Friday, November 7, 2025

The needle grass plains

Liang Mark, all the art for this post is from him. 



The needle grass plains cover nearly the entire western edge of the nine rivers, ranging from from the white cliffs of the southern coast, to the iron peaks of the northern mountains. 

Their namesake is the needle grass, a family of grasses grown from iron lattices (as the soil is known to be poor in most other elements). While flexible when walking slowly, breaking them with rapid movements will result in sharp metallic shards splintering off. 

Vehicles and animals not adapted to the conditions will break down within minutes. The native inhabitants fashion thick suits from layered cloth, leather and iron plates, and cover their faces near permanently to prevent splinters blown by the heavy winds which mark the region from piercing their eyes. Domestic animals will have extremely thick fur around their legs and faces (like a Bison or Belgian Draft Horse ) and are adapted to digest the nutrient poor grass.  


The needle grass plains mostly have low population density, with people living a nomadic lifestyle, though many cities in the southern coast have subsisted off fishing and agriculture for centuries. In recent times this has been further exacerbated by the destruction of Karakorum, the only great city* in the needle grass plains. 

Despite their comparatively small population, the needle grass plains is still highly militarily significant as most adults are trained in some way in fighting. 


Officially, it is under the control of the sunken city, though this has never been concretely true. Before the war of the yellow throne it was split between several hundred tribes loosely arranged into a half dozen or so cultural groups.  

This is about to change, the ramp up of the joint dominion military force is not subtle, and many both hope for an end to the war, and fear what complete dominion control of the plains will entail. Several of the more remote western regions have also been sold to the emperor. 



*Great cities are defined by having at least 10 million inhabitants.


The northern forests which blanket the entire northern half of the nine rivers are deterred only lightly by the harsh conditions of the plains. Near the northern regions, the winds abate, and the earth grows rich enough to support forests. These are still not quite as large as their eastern kin. 


Six paths from the needle grass plains

-A couple notes first of all, this is intended to be used with a system that has 2-3 actions, or a class with 2-3 attacks. One attack may be translated into one ap. This class was made to be used with these paths. 

-In addition, one thaum = 1MD. 

-You'll also want to replace any d12s with d6s, otherwise damage will likely be excessive. Carrion gods (the system this was built for) uses d12s for HD rolls, so this should be proportional. 

-Charge deals 1 damage per 3m/10ft moved towards them in a straight line this round. Impale prevents half of all healing until ripped out (this is more useful in the nine rivers than in most settings, since cancer and demons both love healing themselves).



The dark path of the True Dragon Sorkhaghtan: Who wields True death and sleeps on a field of bones.


Ψ Knight of the yellow throne


All those who take this path are hunted, and may only pay back their debt with service. In exchange, if you take this path, you may choose a second path from the cultural paths below. Gain the first two techniques from that path and one from this one, you get this path as a free slot if you complete both. 


Stance - Shar Takhil, Yellow-throne: If you have entered within 6m(20ft) of an enemy this turn, ignore cover, shields, and concealment when attacking that target. In addition your ranged attacks gain charge 1. 

Technique - Morin Alagh, Horse slayer: Add advantage on a ranged attack within 6m(20ft) made at a larger creature. 

Technique - Yalakh, Victory: Turn an attack with advantage into a critical hit. 

Ranged strike - Zeleg, Rust-eater: Reduce the dr of a piece of iron or steel based armour by half for one hour. If the armour is destroyed during this period, it crumbles to dust. 

 Lesson - Yas Zuun, Needle: You may carve the bones of a fresh corpse into 10 arrows or bullets given half an hour. If the projectile already has impaling, it now prevents 100% of healing, instead of half. If it does not have impaling, it instead gains it. 

Ammunition made this way automatically detonates in the hands and maim the fingers of those without this path. 



Ψ Tsagaan Khad: Bleached Cliff 

As the most populous and prosperous of the clans before the war, they were first to be conquered and subjugated. And in time most became known as conquerors themselves. On the day of arrival, when the True Dragon that would become their queen awakened, the sky grew dark, and ten spells were weaved into the clouds and cursed the land below. The combined might of all the armies of the White Cliffs was crushed, and those who survived broke and ran and ran and ran. Casting off their armour and laying their horses to rest in order to flee longer and keep hold of their meagre thread of life..  

-Those who learn this path may not become a knight of the abyss. 

