Monday, November 09, 2026

Grislings - Zobnans and Nyxians

I've been trying to avoid big image dump posts, but occasionally, I just kinda want to. Here's a bunch of Grislings, Graymen or Hyperboreans, with a little bit of commentary on each image. 

I had a couple of almost every other race, so I thought it would be a good idea to make one of the Grislings too. I think that the man came out too grayscale with even black clothing... but on the other hand, maybe that's the point. I think I'll leave him.

Ampelius Pictor is, of course, a named NPC character of some importance. He's a necromancer and Death Cultist. While he poses as a respectable Zobnan academic, in reality he's a Nyxian cultist. This goes to show you; the ethnic differences between the two are indistinguishable; it's all cultural. They don't even have any distinctive features about them, and even if they did, after a few generations, there has been considerable intermarriage between them anyway.
Bethan Argavad is another character of some importance, being Kimnor Rugova's former fiancé and now nemesis. I've often treated her like a dhampir, but she isn't really. She's a grisling under the effects of the curse. Rather than devolve into a ghoul, or die, she became a cannibal to retain her humanity... somewhat, although how much humanity do eager cannibals really have anyway?
Drancent Hewe, iconic grisling traveling scholar and sage.

Two versions of a generic Zobnan woman.
An iconic Zobnan, not unlike Kimnor, except without the beard or the tragic backstory.






Multiple versions of Kimnor. The last one, as you can see, looks almost exactly like the generic Zobnan, except with a Shadow Sword blade and a musketeer moustache and beard. I also just noticed that the number of fingers on some of his hands is not right. One only has four fingers, and a few of them have six on one hand. 

Kimnor, of course, in "reality" has a normal hand, duh.

Two rather traditionally dressed Nyxian warriors, with their iconic serrated sabers.
I'm not a fan of girlboss action characters, but I don't mind one occasionally. If anyone's going to have a few of them, the Nyxians seem like a good candidate culture. Like girlboss characters everywhere, in reality, physically she would be no match for a man, but this is fantasy after all. We'll let one or two slide through from time to time.

I do prefer to have female characters be characters that rely less on physicality, of course.
A girl in a very Nyxian outfit. She probably is Nyxian, but other people in Lomar would be drawn to the look even if she isn't really. 

Two takes on a Nyxian rogue or assassin type character. Even the rapier and dagger are serrated, although with finer teeth. That's a Nyxian affectation.
I occasionally need a real big bruiser of a character. Not everyone can have the same build. 
Girls make good sorceresses, especially in a setting where anyone who casts magic is morally questionable in the first place, lol. Anyway, after her, I've got a few versions of a guy version of her too; someone to take the place of Ampelius Pictor in a Nyxian party that doesn't use an established character. 




These last two are to represent an older, maybe wiser, and probably a bit richer version of Kimnor.

Campaigns

Darkness in the Hill Country is, unsurprisingly, focused exclusively on the Humberland Hill Country, which is the original core of the Old Night setting. That one is done, although I'm making some modifications to it to make it an actual pdf product (not for sale, just for distribution as a freeware hobbyist endeavor). This additional level of polish will really finally make the thing complete in every way other than having been run. So, let's talk a bit about my plans for the rest of the Fronts.

Cult of Undeath is already mostly done. It's done, I should say, but it will also get the expansion and polish treatment, and I'm not quite sure what exactly that will mean for this one yet. Although Timischburg was literally created for Cult of Undeath, now the setting straddles western Humberland and eastern Timischburg, and much of the Timischburg heartland is excluded. As hinted at in the title, vampires, proto-vampires and ghouls (larval vampires?) feature very prominently, as does the intention of a lich or proto-lich necromancer to tap into the magical energy of Amrruk the Ancient, one of the weirdest of the Heresiarchs, and one that was based (at least conceptually, if not at all mechanically) on the old Oozemaster prestige class from Masters of the Wild way back in the early days of 3e before 3.5 launched.

Terror in Timischburg is mostly set at sea, to the immediate west of the western Timischburg coast, and some of the surrounding lands. The outline for this campaign exists, but it needs a lot more fleshing out to be workable. It's also mostly all homebrew stuff.

Curse of the Corsair Coast was created specifically to adapt a bunch of Freeport modules. I have no outline and no real plan, but I've read all of their material, so I just need to lay it out like a giant buffet and re-contextualize into a different framework. This one can be done relatively quickly. It will all take place in and around the Corsair Coast, and mostly even just in Port Liure itself.

Shadow of the Serpent God is also going to be largely based on a blending of two campaigns plus some other material here and there, namely—the Serpent's Skull adventure path, the Yig Snake Granddaddy SPCM campaign and a dash of the Sertrous chapter from Elder Evils. I need to still figure out how to do it, but given that all of the raw material is stuff that I've already read and am fairly familiar with, this should be relatively quick too.

And that, I'm afraid, is all that I have that I feel like I have a good plan for. I have several more campaigns, but they are little more than concepts; not even a paragraph's worth of material; just a couple of sentences in an elevator pitch. So, these five will be the ones that I focus on doing the rest of this year and in to early 2027. I would like, however, to see the rest of them start to develop to at least the level of the last three, where I have a rough outline, needing more work but with an idea of the structure, or at least a big pile of source material that I'm already convinced is going to be where I draw it from. These include Icy Graves of Hyperborea, Mind-Wizards of the Daemon Wastes, Daemons of the Gutter, The Sleeper Beneath the Sands and Secrets of the Blackness Beneath. So, five that are reasonably in development, and five that are really just a concept, i.e., Icy Graves will be in Hyperborea and be all frozen and cold/ice related stuff.

