) is of utmost importance to a hermit. they are compelled to enact all demands whether real or false which they glean from the understanding of this gibbering. for this reason many consider hermits to be both sources of all knowledge and truth, and deluded, dangerous heretics.

damage dice: d4
hit dice: d6

roll 2 dice on starting equipment

abilities:
-FLAGELLANT: once/day, hermits may spend a number of health through lashing, burning, cutting, strangling, or other self-destructive methods, to remove that many filth from anybody (including themselves). hermits may spend 5hp to remove curses, afflictions (poison, blindness..), 1 point of attribute loss, or other effects as curse diseases.

-REPENTANT: through an act of deep prayer and meditation a hermit may beseech their god(s) to bestow healing life-force upon any wounded. spend 1-for-1 filth to increase anybody's hp. spend 4 filth to reduce a mangling by 1 severity level, or to erase 1 wound.

-COMMUNION: once/day a hermit can enter a state of deep meditation for d6 hours, in which they become completely numb to all outside stimuli and have a natural ac of 13. during this time the hermit may listen to the gibbering voice of their god(s) for any helpful information. ask what you want to know.
(GMs should ask questions as the god to understand the meaning and context of the query but give only one answer of vague images, shapes, and sensual impressions)

-PIETY: whilst a hermit maintains a STARVING condition they gain a number of tokens equal to the days they have been STARVING. these tokens can be spent to heal d6hp on any target (including themselves). casting this healing takes only minutes. upon eating any nourishment a hermit loses all unspent tokens. Tokens may also be spent to prevent incoming damage on self or ally within sight.

EMBITTERED
Guilt-ridden brooding cyclopses and maneaters torn between a thirst for flesh and a need for solitude and peace. The Embittered seek low dark lonely places to gaze deeply at the question of suffering, but their dwellings are often foiled by the intrusions of others. The Embittered use their bulk to lash out violently against perceived threats. They feel no pain of the flesh. They explore the tunnels in the earth searching for reprise and thus know some of its shallower secrets.

In their search for respite and freedom the Embittered sometimes happen upon a band of wanderers and follow them for weeks, observing them from afar to learn the ways of other folk. In time the Embittered may join the group as a bodyguard or watcher. They never seem to sleep, only gaze.


damage die: d8
hit dice: d12

roll 1 die on Starting Equipment.

abilities:
-STRANGLING GRIP: If wounded either physically or emotionally by a smaller creature the Embittered may enter a rage once per day. During this rage the Embittered may scoop up their victim and begin strangling the life from it. The victim must pass a CON save each round or have their windpipe crushed. During this rage the victim is at the helpless mercy of the Embittered. the Embittered may not move or react to any other stimuli, only crush, but has +2 armor. The rage may end prematurely if the Embittered suffers damage equal to half its max HP. After such an episode the Embittered falls into a dark depression in which they may not speak. This depression may be ended with a Deep Gaze.

-WILD BLOWS: In combat, upon successfully killing a smaller foe in a single hit the Embittered must immediately make an additional attack upon another target at d12 damage. If that target is killed the Embittered must make another attack until a target is not instantly killed. If another target, either friend or foe, cannot be found the Embittered falls into a dark depression in which they may not speak. This depression may be ended with a Deep Gaze.


-DEEP GAZE: the Embittered may deeply gaze for an hour at anything thing, or upon any subject, inner or outer. At the end of this gaze the Embittered receives a single word which contains the meaning, purpose, nature, value, or property of the thing gazed upon. After this the Embittered is considered to know the subject and in the future the subject may whisper further sympathies.

If the subject of the Deep Gaze is a small harmless animal that animal may become a companion to the Embittered. This companion is psychically linked to the Embittered and they share each other's pain. The companion may act on the Embittered's behalf, transmit thoughts to them, and nurture each other. If the companion is killed the Embittered loses one HD max HP and falls into a dark depression in which they may not speak. This depression may be ended with a Deep Gaze but the HP is lost forever.

-SILENT EMPATHY: If the Embittered sits and calmly strokes a dying creature as they pass from this realm they gain one empathy token. This empathy token may later be spent to lower a Mangling by one severity level, to prematurely halt a Wild Blows, or to calm an enraged person or creature. The Embittered may only have one empathy token at a time.