-The techniques must be learned in sequential order from top to bottom.


Stance - Wave crashes against shore: Add the strength of your mount to yours and gain charge 1 when making melee attacks. 

Melee strike - Wave pushes up the valley (1-3ap): [ap]+[movement actions taken this turn]d6 bludgeoning and knockback damage. If your target has less strength, knock them prone. 

Technique - Tide devours cliff: After moving over a prone target deal, [number of medium slots you and your mount occupy together]d6 damage. Write the amount down in advance when you get this technique.   

Technique - Dark swallows father (1+ thaums): A [sum]HD target who you have killed explodes into a fountain of black water. They are whisked away to the ocean within the fourth dimension and will stay there if not rescued. The entrance lasts [dice] rounds, and pours out 1000L of water every round.  


Ψ Altus: 

Style of the northern tribes, who live on the border to the graveyard of stars.


Stance - Rime muse: Your hearing becomes 10x stronger, and you may whistle at 10x volume with perfect pitch and control. In addition, you can hear and whistle ultrasonic and subsonic sounds. You may also listen to ice in order to tell its internal structure and, at short range, detect people stepping on it. The range is up to 1km in complete quiet, and 30m in most cases. 

Stance - Basal slip: You can apply 3m/s/round of acceleration to a cubic meter of ice, up to 20m/round (or three times that much while going downhill). 

For each 10 fold increase in volume this is applied to, your acceleration per cubic meter applied is halved. There is no limit to the amount of volume you can affect, or to the amount of people who can do this on the same volume of ice. 

Technique - Slough: Transfer falling damage to a creature you land on.
Iif you are falling while on a block of ice, you can guide it with basal slip and target any creature impacted by your controlled ice block.

Impaling strike - Heat shock (1ap): Deal 1d12 cold damage, in addition, they may not use stances for 2 rounds. 

Lesson - Gift of the crevices: You may pull out basic melee weapons and arrows from ice. These have no protection against melting. 

Lesson - Skate: You may control the level of friction applied to your feet, from 1/10th to 10x. This extends to your boots. While skating, your max running speed is doubled while in a straight line, and you are doubly affected by forced movement. 

Soul etching - Otzi : Sleep for a week beneath black ice, at least 10 m deep, and transparent enough for moonlight to still reach you. You will not wake naturally if not unearthed by another. 

While you sleep, you do not age.

In addition you gain immunity to cold. 



Ψ White star

The path of the chosen of the stars. Unlike the other clans, they are not tied to a specific location, instead following the trail of meteorites to harvest and protect them. By now, most which resided with the plains have fled to take shelter with the northern or eastern tribes.

Requires a spear or ranged weapon with a kinetic or light based projectile.

Stance - Starlight prism: You may change the trajectory of your attacks up to 3 times mid air. In addition you ignore shields and concealment. You may use the line of sight of allies when attacking. 

Technique - Comet (3ap) (1+ thaums] (300m): Deal 2d12+[sum] force damage in an [dice]m radius, with 10* damage against unprocessed rock, earth or ore. 

You may delay the landing (but not firing) of the attack by 1 in order to arc your shot and multiply range by 10. You may do this multiple times.

Technique - Veer: When you miss an attack, make it again at a different target, drawing line of sight from 1m behind the target. 

Technique - Blink: Save to negate a ranged or spiritual hit. Regardless of the outcome you teleport to a point of your choice within 6m and line of sight after the attack is resolved.

Technique - White light charge(1ap): Forcefully move yourself in a straight line equal to your walk speed, then make a free attack with charge 1. 

Soul etching - Gift of the stars: Burn a tiny slot of meteoric iron and inhale the smoke. Normally this would be impossible, but it can be done easily if you have the completed path. 

-You fall at half speed and gain resistance -2 to force and radiant. In addition, while jumping you land soundlessly, gain weakness x2 to forced movement, and do not take or deal collision damage.

-You are inherently more likely to encounter meteoric iron. 



Ψ Tegegur - Oucast

An exiled people, who returned to stand aside those which had cursed them. 

These must be learned in order. 

If you complete the entire path and etching for Ψ Hermes or Ψ Resilience, gain +1MD. 

Lesson: You gain half fame from all sources. In exchange, you may bond a bird as a familiar, which benefits from your immortality. 

Stance - Birdseye: You may share sight with your familiar. Ignore cover and concealment. If your accuracy is less than 4, then it becomes 4. 

