Wednesday, January 21, 2026

The Face with A Thousand Heroes


As I announced with my participation in the City '26 challenge, I'm working on my own Star Wars pastiche setting. The advantage to having an unofficial setting is that, first off, I can publish things, and second off, I have more freedom.

Now, as an insightful redditor named ConflictStar once said:

Star Wars works best when it is used as a lens by filmmakers and storytellers to reinterpret their favorite things.

All I'm doing with this new setting, really, is looking at my favorite things through an unofficial Star Wars lens. I'm building Kathoom by looking at a guide book to New York City in the 1930s through the Star Wars lens. Last week was Wall Street, this week is the Hudson waterfront, and next week is the Lower West Side. 

Grab the nearest module you have. Nine times out of ten, it's Star Wars-able. It might take a little tinkering here and there but I assure you it's possible. With minimal changes, I've run Kidnap the ArchpriestWaterdeep: Dragon HeistParsantium: City at the Crossroads, and Yoon-Suin this way and I have plans for how to run so many more. You don't even need to use a dedicated Star Wars or even sci-fi RPG. Just take any system, reskin the major things, and let the rest inform your setting in ways you wouldn't plan on.

If you can't tell by now, I love Star Wars and I can't wait to look at more of my favorite things through the lens. Let me know if you'd be interested in seeing how I go about adapting a module like this and I might make a follow-up post.

And may the Force be with you.

Sunday, January 18, 2026

City '26: Kathoom - Week 2

 A4. Finance District



Principal Feature
The financial heart of both the city and the entire Republic. Most prominent is the Kathoom Stock Exchange, alongside hundreds of banks and firms.

NPC: Wu Zloth. Bank teller. Painfully slow, gravely voice. Seems to enjoy your suffering.

Encounters
  1. Several salarymen, stumbling back from the bar after after-work drinks.
  2. Several salarymen, arguing over who has the nicer holo-card.
  3. Several salarymen, in a hurry. You are in their way.
  4. A few investors, celebrating their investments paying off.
  5. A few investors, suicidal after going bankrupt.
  6. An armored speeder, carrying who knows how many credits, passes by.
NPC: Brinks Rakeback. Armored speeder driver. Compulsive gambler. Fighting the temptation to just steal everything and bet it all on an esorh race.

Trade Goods
Need a loan? Wanna buy stock in a company? Wanna get a loan, set up your own joint-stock company, pull off some less-than-legal schemes, and run off with your ill-gotten gains? This is the place to do it.

NPC: Kaj Ongol. Wannabe investor. Gullible, more credits than sense. Inherited his wealth from an uncle who may or may not have been a space pirate.

Controlling Faction
Once the underdog founded out of a personal rivalry to compete with the Bank of Boracon, the Kathoom Company has risen to the top, becoming the number one banking company in the Republic.

NPC: Naaro Hrub. CEO of the Kathoom Company. No one holds a grudge like Hrub. Two hundred years ago, he was rivals with a man named Siven Kit. Their rivalry would eventually reach the point where Hrub killed Kit in a duel. Most people would consider their rivalry over at that point. Not Hrub. Through cyborg enhancements and sheer spite, he has kept himself alive, determined to see Kit's Bank of Boracon crushed into the dust and all memory of him blotted from the galaxy.

Rival Faction
The Bank of Boracon has seen better days. Despite the prestige of being Kathoom’s first bank, they’ve lost much of their business to the Kathoom Company.

NPC: Hashlin Skeem. CEO of the Bank of Boracon. Determined to see the Bank back on top and willing to use whatever underhanded tricks he needs to. Couldn't care less about Hrub - it's just business.

Plot Hook
Alright boys - the heist is simple: the Star of Bogosi, one of the largest diamonds in the galaxy, is being moved to a safety deposit box at the First Bank of the Kathoom Company. Once it’s in that safe, it’ll be basically inaccessible; that means we’ve got a small window to make our move.

NPC: Adamas Rode. Psychopath, looks like Michael Caine. Owns dozens of diamond mines on the planet of Bogosi in the Outer Rim.

Transportation
N to [A3]
S to [B5]
E to [B4]
W to [L4]

NPC: Mish Koral. Stock trader. On a holo-call all the time, somehow able to hold two conversations at once. Suspiciously good at buying and selling at the right times (no tricks, he really is just that good/lucky).