HARMONY












STARTING EQUIPMENT
The world is blasted and pock-marked by endless falling meteors. The vast oceans are lank and black and lifeless. All industry and creation has been abandoned. Nothing new is being made, except scrap halfheartedly mashed together to meet an immediate need. There is no concept such as money or bartering. Everyone has a thing they crave or yearn for and valuable objects are traded for favors and secrets.

accessory:
1. softly glowing shard, necklace
2. vial, weak acid
3. condensed, metal
4. vegetable/dessicated
5. frayed shirt
6. skullcap of dried fungus
7. tasteless sprout grit
8. two flint arrows
9. obsidian knife
10. tallow candle
11. small pouch, 3 pewter coins, different currencies
12. a chipped cup
13. a clay doll
14. tumor growth
15. one ruined eye
16. rotting teeth

Thursday, May 25, 2017

spinning dogs

direction of consciousness seems out of reach in recent days. my mind flutters with sounds and images and i chase each and every one in turn, until i'm spinning lost in a sea of sensory output. nothing is in focus, and all options present themselves to me at once.

should i go for a walk? cook food? play with dog? write a story? work on coding? on my game projects? learn how to widdle? play a song on the guitar? read? throw rocks by the river bed? smoke a cigarette? have a beer--no, those are nasty habits you're trying to break!

 what when where how? where are my friends? where am i going? where did i even come from?
now here are worries, incompetence, ineptitude, paranoia, maladjustment, rebellion against it all, dash it to the ground, and get up, and get paralyzed all over again.

get up from seat, walk outside, walk back inside, sit down, get up, drink coffee, drink  water, sit down, get up, take piss whirl whirl whirl non-stop

all the while shallow breaths my paranoid mind tell me is lung cancer, and my higher mind knows is just a panic attack that lasts hours and i dont even know its happening? can someone simply have a life-long panic attack? when is my peneal gland gonna burn out from all this overclocking?

what is this temporary pang of pain between long spurts of darkness that bookend each life? is this the fitful nightmare of an infinite chaos being that warps and surges between layers of 'existence' where a supreme and limitless being, alone in its perfection, and neurotic in its loneliness, dreams up for itself a breaking off of conscious pieces, each fragmented segment a tiny lie of finitude with which to provide itself with friends?

if my brain is just one eye with which the infinite looks at itself, why am i stupid and mean? is this sack of separate-but-not-apart that i operate subtracted from the wholeness of the whole and the purpose of its one mean existence is to work on perceiving that whole? a giant game of hide and seek, the infinite hiding from itself and chasing itself all around up and down fingers clutching but never finding a good grip. a dog running round in circles trying to catch its own tails, so fast that the air friction causes a super nova, and an infinite number of pseudo-doglike images explode outward, each generating their own light heat and weight by way of the very force of the realness of their own hallucination to themselves

oh look a hundred trillion glowing spinning dogs they look like stars

and what about that march of man from the past into the future, a future so open and wild that it strikes down the present with its own grandeur. grand in that the future can offer possibilities. what sucks now can be different in that speculative when.

these thoughts lead to no useful end, they're only spinning dogs themselves, round and round in circles in the eldritch dance of an infinite idiot gone mad from loneliness. as above so below.
how many mythologies start with a splitting, breaking, a separating, cacophony, a song, a dance, a shout, a blast?
how many mythologies include a revolving cast of frantic characters trying to butcher each other because of the ineptitude of a cosmic idiot?

you can dedicate your life to unraveling the mysteries of the unknowable, maybe leaving a few threads behind that the next wanderer can pick up from.
you can do nothing with your life, and just shovel in insipid garbage that makes you sick until you die.
but how different are these options really? the cosmic idiot doesn't know any better than we do. there's no law, no reason, because in its searching for Another the One has forgotten to set any boundaries for itself. it seems like a human idea to think that one can come to perfect wisdom by obtaining perfect knowledge. outside the realm of human dreaming perfect knowledge doesn't exist. the universe itself cant even decide what it wants to be. we may be able to look at human-sized pieces of it here and there and go 'this truth is steady enough to hang your hat on' but you're wrong, in the grander not-human-sized scheme, and that truth is already in the process of taking itself apart. perhaps in this segment of History light is the fasted thing around, but in the next one it might be sound. what would a universe in which the vibrations 'sound' is faster than the vibrations 'light' look like?