Technique - Whirlwind: Your ranged weapons gain multiattack for a round.  

Ranged metallic strike - Sky snake bite: Reduce speed to 6m or half, whichever is lower. This can be cured with an action and a blade by taking [target HD] bleeding damage. 

Technique - Slip: After being hit by an attack, immediately make a movement action. Can be used on any ally within 6m of you or your familiar. 

Technique - Kindness without honesty (1 thaum): Negate a hit, the hit is inflicted with twice as much force after 1 minute. 



Ψ Val - Resilience 

Custodians of the eastern regions, and of the burning river. The western tribes are one of the few clans which remain unconquered, and have fought fiercely for many years. Currently they are being supported by both the flayed lord, the exile tribes, remnants from the other clans, and all those who would wish for the war to remain far from home. 

Stance - Futility of flame: Exhaustion increases your hit rolls instead of decreasing them. In addition, your attacks can also deal acid or fire damage. 

Technique - Arrow of screaming death (4ap) (1+ thaums) (2 exhaustion): 100m line, 6d12+[sum]+[strength] piercing/force damage. Smoke is cleared and everyone in a 12 meter cone in front of the target and marksman are deafened. 

Unless shot from an indestructible bow, it breaks. 

Technique - Jet: When you take piercing damage from an attack within 6m, push yourself 6m away and deal 6 fire damage to the attacker. 

Technique - Spine serpent(1ap): Deal [self HD]+1d12 force damage to a target in close combat. In addition you may take and deal a point of dismemberment to convert the damage to burning or bleeding. 

Requires an organic skeleton. 

Lesson: You may cure a point of exhaustion as a free action, this deals [HD] damage to yourself. 

Soul anchor - Serpent kin: 

-Gain resistancex0.5 to magic. You are immune to domination, memetic agents, charm, and psychic damage. 

-Gain heat vision

-Gain weakness coldx2. 

-If taken by a serpent soul, gain +1MD instead. 



Some regions are too toxic for even the grass to thrive, though bacterial and archean life is always happy to supplant it. This is even more true for the region near the burning river, which has its own separate biosphere. 


The exiled tribes, while despised by most humans, remain a people exceptionally beloved by the gods. 


Monday, October 13, 2025

GLoG LOTM - Marauder


A: Marauder: Theft, observation, +3 dexterity 

B: Swindler: Misdirection, +3 cha and int

C: Cryptologist: Decryption

D: Promethean: True theft, avoidance. 


Theft: Any attempt to pickpocket something or perform acrobatic movements automatically succeeds. 

In addition, any magical item or material can be pickpocketed remotely from up to [level]m away.

 

Observation: You may passively detect any valuables in the same room or area as you. This also lets you detect artefacts due to their great value. 

Maneuvers you make gain +[level] to hit and to succeed if you have observed a target for 10 minutes or two rounds. 


Misdirection: You may make someone within (sight) focus their attention on anything you want. This can be transient or a long term obsession. 


Decryption: You know the name and function of artefacts and items you see, and you learn any intellectual or mystical skill at twice the speed. In addition, you detect illusions and mind altering effects you are under. 


True theft: You may steal and use an ability of someone of equal or lower level within [level]m, you may only hold one ability this way and it is returned to the owner after 10 minutes or after you relinquish it. 


Avoidance: You gain resistance to all damage, insight or other numerical effects you gain as a result of your or your assailants recklessness, curiosity or retribution.

Note: If using for any other gloghack, replace any instance of [level] with [templates].

Note: Art is from Here

Saturday, September 20, 2025

The 22 pathways of the divine: GLOG Lord of the Mysteries

So I made a system, you can find it by clicking here

Its an adaptation of Lord of the Mysteries, a chinese webnovel based on Bloodborne and Call of Cthulhu. Its good, you can find the novel for free online extremely easily, and it also has a anime adaptation which is good once you get past the first couple episodes. 

I did not post the system in full here because blogger formatting was killing my tables. 

Here are the classes alone, if using in another game, use [templates] wherever it says [level]. 

A: Seer: Divination, Danger sense, speak with dead, +3 wisdom. 

B: Clown: Perfect control, paper weapons, +3 charisma.

C: Magician: Cantrips

D: Faceless: Faceless. 


Divination: You may perform divination in accordance with divination rules.