Tuesday, January 13, 2026

City '26: Kathoom + Week 1

I'm participating in City '26! In doing so, I will be introducing a new setting that I've had on the backburner for a while: a shameless Star Wars pastiche that I can do whatever I want with. I'll probably make a post at some point detailing the broad overview of the universe but for now I'll just be focused on this one city - my Nar Shaddaa.


Kathoom is the moon of the planet Boracon in the Trans-Core Republic, the entire surface of which is covered in urban sprawl. The city is the largest in the Republic, clocking in at around 200 trillion people. Each district represents an area of around 400,000 square miles. (Yes, these numbers are ridiculous. That's just the kind of thing you have to deal with when designing a city the size of the moon.)


Week 1 - A3. Sekab Base

Principal Feature
Republic military base, built atop the initial colony. Mostly for show these days but still boasts a massive orbital cannon in case of attack.

NPC: Lieutenant Deek. Tired and overworked military engineer. Doing his best to maintain an antique orbital cannon with little to no resources.

Encounters
  1. Several soldiers playing Burshk, a popular card game. One is cheating.
  2. Several soldiers doing drills. Unarmed and exhausted.
  3. Several soldiers, patrolling. Bored and looking for trouble.
  4. A few military engineers, doing maintenance on base infrastructure.
  5. A few military engineers, attempting to move a piece of faulty (and very heavy) equipment to the repair bay.
  6. A Ranger, on a classified special mission from the commander. What is it? *I just told you it’s classified*.
NPC: Sergeant Maro. Cartoonishly serious, might enjoy violence a little too much. Ranger transferred here as a punishment for something he did on Ojed.

Trade Goods
Above-board military surplus and black market weapons from the Battery Boys gang.

NPC: Private Tar. Weasely, flatterer. Battery Boys dealer. Works in the repair bay.

Controlling Faction
Republic Military. This is a pretty relaxed post though.

NPC: Commander Rekesh. Seasoned, no-nonsense. Will retire any day now but that’s no reason to slack off. Wants the Battery Boys court martialed immediately - just as soon as he figures out who they are.

Rival Faction
The Battery Boys. A military gang, funneling weapons and other military supplies to the black market. Purely interested in getting rich.

NPC: Captain Brightrun. Laid-back, handsome. Leader of the Battery Boys. Enjoying this whole gang-running thing; wishes he thought of this years ago.

Plot Hook
A Knight of the Way accused of an act of terrorism is being extradited to the Galactic Union. He is temporarily being held at the base here. Are the accusations true? Or is he being held here unjustly and in need of rescue?

NPC: Brother Quan. Mysterious, talks in riddles. A Knight of the Way. Will not say one way or the other whether he is guilty.

Transportation
N to [B2]
S to [A4]
E to [B3]
W to [L3]

NPC: Private Kimsk. Bright-eyed new recruit. Kathoom local, Republic patriot, proud to serve. Assigned to checkpoint duty.

Monday, September 22, 2025

The Under-Folly

The Underworld is a horrible place. No sane person would ever willingly enter it. But nevertheless there exists an artistic movement popular amongst many nobles called the katabatic. It is based around a romanticized vision of the life of an adventurer and an idealized imagining of the Underworld’s landscapes. This has often manifested in literature, poetry, music, and paintings. But recently, it has made the jump to architecture.

In late summer, the nobles leave the City and return to their country estates. There, a new trend has emerged; a novel style of katabatic “gardening” in which a picturesque representation of the Underworld is constructed on the property. The noble is thus free to safely wander its carefully curated caverns and halls and imagine themselves in the Underworld. Terminology is in flux at the moment but two stand out: “ornamental dungeon”, the more descriptive, and “under-folly”, the more fun.

The Williamson Tunnels


Baron Frivolwim

Baron Caratacus Anaximander Frivolwim has constructed the space for an under-folly on his estate just outside the City. But it is currently empty; he is in need of Adventurers to descend into the Underworld proper and help him populate it.