perhaps its beings would surf on the rolling waves of data as they flow and crash into one another, forming whirlpools and pockets where altering currents meet, and out of those currents vibrate other, more unique, more unstable varieties of note, timber, sustain.. floating insects in a swiftly flowing stream, little leaves and stones that sink, but expanding out in all directions. what would replace gravity? heat? notes and phrases which give shape to memetic bursts and plays on words.

their consciousness arrives not from interacting atoms, but by the nature of the song of which it is part. it plays itself, releases other themes similar but different, slight alterations each time, as it begins to end and fade. the whole song the universe a procedurally generated, audience participatory, symphony.

i'm not the first person to have these thoughts. they've been had since humans first had thoughts. they probably were the first thoughts, and they very well could be the last ones.

not enough sleep, too much coffee, no focus, all directions. i need to stick to a thing, one thing, for a while. a raft to cling to. build discipline. make a practice, a craft the Craft of Life. the invention of generating life. can that give me a way through?

i don't really have want of anything, and as a person in a country where wanting things is the only thing, i find myself faking wanting things for the sake of others. i don't have aspirations to rule, to own, to command, to demand. i only want to be, to play in the grass, to study insects, to write poems, to tend a garden, to laugh and sing and not feel abashed to be myself.

what do you want out of life? where are you going? marriage, elections, careers, news, culture, movements, events, parties, relationships, do we have to focus on them all? can't i just strain out the garbage and keep the things the add value to my existence? the irony is that in trying to do so you eventually alienate yourself from others. i want a life spent well in the celebration of my fellow humans, not trying to get one up, or prove them wrong, or make a name for myself, or impress them with my suave and carefully cultivated deficit of being with the gaudy baubles of power offered by the expectations of others.

human society has grown huge and bloated, it is now impossible to have the interpersonal relationship that generations past took for granted. we are splintered into individual cells in seperate petri dishes, communicating fragments of information to each other wirelessly. brains in jars attempting to share an existence that is interrelated by us all being in jars, but wholley different from each other's perceptions. each jar facing different directions, linked into different wavelengths. the tower of babel crumbles and we all wander off grumbling confused.

so with no direct interpersonal relations which people immediately within reach, sharing their knowledge through direct experience of each others lives, we are left with facsimiles with which we arrive at our own disproportionate conclusions, & judgments, on them. what their life looks like through the filter of ours, and what we think our life looks like to them through the filter of our own experience on theirs. a double facsimile! how anxious it is to oscillate between all these meaningless fabrications! how difficult it is to just cut away the data addled obfuscation and get down to the direct experiencing.

people misunderstand each other terribly. every time one opens one's mouth, a misunderstanding is had, because nobody is working with the same dictionary. we all have our own perceptions and meanings that we work from, and sadly we assume others are working from our personal understanding. you say a word like 'love' and depending on a persons historical experience of things related to 'love' they'll have different thoughts on it. even americans within the same culture have completely different ideas of what it means, treachery, deceit, safety, dominance, sex, unity, hope, violence, anxiety. even within the same person it can mean different things!

i once read an example in the Lost Art of Listening by Michael P Nichols. a couple decide to have fun and play a game of tennis. one grew up in an aristocratic household who took tennis very seriously, they got dressed up in the clothes and sweat bands, brought top-of-the-line rackets, and played a hard nosed game where there were definite winners and losers. the other grew up in a different sort of family, where they took their beat up rackets from a garage sale and a few ratty balls theyve had for years, and smacked them around, ignoring the rules of the game, and not keeping score, until everyone was tired or bored and went home.

this couple gets together to play and because of their different expectations they disagree on how the right way to play is!
"you take this too seriously, you're no fun! who cares what the score is, as long as we have fun?"
"you're a slob! do it right! you said you wanted to play tennis, well let's play! its my ball!"