I'd like to get at least a rough idea of what they'll be about, though. For example, I want to feature grislings, especially Nyxians, as one of the main antagonists of Icy Graves but that's not much to do on; stuff is frozen and Nyxians are one of the bad guys. OK. I've got some images. That helps, believe it or not. But it isn't much. Here's most of my Nyxian characters, by the way, although the one sorcerer type is an NPC from Darkness in the Hill Country, so I doubt he'll make yet another appearance. His image is just a stand-in.

UPDATE: And I decided that Ampelius Pictor isn't a good choice there. Here's a selection of some other Nyxians, actually in abandoned Nyx. I said earlier that the Zobnans more or less dressed like Hillmen and the Nyxians held on to their culture stubbornly, refusing to assimilate, although younger generations often left the bitterness of the Nyxians aside for the happier and more prosperous way of life of the Zobnans in Lomar, causing a generational divide between older and younger Nyxians. But this isn't completely true, and the reality is that many in Lomar who aren't Nyxians are still influenced by their culture; Nyxian clothing, weapons, cuisine, etc. are actually relatively popular in Lomar even among those who aren't Nyxians. While the Zobnans generally welcome the Nyxians who assimilate, the reverse is also true, and in reality, a syncretic younger generation that is a bit of both has arisen... and many of them have little interest or patience in the political jingoism of their fathers. Many of them, in fact, both Nyxian and Zobnan, rally around the quixotic idea of a revanchist takeover of Hyperborea and resettlement there.

Which, I'm sure, will be an important part of Icy Graves of Hyperborea.


Campaigns pdfs

OK, so the Darkness in the Hill Country campaign pdf is proceeding well. I've got the better part of 70 pages now, although maybe half a dozen or so of them are full page images rather than text. I've actually had to write very little, although I've had to read and re-read with an editor's pen. I've got a lot of other material besides the campaign itself, though, which I've actually only just started on; I've adapted the annotated campaign map, which I did need, I've adapted the racial deep dive posts, and I've adapted the contacts. I'll have a whole Dramatis Personae section after the campaign with the Scooby gang temp PCs, the iconic PCs, stats for the contacts, and stats for some of the other NPCs that I don't have a more particular plan for when they would appear. Otherwise, I have stats in-line in the text, where they're needed, which is a much more convenient way to structure campaigns, I think. 



So, I need to continue to edit the text and get it all in place. What else do I need?

I'm thinking of getting an Inkarnate subscription again. It's been five years since I had one, but I want to make some nice-looking maps, and I think that's my best bet for doing so. It's only $7.99 a month, and if I whip up a map for Darkness in the Hill Country, one for Cult of Undeath and an updated campaign map, then I can do that in a single month, I believe, and I'll have enough to work with for some time.

The Cult of Undeath campaign will take more work and more time than the Darkness in the Hill Country. Not only is the campaign itself not quite as firmly developed, but I've also got to to come up with a fresh batch of contacts that are a bit more Timischburg oriented, I don't even have a campaign map yet, much less an annotated one, and in general, I'm not sure exactly what kind of campaign material I want to include, but I am sure that it's not "off the shelf" like what I'm doing now.

None of the other campaigns are anywhere close to being ready, but I'd like to start really working on their 5x5 matrices before the year ends and have at least two more matrices done; Terror in Timischburg and Curse of the Corsair Coast. If I get more than that done, that’s great, but I don't want to bite off more than I can chew. Getting those done is already somewhat ambitious, honestly. Whether I actually get to it or not depends on work slowing down, thus freeing up some time during the day, and home stuff slowing down freeing up free time at night, and me feeling a little better about my reading too, which I'm quite behind on. 

I had hoped to finish Paizo’s Horror Adventures before October was over, and I'm only about halfway through right now, if even quite that, so I will need to focus on it to get it done, and then I want to finish the last module of the SPCM campaign Dark Worlds, the last half of the Legacy of Fire adventure path, and the last half dozen or so Paizo Gamemastery, or stand-alone modules, or whatever they're calling them that were still written prior to the launch of the PFRPG system. Once I migrate all of my Paizo trawls out of D&D 3.5 and in to PFRPG, I think I'll be less concerned with trying to keep the stuff I'm reading in synch, and I might well not even care about reading stuff in order anymore (well, I'll probably mostly still do that, but y'know.) I also have three of the setting books to read too, including two hard copies that I've been carrying around in my backpack for a couple of months. 

The real Main Event for Paizo reading is the adventure path trawl, of course, but I've been pretty slow-going with Legacy of Fire. Partly that's because some other stuff temporarily jumped to the front of the line like they were TSA pre-check customers or something, and part of that is that I just haven't actually been reading as much the last two weeks. I was distracted by the Malfoid phenomena for a while (I think I'm pretty much already over that, though) and I've been working on my own campaign pdf project a lot too. I want to finish that, and read at least one more full adventure path before November is over. Which would be Council of Thieves, I suppose. Then, if I can read at least two of them in December (Kingmaker and Serpent's Skull) I'll be ready to re-read Carrion Crown in January. I'd like to keep a pretty good clip going of two adventure paths read per month. I'm sure that it won't work out, but if it did, I'd be done before this same time next year with all of the 1e adventure paths. I'm still on the fence on whether or not I care about 2e adventure paths. Or anything 2e at all, honestly. They're on my list to read, but when I finish the 1e run, I'll likely take a lengthy break before worrying about whether I'll read them, or just leave them hanging while the trawl is dormant. Or even delete them from the trawl list and call it done.