Danger sense: You are sometimes alerted when under danger. 


Speak with dead: If you can contact a corpse within an hour of their death, you may ask them 1 question (if they hate) or 3, (if they want to help you). This takes a minute and you must be able to touch it. The usual method is writing it down. 


Perfect control: You can count any dexterity roll (including attacks) as a 12 after you roll it. In addition, you may control your voice, body language and facial expressions perfectly. You are immune to methods of lie detection (but not to evidence of your lies). 


Paper weapons: You may turn pieces of paper into knives. Once per turn, you may make a free attack with an air bullet or paper knife. 


Cantrips: 

You may use substitution and bone softening as reactions, the rest are actions. 

-Air bullet: As revolver. Requires a sound such as a finger snap to activate. Very loud. 

-Create flame: One point within sight takes [level] fire damage

-Snorkel: Creates an invisible 30m tube that starts near your head. It can bend into any shape. 

-Minor illusion: Add or subtract a small element, can be any sense, these are transient and only affect one person. 

-Wound transfer: Touch a target who suffered an attack that did max damage or was critical, and undo half the damage. 

-Substitution: [level]/day, place down a paper figurine representing yourself. At any time, you may teleport to it or a flame within 30m, consuming the figurine in the process. You may activate this when you are targeted by an attack.

-Bone softening: You may turn any or all of your bones to the consistency of rubber and back. 


Faceless: 

-You have photographic memory. You can also easily remember any name you have ever heard, and any fact about someone. 

-You can manipulate your body to be any shape and size a human (or whatever species you are) can be. -You can make yourself slightly smaller or larger (up to 10%), but will remain the same mass. These transformations are as real as the original you, so you won’t revert automatically. You need to manually remember and reconstruct your old body. 



A: Sleepless: Darkvision, strength from darkness. 

B: Midnight poet: Midnight Poet +2MD

C: Nightmare: Oneirokinesis, shadow arms. +1MD

D: Soul assurer: Stop, stoke. Speak with dead, +1MD


Darkvision: You see even better in darkness than you do in normal vision. You see it full colour and octarine. Magical darkness and Veins darkness let you see better still. 


Strength from darkness: You only need to sleep 6-[level] hours a night. You are immune to exhaustion while outside sunlight. While in darkness, the minimum you can roll on any dice is [level], and you get +[level] to hit. 


Midnight poet: You can cast the following spells. 

-Sleep

-Silence

-Calm emotions

-Darkness

-Wall of thorns 


Oneirokinesis: Allows you to invade the dreams of others through dream divination. You can maintain your regular stats when dreamwalking, cannot be *directly* altered by a lucid dreamer, and can leave at any time given 12 seconds. 


Shadow arms: You can conjure [level]x2 shadow arms from your body or shadow for [level] minutes. Costs [level] hp or [sum] to use, and the arms can stretch up to [level] meters. 


Stoke: Heightens emotions by a factor of [dice] for [sum] HD of creatures. If used on a beyonder, activates their insight.  


Stop: Commands a [dice]HD creature to stop for [excess dice spent] rounds. 


Speak with the dead: If you can contact a corpse within an hour of their death, you may ask them 1 question (if they hate) or 3, (if they want to help you). This takes a minute and you must be able to touch it.



A Prisoner: Criminality. +3 strength and dexterity. 

B Lunatic: Rage

C Werewolf: Curse, regeneration

D Ghoul: Chill touch, Iron flesh, animate dead.


Criminality: You the following skills: 

-Plotting murder, 

-Escape

-Thievery

-Arson and Explosive manufacturing. 


Rage: Works the way a barbarian of the same level would. Only for that ability of course. 


Curse: Every full moon, you must eat the flesh of [level] humans, or you lose control and become a neutral npc for that duration. Your unarmed attacks count as swords. 


Regeneration: Regain 1 HP/round. 


Chill touch: Once per turn, as a free action when you touch someone or someone touches you. You may deal [level] ice damage. You may repeat this as an action. 


Iron flesh: Your flesh is as hard as plate armour.


Animate dead: Anyone who dies with an intact body within 3m of you can become a zombie under your command. However, you lose control of them each full moon, for the full night. In addition they may get rowdy when in a group made from the living while you are away or asleep. 



A: Hunter: Enhanced senses, Hunter, Danger sense +3 strength and constitution. 

B: Instigator: Aggrovate, Extra attack. 