throw in a difficult subject like jealousy or the future or boundaries, a dash of social mores and expectations, and the human ability to feel wronged or attacked and defensive, and its a wonder we've accomplished anything at all.

this is, of course, 90% cultural. it'd be just as possible to have a society structured around relations, and understanding, with modes of problem solving built into our very language, but unfortunately that's not the route human history has taken yet. we're still slogging through the gunk rude crude difficult part of forming large and complex societies. the hard part isn't the making, we've obviously gotten that far, the hard part is what we haven't figured out--what to do when you spend your whole life surrounded by complete strangers!

i'd date the birth of the modern world to WW2; everything since has been living in the rubble of that. the atom bomb killed god. then came the internet. it hasn't been very long yet. look at how long it's been since the romani left india! look at how their culture has developed over the course of its criss-crossing the globe. they've learned how to be what they are based on the type of society they've been a part of. the global megacultures of today haven't had that time, and are only now beginning to come against the great barriers to our megasocieties. other types of societies have had plenty of time to work on their barriers.

once upon a time you might only meet a couple hundred people in your life, never go more than a dozen miles from home, sedentary agriculturalists are the forefathers of our society. they never developed the proper tools to deal with the Other. thus we have nationalism, barbarians, racism, violence and confusion and the desire to 'protect' what's 'ours'. perhaps if, instead of sedentary agriculturalism, humanity had evolved complex tribes of nomads we'd have tools and sciences dedicated to being and sharing.

but we don't! to try and jump directly there is a mistake, or is it? the dangerous ones that throw caution to the wind and try are the ones that inevitably push culture forward, right?
but then i don't. i'm a scared person trying to protect that tiny ember inside me from the harsh winds of loveless night, just like everybody else. i can't throw caution to the wind and spill myself because--well, i never learned how! it wasn't taught to me, i have to figure it out on my own. to do that, i have to embarrass myself and make lots of mistakes and wander off into a tall thicket of unexplored land, blaze my own trails, and that especially feels like going off alone! even if i'm doing it to try to make more meaningful connections with others!

the difficulty people have taking the time to listen to and understand each other is, drum roll, the reason we have difficulty understanding. we can't understand if we don't try to understand! we can't understand without willfully pushing our ego aside and earnestly trying to empathize (sympathize?) with another person's viewpoint.

the thing i always have to remind myself is this: 'this person doesn't want to hurt you, they're not trying to be a nuisance. they're not overstepping their boundaries, withholding their thoughts, lying, cheating, or attacking simply for bloodsport. they're doing it for reasons that they find perfectly acceptable, and maybe even desirable, at the  time of them doing it. obviously they have no idea about your version of reality, how could they? just do your best to see what they're getting at, and maybe that'll help them to do the same." even if i'm wrong, i could make much worse assumptions than that. if i come at it from a position of love and kindness, then i've come from a position that is open and accepting. i can't possibly fall to far, because i've already built myself a life raft.

in less words, we all really want the same thing. love and trust and understanding and companionship. anything i can do that helps others feel that way around me, will help me to feel that around others. give and give (not take).

practice admitting fault, even if you don't feel that you're at fault. there's no cosmic genius doling out guilt, only our individual, personal judges that make decrees based on our past clashes. this means that if a person has a problem, they have a real and factual problem as they understand it. there's no Truth only truths, as its often said. the rubric we use is a one of our own devising. figure out the truths they're using and you've overcome 9/10ths of the problem.

we're just a bag of ragtag slag, bragging and haggling, with a sag a scrag and sometimes a shag (and eventually sagging shags, and if we're lucky the occasional scrag shag). i don't mean to nag, but to-dag we gag, and tomorrow we snag the stag.
O frabjous day!

Monday, May 15, 2017

Space Age Sorcery


from the PDF:
"If you’re looking for some wicked-twisted spells that a cyborg sorcerer from a shoggoth-haunted nuclear wasteland might have on-hand or you want to give the next bunch of foul cultists something with a little more oomph than a few magic missile spells, we’ve got you covered. 