But who am I kidding? I won't finish two adventure paths a month consistently, and I almost certainly won't finish the 1e portion of the trawl this year. If I do much worse and only average one AP a month, it'll be July 2028 when I finish all of the 1e ones. Even that’s not so bad, honestly. I'd consider that more or less a win. 

My wife is going to go out of town middle of next week for... almost a week, so that will be a good opportunity for me to make some hay and get some stuff done, but we'll see how much. With this many irons in the fire, it's not going to be a slam dunk to get all kinds of stuff done.

Friday, November 06, 2026

D&D last night

Played D&D again last night. Sigh. 5e isn't cool. I can't believe how long everything takes. Combat is the worst. I'm starting to have second thoughts about if I even want to keep running this. I probably will; don't get me wrong—I'm just being a little bit dramatic—but it isn't really ideal at all. It's really a sucky system, and I don't like it, and I'm struggling to understand why it's so popular. It can't have anything to do with any intrinsic properties of the system itself. 

I've watched a few of Mike Mearls' vlog series on designing 5e, and I feel like we're not really at all on the same page about what the game is about or what makes it fun. His approach is very much a gamist approach, and he keeps talking about 4e and 5e from a gamist perspective that comes across as very oblivious that there are very large cohorts that tolerate the gamism, but don't really enjoy it and certainly don't want it emphasized and expanded. The details of character optimization and tactical gameplay is not what makes D&D fun, and never was. D&D was initially created without a combat system at all, and you were expected to refer to the earlier Chainmail game, but an "alternate combat system" was introduced in the main game, and it was simple, lacked tactical or game-play complexity, lacked character complexity, and none of that was ever intended to be a focus of the game. In the original game-play loop, the fun was supposed to be mostly exploration and resolution of challenges, puzzles and stuff like that. Combat, as many OSR people sometimes say, was often seen as a failure state; you were supposed to solve problems without necessarily getting in to combat, and the combat rules were kind of an afterthought; either 1) refer to this other game if you want detailed combat rules, or 2) use these very simplified rules that we whipped up for people who don't want to go buy the other game. Obviously, the second option almost immediately became standard. 

But the OSR kind of over-states that situation; you were supposed to get in to combat in D&D, and it was always part of the game, but it wasn't the whole point of the game, which is where Mearls seems to completely miss the boat. That simply isn't true and is a major shift in the focus of D&D over time, which probably had its biggest jump after WotC acquired the brand. It's no wonder that 4e and 5e in particular aren't games that I much like, given that they are focused on activities that I don't particularly enjoy, and they stretch it out and make it very prolonged, detailed, tedious, and a huge focus on it. Not everyone who doesn't enjoy this is part of my same "playstyle school" so to speak, but I don't think that we're as far off in some ways as all that, or at least we dislike Mearls' take on the game for the same reasons. Whenever I'm making common cause with OSR type folks against something that modern D&D is doing, you know that there's a significant cohort of players who agree, because we represent at least two very large groups, that are not on board with what they're doing. 

Ultimately, I think that that's one of my major beefs with the game as a system. It's a big part of why late era 3.5 started to lose me, it's a problem that I have with Pathfinder, it's the main problem with 4e... and while 5e allows better than 4e for different play styles, it still is focused on this aspect of the game much more than people who aren't in the old GNS G-cohort really want. They can tolerate it to some degree, because it's too intrusive so that what they really want the game to do isn't workable, but when the chips fall down and an action scene starts, the game honestly gets disappointing and difficult to enjoy rather than it being the high tension activity that combat is supposed to be. I don't know. I'm going to have to seriously think about how to navigate this reality that I'm in. I don't want to bail on this group after committing to run this for them, but I don't think this is going to be the long, drawn out campaign that I originally anticipated either. I'll get bored or burned out before that just because the system sucks for GMs. 

Which is hardly a unique complaint, but y'know. I really get it now too. 

Meanwhile, apropos of nothing other than that I like to have something on every post other than just text, today's image is Gothan the Mind-Wizard. Mind-Wizards is a title that I got from Lin Carter's Callisto series, where the mind-wizards, technologically advanced people with access to flesh golem slash androids and telepathic powers are the shadowy antagonists in their city of Kuur on the far side of Callisto. I've read some Callisto books, but not those books; I just liked the name. Gothan's name comes from the Robert E. Howard story "The Gods of Bal-Sagoth" while he's really mostly based on Robert E. Howards' ersatz Fu Manchu, Kathulos from the novella "Skull-Face" which is in various collections; I prefer The Cthulhu Stories of Robert E. Howard to other versions that I own, but I also have Tales of Weird Menace feat. Skull-Face on my Amazon wishlist to pick up one of these days. Rather than spell out how he's obviously influenced, just read Skull-Face in whatever (unedited) version you get it. It's a great story.

Thursday, November 05, 2026

What is it like to be smart?


