Monday, January 12, 2026

Working Title: Everything is Meat

I could keep working on the Anno class I'm writing up but I got to thinking about dwarves and now I'm here. Blame my dad playing Dwarf Fortress while I was visiting. I've been reading about animals a lot lately and got to thinking about just how wild life is. Like there are so many crazy things going on. So I've ended up with a little list of how these insane biological organisms could look like an elf game. This could be a really fun setting to fuck around with. While being less magical than the world where Demons Are Real And Can Kill You, it's been scratching the 'classic fantasy' itch really well. So I guess this is a Dwarf Post™.

What Is A Dwarf?

A Dwarf is a mammalian sapient, known by many names depending on an individual Dwarf's designation. The species gets its name from the worker members of the hall, named due to their relative diminutive statue. Warrior members are known as trolls. There are no documented cases of non-Dwarves meeting a king, but they appear to be the only breeding member in a given hall of Dwarves.

Types of Dwarf

Most Dwarves are work dwarves (Note: in this text, as most other texts, the uppercase Dwarf is used to refer to the species, while the lowercase dwarf is used to refer to the worker category). They are generally 4-5 feet tall, broad shouldered, and are easily identified by their large beards. These beards are sensitive to vibrations in the air, and aid the dwarf's hearing. Most dwarves remain in the hall, mining, brewing sustenance for members of the hall, or caring for young. When a hall gets large enough, some dwarves are sent to find suitable locations for a new hall - these dwarves will return and bring a king to a location once found. These dwarves are common adventurers.

Warrior members of the hall are known as trolls by most. They stand 8 feet tall or more, and possess large, horned fists they use in defense of the hall. They have different skin patterns than work dwarves, generally having a mottled complexion akin to the stone most dominant in the hall. Their beards are worn in different styles, generally combed straight rather than braided. These Dwarves are rarely seen outside of the halls, though occasionally a new king is escorted by several trolls in addition to the scout dwarves.

In most strains, this leaves the king, a mysterious figure in the hall. While there are no recorded instances of a non-Dwarf meeting a King, several things are known: he is fertile, unlike most of the members of the hall, and spends the majority of his time rearing young. The diversity of Dwarves implies the existence of a second fertile category, though adventuring dwarves are generally unwilling to discuss it. 

Some strains of Dwarf diversify their workers. These halls will have dwarves as normal, but may also have some builder class members, known as gnomes. These Dwarves will lack the beard of their worker and warrior counterparts, generally possessing more manual dexterity for finer tasks. This is theorized to be a recent development in Dwarven history, as very few strains possess these members. As with most species, there is a great diversity that has yet to be properly studied.

Dwarven Habitat

Most Dwarf halls are in mountainous or otherwise rocky regions, given the Dwarves biological instinct to tunnel into the earth. When space is particularly limited, members of a new hall will dig downward, through the soil until they reach a rocky layer where a proper hall can be constructed. Certain strains of Dwarf are known to prefer certain rock types, an abundance of certain precious metals, or the presence of certain gemstones. It is unclear by what mechanism a dwarf can sense these traits, but most scout dwarves are able to determine a locations viability after only an hour of mining. Most Dwarves are known to be averse to large bodies of water, but there have been documented halls along ocean cliffs or, more rarely, halls that open up into lakes or bays.

Dwarven Diet

Dwarves are known for their enjoyment of fermented food and drink, particularly alcohol. The reason for this is theorized to be twofold. First, fermented foods will generally last longer than their raw counterparts, leading to longevity for the hall's food stores. Additionally, most strains of Dwarf have limited digestive microbiomes, relying on a constant supply of microbes from food. As such, the cultivation of food-safe bacteria and fungi is an important part of Dwarven life. Most strains of Dwarf subsist entirely on ferments, with some noteworthy strains seeming to consume only alcohols.

Monday, December 1, 2025

John 10:11 (GLoG Class: Shepherd)

And the Teacher said, "The Shepherd knows his flock, even if they do not know him. They listen to his call and heed him, for he lays his life down for them. He gives them life unending and once again picks up his life. For did not the shepherd slay giants? They will know my shepherd by my signs, as they know me by my Father's signs. They shall not know the kiss of death, for I have overcome death."

-Apocryphon of Lazarus

The Church has long compared its members to sheep. Few take the message to heart as deeply as the Shepherds. While not strictly a Holy Calling, Shepherds are those who dedicate themselves to protecting the flock. As such, they are greatly valued in the deep dark. Most Ordines have formal organizations of Shepherds, but any who take up a sword in defense of their neighbors may be a Shepherd. Infused with the sheer power of faith, they are a light in the darkness.