C: Arsonist: +2MD and [level] spells from the pyromancy school. Flame immunity

D: Conspiracist: Flame leap, Flaming weapon, Suggest, Misdirect. +1MD


Enhanced senses: All of your non mystical senses are [level] times better. You have advantage on saves. 


Hunter: Apply your dex or con bonus to your ac even when wearing armour, and gain the following skills: 

-Tracking

-Trap making

-Dissection and skinning

-Gathering and herbalism


Danger sense: You are sometimes alerted when under danger. 


Aggrovate: You can target one person, or all enemies within earshot. They all want to attack you. This is a desire, not mind control. 


Extra attack: You have an extra action you can only spend on attacking. 


Flaming weapon: Your attacks do [dice] additional fire damage for [level] minutes after you cast a pyromancy spell. 

 

Flame leap: When you throw a weapon imbued with flame, you may teleport to it [level]/day. 


Suggest: [level]/day you may implant an idea or want to a target you can see, that either does not know you have this power or does not know you are present. 


Misdirect: [level]/day, change the perceived meaning of an order, sentence or thought to everyone but you within hearing. Essentially everyone understands it as if it was one word off. 



A: Secret Supplicant: Divination, Divine Sense, Edge of Madness, +3 intelligence. 
B: Listener: Whispered, +1MD.
C: Shadow ascetic: Summon, Curse, Lurking, Spells, +2MD.

D: Rose bishop: Flesh crafter, Hunger, +1MD, +3 strength. 


Divination: You may perform divination in accordance with divination rules.


Divine sense: You can detect the presence and location of any beyonder or magical beast at least two levels higher than you. 


Edge of madness: You gain double insight from all sources aside from drinking potions, however, you may increase your maximum insight by [level] as many times as you want, gaining a new compulsion each time. 

In addition, monsters and fiends no longer feel a compulsion to devour you, and so may be very loosely controlled. They may still decide to kill you for conventional reasons. 

Compulsions are behaviors you must save or engage in whenever you have the opportunity to. Compulsions are decided on by the gm. 


Whispered: You may choose to open your mind to entities either when you encounter one or its influence, or whenever with a specialized ritual. You then gain +1d6 insight, and may gain both a power that can be completely outside the pathway system, and a compulsion related to the goals of the entity you ended up contacting. 


Summon: You may choose to summon [level]d6HD of shadow creatures once per day. You may not summon less than this amount, and have no inherent control over them. Shadow creatures are normal monsters, but have resistance to physical damage, are weak to radiant damage and take damage from sunlight. 


Curse: If you have the flesh or blood of a target, you may cast a spell or use fleshcrafting on them as if you were right next to them. The flesh is consumed in the process.

Lurking: While in shadow, you may become invisible, silent, semi tangible, and be able to sense the presence of any one target (though you need to lock onto them when they enter your line of sight to designate them as the target). While being watched this way, the target will grow uneasy and have a strong feeling of being watched. 

In addition, your senses are muffled when growing far away from you or a target.

You may choose to expand your shadow to cover a [level] meter radius, which will dampen lights and sounds to an extreme degree. 

 

Magic: You gain the following spells, note that you can gain more spells (or might already have some) through whispering. 

-Darkness

-Silence

-Inflict wounds. 


Flesh crafter: You gain resistance to piercing and bludgeoning damage, in addition you gain the following cantrips and spells. You may use one of these as a free once a turn. 

-Flesh bomb: You may detonate your flesh as if it was a grenade at any time, even if it is no longer attached to your body. Removing a flesh bomb from your body costs 4HP. 

-Devouring: You may store [level] corpses or homogenous chunks of flesh within your soul by touching them, this will slowly digest them. You may also store an additional [level] slots of non-flesh items. 

-Flesh creek: You may dissolve yourself into a pool of blood to slip through cracks or burrow through porous earth. While in this state you may inhabit unconscious or restrained people by replacing all the blood inside their body. They can be completely unaware this took place and you could spend years secretly hiding inside someone's body (so long as you took care to feed during the night).  

In addition you may leave behind pieces of your blood as flesh bombs without harming the target, if you do not do this the target will die of blood loss when you leave. 

-Regeneration: You may spend MD to heal yourself by [sum]. 


Hunger: You must devour the flesh of humans at least [level] times per month or lose all your powers, including your max insight from edge of madness.