From Vox Day, with some editing cuts by me:

What it’s like is like swimming in a sea of retardery. Everything is very slow and unclear. Everyone is always simultaneously confused and yet easily upset by any attempt to help them resolve that confusion. Every conversation is like walking through a minefield, where simply answering a question accurately is liable to send the other individual into one form of emotional tailspin or another.

This is why most highly intelligent people are introverts. It’s not instinctual, it is a learned aversion to the unpleasant experience of swimming through the endless retardery and never getting anywhere.

It’s fine. It is not only what it is, it is the only reality I have ever known. It doesn’t make me like or dislike people, although I tend to avoid the more pedantic, contradictory, and stubborn individuals in order to preserve my patience; do you love your dogs more or less on the basis of which of them are more or less intelligent? I’ve actually found that genuinely dumb people often make for better company than midwits or very intelligent people who are insecure about their intellectual capabilities.

I mean, it’s not like I’m going to be discussing potentially critical amphibolies in Gödel or Kant with any of them.

So why am I telling you this? It is not, as the Gammas and some of the women would have it, because I am insecure and I want to stroke my own ego or seek reassurance from anyone. It is, rather, because many of you, being in the midwit class and above, are now beginning to be regularly confronted by what has been my reality.

[The image above] is as adequate an explanation for why nothing works anymore as you could ever require. 

So if you ever wanted to know what it is like for 3SD+ people to be surrounded by people with normal IQs, you’re going to get the chance to find out. Because I calculated that the average American IQ had fallen below 95 back in 2015, and I’m fairly confident that the addition of large numbers of people with sub-80 IQs, along with the continued dumbing-down of every educational level, is unlikely to improve the average level of intelligence across the country.

Now, I'm obviously not as smart as Vox is. If nothing else, he's clearly more intellectually accomplished than I am, and I have no reason to disbelieve his reported measured IQ of ~150-160 or whatever it exactly is is (and I'm not going to bother looking it up) which considerably better than my measured 135-140 or so, depending on which test you're looking at the results of. But I'm smart enough to recognize what he's talking about, as the same thing has happened to me almost as long as I can remember too, and as he says, it's probably only going to get worse over time. Most people I interact with are promoted above their intellectual capacity, in my opinion.

And sure, sure, simple intelligence is only one vector of being a successful leader, professional or decision maker. It's an important one, but it's arguably not even the most important. So I'm hardly advocating for a technocracy where the so-called most intelligent are put in charge just based on their IQ or anything like that. But IQ certainly helps.

Speaking of which, before I saw this tweet by JD Vance, I had already said as much in a few comment sections on stupid Boomer places like Breitbart, and had the exact same kind of nonsensical, solipsistic NPC parroting crap was the response. I do think that repeated exposure to stupidity has eroded my patience for it over the years, which isn't good. 

Amnesty, lol. Yeah, anyone pushing amnesty is lying to you. No kidding. That's the last thing anyone voted for, except for the Fake American foreigners who want to remake America to be more like where they came from, but paid for by us. 


We're having our country stolen out from under us, and guilt-tripped about complaining about it or even noticing it. That said, while I'm sure Vance is correct, the real culprit, it's starting to look more and more like, is, as usual, Democrat election fraud.

Wednesday, November 04, 2026

Heresiarchs

As I said in my last post, I've been making images of the Heresiarchs lately in ChatGPT. I originally had 12 of them, but I've added one or two over the years, and I've also picked up characters who weren't originally meant to be Heresiarchs, but who effectively are.

What exactly is a Heresiarch? In theory it is some kind of undead supervillain, but maybe undead is too limiting a concept. I originally conceived of them as having most of the benefits of both a lich and a vampire, but few if any of the drawbacks of either. The real model is Glen Cook's Black Company book; the Heresarchs are essentially the Ten Who Were Taken and their peers, few though they may be. Many of them are warped, rotted, or obviously undead, but some of them are still vain enough to maintain a pleasant exterior, and their magic means that they can do so. Heck, even Voldemort can qualify, sorta. Any sorcerer or other magic user powerful enough to cheat death which is a step above either a vampire or a lich is a Heresiarch. They have means to return if they are somehow killed (phylactery, horcrux, or canopic talisman in my case). They are powerful in both magic and physical combat capabilities. They lack the weaknesses of vampires, for instance, i.e., they can walk out in the sun as they please and otherwise act like a normal person to the extent that they want to. Many of them are rotted because they don't care about their appearance, and they have returned from the dead. Others of them have never died, and have never rotted; they've used their magic to not only preserve to enervate and perfect their physical forms. But ultimately, like the Ten Who Were Taken, they are notoriously difficult to kill, and even if you think that you have done so, you usually find to your tragic end that you have not; you've only made one of the most powerful enemies that you can make. The Limper, for example, was already an extremely powerful undead-looking creature that seemed to not be able to be killed. Even when he was decapitated, he didn't die, and his head was attached to golem-bodies and he continued to terrorize the northern continent until the fake body was destroyed (multiple times) and his head and other parts were buried in the cosmic abyss of the spike along with the Dominator. Soulcatcher also survived beheading, and for years carried her head around in a box, her power reduced, until she could get someone manipulated into surgically re-attaching it. This restored most of her power. 

Seriously, these guys are insane. Their magic makes them almost impossible to kill, and capable of taking on entire armies of normal people with the confidence that they can defeat them. The Heresiarchs, obviously a title derived from being purveyors of Heresy, and the word is a real word in Catholic circles for the founder of a specific heresy or heretical sect. My heresiarchs are worse, at least in terms of being supervillains, if you will.