Parable of the Good Shepherd, Philips Galle (Netherlandish, Haarlem 1537–1612 Antwerp), Engraving 

"Parable of the Good Shepherd" by Philips Galle (1565)

Shepherd

Starting Equipment: leather armor, sword (medium weapon), shepherd's crook

Starting Skill: Herding

A: Lay Down Your Life, For The Flock

B: Heed The Shepherd

C: Lay Giants Low

D: Take It Up Again 

You gain +1 Vigour for each template of Shepherd you have.

Lay Down Your Life: As the shepherd, you put yourself in harm's way for the sake of others. When you take damage, you gain an equal amount of Grace. Grace can be spent to add to opponent attack rolls or subtract from your own saves. 

For The Flock: The good shepherd protects the flock from harm. You may intercept an attack meant for another character within your movement range. Move to the square that character occupied, move them one square in any direction that makes sense, and take the attack as if you were the original target.

Heed The Shepherd: Your presence inspires peace and trust in members of the flock. You gain advantage on Animus checks against commoners.

Lay Giants Low: The strength of your Grace stuns those who would harm your flock. When you use your For The Flock ability, you may spend any amount of Grace. The attacking creatures makes an Animus save against this effect, adding the amount of Grace you spent. If they fail, they are stunned for a number of rounds equal to (Grace/their HD) rounded up.

Take It Up Again: The Grace of Candor sustains you, even in spite of grievous harm. When you would die, instead spend all your Grace and regain 1 Vigour. All Undead within Grace * 5 feet are destroyed. All Demons in the same region are banished and all Tenebrous creatures are turned. Lose all templates you have in Shepherd.

 

 NOTES

I've never made a class before but I think this works! Big shout-out to Blatt of MASCARA KNIGHT fame for advice on GLOG, OSR, and general design (as well as the ability from ze's Gallant, which I aped for the ability For The Flock). A lot of the other abilities are inspired by the Angel-blooded Resonator by Gil on the Phlox Discord server! 

 

Monday, September 15, 2025

Anno Tenebris - Ordines (And some other lore/rules tidbits)

Let no sin go unwitnessed, nor unconfessed. We beneath this earth may offer no absolution - only Candor is worthy of such grace - but through your witness and confession strive for holiness. For as it was written in the scriptures, "Thou shalt not bear false witness," as well, "Those things which proceed out of the mouth come forth from the heart; and they defile the man". Keep watch over your brothers and sisters, and if your brother should not confess his sins, confess them to Candor on his behalf."

-St. Vigilus, in his letter to Salona (43 AT)

And Wisdom said, "The names given to the worldly are deceptive, turning the heart from what is good to what is evil. So also with 'The Light' - it does not lead one to what is good but to what is evil. How pitiful are those that listen to the names of the worldly! Yet it is Tenebra who brought names into the world, for we cannot learn it without these names. There is only one truth, but it has many things to teach us."

-Phillipus, in his Gospel 

The lands of Sepulchre lay beneath the world that was. In this place, the color of ones' skin holds no bearing over their allegiances. While kings reign under the earth, citizens' allegiances do not truly lie with them. Instead, the most significant aspect of one's identity is their Ordo (pl. Ordines) - their order of faith. When creating a character in Anno Tenebris, an Ordo must be selected. Many Ordines exist in Sepulchre, and each vary in many ways, but they can be split into roughly two broader schools of thought: Candescent and Tenebrous.

https://upload.wikimedia.org/wikipedia/commons/thumb/3/3f/Jean_II_Restout_-_Pentecost_-_WGA19318.jpg/330px-Jean_II_Restout_-_Pentecost_-_WGA19318.jpg 

"The Pentecost" by Jean Restout II (1732) 

The Candescent Ordines are the only Ordines permitted in most lands. Each is part of the 'Universal Church', sharing their common head in the Supreme Pontiff, but few would identify themselves as such. The Candescent Ordines refer to the Godhead as 'Candor', first and foremost viewing light and flame as holy. Most Ordines fall under this classification; several are listed below:

Domae: Derived from the pre-Fall practices of the lands above, the Domae maintain that only proper observance of the old ways will lead to humanity's return to the surface. Due to their strict observance of the surface faith, they maintain the ability to transubstantiate.

Vigilan: The Vigilan tradition stems from the writings of St. Vigilus, a wandering ascetic who held that only witnessing and confessing would result in forgiveness from Candor. Their Ordo is centered around the shrine at Calidae, where St. Vigilus' journey ended in his death.

Cares: The Cares are, in most cases, a quiet and meek Ordo. They maintain a strict schedule of fasting and prayer -  a schedule which many find altogether too rigorous. Even so, they hold that greed and material desires led to the Second Fall, and only the rejection of such desires will herald their redemption. 