Here is a collection of over 100 strange new spells that combine magic and technology in bizarre, unsettling and often horrific ways best suited to Lovecraftian Space Opera, Eldritch Cyberpunk, Post-Apocalyptic Sword & Planet campaigns, settings or games."
I love the hyper-science 80s cartoony feel of these spells. Might work well for a planetary picaresque. Most of them are combat oriented.

Saturday, May 13, 2017

a couple monster ideas

changeling and succubi/incubi are fun. weird things that fuck with your perception and secretly work to murder you. i don't like how succubi are always played as sexy women who want to fuck men to death, seems uncomfortable and objectifying to me, so here's a different way to do it.

CHANGELING
psychic parasite, cultivated by elves. after stealing a fetus/infant/child sometimes they implant/replace it with a changeling to avoid detection. latches onto guardian host (often times mother, but any guardian its most in contact with). host becomes incapable of being seperated from baby, obsesses over it, eventually growing paranoid and caustically protective, afraid that any and everybody is out to hurt them/the parasite. the parasite feeds on these feelings and uses these twisted ideas to form a disguise of a harmless, though particularly emotionless, child. implying the child is anything but ire draws anger from the host, as does threatening or trying to remove parasite. if parasite is removed from host they will both eventually die. a detect alignment will show chaotic, a reveal trueform will show the parasite in reality (a gray, lanky, slimey, featureless, wrinkled bug eyed thing roughly the size and shape of a child but with remora sucker for a mouth). the truth will rupture the mind of the host. removing a changeling is very difficult.

changeling is the neonate form. it creates paranoia and protectiveness in the host to create a fugue state which forces the host to flee into a deep dark secluded place where the changeling can finally consume the host and gestate. after a period of time the parasite absorbs the mind of the host, using its soul and death energy as fuel to power a quantum 'jump' into the ethereal realm where it becomes a gaseous psychic daemon which wanders the cosmos absorbing sentient radiation from other beings like a filter feeder.

SUCCUBUS
related to changelings. seeks out lonely betrayed depressed individuals and attaches to them, slowly becoming domineering and posessive partners. feeds on absorbing their will energy until the host is completely dependant on them. works basically the same as a changeling, but in reverse, the host is completely dependant on the succubus and in advanced cases cannot be away from the parasite without suffering panic attacks neurosis and self harm. the succubus seeks to gaslight demean manipulate and control all those around them and they worm into the minds of their subjects, replacing all of their memories personality and eventually whole mind with the will of the succubus. succubi will often try to gather more than one host, particularly powerful succubis may be found at the center of some chaos cults.
succubis will stalk their host for weeks, watching them and observing their lives from afar, occassionally trying on different forms and meeting the host to calculate the optimal form for psychic bonding to the host. this form will often take the shape of what archetypal
ideas the host wishes to see in themselves. some succubis take on a weak helpless or desperate form at first to build a bond of trust with the subject, before shifting to control.

changelings and succubuses are not truly intelligent, as they only imitate life and personality based off of the expectations of their prospective host. through the psychic connection they osmosis ideas to use, but cannot create new ideas of their own. once disconnected from their host they revert back to their true form, mindless insectile screeching and vicious. they are, however, easy to kill in this form as they have no other real defenses.

succubis spread by implanting eggs into their host(s) and taking them to a secluded place where the hosts are injected with paralyzing venom. then the succubus leaves. eventually the eggs hatch and eat their way out of the still living hosts, slowly feeding and molting until they reach maturity and disperse.
succubis typically ignore the existance of other succubis. rarely two succubis may compete for the same host, at such time a vicious game of manipulation takes place which often results in the death of all involved.

WORLDEATER: races

i wrote this on my phone when i was working in a warehouse, because while loading trucks my brain had nothing to do while by body was active, so i occupied the chittering monkey with daydreaming about games that don't exist, but might one day. this is all straight off my phone with no real editing.