Jairan Neferirkare
But what do I do with them? Given that I'm a relatively low level low power game and setting relative to D&D, you certainly are never really expected to take on a Heresiarch in toe-to-toe combat. If you ever get to that point, you have failed dramatically and are cruisin' for a bruisin'. They can be outmaneuvered strategically or politically, of course. Mostly, they should be shadowy figures deep in the background who pull strings, but because of their rivalries with each other and other comparably powered beings like certain daemons or Fey Lords like the Erlking, etc. they almost never stick their necks out to such a degree that they are at risk of getting in to combat themselves. In other words, a combination of how the Ten Who Were Taken are treated in the Black Company books and how the monstrous daemons etc. of Lovecraft, who mostly slumber menacingly deep in the background, etc. The Heresiarchs therefore are much more like plot devices than they are like actual characters, honestly. But I tend to like them more than I really should or need to. I don't really have a lot of plans for them, although one of them at least lingers as a significant background element in Darkness in the Hill Country (Jairan Neferirkare). I'm also thinking of making Amrruk the Ancient be the entity in the Eltdown Fens that Otto von Szell is attempting to either summon, or siphon power from, more likely. This would be a change, but it would also make Cult of Undeath more accurate; I'm not quite sure in retrospect how I ended up with the final thing of the Cult summoning a Lovecraftian daemon rather than, y'know, something undead. It makes it the only way that it works, honestly, but sometimes that isn't apparent while I'm working on it until I'm done, and look at it big picture and then wonder what in the world I was thinking when I added that element after all, because it doesn't really fit. 

I also like that at some point, I want a Heresiarch, and usually a different one to be involved in some way with every campaign. Jairan is Darkness in the Hill Country. Amrruk will be Cult of Undeath. Mind-Wizards of the Daemon Wastes will either be Hutran Kutir or ... unsurprisingly, Gothan the Mind-Wizard. And so on and so forth.

So, of my own Heresiarchs, I have this group. Original Heresiarchs in bold; others added were long-time NPCs or whatever, but I added them to the list just because functionally they were indistinguishable:

  1. Arzana the Feral
  2. Bartolomeo the Many Angled
  3. Amrruk the Ancient
  4. Bernat Haspar de Ruze
  5. Chernavog, the First Kemling
  6. Dommik Sébastien, the Primeval Vampire
  7. Djemma Mennefer, the Gnomic
  8. Gothan the Mind-Wizard
  9. Esmeraude, the Apocalyptic Fire
  10. Hutran Kutir, the Hex-King
  11. Jairan Neferirkare, the Shadow Queen
  12. Kefte Taran, the Mistress of Forgotten Secrets
  13. Kadashman, Who Peers Into the Void
  14. Seggeir, the Hoarfell King
  15. Shimut the Flesh-eater
  16. Master of Vermin
Twelve somehow expanded to sixteen from my original list when I made Gothan, the Ghost Pirate, the First Kemling and Hutran Kutir all into Heresiarchs, who were added to the original list of twelve.

But I actually have more characters who would effectively be Heresiarchs, but I haven't used them for anything at all. I didn't create them, and some of them I can use, like the King in Yellow, but some of them I'd have to file the serial numbers off to use, like Tar-Baphon, which is a Heresiarch-level threat from Pathfinder. But, I have images for them, and because they are effectively equivalent to Heresiarchs, I have them ready to go sorta if I ever need to.
  1. The King in Yellow (a Lovecraftian entity)
  2. Tar-Baphon, the arch-lich of the Pathfinder setting
  3. Kyuss, a name associated with the Worm That Walks, which is actually a Lovecraftian entity
  4. Hakotep I, a mummy lord and ancient Pharoah returned to life.
If I wanted to, I could add Karzoug the Runelord here too, but he's really a bit too unique to be someone I'd like to use. Tar-Baphon and Hakotep I may well be Pathfinder characters, but they're just specific iterations of famous monster types; a super-lich and a super-mummy, essentially. A rename and reskin, and I can use the images just fine if I want to. And Kyuss is a specific name associated with a concept that Lovecraft invented, and which has floated around under slightly different names in both Call of Cthulhu and Dungeons & Dragons. Again, a rename and he's good to go.



I don't need any of these "expansion" Heresiarchs; honestly, sixteen is probably more than I can reasonably use already, but since I have images that I like, y'know... I can.

I'm attaching two images of Amrruk the Ancient. The first one I generated is arguably a better image, but I wanted him to be even more oozy and slimy, so I had it do another iteration. I'll add more of these images over along with my posts for the next little bit. I don't want to do a giant image dump, but I want to get these out there a bit.

I have, in the past, given a brief paragraph or so description of each of them and their methods and history, but I should probably review and update that, especially now that I have more of them that didn't get that treatment officially before.