Jusepe de Ribera - 101 artwork - painting

"Mater Dolorosa" by Jusepe de Ribera (1638) 

A much more recent development, the Tenebrous Ordines are denounced as heresy by the Supreme Pontiff and as such illegal in much of Sepulchre. According to the Tenebrous Ordines, when fire rained down from above, it was the darkness that offered them succor. Thus, the Divine is present not in light, but in darkness. This has resulted in an altogether very different theology, where the Divine (known to them as Tenebra) resides not above the earth, but far below. They reject many of the modern scriptural texts such as the book of Eskhat, which details the divine process leading to the Second Fall. Due to their strict illegality, there are fewer Tenebrous Ordines large enough to speak of.

Tenebrae: The first and largest of the Tenebrous Ordines, the Tenebrae maintain that the Second Fall is a way of bringing them closer to Tenebra, as well as offer a test. Only the most faithful in this time of trial will journey deeper into the earth to approach the divine throne. Altogether a more dour and mystical group than the mainstream Candescent Ordines.

This list is far from exhaustive, and when I get to some more proper rules balancing I'll be able to make something a little more concrete as far as the rules implications of each Ordo. It's also worth noting that not all characters need be priests or others dedicated to religious life (though it's certainly useful to have at least one in a group). Even so, the tenets of the Ordines dominate life under the earth, and thus one's Ordo has a great effect.

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"Engraving of Marcella of Rome" by Diodore Rahoult (1886) 

However! Beyond that it's probably good for me to get some concrete rules put together for Anno Tenebris (GLOG Hack Edition). Like I said in the last post, BONES by The Oblidisideryptch is a good starting point. First up: Stats!

Much like the source here, we have 3 primary statistics, each of which is determined by the number of slots available within it. Unlike the source, I am changing the names of them in order to fit more with the broader feel of the setting. The 3 primary statistics are as follows: Corpus (C, analogous to BONES' Meat), Mens (M, analogous to BONES' Head), and Animus (A, analogous to BONES' Soul).

Personally I find the d20 roll under system a little unintuitive, but every attempt to find something better has run into walls. I considered Fabula Ultima's increasing dice size as an option, but this added complications to the inventory system and resulted in way too many charts. I also considered the PbtA system of no values, only modifiers, but that basically eliminated the inventory I liked so much. So we're going to keep it. 

Character creation is basically 3 steps: Rolling for stats (see BONES' 2d4 per stat), rolling for Ordine (table forthcoming once I have more concrete rules), and rolling for initial template (templates forthcoming). Until then, there are several things I want to get onto paper (or. . .digital paper). 

Some archetypes I want to hit with templates include: The Holy Person (feels a bit obvious, also there will likely be a lot of these), The Soldier (a classic for a reason), The Dungeon Specialist (dungeons will almost certainly be getting their own post - for now though just know that they are plentiful and dangerous), Alchemists (did I mention there's alchemy?), and The Spellcaster (see above. Needless to say, it's complicated and requires consorting with Otherworldly Creatures). There will almost certainly be more, but those are some initial concepts that definitely need to be included.

Also, some more concrete and less vibes-based setting lore. Like I said in the last post, the world 'ended' in 500 AD. The mechanics are unclear, maybe it was natural, maybe wasn't, but at that time the sunlight was brighter and hotter than ever before. It burned the people, it set fires, it ended civilizations.

the sun is a deadly laser Blank Template - Imgflip 

"history of the entire world, i guess" by bill wurtz (2017)

The lands of Sepulchre lie predominantly under what would be Italy in the modern day. Just pretend there's a huge, underdark-like network of caverns underneath the world. There are still oceans, of a sorts, but life is carved out in small beacons of light in these massive caverns. Being in the dark and with limited ways in/out of any given cavern, trade and information networks are much smaller than they once were. 

Beyond the lights of small settlements, there are plenty of failed towns - ruins of the many who survived the initial Fall, but could not persist against the horrors contained in these caverns. Demons roam in the darkness, preying on the weak-willed and weak-bodied. Whether by possession or merely sharp claws, most who encounter them will surely perish.

Modern Gothic Paintings 

"The Last Judgement" by Jan Van Eyck (1436-38)

That's where our adventurers come in. In these ruins are valuable artifacts of the above world - knowledge lost to mankind, holy relics of ages past, and of course, all manner of precious metals. With the increasing role of alchemy, metals in general have become in higher demand than ever before. That goes double for the planetary metals, for while the planets themselves are no longer in sight, their influences are essential. Those who dare to search for these great treasures are known as Fossors, or Grave Diggers.

There are many reasons one may become a Fossor. Most Ordines have them, both from the Holy Orders and the laity, and increasingly nobles have begun to compensate Fossors for their services. Few liege lords will allow just any peasant to leave their lands and delve into the dangerous dark, but many noble houses find it glorious and right for their children to search those ancient ruins. Not the heirs, of course, but an unfavored third son is almost certainly going to have to do his time out in the darkness. 