Dwarves (Thororim)
kinda like paladins they get special earth/holy powers when they act in line with their clans morals. if they betray the clan they can be cast out or forced to pay penance.
near dwarven settlements can call cha*100 dwarves together to accomplish a goal if theyre in good standing w clan

oldest race consider themselves watchers of the earth live in mountains high above tree line in deep fortresses. skin greyblue with hard rocky outcroppings/crystal shards/nodules slate or white hair eyes icy stoney look. neither gender ever cut their hair, men grow long beards. thick heavy sturdy strong. enormous arms 5ft 300ibs no necks round bodies flat noses. dour cheerless but not mean, dont speak much, stoic practice a religion of deep personal connection to allfather, follow strict code of conduct diet, emotion, very conservative, spartan, almost ascetic, overly ostentatious displays of wealth are frowned upon as is crime and drug use. very strict society. every member maintains their own weapons and armor made of orichalcum a special metal that only dwarves known how to mine alloy smith if done improperly it is weak and shatters. using equipment made/maintained by another is weakness which is embarassing. ruled by king. members can recite hours of tales and songs of their forefathers this isnt that fun and is mostly deep dirges full of names.
traditional dwarves are extremely against lying cheating underhandedness they are straightforward and steadfast a little pushy, tend to view others with a paternal severity. halfling saying; "to make a dwarf laugh". very solitary but open up in thr company of other dwarves, will gleefully talk about who their related to and always seem to have somrone in common no matter how far spart theyre from.
dwarves born outside of dwarven society are considered "not really dwarves" because their familial relations are such an integral part of their society. if you have no family youre nothing.
such dwarves will often develop surrogate familys with other races, or else live in complete solitude.
dwarves never die from old age, but when theyve had enough of life they march into the lava pits, or build a pyre to throw themselves on, or throw their lives away in combat, all other deaths are dishonorable.
dwarves are amazing smiths, and while they keep orichalcum for themselves (it degrades rapidly without maintainance) they smith other metals for sale.
their allfather is Numranthúl
traveling dwarves bring microforges with them which can burn twigs hot enough to maintain equipment, during downtime a dwarf can repair damaged equipment, if he has access to metal of the same type, at a rate of 1 point per 3 hours.
dwarf food is famously strong & filling. meat cheese bread thick black beer pickles (pretty much everything is pickled)
dwarvish meals can last for hours with lots of food tales songs not being able to keep up is considered either hilariously wimpy or rude depending on temperment.
dwarves routinely explore the world but rarely toleratr outsiders without credentials or an invitation. even kings, they respect no authority outside their own. a dwarf will sooner face execution than bow to someone who doesnt deserve it. they live forever, who are these children?

abilities
dungeon sense
rockspeak

Elves (star-touched)
strange planeswalkers stranded on planet thousands of years ago. live in enclaves in harsh landscapes,
elves are ethereal dreamy space elemental. they dont sleep but trance out absorbing rays from star sky, can be sustained on darkness alone indefinately, but they cant `dreamwalk` without the sky
have darkvision 60ft. when activated their eyes use light collected from other sources to fill the pupil, it gives off a slight reflective green light.
can see in larger color spectrum than humans
first gendermolt around 20. 50 is prime age. 87-125 is middle age. most live to 200 easily. some get to 300, 400 is rare. Bal`skarr the Starcrosser (the warchief during the Scourge) made it to over 800. ancient legends speak of elves over 4000 years old, say they dont live that long because they miss the light from their homeworld.

olive to black skin, hair white black sky blue dark blue or purple, eyes red (common) blue (uncommon) or golden (rare/treated with suspicion), practice complex ritualized tattooing w ink made from different insect shells that shows up against their skin, continue to slowly tattoo themselves throughout life using bone or wood needles. skin carries secrets. old elves tattooed head to foot in arabesque designs geometric patterns also practice piercing, neck stretching, tongue splitting, scarrification implanting symbiotic moss fungus parasites that give them powers. eat fish snakes spiders frogs eggs birds rodents and gross slimey arthropods that grow in colonies in swamp mud, thus disparaging name mudrakers. practice ancestor worship "all return to the swamp" display ancestors bones in shrines managed by mediums whove had their eyes removed. their magic revolves around necromancy divination tapping into spirits and pulling in/manipulating things from spirit realm & planewalking.
natural psionics: all elves develop at least some psychic ability.
have a related mysterious ethnic minority of nomads that live in noxious miasma filled radioactive shithole treated with scorn by brethren. they wear masks and special suits that allow them to survive and have special boats they live in, follow sludge porpoise migrations.
live 200-250 years change genders a few times over their lives usually 1-4x, pretty androgynous but when female thet grow breasts, have both sets of genitals but they change shape (retract/open) depending on uncontrollable hormonal fluctuations. society has no gender roles. lay eggs in mud which sprout into pods on stalks. nursery cared for by wet nurses who eat nothing but the sap that comes from stalks which cause them to produce milk. sometimes mothers become nurses while their stalks grow but not that common. children considered their own property cared for by nurses until reaching maturity when they molt into first gender. live on stilt houses or boats
in the spirit realm their honorable diefied ancestors become crystalline aspects of perfection "high elves" which grant their magicks power depending on how theyve been honored.
half elves happen when hatchlings mysteriously die, mothers go crazy and sneak out to kidnap a human child. sometimes they leave a changeling in its place (psychic parasite that feeds on maternal fears) and implant the embryo in the eggstalk.
also elf babies are sometimes given/stolen by humans. without the mothermilk of elves they become humanesque (domesticated, like animals raised in captivity)