Baron Frivolwim is a buyer of very unorthodox “treasure”:

  • Rubbings of runes and other engravings
    • Better yet, grab a chisel and take engraving itself
  • Statues, bas reliefs, mosaics, basically any artwork
  • Diagrams of traps
    • Better yet, disassemble the trap and take the whole thing
  • Architectural sketches and measurements
  • Sarcophagi
    • Occupants actually preferred, as long as they are inanimate
  • Thornes, altars, braziers, fountains, any super unique furniture or ornaments really
  • Treasure chests
    • The chest is the thing he actually wants; treasure is only valuable to him if it fits in one of the other categories
  • Harmless Underworld flora
  • Harmless Underworld fauna
    • Even suitably domesticated monsters
  • Recognizably historic treasure (coins with ancient leaders, jewelry clearly from earlier civilizations, etc.)
    • Frivolwim doesn’t want for riches - he’s buying them to add a touch of authenticity to his under-folly’s treasure hoards

Francesco II d'Este

I found this in my notes today. Based on the language, this was written for His Majesty the Worm but the ideas are easily adaptable I think. Clearly inspired by Romanticism, Pastoralism, and how Early Modern aristocrats liked to build gardens so that they could imagine themselves in the countryside without any of the actual unpleasantness that entailed. But my main reason for writing this is probably that I just love weird treasure; the idea of watching players work out the logistics of how to disassemble and cart away an entire spike trap amuses me to no end.

Sunday, December 8, 2024

Character Creation for His Majesty the King in Yellow

First off, the basics. Put Le Mat (the Fool) back in the Major Arcana deck; it is now worth four. Instead, L'Empereur (The Emperor) is going to play the Fool's role in the Minor Arcana deck. This is purely for thematic reasons - quoting from the KiY Tarot's guide booklet:

Tales of this deck had been told since the early 1700s. They consisted of a simple story. Somewhere was a fabulous deck of hand-crafted cards that numbered seventy-seven rather than seventy-eight. The missing card was the Emperor. The story went that in readings done with this deck before times of great crisis, the non-existent Emperor card would nevertheless appear, bringing an unmistakable warning of imminent disaster. (At times of truly dire consequence, all of the cards would come up Emperors.)

Now for Adventurer Patient creation.

Patient at Brentwood Asylum, Alfred Eisenstaedt

1. Names and dreams

Upon awaking in the asylum, you only remembers two things - your name and the recurring dream you awoke from.

  • A recurring dream about the Burial of the Dead
    • Begin with the mastered talent Neither Living nor Dead. When this talent is Wounded, your heart stops, body temperature drops, and breathing slows to a halt - and yet you live. You no longer need to breathe and, if you remain perfectly motionless, are indistinguishable from a corpse. Undead regard you as a neutral third party.
  • A recurring dream about a Game of Chess
    • Begin with the mastered talent Knock Upon the Door. When you come across a locked door, give it a knock. The GM pulls on the Meatgrinder table: if the draw results in a random encounter, that creature answers the door, letting you in before going back to acting as normal. Otherwise, you hear a knock in response from the other side but the door remains closed and locked (even if no one should be in the room).
  • A recurring dream about the Fire Sermon
    • Begin with the mastered talent Violet Hour. When in Darkness, your vision redshifts, allowing you to see infrared light. You can now see heat, represented as orange-yellow on a background of violet-black. You are not considered Blinded when interacting with entities with a sufficiently different temperature from their surroundings. Obviously, this still leaves your Wardmates in the dark, you can't make out surface details, and anything that matches the ambient heat is practically invisible. (It's all fun and games till you get stabbed outta nowhere by room temperature clockwork clowns).
  • A recurring dream about Death by Water
    • Begin with the mastered talent Forgot the Cry of Gulls. You are utterly forgettable. No matter how much you interact with someone, they will never recognize you the next time you run into them. They won't forget your previous interactions, but you are going to need to remind them (and possibly convince them) that that was you.
  • A recurring dream about What the Thunder Said
    • Begin with the mastered talent Aetherial Rumours. You can take the unique Camp Action, Aetherial Rumours: ask the GM a question about the current level. You receive a one word response, whispered to you by an ozone-tinged breeze.

Yes, the kith/kin replacements are based on T.S. Eliot's The Waste Land.

3. Gauzak

You feel a pull from somewhere deep within the Midnight World; the key to knowing who you are is down their somewhere - your gauza. What's a gauza? It's a Tartessian word that refers to an anchor for your identity; find it and you find yourself. If you concentrate, you can picture it in your mind; even this alone can help restore memories, for both you and those close to you. Now that you know what you are looking for, you are ready to descend into the Midnight World in search of it.