Tuesday, November 03, 2026

Campaigns update

After my publication of the revised Shadow of Old Night rules with all new all prettier layout and art (AI), etc. I decided that I want to do a similar document for my campaigns. Unfortunately, due to a lot of stuff going on, including some last minute work travel to El Paso and Ciudad Juarez last week, I've done very little of it, or even of reading. Instead, I "discovered" the Malfoid meme, and when I wasn't working, I spent more time exploring the better video versions of that, and ... I guess I yearned for a great love story, like everyone says with regards to the meme. @schmede_AI and @Fo_yege1664 are great ones for story, and @DracoFemaleAdventures (all three on YouTube) is the best one for charm, although it's less story and more skits and just little character moments, if not actual jokes, like Dating Reality Shows and stuff like that. But it's amazing the pretty realistic "acting" that they get in their best moments, and the characters have genuine charm, chemistry and charisma. If you're interested in that.

Now, of course, I'm back home, but my schedule has been very busy. Work continues to be an exercise in setting my hair and fire every day and running around like a crazy person. I really am not enjoying this "new new" at the office this year. Luckily, some of our home craziness has slowed down. The house is sold. That's out of our hair. We need to figure out how to get into a new house, but since we're only a few months into our yearly lease, it's not super urgent. Still very busy, but I should be able to finish reading Horror Adventures and go through the project of converting my Darkness In the Hill Country (and after that, Cult of Undeath) into pdf products—not for sale, but just for distribution on Google Drive, like my main rulebook. The first major task I need to do is generate somehow an updated campaign map. In the past, I've drawn these by hand, mostly, and I might still do that and then add labels via text add-ons after scanning the drawn map. Or maybe I'll just draw and scan. Or maybe I'll find a way to get a "prettier" digitally rendered map. I don't know yet. As long as I can get something that is reasonably accurate and reasonably pretty and reasonably easy to do, I don't really care what tools are required to do it.

Once I have an updated version, I'll need to do an updated annotated gazetteer of the map, as well as a bit more setting material, which is available, but needs to be gathered, written and added to the document. I'll probably lean heavily into my racial deep dives for this, although I haven't actually written all of those yet, so... you know.

I might also give Darkness In the Hill Country the subtitle of Appendix III, and even create a version of the rules that includes it integrated into a single document. Cult of Undeath would be Appendix IV, and Terror in Timishburg or Curse of the Corsair Coast, etc. would be appendices V and VI, and so on and so forth.

Cult of Undeath needs just a tad more fleshing out, and I need to generate a lot more images for that as well. Honestly, they probably both need a bit more fleshing out and an additional level of polish and detail, but it's not meant to be as "thick" of a product as something like a Paizo Adventure Path or WotC campaign.

I also want to stat out my iconics as sample characters, and include their character sheets. I have no intention that in actual practice anyone would run the campaigns using these characters, but I want to provide them anyway. I also need to generate stats, and probably a stat block format for a lot of NPCs.

Lots of work, but it'll be fun. I only wish that some ridiculously wealthy and eccentric patron would fund this as my full-time work, pay me a lot of money to do this, and I could focus on it as if it were my full-time job... because it would be. Wouldn't that be something?

In any case, in AI images, I've pivoted to creating samples of many of my Heresiarchs, because I'm not thrilled with the earlier more primitive images that I already had. I'll add these images as visual interest if I don't have something else to attach to a post. For today, here is Hutran Kutir, technically the first Heresiarch I created, long before I created the idea of a Heresiarchy in the first place. But he fits the bill; a counterpart or echo of Glen Cook's Ten Who Were Taken, as it were.

Sunday, November 01, 2026

Aurelian Veyne and Ilyra Solenne

I didn't really have any ideas for the iconics that I needed to add to fill out the roster of a male and female (eventually) of every race, so I turned to ChatGPT, who gave me the image, and after multiple rounds of editing iterations, I got a decent backstory for Aurelian Veyne and Ilyra Solenne out of it. I'll probably keep tinkering with this off of AI, but AI can be a decent tool to give me something to start with.

Suck it, AI haters. I'm not interested.

Aurelian Veyne

Aurelian Veyne was born to a minor noblewoman in the northern marches. His metallic silver hair, luminous golden eyes, and unusual beauty marked him as a seraph, a rare mortal lineage believed to carry the blood of celestial beings. His family regarded this ancestry as a divine blessing, and he was raised with the expectation that he would serve the Church. He has recently been appointed a junior inquisitor, possessing a good education, a talent for investigation, and considerable skill with the sword.

His first assignment took him to the remote village of Wulfham, where reports of disappearances and strange religious gatherings had attracted the Church's attention. His investigation uncovered a small cult worshipping an entity known as the Sleeper Beneath the World. More disturbing were the ancient scriptures and ritual documents discovered beneath an abandoned chapel, suggesting that certain elements within the Church had long maintained secret dealings with the very powers they claimed to oppose. When his supervising inquisitor, Father Malrec, ordered the evidence destroyed and the surviving villagers executed, Aurelian refused and fled with several of the documents. Malrec denounced him as a heretic and has since been working to discredit him, recover the stolen writings, and ensure that his former pupil does not expose what happened at Wulfham.

Now separated from the Church, Aurelian travels in search of answers, uncertain how far the corruption extends or whom he can trust. He is courteous, well-spoken, and capable of genuine compassion, but also spoiled, vain, and accustomed to being treated as someone exceptional. He has a rather inflated sense of his own importance and can be condescending toward those he considers beneath him. Although he sincerely believes in justice and the protection of the innocent, he has little understanding of the hardships faced by ordinary people and sometimes mistakes his own good intentions for wisdom. His noble upbringing has left him with a great deal to learn about the world beyond the drawing rooms and ecclesiastical libraries in which he was raised.