While most peasants are unlikely to leave the relative safety of their liege's lands, those trained in crafts such as smithing, alchemy, or magic are often given the "opportunity" to become a Fossor, usually escorted by knights or disgruntled scions. Those who survive attain riches and prestige. If you're looking for the way society is stratified, just look at the estates in Many Rats on Sticks by Skerples. Anyway here's some fun art of goetic demon yaaaaay.

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"Andras" from Dictionnaire Infernal by Jacques Collin de Plancy (1863) 

Tuesday, September 9, 2025

Anno Tenebris

And so it was in those days that the people upon the earth were wicked. No king but greed ruled over the people and evil schemes existed in their hearts. And so Candor looked upon the people and was displeased and he said to the Angel Mihel, "No more shall man walk on the face of the Earth." And thus the heavens were opened. Prophecy fell from the lips of the young and visions came upon the old and wonders came from the heavens in accordance with the scriptures, saying:

"Then the angel poured out his bowl on the sun, and it was given power to scorch the people with fire. And the people were scorched by intense heat, and they cursed the name of Candor, who had authority over these plagues; yet they did not repent and give Him glory."

And so it was that the people sought shelter in the depths of the earth that they may be spared the scorching. And Candor looked upon those who sheltered and said to the Adversary, "Everything they have is in your hands; let your legions be held against them. They will have hard service under the earth, they will be allotted months of futility and misery, and they shall be hidden in the grave until they return to Me."

And in this way, the sixth age ended.

Eskhat 1:1-9 

 

Gate of Hell - Dante's Inferno

Gate of Hell by Gustav Dore

Okay I know I spent a whole bunch of time writing up that old setting but actually I have an idea that whips way harder so I'm gonna do that instead okay? Now this is an adaption of a novella I wrote a few years ago - the original version was fairly grounded (or as grounded a story can be about people living underground being plagued by visions), but I think I'm gonna get funkier with this one. This is gonna be more explicitly some experimentation with OSR and particularly GLOG as I think it adapts fairly well. Tentatively calling this setting/system - and this is very much intended to be both - Anno Tenebris (Latin: in the year of darkness). 

Augustine of Hippo was right: Judgement came in the year 500 AD. And the people were found wanting. So people live underground now and it suuuuuuucks. You know how hard it is to maintain civilization without fucking sunlight? Well it's not easy, I'll tell you that much. Notable inspirations I'm pulling from are - hey looking through the GLOG discord this is kinda on theme for what's going on hold up. Okay this is an informal Appendix T I suppose. Okay mindless pontificating done we're gonna get into the inspirations:

BONES by the Oblidisideryptch: This has a lot of mechanics and concepts I quite like - from the stats-as-inventory to the power of friendship, there's a lot to pull from here! We'll see if it works at all even a little bit, but for now it's a nice mechanical anchor.

The Blasphemous Games: I may be so so bad at video games forever but god this series captures the sort of religious fantasy that I love so much. There's a deepness to the lore and vibes and the feel that makes the faith in Cvstodia feel real and lived in. It's even got the fantasy-post-apocalypse vibe that really inspired me. I think this series is actually what got me down this rabbithole in the first place. 

Parable of the Sower by Octavia Butler: Another dying earth narrative with religious undertones. The 2024 that Butler portrays sucks to live in but even so people continue to persist. They make communities, they band together, and they believe in. . .something. When the world changes, so to do the beliefs and rituals of those who live in it. Or in this case, under it. 

Medieval Catholic Mysticism: Okay so labeling it 'mysticism' is sorta academically fraught, but there are a lot of beliefs that have been kinda mystical (in the modern sense, at least), particularly in monastic traditions and folk practices. This is kinda the bread and butter of what I'm working on and my knowledge is more than average, but certainly far from an expertise. 

Magic the Gathering: I used to really like the lore and then I took a break and then I came back and found out that WOTC doesn't give a shit about the lore anymore. Then I looked back and realized a lot of it always sucked but it's still a design/narrative style that I find really intriguing.

Elden Ring (Kinda): Again I'm so bad at video games forever but I've watched my brother play it and I've read some of the lore and there's definitely something pseudo-gnostic about it but honestly I just like the aesthetics more than anything else. 

Darkest Dungeons: Nothing here that isn't really provided by something else on this list, but I was playing a fair bit of it a week ago so it felt appropriate to mention. 

My Church History Professor: He's really Catholic and I think would lose his shit if he read this but he has a lot of knowledge on the 4th-5th century church that this is kinda arising out of, so he gets a shoutout anyway (I will not be linking his blog). 

Okay I'm tired of writing now I'm gonna go back to skonging it but I'll be back at some point later with real rules and worldbuilding and stuff instead of just a little bit of flavor and some inspirations. 

 

  

 

 

Working Title: Everything is Meat

I could keep working on the Anno class I'm writing up but I got to thinking about dwarves and now I'm here. Blame my dad playing Dwa...