Gauzak ('-ak' is the regular plural suffix in Tartessian) are my replacement for Quests, as the Patients only have one goal: recover their memories and get out of the Asylum. Player and GM should work together to determine the appearance of the gauza. It should be something mundane, but with something that makes it distinguishable, like a teddy bear with a jacket made from a table cloth or a wedding ring with the engraving "Song of Songs 7:10".

4. Motifs

Motifs have been folded into the Recurring Dreams.

6. Arete

Still need to work on the Arete triggers but I'm pretty proud of the talents.

  • A recurring dream about the Burial of the Dead
    • This dream's arête talent is A Handful of Dust. Spend a Resolve and grab onto an inorganic object. It will instantly crumble into dust. An object of significant size will kick up enough dust to Blind and Silence (from choking on the dust) everyone in a zone for a turn. Creatures that don't rely on sight can't be Blinded and those that don't breath can't be Silenced.
  • A recurring dream about a Game of Chess
    • This dream's arête talent is Hushing the Room Enclosed. Spend a Resolve to cause all the entrances and exits of a room to disappear for a watch. Anything in a doorway is crushed as the portal shrinks to nothing. Once you use this power, you can't undo it until the watch is over.
  • A recurring dream about the Fire Sermon
    • This dream's arête talent is To Carthage I Came Burning. Spend a Resolve and you spontaneously combust, bursting into flames. You are immune fire and heat (though none of your equipment, allies, or surroundings are). This lasts as long as you want, but anything else you set on fire will continue to burn as normal. Be careful.
  • A recurring dream about Death by Water
    • This dream's arête talent is Entering the Whirlpool. Spend a Resolve and dive into a mirror. You can swim around in the mirror-world as if it was filled with water, but you have to hold your breath the whole time; no one else can see or react to you but you can see and interact with them. When you wish to return, you must find another mirror and swim through it. If necessary, you can dive through any reflective surface; but the less clear the reflection, the more likely you are to come back... wrong.
  • A recurring dream about What the Thunder Said
    • This dream's arête talent is Then Spoke the Thunder. Spend a Resolve. A peal of rolling thunder rumbles out from your position, shattering all glass and other fragile materials in the current room. Everyone in the room is Deafened. This counts as a Loud Noise.

7. Languages

Unlike HMtW, your Patient begins speaking only one language: English (or whatever language your table speaks). But there are many different languages spoken among the wanderers in the Midnight World. Here are a few of the most common ones.

  • Breton
  • Esperanto
  • Formosan
  • French
  • Hattic
  • Old Chinese
  • Old Occitan
  • Öztürkçe
  • Proto-Niger-Congo
  • Slavonic
  • Tartessian

10. Lore

So, HMtW's lore bidding is a great mechanic for when it's expected that characters will have knowledge that players won't. Unfortunately, for HMtKiY, the assumption is almost the opposite: players will probably have more knowledge then their characters who are, after all, struggling to remember anything. Therefore, I'm probably going to do away with them for this game.

That does cause a problem though for some of the talents, specifically Loremaster and Bookworm, which kinda rely on the mechanic. So to remedy this, here are two reworked versions of the talents:

  • Bookworm
    • You have an almost encyclopedic knowledge of everything you have read. Once you have used the Read a Book Camp Action, you have favor on tests where the books subject matter is relevant.
  • Linguist
    • You have knowledge of many languages and tongues. You are assumed to be passingly fluent in any spoken language that you might encounter and can translate texts you come across. Translating a short passage that you encounter while delving takes a watch or two. Translating a longer text (such as a book) requires an Asylum Action.

I think this is a decent fix. Loremaster's language abilities alone are already pretty powerful in a scenario where most characters are monolingual. Likewise, I feel like Bookworm only granting favor is probably good enough since there are fewer Motifs.

11. Talents

No changes other than the ones already mentioned. 

12. Memories

Instead of Experience Points, you have Memories. They function exactly the same; as your Patient regains their Memories, they recover the talents and skills they had before the Asylum.

If you are not currently pursuing anyone's gauza, you may concentrate to conjure it's image in your mind's eye. This by itself lets you and your Wardmates recover some Memories (3 to be precise). Once you have located your gauza physically, you all gain 3 more Memories. For metaphysical reasons unknown, only one gauza can be searched for at a time, other remaining unnoticeable until it is found.