dead elves can be contacted in the spirit realm once theyve been properly dealt with & the soul has moved on. high elves are usually of a totally alien consciousness and godlike and hate nonelves. elves whos remains arent laid to rest or arent honored with the proper ceremonies become spiteful wights driven mad by their inability to move on.

it takes 2d6+4 weeks before an elf soul 'moves on' once this happens revivification without divine intervention is generally considered repulsive and dangerous.

abilities:
mystic elves can mindflay 1d6+1hp 1 per day per 3 lvls


Halflings
childlike cheerful curious tinkering full of wonder 3 to 4 feet females taller live in forest treehouse colonies, wild/free, practice cannabalism to honor dead, anarchic/communal, no gods dont comprehend religion or work but love to tinker and build things of great complexity, like to take things apart (but not necessarily put it back together). always learning, moving, gathering great with slings bows darts knives. great bushcrafters live in harmony with nature love song and dance. "whos your friend? a dwarf! have you made her laugh yet? keep trying!"


Humans
boring mostly brown or black skin some say a trickster god made them using bits from all the other races. loads and loads of different ethnic groups and languages. make up the culture your character came from or dont, run it by the GM. clash a bunch of disparate real world cultures together or just let GM ask questions, or they/other players ask you questions or everybody just spitball shit and it all gets written down and lots are drawn or make some random tables.

theres a big godking empire of lawful assholes that worship sun god appollyon like egyptian plus christian plus babyllonian whatevers lots of marble and bronze and gold priests wield fire/domination magicks spend long hours staring at the sun til they go blind. leaders wanna rule everything with iron fist. godking is demigod son of appollyon 7 feet tall black skin tough dude with silver eagle helmet and burning eyes
favored weapons are spears. they pray one day the sun will explode and engulf creation and all will return to appollyon. all that isnt appollyon is sin and must burn before him.
most common religion. doesnt like other religions or magicks like christianity they wanna replace evrrything with their monoculture inspiration white cards mtg

orks
came from the underground. -1 in daylight. big flabby froggy hairy apeish dudes with mouths full of teeth big bulbous nose large luminous eyes and horns. worship ancient heathen piggy god zathuggua mortal enemy of appollyon (so says followers of app a relative newcomer)and ride enormous boars. totally carnivorous. love sentient flesh. never stop growing as long as they live always getting bigger and bigger but only live like 40 yrs usually. their society loves tests of strength and combat
a few hundred years ago orks nearly took over everything banding together and torching shit like genghis khan
lots of ork tribes. most dont get along unless theyre in a federation and even then they fight. some less violent friendly orks worship goddess of moon and water shabshab-ur the glittering skywhale.
orks are scattered thru human society but are considered stupid filthy only good for backbreaking labor.
some elves also worship zathuggua and mate with orks to create something horrible.
sometimes humans mate with orks to make half-orks. ork blood is really mutagenic and makes all kinds of defects. half-orks cant breed. they usually end up bandits sorcerers freakshows slaves mercenaries pawnbrokers wanderers but sometimes bankers lawyers and alchemists.
ork welplings open their eyes and learn to scamper within a couple weeks and grow really fast, reaching human size in 7 years.
ork packs are organized by toughness and guile with the leaders at the top.
more beastial orks live nomadically following their boar heards but return to ancient spawning grounds every so often, cyclopian fortresses deep in the mountains or underground.
they like armor and weapons made from metal of the rust belt, crudely welded together jagged bits and spikes wounds from orkish weapons cause nasty infections if not treated immediately.