Lately, he has suffered strange dreams of a black ocean beneath a starless sky, where immense shapes move beneath the water. Sometimes he awakens with unfamiliar words on his lips, or with the peculiar sensation that something has been watching him from just beyond the boundaries of his dreams. Certain occult symbols also seem strangely familiar, particularly those associated with the oldest and most forbidden religious texts. He has not yet connected these experiences to his ancestry, but some passages in the documents from Wulfham suggest that the origins of the seraphic bloodlines may be considerably less glorious than the Church teaches. Perhaps Father Malrec knows more about this than he has let on; Aurelian has begun to suspect that his former mentor's interest in him was never entirely religious.

Ilyra Solenne

Ilyra Solenne was born to an unremarkable family in a provincial town, but she was hardly an unremarkable child. Her birth as a seraph was an extraordinary occurrence, and her parents regarded her with a mixture of wonder, pride, and apprehension. Her unusual beauty and golden eyes made her the subject of considerable local fascination, while her father, an itinerant scholar of folklore and the supernatural, became convinced that she was destined for something extraordinary.

His suspicions seemed justified when Ilyra began hearing the voices of the dead. As a child, she spoke to invisible companions, described people buried decades before her birth, and occasionally recounted the final moments of strangers whose deaths had gone unexplained. Her father introduced her to spiritualism, teaching her to conduct séances and communicate with departed souls. Ilyra proved exceptionally gifted, but where her father sought to understand the dead, she wanted to know them. She eventually discovered that personal objects could serve as anchors for spirits, allowing them to remain in the world of the living. She began collecting such objects, each associated with a ghost she had persuaded to stay.

At nineteen, she followed her father to an abandoned monastery where he had been investigating a series of mysterious disappearances. Beneath its ruined chapel, he had encountered something that communicated through the dead, borrowing their faces and voices to lure the living. When Ilyra arrived, he begged her to flee. Instead, she attempted a great séance, calling the spirits in the monastery and binding them to herself to sever the entity's connection to the living. The ritual succeeded, but her father died and the monastery collapsed around them. Ilyra escaped with his books, her collection, and two spectral guardians who have remained at her side ever since. She never learned whether the thing beneath the monastery was destroyed or merely driven away.

Since then, Ilyra has wandered as a medium and ghost collector, offering her services to those troubled by hauntings and restless dead. She has also discovered that wealthy clients are considerably more profitable than poor villagers. An accomplished confidence woman, she embellishes her genuine abilities with theatrical séances, fabricated credentials, and carefully cultivated airs of refinement. Her natural beauty helps, as does her talent for making people believe they are in the presence of someone quite important. Her magnificent wardrobe and apparent wealth are largely financed by the credulous and the superstitious.

Her most treasured possession is an elaborate golden lantern whose subdued violet light reveals nearby spirits and facilitates communication with the departed. Her two silent guardians, pale and terrible apparitions, hover protectively behind her.

Outwardly, Ilyra is gracious, charming, and compassionate. Yet she has an unhealthy inability to accept death or relinquish those she loves. She considers the spirits in her keeping friends and companions, never possessions, and is genuinely distressed by the suggestion that they might wish to leave. She cannot always distinguish between protecting a soul and imprisoning it.

She does not consider herself cruel. She simply believes she knows what is best for them.

Aurelian and Ilyra know each other

Ilyra first encountered Aurelian Veyne in Mittermarkt where she had been engaged by a wealthy merchant family to investigate a series of hauntings. The family's recently deceased patriarch had apparently returned to disturb the household, appearing in locked rooms and leaving strange messages for the living. Ilyra, never one to turn down a lucrative commission, had begun investigating when Aurelian arrived pursuing an entirely separate inquiry involving the acquisition of old church records, baptismal registers, and genealogical documents.

Their first impressions of one another were less than flattering. Aurelian regarded Ilyra as an excessively theatrical charlatan, while she found him humorless, suspicious, and altogether too serious. Nevertheless, their investigations soon brought them together. During a séance, the spirit of the deceased merchant addressed them both as the returned children. A moment later, something appeared in the doorway: a tall, impossibly thin figure with a face obscured by a veil of golden light. Ilyra's two spectral guardians reacted with extraordinary violence, and the apparition vanished.

The encounter led them to discover that someone had been quietly searching for individuals of unusual ancestry. Their investigations uncovered scattered evidence of a clandestine organization known as the Household, whose members were gathering genealogical records and seeking out people born with peculiar characteristics. Neither understood the organization's ultimate purpose, but they suspected that its interest in them was more than coincidental.

Despite their initially awkward acquaintance, Aurelian and Ilyra discovered an unexpected kinship. Both were seraphs, an uncommon enough circumstance that meeting another of their kind was remarkable in itself. They developed a genuine affection, eventually coming to regard one another as something like brother and sister. Though their respective pursuits keep them traveling separately, they make an effort to maintain correspondence.

Neither yet knows the full truth: they share a distant fallen celestial ancestor, and the Household is attempting to gather that ancestor's scattered descendants and bring them back to a place its members call Home. Whatever awaits them there, it is not quite the reunion its followers imagine. Something ancient is calling its children back, and it has no intention of allowing them to remain what they are.