Others in the Asylum might also be able to help you recover a Memory, but rarely will they do this for free, often requesting assistance with some business in the Midnight World first. Mr. Wilde keeps a log of these requests as contracts.

Finally, you can take the Head Trip Asylum Action; by spending Deliria, you open yourself up to the madness slightly, hoping to unlock your repressed Memories by doing so.

13. Animal Companions and Familiars

Yeah, Imma be real - I don't know what I wanna do for this one. I don't really like the idea of having animal companions but that means I have to come up with a replacement for the Beast Master talent and that's a lot harder then just modifying two others. So I'm gonna leave it intact for now but I'm probably gonna come back and amputate this rule like I did with Lore.

Tuesday, September 3, 2024

His Majesty in Yellow

Man, I suck at this whole "blogging" thing. Been over a year since my last post, but I'm gonna make an effort to write more from now on (hopefully this doesn't age poorly).

As it happens, two events have inspiringly coincided. Rise Up Comus has announced a Worm Jam to make third party content for his tarot card-based RPG, His Majesty the Worm (which is excellent and you should all pick up). At the same time, I've been prepping to run the Impossible Landscapes campaign with my Delta Green crew. And it was while glancing at the campaign's King in Yellow tarot deck that I was struck with a sudden bolt of inspiration and knew what I had to do.

Arc Dream's King in Yellow Tarot Deck, illustrated by Kurt Komoda

You wake in a psychiatric hospital with precious few memories. You barely remember who you are, much less where you are or why you're here. The doctors and staff aren't helpful either - sometimes they seem more crazy than the patients. You could've sworn hospitals like this don't even exist anymore, that asylums were relics of the past - but it's hard to argue that when you're in one.

At night, a few hours after lights out and lockdown, something strange happens: the doors open - and where once was the corridor leading to the rest of the hospital, there is now a hallway with décor you'd expect from a Jazz Age hotel. You feel a desperate pull to dive deeper - the key to unlocking your memories lies somewhere within these midnight halls.

A surreal horror take on HMtW, based Robert W. Chambers's The King in Yellow. Most of the core mechanics will remain the same but be re-flavored. Character creation will be tweaked slightly to account for setting and genre expectations. The meat of this project will be a new liminal-space-hotel megadungeon, the City creation retooled into Asylum creation, and a host of new monsters.

My main inspirations outside of Chambers and Bierce are Dennis Detwiller's Insylum RPG, Jeff Lemire's run on Moon Knight, Kubrick's The Shining, Goblin Archives' Liminal Horror RPG, and William Peter Blatty's The Ninth Configuration.

I'll be doing my best to post updates here as I work throughout the month. I'll post the minor mechanics changes and character creation tweaks hopefully within the week.

Is this project too ambitious for a one month jam? Probably.

Is that gonna stop me from trying? No.

Friday, May 19, 2023

Angels and the Roleplaying Thereof

 

Archangel Michael, Ivanka Demchuk

Been giving more thought to the eschatological Cold War setting I posted about last time and have been mulling over the nature of angels. The trouble with angels as characters is that the traditional Christian understanding makes their psyche almost impossible to comprehend.

Like human beings, angels possess free will, but unlike humans, they lack an intellect as we would understand it; rather than processing and mulling over thoughts, angels either know or do not know - unless given new information, they cannot change their minds. At the moment of their creation, the angels thus had to choose to fully serve God or rebel against Him. Fortunately, God gave them perfect foreknowledge of the consequences of their rebellion (eternal separation from the one thing that can make them happy); unfortunately, a third of them still chose to rebel anyway.

So, we have beings that can't change their minds but still have free will? While obviously metaphysically possible, trying to imagine what it'd be like to think that way is mind numbing - mainly because they don't even actually "think".

What this means is that I am going to have to play a bit fast and loose with the nature of angels if I want to even consider using them as player characters in an RPG. But at the same time, I don't want to turn this setting into one in which Heaven and Hell are painted with shades of gray. While individual angels can be a bit more malleable, Heaven and nearly all of its angels will remain capital-G Good and Hell and nearly all of its angels will remain capital-E Evil.

That's enough theory for now. Next time, I will go into detail on the different kinds of angels and the factions in the spiritual realms.