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dwarves are tangible focused and earth elemental. planetary sentinals, all answer to a central authority, all within a unified, democratic whole a la star trek. unique but for a common matteroffactness and a general lack of humor. apparently have no gender. reproduce by budding: 4 dwarves unite to plan, design, and construct another dwarf by carving a perfectly sculpted one from living stone. once finished it springs to life with a full personality and purpose, embued with a piece of each maker's personality. this is done out of necessity.
immune to first 3 points of all ice & fire damage
+2 CON, stonesense, repair 3, rebuke undead

humans are neutral and can be both/either, mixture of all elements. their race=loud conflict unnowness
halflings are fun joy laughter here-ness buddhist zen metaphor pre-humans
orks are inhumanness. dog instincts turn sentient. pack/domination mentality. what dumb mordern humans think "human nature" is

WORLDEATER: primer

I'm gonna post a swath of jumbled ideas I've had for a setting. MY DWARVES ARE DIFFERENT! the idea is that the races are more than just humans with pointy ears, that they're weird and different and alien. dwarves are earth elementals that breed by a bunch of a dwarves getting together and building a new dwarf and imbuing it/he/them with a portion of their own memories. elves are hermaphroditic natural psychokinetics that turn into extradimensional crystalline machine-beings when they die and breed like jellyfish.

it's low magic but not quite low fantasy, though Fantastique/dark/weird fantasy inspired. dwarves and elves are extremely rare, shunned, and mostly keep to their own villages. most humans keep to their villages, never leaving more than a few miles from home.

but there are those who do, who are called by the wilds, by life on the road. maybe something calls them, maybe they were born 'touched' by mystery, and through no will of their own find their life fraught with death, pushed onto the road by chance. outcasts, wanderers, swords-for-hire, mercenaries, burglars, bandits. these are the adventurers. weird things happen to adventurers, their journeys transform them. coming close to dark magics and mystery warps their bodies and minds over time, separating them even further from a normal existence. the only place the adventurer can exist is on the fringe of society.

on the fringe of that society, on the edges of primordial forests, in places where human society has crumbled or never existed, in the darklands, the borderlands, the places unmapped, forgotten, unmarked by fences, a dramatic change occurs. mystery and magick is born here, reality breaks down, different worlds warp and meld together. tunnels and dungeons spread and grow from the unknown like a mold.


the earth is hollow, with vast tunnel complexes spilling up from hidden places into the surface world, belching forth fiends, spirits, demons, monsters which convert Lawfulness into chaos the way bacteria and funguses and earthworms convert the dead into living soil.

these mystery places exist outside of reason. there's no explaining or understanding the dungeons. science is what the dungeon is not; science is what the dungeon eats. the dungeon feeds by absorbing law. it spawns treasures of its own devising or steals lost things that have fallen into chaos and places them around in its dank secrets.

adventurers go in and bring these things back to earn coin, or they fail and die horribly, their blood feeding the dungeon, and their souls being twisted to power its own machinations. maybe some of these treasures are like fruiting bodies and carry spores of the dungeon with them. imagine the horror of a wealthy merchant when he opens his vault to find that all those magical swords you sold him have transformed into a gaping hole in the ground infested with dream larva.

the dungeon isn't evil--there is no evil or good. there is only chaos and law. law seeks to force reality to fit into a mold, law wants to turn the entire universe to crystalize into one perfect state, unchanging and perfect. chaos seeks to transform the universe into a mass of transforming undulating nothingeverythingness, bubbling and twisting anti-reality dreaming of itself and all possibility.

the balance of the universe is allowed to exist where chaos and law meet and conflict. chaos and law are forces, neither winning out over the other. entropy and negentropy conflicting eternally. life, obviously, cannot exist in a state of pure chaos or pure law, but within that conflict.