What it all means

This is all pretty good stuff, and certainly with a little bit of additional massaging, I can use it. However, I definitely don't want to keep all of my racial iconics together in little cliques. I like the fact that seraphs are unusual enough that there is actually a connection between these two, but that wouldn't be true for any other characters. And I definitely don't want them being part of the same "PC party" if you will, as I eventually construct additional backstories for additional iconics. The idea of different groups of iconics being connected to each other was always part of the fun, though; back when Dominic and Ragnar Clevenger were the effective "leaders" of two completely different 4-character groups, I still had them meant to always be brothers. I kind of like the idea of 2-3 character groups now, though, so Ragnar is with Cailin, his wife, and Dominic is with Kimnor, and they sometimes do stuff together, but are apt to split up frequently into their respective two person groups. I don't yet know who I'd pair these two with, but I can work that kind of stuff out after I've got a few more characters ready to roll.

I probably need to "unretire" some of my contacts who were formerly iconics, like Oisin Dughall and Shule at a minimum, and mix them up with some of these characters too. Not necessarily with either of these, but y'know. If I'm going to have ChatGPT work up some of the characters that I haven't thought of any ideas for yet, I probably also need to create a chat where I spell out the details of a lot of these other characters that I already have so that the AI can use that information without me having to correct it all the time.

The difference between iconics and contacts is a little bit fungible, and any of the contacts can be seen as an iconic of sorts, even if I don't intend to really use them as "PCs" as such. Then again, none of the iconics are really going to be used as a PC, they're just stand-ins as if they were sample PCs. I mean, is Drancent Hewe an iconic grisling scholar? If not, what's really the difference anyway? For example. I could do the same with most other contact NPCs, although some of them are more... stationary, I should say. While they're important and can be considered iconic NPCs, they don't really "adventure" like a PC would, for instance. Someone like Sir Liamond Wreldane or Brythe Armeld, for instance.

Saturday, October 31, 2026

Races of Old Night

OK, OK, I know that I'm not trying to just post AI generated images from my setting all of the time. But I need to work out my races and what they look like. Some of these images are of established NPCs, or even former iconics, in some cases, but others I didn't have that, so I had to just create "generic" versions of them. Let's go through them, shall we? Click on each image for a larger version. I want to keep this relatively small.

Humans: I'll do a separate post for the different ethnicities of humans. For now, let's skip them.

Grislings: the second most iconic race, because they're from Lomar mostly, which is smack dab in the northern Humberland Hill Country area. They're also probably the most integrated and commonly seen non-human race in the Hill Country. The male is an established NPC sage or expert, Drancent Hewe, the female is just a generic Grisling adventuring scholar or whatever.



Kemlings: Kemlings are the second unique race I developed, and so are important, but I don't necessarily think of them as super common until you get further west. The female version is Merra Kuzulash, an NPC "anti-PC" so definitely a villain. But that's the stereotype of kemlings, given that they are supposedly saddled with a daemonic taint or admixture in their genetics.



The elementalists come next, in four parts, so I'll break them up. I have a few images of each.

Surturs: The fiery surturs are one of my original races too, based on the fire genasi of D&D and encouraged by the azhar of Freeport. The woman is an image that I've used for actual NPCs; Vanisse Maledict, the bad girl twin sister of my D&D PC Vanze Maledict, but I also used it as a replacement image for even worse girl Javaira Khanwar, one of the anti-PCs, because I didn't like the look of her otherwise.

The male is just a big tough bruiser, but Javaira also has a twin brother. I have images of him too, but let's not get ahead of ourselves. In general, of the elementalists, surturs are the best represented in my images.


After fire, why not water? Here's the tritons. These are both generics. I have no iconic tritons or triton NPCs yet.

I'm sure I will when I get to some of the later campaigns. I expect that they're relatively common on the Corsair Coast, for example.



Sylphs are the air elementalists. I don't have any iconics or NPCs of them yet either, so both of these characters are generic. The images have names, but that isn't meant to mean anything, and they may well change. I gave them names but nothing else yet. Sylphs have a bit more color variation than tritons or even surturs, with hair sometimes pure white like clouds and sometimes darker blue.


Dvergs are the earth elementalists, and have the most variation in their looks, so I generated a few images to get a few variations. I shouldn't post four images, but I have them, and they're sufficiently different that I feel like I need to. Their skin can be somewhat metallic (iron or copper being most common) or rocky (a grayish granite or red sandstone most common) and they tend to either have pale platinum blond hair or dark hair, and usually have dark eyes like obsidian.





Orcs are non-humans, but more human-like than they are in some other settings. This is kind of not actually true, however, as they are most definitely genetically a different "species" which the other races are not. The other races have a magical or supernatural admixture; the orcs and goblins are just different. 


Since I just mentioned them as the other morph of the orcling race, here's goblins too. Both sexes dressed in this case very similarly to each other. I do kind of like an almost pirate-like aesthetic, if you haven't noticed. I prefer swashbucklers to knights, I suppose.


Dhampyrs are the next race, but they're an expansion extra race, not a core race. That said, I have an iconic and another NPC that's pretty important to another iconic that both are one, so... yeah.


Seraphs are also an expansion extra race, and I'm not sure what to do with them. I've been on the fence, honestly, about eliminating them entirely. The one with the ghosts is because I was thinking of using the "ghost collector" medium idea and making her a seraph, but these aren't really characters yet with any background.



Finally, woodwoses are next. The female version is really me just asking for another iteration of one of Oisin's prompt, but saying make it a female and with blonder hair, so she's definitely generic.